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Jesse.MarkowitzandClaude Opus 5 a6657241de v0.8.0.14 — the coaches that never come back, and a district that ends at its own sign
Six reports from the Day 2-3 playtest of v0.8.0.13.

GAMES IN PROGRESS DO NOT SURVIVE THIS ONE. Modifiers are now bounded by the
Limits, which makes a once-legal move illegal, so a save holding one is refused
at that move: whistle-6945.day3.stage10 stops at intent 528 of 539. Jesse's call,
knowing it strands the game on the box. The file is untouched and v0.8.0.13
still finishes it.

The Sparrow running empty and Tom unable to unload his passengers are the same
shortage from opposite ends, and both are the rules working as printed. §9.2
boarding discards the emptied coach into the CLASSIFICATION yard, detraining
draws a fresh empty out of the DIVISION yard, and §2.2 sends Classification back
only when the Division Yard runs bare — so coaches move one way. Measured over
the save: sixteen in the Division Yard at setup, zero from Day 2 Stage 8 to the
end, fifteen piled in Classification, the Division Yard steady at 46-47 freight
cars with no prospect of going bare. Jesse's ruling is Gitea#2's: the shortage
stays and the game says so. A train made up short now reports what its card
wanted and why none is coming (`makeUpShort` — `trainNeedingCars` answered null
for "done" and for "cannot be done" alike, so the phase moved on in silence); the
yard panel warns while the condition lasts; the Depot's blocked panel was right
all along.

The modifier outside the Limits was working as designed and the design was
Jesse's own call, now reversed. What decided it is what the board shows — a card
beyond your own sign, in territory §8.1 and §10 reason about. The case that
motivated the exemption was checked on the reported move rather than argued away:
the Power Plant sat at (-1,3) against a sign at column 3 and two spots inside
were free, legal and adjacent.

Switching filled the history with coordinates — a line per move, plus one per
mandatory coupling. It is still LOGGED in full; what the panel draws is the line
saying somebody switched, the first move, work at an INDUSTRY (named, not a
coordinate), the Small Yard sort, and a closing summary. The suppressed lines are
still WRITTEN, marked `trace`: dropping them outright was the first attempt and
the step-queue suite caught it, because dwellForStep pays nothing for a step that
said nothing, so the board stopped replaying switching at all. The last move
rides in the closing line rather than being kept in place — nothing knows a move
was the last until the turn is over, by which time the line has been streamed to
every client and cannot be revised. Two things fell out of reading those lines:
every move ended with a tutorial sentence the opener already gives, and the move
count said "of 6" with the six hardcoded, which is wrong on a night Stage.

Make-up lines name their train — they all read "the train being made up", so
looking back for train 10 found nothing under that name — and "a empty tank" is
now "an empty tank". The Small Yard's options read as the train they would build
instead of `[1,2,3,0]`; the one Jesse wanted was the first of five and unreadable.
Two of those five were junk: bringing the last car to the end is the identity and
would have spent a Move, and a two-car reversal duplicated its only real option.
Both are filtered by the resulting order, not by the case that made them.

A Small Yard may now put cars AHEAD of the engine, which was Jesse's own open
question. Two sources disagreed and the design notes won: the v0.4.5 card text
says the sort puts the engine at the nose, implications.md says "any order,
including cars ahead of the engine". `engineAt` is optional on the intent, so
older saves replay to the same train. The menu did not multiply — the engine is a
separate short list against the consist as it stands, eight options for a
four-car train rather than twenty. §8.2 needed no new code: badlyMadeUp is
deliberately direction-free, so a PUSHING train is fit to run and only a
broken-backed one is held. The button warns by asking that predicate rather than
copying it, and immediately earned itself — every one of train 10's eight options
is refused, the one asked for at the table included, because that train carries a
caboose and each sort moves it off the rear. That is the right answer rather than
a gap: the train is already made up, so every offer would break it, and the labels
say which is which. A made-up order is always on the menu for a train that needs
one, because "bring car k to the tail" is enumerated for every car and the caboose
is one of them.

Labels read WEST TO EAST, with the engine drawn as the board's own ◀ / ▶ arrow.
"Front to back" is not a direction a table can read — which end is the front
depends on which way the train points — and board-svg has reversed east-facing
consists since v0.8.0, so the button now describes the same train as the picture.

The Freight Agent, Porter and Laborer groups now say what the role is for, where
the role is chosen. Tom reached for the Freight Agent to detrain passengers,
which is a Porter's action in the Cargo phase; both halves were working and
neither was visible.

TODO closes #107 (the nose sort) and gains #108 (the coach ratchet, with the
measurement, to revisit on a second game's data).

999 fast tests and 35 sim tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DmdqqCNoiqE7GBo6wthBnR
2026-09-17 20:49:31 -04:00
Jesse.MarkowitzandClaude Opus 5 ad277fb994 v0.8.0.13 — the board on screen is the board you can act on
Nine reports from the Day 1-2 playtest of v0.8.0.12. One moved a car, one was a
rule working correctly with nothing on screen to say so, and the rest are things
the table could not see.

The real bug: the Division Yard chips stayed lit and clickable while the board
was catching up. `renderActions` puts the action list away while the queue is
behind — a move offered against a position that has already moved on is a move
made blind — but the make-up wiring sat outside that guard. A chip was clicked
during a bot's make-up, a coach left the yard, and the train ended up with three
cars: a real intent submitted against a board several moves stale. The chips now
follow the queue like every other control, and the yard COUNTS are drawn from the
shown board rather than the live game — they were the one panel still reporting a
future the player had not been shown.

The Office Area picker had a button per opponent and none for yourself, so the
one player who could not reach their own district was the player waiting on
everybody else. Your own seat is in the row now, and the row is ordered by SEAT,
west to east as the Division map draws it, rather than by join order — sorted
from the Frame's own `seat` on every render, so it rotates with Employee Rotation
instead of having to be told.

§5's handover of the Fedora rode on `actorChanged`, which is turn bookkeeping and
which `record()` drops as noise, so the one moment it carried that a player needed
went past in silence. It is its own event now, narrated and announced. The phase
keeps its name: the Supervisor Shift refreshes every Laborer and Porter EVERY
Stage and the Fedora moves only every third.

A collision now names whose Office it was and who paid the 5 Revenue, which rode
in a separate `revenueChanged`; a Mainline collision is phrased differently
because §10 makes it the Superintendent's.

Passengers, reported as a bug and ruled not one after replaying the save: the
Depot's capacity and modifiers were fine, and §6.3 stocking wants a LOADED coach
out of the Division Yard, which held none while six sat in Classification. The
shortage stays — running out is part of the game, the same ruling Gitea#2 got —
but the blocked panel says so now instead of the action being silently absent.

Smaller: "working left" is "working eastward" in the make-up panel and the New
Train tip, because the map runs west to east and the table does not; the history
panel keeps 90 lines instead of 60 in the same 230px box.

`git diff v0.8.0.12..v0.8.0.13 -- src/engine/` is NOT empty this time:
`events.ts` declares `superintendentChanged` and `advance.ts` emits it. Both are
additive — `check()`, `legal.ts` and every predicate are untouched, and events are
derived by replaying a save rather than stored — so no once-legal move became
illegal and games in progress resume.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DmdqqCNoiqE7GBo6wthBnR
2026-09-17 04:43:59 -04:00
Jesse.MarkowitzandClaude Opus 5 7c9ef8797d v0.8.0.12 — put a player back in their seat after losing their browser storage
Gitea#33. A session token is the only identity the game has, and it lives in
exactly one place the player controls: their browser's localStorage, scoped to
the origin they joined at. Lose it — a cleared profile, a private window, a
different browser — and the seat is unreachable while the game runs on and the
session sits intact on disk. Reported from the table: of two humans in one game
the host reloaded straight back in, the joiner met an empty lobby.

Diagnosed before it was fixed, and two server-side theories of mine were
retracted on the evidence: no storage key changed in 0.8.0.11, nothing in the
app deletes the secret or name, create and join both call persistSession, that
game's sessions.json held both seats, and it resumed with 80 intents replayed.
Both players used the same URL, so it was not a second origin either.

The fix is a recovery link. An administrator mints a code for a named seat
(admin-gated: deciding somebody lost a seat is a judgement no route can make);
the player opens the link and the page trades the code for the token over a
POST, then strips it from the address bar. The link never carries the token —
lobby-and-sessions.md §1 says keep it out of URLs, and a recovery link is
exactly what gets pasted into a chat. Single use, 30-minute expiry, held in
memory because a restart dropping them is the right failure.

server/claims.ts is a pure store, so single use, lazy expiry and one identical
answer for unknown/spent/expired codes are tested rather than asserted. The
admin game listing gained seatedPlayers — the seats a human holds a token for,
read from the session map rather than guessed from player names — so the
StartOS action can offer real players instead of bot chairs.

No rule changed: `git diff v0.8.0.11..v0.8.0.12 -- src/engine/` is empty, so
games in progress resume.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX
2026-09-16 20:16:24 -04:00
Jesse.MarkowitzandClaude Opus 5 9a9e50b3c6 v0.8.0.11 — sixteen fixes from the second multiplayer playtest
Arrivals name whose Office they reached, and no longer tell every seat they can
work the train. The turn chart follows the animation queue, so being five behind
looks five behind across the whole screen rather than half of it. Pause sits
beside Skip and preserves the dwell a held step still owed. A one-render look at
another player's Office Area. The district summary counts the board being shown.
LIMITS is printed beneath its card instead of through its border. The Mainline
region divider is visible. Only Hilly mentions FAST/SLOW, because it is the only
card that reads it. A passenger Modifier on a Whistle Post reports itself dormant
rather than claiming the facility "only receives". An automatic phase says what
the Division is doing instead of answering by negation. The version appears once
in the header rather than twice on every .s9pk. Save files carry the join code,
the Stage and the date.

The New Train phase, reviewed before being changed: the make-up panel now says
what the train STILL needs rather than only what its card calls for, explains
that a player adds one car before the round passes on, marks the train being
loaded on the Division map, and gives an addable car in the yard the same amber
every other clickable thing on the page wears.

Reasoning, measurements and the reports behind each are in CHANGELOG.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX
2026-09-16 16:06:01 -04:00
Jesse.MarkowitzandClaude Opus 5 4adf149ba5 v0.8.0.10 — playtest fixes: clearance rulings, the log, the map, and a save file
From the first two multiplayer playtests of v0.8.0.9, each traced before fixing.

The engine:

- A train on a card BEHIND the one departing no longer triggers a clearance
  ruling or an opposite-direction bar (#26). Reproduced from the exported
  save: X15 was held over X18 behind it, and X18 then collided into the full
  Whistle Post. Games in progress holding a ruling the engine no longer asks
  for will not resume (28 of 40 recorded four-seat games); shipped as is at
  Jesse's call.
- `mainlineModified` carries the card's previous kind, so the log can say
  what a Realignment converted (#27).

The screen:

- The turn chart and the Division map name the player whose move is on
  screen while bot turns replay, not the live actor (#25).
- The owning player's name is no longer outlined by the turn arrow's stroke,
  which made it unreadable (#24).
- A Mainline card flashes on the map when a Realignment changes it (#28).
- The history is held back with the board and revealed step by step, instead
  of arriving whole while the board is still catching up (#29).
- A ruling made by holding the office reads "Superintendent Player X" (#30),
  and no line names a player twice (#31).
- A seated player can download their own game as a save file: the play
  page's Save replay button, fed by GET /api/save?token=… (#32). The StartOS
  action cannot do this — an action result is text only.

Closes #24
Closes #25
Closes #26
Closes #27
Closes #28
Closes #29
Closes #30
Closes #31
Closes #32

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX
2026-09-15 22:44:20 -04:00
Jesse.MarkowitzandClaude Opus 5 76c6e103b3 v0.8.0.9 — the bot plans its switching turn, stops wasting its draws, and the engine walks each route once
The developer bot, re-measured decision by decision against the bot before it,
goes from about -0.3 revenue a game to about 4.8:

- plans the whole switching turn before its first Move (sim/switch-planner.ts),
  +2.89 over 1600 paired seeds; closes TODO #53
- takes a face-up card only if it could play it, +1.52 over 1600 seeds
- stops running Second Sections by accident in the New Train phase, +0.32
- lays track by what the district can do afterwards, +0.12 over 6400 seeds,
  run-arounds in 22 of 60 districts against 9

The engine is 2.8x faster with play proven identical: a route cache scoped to
one unchanged position, applyIntent split into prepareIntent + commitEvents,
and less allocation in exploreMoves. npm test now leaves out the bot
simulations, which run as npm run test:sim.

No rule changed; games in progress resume. Rejected candidates and the
Second Section card question are in CHANGELOG.md and TODO.md (#104-#106).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX
2026-09-15 15:30:42 -04:00
Jesse.MarkowitzandClaude Opus 5 072029b1f7 v0.8.0.8 — a played train does not come back; a discarded one does
Jesse's ruling on the question v0.8.0.7 filed: once a regularly scheduled train has
been played its number is on the timetable, so putting it back into a reshuffled
deck to be played again makes no sense. The same card sitting in a discard pile was
never played and its slot is still open, so it should come back. An Extra is a
single run rather than a standing slot, so a played one is free to run again.

The test is therefore WHERE the card is, not only what it is — which is worth
writing down, because it is exactly the rule a later tidy-up would simplify into
filtering by kind everywhere.

And the duplicate that started it: trainScheduled was pushing a synthetic
train-<number> into the Salvage Yard beside the real card cardPlayed had already
put there — four scheduled trains left eight entries in a pile holding four cards.
Nothing read it, it inflated the depth, it displayed as "a card", and it would have
been swept into the draw deck to be drawn as an id with nothing behind it. Removed,
which retires the phantom-id class rather than papering over it, so v0.8.0.7's
cardName resolver for it goes too.

Games in progress resume: no predicate changed its answer, and a draw is a draw
whatever is on top. What differs is the Yard's depth, which was double-counting,
and what a reshuffle recovers — and reshuffles are effectively unreachable, with
zero seen across eight games driven to 4000 moves.

Closes #23.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
2026-09-10 07:19:47 -04:00
Jesse.MarkowitzandClaude Opus 5 d0e5091824 v0.8.0.7 — the Salvage Yard had nothing to say, and phases too little time to read
The Salvage Yard was face up all along; its tile just read "a card". apply.ts
pushes a synthetic train-<n> id on trainScheduled, nothing in s.cards matches it,
and cardName fell through to its default — and since a train is scheduled several
times a Day that id is on top most of the time. Measured before touching anything:
the tile read "a card" from the opening frame through 60 pushes while its depth
climbed from 2 to 8. cardName resolves it now, in sim/view.ts, because this is a
name.

The engine half is filed as Gitea#23 rather than fixed here. reshuffleIfDepleted
sweeps the Salvage Yard back into the draw deck, so that synthetic id can be
shuffled in and drawn into a hand as an id with no card behind it. Eight games
driven to 4000 moves across eight seeds produced zero reshuffles, so it is latent;
there are two defensible fixes and the choice turns on what the synthetic id is
for, which is not a call to make while fixing a label.

And phases scale with the speed control again, damped to a third of the rate. They
were pinned in v0.8.0.3 because scaling them walled off a player's own turn; pinned
turns out to be too short to read at 10x. Damped satisfies both: 1x unchanged, 10x
lands exactly on the four-times guess. Bounded because phase beats cluster rather
than accumulate — 1.0 per push on average, 4 at worst, so the wait after a move is
~2.4s typical.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
2026-09-10 06:58:09 -04:00
Jesse.MarkowitzandClaude Opus 5 64e8ce584f v0.8.0.6 — your move waits its turn, the lit pile keeps asking to be looked at
Your actions are put away while the board is catching up. The board on screen is
behind the game, so a move offered there is a move against a position that has
already moved on — and the screen had grown to four things competing at once: the
district, the history, the catching-up row, and a lit pile. Skip is one click away,
so the wait stays voluntary.

That could have locked a player out of their own game. Hiding actions behind busy()
makes that flag the thing standing between a player and their turn, and without
requestAnimationFrame nothing ever advances the queue — so busy() would never
clear. Caught by the DOM-stub test that has been proving this page still starts
since long before any of this existed. No rAF now means draw everything at once,
which is what pace 0 does deliberately, and a queue that throws empties itself
rather than stranding anyone.

The lit pile was never brief: measured, it stays lit for 6997ms at 10x. It was a
single flash over a dark fill, easy to miss while watching the district — a state
that settles stops asking to be looked at. It pulses now for as long as the move is
up.

And the pace ceiling was not theoretical. 10x was the top of the ladder and was
reported still a bit fast; it runs to 20 now. A control whose limit is reached in
ordinary use has the wrong limit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
2026-09-10 05:49:01 -04:00
Jesse.MarkowitzandClaude Opus 5 3fca325699 v0.8.0.5 — the Home Office deck, and lighting the pile a move touched
"Many operations still occurred too fast for me to see", at 10x — where an action
already holds the screen for seven seconds. So it was never duration: a bot drawing
a card changes one number in a panel nobody is watching, and the board sits
unchanged. Raising the dwell was the wrong lever and it had been pulled three
times.

f.deck has carried the face-down count since the Frame existed and nothing drew it
— the display gap test/display-gaps.test.ts sweeps for, surviving in the one panel
that draws every other pile. It is a tile now, first in the row, face down, because
that is the order a card travels and not knowing what is on top is the point.

And the piles a move touched are lit for as long as that move is on screen. Derived
from the frames either side of a step rather than sent, so nothing joins the
protocol and the 0.8.1 board gets it free. What lights follows what is public, and
was measured across four seeds rather than reasoned about: a Home Office draw
lights the deck and never names the card; a Department draw lights that pile, and
the deck too when it refills; a discard lights the Department it lands on; a played
card lights the Salvage Yard. Switching and new trains light nothing here — they
move the board, which the district panel already follows.

A state rather than a flash: the timetable's fixed 1.5s animation would be over
long before a seven-second pause. Not for your own moves.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
2026-09-10 04:35:59 -04:00
Jesse.MarkowitzandClaude Opus 5 fc40fc39ed v0.8.0.4 — take the test server's name back out of the tracked files
Both repositories allow anonymous clone — checked rather than assumed: info/refs
for git-upload-pack answers 200 for each, git-receive-pack answers 401. So
everything committed here is public, and tracked files are supposed to carry
placeholders rather than real hosts.

Ten mentions added while building v0.8.0 are now "the test server" or "the target
hardware", across CHANGELOG.md, the common-board plan's three deferral banners,
sim/pacing.ts, and two test files. Prose and comments only, no behaviour; the
quotes are untouched, because what was said about bot pacing is the part worth
keeping.

Left alone deliberately: nineteen older mentions in entries about v0.7.5, v0.7.6
and v0.7.8 and in TODO.md, since rewriting a changelog after the fact makes the
record less true; and scripts/deploy-web.ts, where the host is the functional
default for FB_URL rather than prose — turning that into a required variable
changes how deploying works and wants deciding on its own.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
2026-09-09 21:43:06 -04:00
Jesse.MarkowitzandClaude Opus 5 ff629c0708 v0.8.0.3 — Skip on the left, a caption that says who, and a clock that stops
stretching

Three things from playing v0.8.0.2, all about the row rather than the mechanism.

Skip was on the far right and a player's eye is on the countdown. Moved to the
left, in front of the count.

The caption said what but never who. Measured over 40 turns of a real 3-seat game,
half the waiting is automatic phases — 21.0s of phases against 21.7s of other
players — and a phase narrates as "Mainline", which is accurate and no answer at
all to "who am I waiting on". A phase introduces itself now: "The Division:
Mainline phase". A player's move already carries its name from record(), so it is
left alone. The row was also hiding one step early, because it showed only while
behind > 0 — which goes false exactly when the last step of a burst goes up, so the
step most likely to be read lost its caption.

And the speed control was stretching the clock along with the players. It was not
his own move being replayed — own moves have cost nothing since v0.8.0.1 — it was
the phases behind it, which put 105 seconds of clock-ticking into a 5x game. pace
now scales a player's move and leaves a phase at its tabled beat, which is what the
control has always claimed to do. Off still means off for both.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
2026-09-09 21:06:22 -04:00
Jesse.MarkowitzandClaude Opus 5 c10f52791e v0.8.0.2 — the speed control that was only ever a URL parameter, and a Day-end
contradiction

Two things found by playing v0.8.0.1, neither in the mechanism itself.

?pace= never worked. index.html's doors are play.html?lobby and
play.html?solitaire, so arriving through the splash replaces the query string and
the play page only ever saw ?lobby — a whole game was played at 1x while believing
it was at 7x. v0.8.0 shipped that parameter as the only way to change speed and the
game's own front door destroyed it. There is a control on the play screen now,
beside zoom, persisted per viewer; the doors carry pace through as well, so the URL
lever is honest for handing two playtesters different speeds. PACE_LEVELS moved to
sim/pacing.ts with DWELL and MAX_PACE — the tuning surface in one file, and
testable. The committed default is unchanged: what it should be is a question for a
game played at a speed that took effect.

And the Day-end dialog said "0 today, 2 in all". advance.ts increments the Day and
then zeroes collisionsToday, and noteDayEnd() fires when the Day goes up — so the
dialog reporting the Day that just finished was drawn from the very frame in which
that Day's count was reset. Reproduced on four of five seeds before changing
anything. The count is captured at the rollover now; it is not derivable on the
client, because in multiplayer the push announcing the new Day is the same push
that carries the reset. And "today" was the wrong word regardless: it names the Day
instead — "Collisions: 2 on Day 1, 2 in all".

Unrelated to v0.8.0 — that one has been wrong since the dialog was built for
Gitea#10, and needed somebody to play a Day with a collision in it and then read
the summary.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
2026-09-09 20:08:39 -04:00
Jesse.MarkowitzandClaude Opus 5 0cfeb4c496 v0.8.0.1 — bot play was way too fast, and the last step never got its moment
Two things from the first real play on phoenix.local. One bug: busy() was
pending.length > 0, so the final step of a burst reported the queue idle the
instant it was shown — the district panel snapped back to the viewer's own board
and the countdown row vanished before either could be read.

And calibration. "Start at 1s and tune down" was applied to switching, while a
250ms action tier was invented beside it — fine for a switching burst, wrong for
the common case, since switching is not legal until there is track down. A real
early-game bot turn measured 750ms end to end. Actions are 700ms now, and
localOps.choose moved out of bookkeeping: it is the line announcing what a bot is
about to do, and at zero dwell nobody ever saw it.

The viewer's own moves now cost nothing — their board comes from their own Frame,
so holding their click only delayed the thing they wanted to watch. And pace
supports 2 and 3 as asked, bounded by MAX_PACE so a typo cannot look like a
frozen board; every tier scales together, so the weighting survives any speed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
2026-09-09 17:20:18 -04:00
Jesse.MarkowitzandClaude Opus 5 02289e94b8 v0.8.0 — the board replays what everyone else did, instead of arriving rearranged
TODO #13, #15 and #18 — Gitea#20 steps 2-4 pointed at a seated player's own screen.
Every accepted intent, and every automatic phase that does anything, becomes an
ordered presentation step. A bot's whole switching turn used to land in one push;
now it arrives as a run of steps, the district panel follows whoever is acting,
and a [N behind] … [Skip] row says how far the board is from the game.

Solitaire runs the same path — one collector inside submit(), which both session
kinds already funnel through — which is where its automatic phases finally get a
visible beat.

Dwell is assigned by kind: switching holds the screen, turn bookkeeping costs
nothing, and the clock turning over earns the beat. Tunable per viewer without a
rebuild, and off entirely at pace 0.

Also: switching was the one class of action logging unattributed, and now names
its train. Reasoning, measurements and the three things that turned out wrong are
in CHANGELOG.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
2026-09-09 15:31:46 -04:00
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
67 changed files with 16925 additions and 2438 deletions
+6
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@@ -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/
+2363
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File diff suppressed because it is too large Load Diff
+37 -3
View File
@@ -35,8 +35,28 @@ deliberately no longer names one: it went stale for six releases.
reload; anybody may leave and the host may clear a chair; and the four transient signals that make
a game feel alive — sound, the timetable flash, an announcement, the badge on the card you just
drew — reach a remote client, which they did not before v0.7.0. What is still open is in `TODO.md`
under Multiplayer — chiefly that **a player cannot see what the others did**, and that a lost
under Multiplayer — chiefly that a lost
session token still locks someone out of a running game from a genuinely fresh browser.
- **Watching the table — v0.8.0.** Every accepted move, and every automatic phase that does
anything, becomes an ordered **presentation step**: the board replays other people's turns instead
of arriving already rearranged. This is what closes "a player cannot see what the others did",
which stood open through v0.7.x. A bot's whole switching turn used to land in one push, because
`driveBots()` plays it out before the push goes back; now it arrives as a run of steps, the
district panel follows whoever is acting, and a `[N behind] … [Skip]` row says how far the board is
from the game. Dwell is assigned **by kind** — a switching move holds the screen, turn bookkeeping
costs nothing — and is tunable per viewer without a rebuild. Solitaire runs the same path, which is
where its automatic phases finally get a visible beat.
**The caption and the history panel are not the same list**, since 2026-09-17. Switching is logged
in full; a move from the middle of a turn writes its line as tone `trace`, so the step still
carries it — the board captions the move and earns its dwell, and `dwellForStep` pays nothing for a
step that said nothing — while the history panel filters the tone out. What the panel draws is the
line saying somebody switched, the FIRST move, work at an **industry**, the Small Yard sort, and a
closing summary. The last move rides in that summary rather than being kept in place: nothing knows
a move was the last until the turn is over, by which time the line has been written and streamed to
every client, so it cannot be revised.
**Not yet checked in a browser:** the mechanism is proven server-side against a live SSE stream and
the page is proven not to throw, but nobody has watched a bot switch on screen.
- **Not built** — the opponent-directed cards (the Action and Space-use categories, held out of every
deck until they have an implementation, along with the defensive cards whose only purpose is to
answer them), and real audio. No screen offers a control for the opponent cards any more: the
@@ -45,7 +65,8 @@ deliberately no longer names one: it went stale for six releases.
Balance is *not* where it should be, and this file no longer quotes a figure for it. It used to say
"the developer bot averages 7.0 Revenue against a target of 20", which stopped being true the moment
the transit rule it names was defaulted to off — that rule was worth ~5.4 of the 7.0, for traffic
nobody had to work. Measured at the current defaults the bot means about **zero**.
nobody had to work. Measured at the current defaults the bot meant about **zero** until it began
planning its switching turns (2026-09-14), which put it near **2.8**.
The three rates — passenger per coach, freight per load, train per transit — are **settings fixed when
the game is dealt**, along with the opening hand and where an Extra may start, so the economy can be
@@ -91,7 +112,8 @@ separate thing: it assembles the static SITE into `dist/`.)
```sh
npm install
npm test # node --test
npm test # node --test, everything except the bot simulations — run after every change
npm run test:sim # test/sim.test.ts, the bot simulations (~7 min) — run after a bot or balance change
npm run typecheck # tsc --noEmit
```
@@ -131,6 +153,18 @@ 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
+2679 -1481
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File diff suppressed because it is too large Load Diff
+28
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@@ -36,6 +36,34 @@ and `<ip>:<port>` are both expected — and browser storage is scoped to the ori
at one address must come back to that address, or they are a stranger with no token. Say so in the
UI at join time rather than letting someone discover it when they cannot get back in.
**A lost token is recoverable, administratively** (Gitea#33). Everything above makes the token the
single point of failure: it lives in one browser's storage, and a cleared profile, a private window or
a different browser ends the seat with the game still running and the session still on disk. Seen at a
real table — the returning player met an empty lobby while their token sat intact in `sessions.json`,
and the only way back was an administrator reading the file off the volume and the player pasting it
into a devtools console.
So there is a supported path, in two halves that are gated differently on purpose:
```
POST /api/games/<id>/claim { player } → { code, expiresAt, … } admin secret
POST /api/claim { code } → { token, gameId, player, gameCode }
```
**The link carries the code, never the token** — which is the rule three paragraphs up, applied. A
recovery link is exactly the sort of thing that gets pasted into a chat, so what travels in the URL is
single-use and expires in thirty minutes (`server/claims.ts`), and the page trades it for the real
token over a POST as it loads (`?claim=` in `web/main.ts`, which strips it from the address bar either
way). A leaked code is worthless once spent; a leaked token is the seat for the rest of the game.
**Minting is administrative; spending is not.** Deciding that a particular person has lost a
particular seat is a judgement no route can make safely — anyone able to mint their own code could
take any chair at the table. Spending needs no secret because the player following the link is the one
person in the story who holds none; the code *is* the authorisation, and it is the same shape
(unguessable, one-time) as the token it hands back. The codes are held in memory: they are minted on
demand and spent within minutes, so a restart dropping them is the right failure, and persisting them
would put a credential-equivalent on the volume to solve a problem measured in seconds.
Real accounts can be layered on later without touching the rules engine, which is exactly why
[`overview.md`](overview.md) keeps that boundary sharp.
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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. · 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. · 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. · 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. · 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. · 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
View File
@@ -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.**
+7 -4
View File
@@ -1,6 +1,6 @@
{
"name": "station-master",
"version": "0.7.8",
"version": "0.8.0.14",
"private": true,
"type": "module",
"description": "Station Master — a railroad operations game",
@@ -9,11 +9,14 @@
},
"scripts": {
"typecheck": "tsc --noEmit",
"pretest": "node scripts/build-web.ts",
"test": "node --test test/*.test.ts test/**/*.test.ts",
"pretest": "tsc --noEmit && node scripts/build-web.ts",
"test": "node --test $(ls test/*.test.ts test/**/*.test.ts | grep -v '^test/sim.test.ts$')",
"pretest:sim": "tsc --noEmit",
"test:sim": "node --test test/sim.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 (${lines.length} lines)`);
+10 -4
View File
@@ -70,11 +70,17 @@ function buildStamp(): string {
* and v0.7.6's fix to it both shipped correctly to `phoenix.local` and neither reached the browser
* that asked for them (Jesse, twice, 2026-08-29 — "setup did not work").
*
* The version plus the build's own timestamp is always distinct, needs nothing from the
* environment, and stays honest: two builds of the same commit ARE two deploys, and a cache key
* that says so costs one refetch, while one that lies costs a release nobody receives.
* A marker plus the build's own timestamp is always distinct, needs nothing from the environment,
* and stays honest: two builds of the same commit ARE two deploys, and a cache key that says so
* costs one refetch, while one that lies costs a release nobody receives.
*
* NOT THE VERSION, which is what this used to lead with. The stamp below already begins with
* `v${pkg.version}`, so on exactly the builds that take this path — every `.s9pk`, which has no
* `.git` — the header read "v0.8.0.10 · 0.8.0.10-mfq2p1 · …" and the version appeared twice
* (Jesse, playtest 2026-09-16). The timestamp alone carries the uniqueness; the version is
* already said once, properly, at the front.
*/
let git = `${pkg.version}-${Date.now().toString(36)}`;
let git = `nogit-${Date.now().toString(36)}`;
try {
const sha = execFileSync('git', ['rev-parse', '--short', 'HEAD'], { cwd: root })
.toString()
+121 -12
View File
@@ -31,12 +31,13 @@ import {
houseRules,
officeProfile,
mainlineProfile,
consistSize,
} from './content.ts';
import type { Direction, MainlineEntry, MainlineKind } from './content.ts';
import type { CarType, Direction, MainlineEntry, MainlineKind } from './content.ts';
import type { GameEvent } from './events.ts';
// `trainNeedingCars` lives in apply.ts beside `check`'s copy of the same question, so the phase and
// the legality test cannot disagree about which train is being assembled.
import { areaAtSeat, areaOf, occupancyFor, trainNeedingCars } from './apply.ts';
import { acceptsCar, areaAtSeat, areaOf, isBeingMadeUp, occupancyFor, trainNeedingCars } from './apply.ts';
import { legalActions } from './legal.ts';
import type { CrewTray, DivisionNode, GameState, GridCoord, Outcome, PlayerIndex, RollingStock, SeatIndex, TrayId } from './state.ts';
import { cloneTally, coordKey, freshTurns, isExtendable, playerAtSeat, playerLeftOf, pooled, railFacingOf, subdivisions, totalRevenue, turnOf } from './state.ts';
@@ -94,6 +95,18 @@ function nodeIndexOfOffice(s: GameState, seat: SeatIndex): number {
const step = (d: Direction): number => (d === 'east' ? 1 : -1);
/** The Division node a train is standing on — its Office, its Mainline card, or its Division Point. */
function nodeIndexOfTray(s: GameState, tray: CrewTray): number | null {
const at = tray.position;
if (at.at === 'grid') return nodeIndexOfOffice(s, at.seat);
if (at.at === 'mainline') return at.index;
if (at.at === 'divisionPoint') {
const side = at.side;
return s.division.nodes.findIndex((n) => n.kind === 'divisionPoint' && n.side === side);
}
return null;
}
// ---------------------------------------------------------------------------
// advance
// ---------------------------------------------------------------------------
@@ -381,6 +394,45 @@ function newTrainPhase(s: GameState, events: GameEvent[]): AdvanceResult {
return { events, needsInput: true };
}
/**
* SAY SO WHEN A TRAIN GOT NOTHING, before the round is over and the train runs (playtest,
* 2026-09-16: "train 5, the sparrow, has no coaches, which seems strange").
*
* `trainNeedingCars` returns null both when every consist is full and when the Division Yard holds
* nothing a short train will take — the same answer for "done" and for "cannot be done" — so the
* phase moved on in silence and the only trace was a MADE UP line promising "now taking cars". The
* Sparrow calls for three coaches and left empty twice in one game.
*
* REPORTED HERE RATHER THAN AT THE MADE-UP MOMENT, because a train made up early in the round can
* still be filled by a later placement; only once the round has nothing left to offer is the
* shortfall a fact. This is reached exactly once per Stage — the next line enters the Mainline
* Phase — so the report cannot repeat.
*/
for (const tray of s.trays.values()) {
if (!isBeingMadeUp(tray) || tray.trainNumber === null) continue;
const profile = trainProfile(tray.trainNumber, tray.trainIsExtra);
if (!profile) continue;
const category = (t: CarType): 'freight' | 'coach' | 'caboose' =>
t === 'coach' ? 'coach' : t === 'caboose' ? 'caboose' : 'freight';
// What the card still wants: asked of `acceptsCar` per category, so a full category and a
// category barred by the card's own rules answer the same way here as they do to a player.
const missing = (['freight', 'coach', 'caboose'] as const).filter((cat) => {
const sample: CarType = cat === 'coach' ? 'coach' : cat === 'caboose' ? 'caboose' : 'boxcar';
return acceptsCar(tray, sample);
});
if (missing.length === 0) continue;
events.push({
type: 'makeUpShort',
trainNumber: tray.trainNumber,
isExtra: tray.trainIsExtra,
placed: tray.consist.length,
wanted: consistSize(profile.consist),
missing: [...missing],
waiting: s.yards.classificationYard.filter((c) => missing.includes(category(c.type))).length,
divisionYardHolds: s.yards.divisionYard.length,
});
}
return { events: [...events, ...enterPhase(s, 'mainline')], needsInput: false };
}
@@ -522,14 +574,17 @@ type MoveOutcome = 'moved' | 'held' | 'needsClearance';
*
* This is reachable purely through switching. A train arrives made up, and only comes apart because
* the player took cars onto the nose or picked up a cut in a run-around.
*
* Exported for the switching planner (`sim/switch-planner.ts`), which has to know whether a plan
* leaves a train unable to run — and must ask this rule rather than keep a copy of it.
*/
function badlyMadeUp(tray: CrewTray): string | null {
export function badlyMadeUp(tray: CrewTray): string | null {
const n = tray.consist.length;
if (n === 0) return null;
const pulling = tray.engineAt === 0;
const pushing = tray.engineAt === n;
if (!pulling && !pushing) {
return `not made up — the engine is buried in the train, ${tray.engineAt} car(s) ahead of it`;
return `not made up — the engine is buried in the train, ${tray.engineAt} car${tray.engineAt === 1 ? '' : 's'} ahead of it`;
}
const caboose = tray.consist.findIndex((c) => c.type === 'caboose');
if (caboose === -1) return null;
@@ -688,8 +743,16 @@ 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 +790,11 @@ 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;
@@ -1052,10 +1119,27 @@ function evaluateClearance(
* constrained. Each Office upgrade to a Control Point splits one in two and buys capacity.
*/
const subdivision = subdivisions(s).find((group) => group.includes(targetIndex)) ?? [targetIndex];
/**
* ONLY WHAT IS AHEAD (Gitea#26). §8.1 asks about a train the considered train would FOLLOW, and one
* moving TOWARDS it — both of which are ahead of it. A Subdivision runs the length of every Whistle
* Post between two Control Points, so it can hold a train BEHIND the one departing: in the reported
* game X15 highballed west from an Office while X18, also westbound, was still crossing the card to its
* east. Counting X18 put a meaningless ruling to the Superintendent; holding X15 kept the Whistle Post's
* one A/D track full, and X18 arrived into it and was destroyed. A train behind and moving away is no
* threat at all.
*
* "Behind" is strictly behind the card the departing train stands on. A train on that same card is still
* counted, exactly as before: which of two trains sharing a card is in front is `entryConflict`'s region
* question, and this is not the place to answer it.
*/
const from = nodeIndexOfTray(s, tray);
const behind = (onCard: number): boolean =>
from !== null && from >= 0 && (tray.direction === 'east' ? onCard < from : onCard > from);
const occupants: { tray: TrayId; onCard: number }[] = [];
for (const i of subdivision) {
const n = s.division.nodes[i];
if (!n || n.kind !== 'mainline') continue;
if (behind(i)) continue;
for (const t of n.transits) if (t.tray) occupants.push({ tray: t.tray, onCard: i });
}
@@ -1440,6 +1524,7 @@ function arriveAtOffice(
trainNumber: tray.trainNumber ?? 0,
consist: tray.consist.map((c) => ({ ...c })),
office: officeProfile(area.tier).name,
owner: playerAtSeat(s, seat),
expedited: isExpedited(tray),
});
@@ -1611,6 +1696,13 @@ function shiftChange(s: GameState, events: GameEvent[]): AdvanceResult {
if (s.clock.stage % STAGES_PER_SHIFT === 0) {
s.clock.superintendent = playerLeftOf(s, s.clock.superintendent);
events.push({ type: 'actorChanged', player: s.clock.superintendent });
/**
* SAID OUT LOUD, as well as recorded. `actorChanged` is turn bookkeeping and the log discards it,
* so this — the one time in three Stages that it means the Fedora moved — had no line anywhere
* (playtest, 2026-09-16). Emitted alongside rather than instead: `actorChanged` still carries the
* cursor, and anything reading it keeps working.
*/
events.push({ type: 'superintendentChanged', player: s.clock.superintendent, stage: s.clock.stage });
}
// §9.1 — Laborers and Porters reset at the start of each Stage, not each Phase.
@@ -1626,6 +1718,9 @@ function shiftChange(s: GameState, events: GameEvent[]): AdvanceResult {
s.clock.day += 1;
s.clock.stage = 1;
// Captured BEFORE the reset: the Day-end dialog reports the Day that just finished, and it is
// drawn from the frame this rollover produces. See `collisionsPrevDay` in `state.ts`.
s.collisionsPrevDay = s.collisionsToday;
s.collisionsToday = 0;
events.push({ type: 'stageBegan', day: s.clock.day, stage: 1 });
rotateSeats(s, events);
@@ -1636,11 +1731,25 @@ 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 =
+228 -36
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).
*
@@ -959,6 +974,16 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
const seen = new Set(i.order);
if (seen.size !== i.order.length) return 'CONSIST_ORDER';
if (i.order.some((n) => n < 0 || n >= tray.consist.length)) return 'CONSIST_ORDER';
/**
* The engine may finish anywhere in the train, including with cars ahead of it (Jesse,
* 2026-09-17). `engineAt` indexes the SORTED consist, so `consist.length` is legal and means
* the engine on the tail with everything ahead of it — the shoving case a Small Yard exists to
* set up. Refused outside that range rather than clamped: a clamp would silently build a
* different train from the one the player asked for.
*/
if (i.engineAt !== undefined && (i.engineAt < 0 || i.engineAt > tray.consist.length)) {
return 'CONSIST_ORDER';
}
return null;
}
@@ -1084,10 +1109,9 @@ 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 --------------------------------------------------------
@@ -1412,17 +1436,30 @@ function checkPlay(
if (!placement) return 'NO_PLACEMENT';
if (area.grid.has(coordKey(placement))) return 'NOT_CONNECTED';
/**
* NOT ON THE RUNNING TRACK ROW — AND NOT BOUNDED BY THE LIMITS EITHER. Jesse's call, both
* halves.
* NEITHER ON THE RUNNING TRACK ROW NOR OUTSIDE THE LIMITS — Jesse's call, both halves, the
* second REVERSED on 2026-09-17 after a Day 3 playtest.
*
* A Modifier is not track (§9), so unlike a siding it may hang outside the Limits: a Facility
* standing at the limit has three of its nine spots out there, and refusing them would make
* the card unplayable exactly where the district ends. What it may NOT do is stand in the row
* the Running Track grows along. Inside the Limits that row is always full, so this bites only
* beyond the sign — which is the ground the main extends onto, and a Modifier parked there
* would block your own sign from moving outward (§2.1) with nothing on screen to warn you.
* It used to read the other way: a Modifier is not track (§9), so unlike a siding it could
* hang outside the Limits, because a Facility standing at the limit has three of its nine
* spots out there and refusing them would make the card unplayable exactly where the district
* ends. What that argument missed is what the board then shows — Transmission Lines at (-2,4)
* with the sign at column 3 — which reads as building outside your own territory, and §8.1 and
* §10 both reason about what lies inside a player's Limits.
*
* THE UNPLAYABLE CASE WAS CHECKED ON THE REPORTED MOVE, not assumed away: the Power Plant was
* at (-1,3) against a sign at column 3, and (-2,2) and (-2,3) were free, legal and inside. Six
* of the nine spots survive a Facility at the limit, and the sign moves outward as the Running
* Track grows (§2.1, Gap 4a), so the ground arrives with the district.
*
* The Running Track row stays barred for its own reason: inside the Limits that row is always
* full, so it bit only beyond the sign, where a Modifier would block the sign from moving
* outward with nothing on screen to warn you. That ground is now out of bounds anyway, which
* makes this the narrower rule rather than a redundant one — the row is barred INSIDE the
* Limits too, where a square can fall vacant if the main is rebuilt around it.
*/
if (placement.row === area.runningRow) return 'ON_RUNNING_TRACK';
// §2.1 — a district's cards belong inside its own sign, Modifiers included since 2026-09-17.
if (!withinLimits(area, placement)) return 'OUTSIDE_LIMITS';
// One of a kind per Office Area, as with industries (Q4) — no district gets two Ice Houses.
if (hasModifierInArea(area, card.kind.modifier)) return 'FACILITY_LOCKED';
// §9 — a Modifier is not track. It must sit adjacent to a Facility THAT CAN HOST IT (one of
@@ -1494,17 +1531,48 @@ export function selectDestination(
return chosen ?? atTo[0];
}
/**
* ROUTES, WALKED ONCE PER POSITION.
*
* A route walk (`reachableDestinations`) was a third of all simulation time, and most of it was the
* same walk repeated: `legal.ts` walks a tray's routes to list its moves, then `check` walks them again
* for every one of those moves, and `applyIntent` walks the chosen one a third time in `execute`.
* Profiled 2026-09-14 with inlining off: `reachableDestinations` 34% inclusive, garbage collection 34%.
*
* So while one position is being examined — a legal-action listing, or the check and execute of one
* intent — a walk is kept and reused. Both scopes read the state and never write it, the key names
* everything the walk depends on besides that state, and the cache is keyed to the state OBJECT and
* cleared when the scope ends, so a hit returns exactly what a fresh walk would have. Nothing may
* mutate a returned route; nothing does.
*/
let routeCache: { state: GameState; routes: Map<string, MoveDestination[]> } | null = null;
export function withRouteCache<T>(s: GameState, fn: () => T): T {
if (routeCache) return fn();
routeCache = { state: s, routes: new Map() };
try {
return fn();
} finally {
routeCache = null;
}
}
function destinationsFor(
s: GameState,
player: PlayerIndex,
trayId: TrayId,
from: GridCoord,
reverse: boolean,
) {
): MoveDestination[] {
const cache = routeCache?.state === s ? routeCache.routes : null;
const key = cache ? `${player}|${trayId}|${from.row},${from.col}|${reverse ? 1 : 0}` : '';
const hit = cache?.get(key);
if (hit) return hit;
const tray = s.trays.get(trayId)!;
const facing = facingPort(s, trayId);
const exit: Port = reverse ? reversePort(s, player, from, facing) : facing;
return reachableDestinations(
const routes = reachableDestinations(
{
area: areaOf(s, player),
occupancy: occupancyFor(s, player, trayId),
@@ -1514,6 +1582,8 @@ function destinationsFor(
from,
exit,
);
cache?.set(key, routes);
return routes;
}
/**
@@ -1628,10 +1698,14 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
const events: GameEvent[] = [
{
type: 'trayMoved',
player,
trayId: i.trayId,
from,
to: i.to,
movesRemaining: turnOf(s, player).movesRemaining - 1,
// "3 of 6" was written with the 6 hardcoded in the narrator, which is wrong on a night
// Stage under Reduced Visibility, where a turn gets five. The turn knows; the event carries.
movesAllowed: turnOf(s, player).movesAllowed,
/**
* A TRAIN THAT BACKS UP HAS NOT TURNED AROUND — AND A CURVE IS NOT A STRAIGHT.
*
@@ -1692,6 +1766,7 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
// decides which car is next to come off.
events.push({
type: 'carsCoupled',
player,
trayId: i.trayId,
at: i.to,
stock: dest.couples,
@@ -1712,7 +1787,7 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
const stock = i.fromNose
? tray.consist.slice(0, i.count)
: tray.consist.slice(tray.consist.length - i.count);
return [{ type: 'carsDropped', trayId: i.trayId, at: here, stock, ...(i.fromNose ? { fromNose: true } : {}) }];
return [{ type: 'carsDropped', player, trayId: i.trayId, at: here, stock, ...(i.fromNose ? { fromNose: true } : {}) }];
}
case 'switch.sortConsist': {
@@ -1721,15 +1796,34 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
return [
{
type: 'consistSorted',
player,
trayId: i.trayId,
at: here,
before: tray.consist.map((c) => ({ ...c })),
after: i.order.map((n) => ({ ...tray.consist[n]! })),
// Absent means the nose, which is what every sort did before 2026-09-17 — so an older save
// replays to exactly the train it built.
engineAt: i.engineAt ?? 0,
},
];
}
case 'switch.end':
/**
* The closing summary comes BEFORE `phaseEnded`, so the history reads as the turn ending rather
* than as a postscript to it. Split out of the shared case below for that one line.
*/
case 'switch.end': {
const turn = turnOf(s, player);
const ended: GameEvent = {
type: 'switchingEnded',
player,
movesUsed: turn.movesAllowed - turn.movesRemaining,
movesAllowed: turn.movesAllowed,
...(turn.lastMove ? { lastMove: turn.lastMove } : {}),
};
return [ended, { type: 'phaseEnded', player, phase: 'localOps' }];
}
case 'draw.end':
case 'freightAgent.end':
return [{ type: 'phaseEnded', player, phase: 'localOps' }];
@@ -1839,7 +1933,15 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
? REALIGNMENTS.find((r) => r.from === node.card)?.to
: undefined;
return [
{ type: 'mainlineModified', player, cardId: i.cardId, node: i.node, key, ...(became ? { became } : {}) },
{
type: 'mainlineModified',
player,
cardId: i.cardId,
node: i.node,
key,
...(node?.kind === 'mainline' ? { from: node.card } : {}),
...(became ? { became } : {}),
},
];
}
@@ -1898,18 +2000,41 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
];
}
case 'newTrain.placeCar':
/**
* THE TRAIN'S NUMBER RIDES ALONG (playtest, 2026-09-16: "I did not see anything in the history
* about making up train 10 and how each person added each car to it").
*
* It was all there — a MADE UP line and one line per car — but every one of those lines read
* "the train being made up", so a player scanning the history for train 10 found nothing under
* that name. The tray id is no use to a reader and the narrator has no state to look it up in,
* so the number travels with the event, exactly as `owner` does on `trainArrived`.
*/
case 'newTrain.placeCar': {
const placeTray = s.trays.get(i.trayId);
return [
{
type: 'carPlacedOnTrain',
player,
trayId: i.trayId,
stock: { type: i.carType, loaded: i.loaded },
trainNumber: placeTray?.trainNumber ?? null,
isExtra: placeTray?.trainIsExtra ?? false,
},
];
}
case 'newTrain.passCar':
return [{ type: 'carPassed', player, trayId: i.trayId }];
case 'newTrain.passCar': {
const passTray = s.trays.get(i.trayId);
return [
{
type: 'carPassed',
player,
trayId: i.trayId,
trainNumber: passTray?.trainNumber ?? null,
isExtra: passTray?.trainIsExtra ?? false,
},
];
}
case 'newTrain.secondSection':
return [{ type: 'secondSectionOrdered', player, trainNumber: i.trainNumber }];
@@ -2083,7 +2208,10 @@ export function reduce(s: GameState, e: GameEvent): void {
}
// Only the player sitting in this district can be switching this tray, so the Moves come off
// their turn. The event carries no player of its own.
turnOf(s, playerAtSeat(s, seat)).movesRemaining = e.movesRemaining;
const mover = turnOf(s, playerAtSeat(s, seat));
mover.movesRemaining = e.movesRemaining;
// Where the crew was left, for the line that closes the turn — see `switchingEnded`.
mover.lastMove = { trayId: e.trayId, to: e.to };
const area = areaAtSeat(s, seat);
@@ -2161,9 +2289,18 @@ export function reduce(s: GameState, e: GameEvent): void {
case 'consistSorted': {
const tray = s.trays.get(e.trayId)!;
tray.consist = e.after.map((c) => ({ ...c }));
// A Small Yard re-makes the train, and putting the engine back on the nose is the whole reason
// to use one: §8.2 will not let a train leave the Office with cars in front of its engine.
tray.engineAt = 0;
/**
* WHERE THE SORT PUT THE ENGINE — 0 on every sort before 2026-09-17, and on most of them
* since, because putting the engine back on the nose is what a Small Yard is usually for:
* §8.2 will not let a train leave the Office with cars in front of its engine.
*
* It is no longer forced. The design source (`implications.md`) has always said a train here
* "may sort itself into any order, INCLUDING cars ahead of the engine", against a v0.4.5 card
* text that says the engine ends at the nose; Jesse settled it for the source. A numbered
* train left nose-loaded is held at the Office by §8.2 until it sorts again — see
* `departureRefusal`.
*/
tray.engineAt = e.engineAt;
// "Spends one move in the yard" — the sort costs a Move.
const sorter = turnOf(s, playerAtSeat(s, trayySeat(tray)));
sorter.movesRemaining = Math.max(0, sorter.movesRemaining - 1);
@@ -2225,7 +2362,8 @@ export function reduce(s: GameState, e: GameEvent): void {
// Everything swept comes back as ONE pile, then §4.6-4.7's opening is re-run: three cards
// turned face up as the Departments, the rest face down as the Home Office deck. The
// Departments start one deep again, exactly as at setup.
s.decks.salvageYard = [];
// The spent trains stay where they are; everything else in the Yard has just been swept up.
s.decks.salvageYard = s.decks.salvageYard.filter((id) => isSpentTimetabledTrain(s, id));
s.decks.departments = [[], [], []];
const order = [...e.order];
for (const pile of s.decks.departments) {
@@ -2456,7 +2594,15 @@ export function reduce(s: GameState, e: GameEvent): void {
case 'trainScheduled':
s.timetable[e.slot] = e.trainNumber;
s.rngState = e.rngState;
s.decks.salvageYard.push(`train-${e.trainNumber}`);
/**
* THE CARD IS ALREADY IN THE SALVAGE YARD — `cardPlayed` put it there, by its real id.
*
* This used to push a second, SYNTHETIC `train-<number>` beside it, so scheduling four trains
* left eight entries in a pile holding four cards. Nothing ever read that id: it inflated the
* pile's depth, it displayed as "a card" because no such card exists, and
* `reshuffleIfDepleted` would have swept it into the draw deck to be drawn as an id with
* nothing behind it. Removed 2026-09-10 (Gitea#23).
*/
break;
case 'carPlacedOnTrain': {
@@ -2676,7 +2822,8 @@ export function reduce(s: GameState, e: GameEvent): void {
* index is out of range, which `check` reports rather than silently defaulting — a wrong
* orientation is a different card, not a detail.
*/
function protoCard(
/** Exported for the same reason as `extendLimitsIfNeeded`: the bot builds the card a lay would place exactly as the reducer does. */
export function protoCard(
kind: { kind: string; geometry?: string; facility?: string; hand?: string },
variant: number | undefined,
): TrackCard | null {
@@ -2913,9 +3060,34 @@ function spendCard(s: GameState, player: PlayerIndex, cardId: CardId): void {
* that has genuinely used every card ends on `DECK_EMPTY` rather than reshuffling an empty pile.
* Cards played onto the board are NOT recovered: they are on the table, which is where they belong.
*/
/**
* §6.2, AND THE RULING THAT SETTLES IT — Jesse, 2026-09-10 (Gitea#23).
*
* "Once you've played a regularly scheduled train and it's in the salvage deck, that train is
* already on the timetable. It does not make sense to put that back into a reshuffled home deck to
* get played again. By contrast, a regularly scheduled train that's in a discard pile could
* potentially get reused later, and so should have that capability. Extras run one time and then
* they're done — if they are in the Salvage deck, they should get shuffled back in so that they
* could get run again."
*
* So the test is WHERE the card is, not only what it is. A timetabled train in the SALVAGE YARD was
* played: its number is on the timetable and cannot be scheduled twice, so the card is spent and
* stays out. The same card sitting in a DEPARTMENT was discarded, never played, and its slot is
* still open — so it comes back with everything else. An Extra is a single run rather than a
* standing slot, so a played one is free to be run again.
*/
function isSpentTimetabledTrain(s: GameState, id: CardId): boolean {
return s.cards.get(id)?.kind.kind === 'timetabledTrain';
}
function reshuffleIfDepleted(s: GameState, taking: number): GameEvent | null {
if (s.decks.homeOffice.length > taking) return null;
const collected = [...s.decks.salvageYard, ...s.decks.departments.flat()];
const collected = [
// The Salvage Yard, less the trains whose slots are already filled — see above.
...s.decks.salvageYard.filter((id) => !isSpentTimetabledTrain(s, id)),
// Every Department in full: a discarded train was never played, so it is still runnable.
...s.decks.departments.flat(),
];
if (collected.length === 0) return null;
const rng = createRng(s.rngState);
return { type: 'deckReshuffled', order: rng.shuffle(collected), rngState: rng.getState() };
@@ -3042,7 +3214,8 @@ function applyModifier(area: OfficeArea, coord: GridCoord, modifier: ModifierKin
* §8.1 and §10 both reason about "the track between the train and the Limits", Interlocking holds
* an arrival AT the Limits, and running past a player's Limits is what makes a collision his fault.
*/
function extendLimitsIfNeeded(area: OfficeArea, placed: GridCoord): void {
/** Exported so the bot can score a lay on a copy of the district by the engine's own rule, not a copy of it. */
export function extendLimitsIfNeeded(area: OfficeArea, placed: GridCoord): void {
if (placed.row !== area.runningRow) return;
if (placed.col <= area.limitsWest.col) {
@@ -3236,16 +3409,35 @@ function limitsCard(): TrackCard {
// Public entry point
// ---------------------------------------------------------------------------
export function applyIntent(s: GameState, player: PlayerIndex, i: Intent): ApplyResult {
const code = check(s, player, i);
if (code) return { ok: false, code, message: `${i.type} rejected: ${code}` };
/**
* THE FIRST HALF OF `applyIntent`: decide, without changing anything.
*
* `check` and `execute` read the same unchanged position, so its routes are walked once between them
* (`withRouteCache`). Never writes `s`. Split out for a caller that decides many intents against ONE
* position and applies each to a COPY of it — the switching planner — which can then share that
* position's routes across every candidate instead of re-walking them on each copy.
*/
export function prepareIntent(s: GameState, player: PlayerIndex, i: Intent): ApplyResult {
const prepared = withRouteCache(s, (): { code: RejectionCode } | { events: GameEvent[] } => {
const code = check(s, player, i);
return code ? { code } : { events: execute(s, player, i) };
});
if ('code' in prepared) return { ok: false, code: prepared.code, message: `${i.type} rejected: ${prepared.code}` };
return { ok: true, events: prepared.events };
}
const events = execute(s, player, i);
/** THE SECOND HALF: fold events `prepareIntent` produced into a state equal to the one it read. */
export function commitEvents(s: GameState, events: readonly GameEvent[]): void {
for (const e of events) reduce(s, e);
// Gitea#16 — the intent half of the fold; `advance` does the phase driver's half. See `tally.ts`
// for why it cannot simply live inside `reduce`.
for (const e of events) tallyEvent(s, e);
return { ok: true, events };
}
export function applyIntent(s: GameState, player: PlayerIndex, i: Intent): ApplyResult {
const r = prepareIntent(s, player, i);
if (r.ok) commitEvents(s, r.events);
return r;
}
export { isOperationalRail, destinationsFor };
+16 -3
View File
@@ -481,8 +481,11 @@ export const TIMETABLED_TRAINS: readonly TrainProfile[] = [
* COACH COUNTS ON 1/2 AND 5/6 WERE SWAPPED BY JESSE (Gitea#7, v0.4.9e playtest): the Crack Limited
* drops from three coaches to two, and The Sparrow rises from two to three. A change to the card
* faces themselves, not a transcription fix — `Trains3.pdf` and the tables that transcribe it
* still print the old numbers, so `docs/rules/card-reference.md` is the place that now carries
* what the cards say.
* still print the old numbers, so `docs/rules/as-built.md` is the place that now carries what
* the cards say — GENERATED from the constants below by `scripts/build-card-reference.ts`, with
* `test/card-reference.test.ts` failing if the two disagree. This comment used to name
* `card-reference.md`, which describes the v0.4.5 deck and carries a banner saying not to use its
* numbers; the code sent readers to a table it had itself superseded.
*/
...pair(1, 'Crack Limited', 'fast', { freight: 0, coach: 2, caboose: 0 },
{ terminalsOnly: true, noSwitching: true, expedite: true, note: 'Stop at Terminals only.' }),
@@ -769,7 +772,17 @@ export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'ea
`${stages(run({}))}.`,
);
} else {
parts.push(`${stages(run({}))} for every train — the printed speed is scenery.`);
/**
* NOT A WORD ABOUT SPEED HERE — Jesse, playtest 2026-09-16.
*
* This read "the printed speed is scenery", which sent a player hunting the card for a number
* that is not drawn on it. The first rewrite said "fast or slow alike", which is true but raises
* the question on thirteen cards in order to answer it. **Exactly one card reads FAST/SLOW**:
* Hilly, the only profile with `speedStarts` (see the note above it). So the explanation belongs
* on that card, where the branch above already gives it, and everywhere else says nothing —
* silence is the honest answer when the rating genuinely does not apply.
*/
parts.push(`${stages(run({}))} for every train.`);
}
if (kind === 'uncontrolledSiding') {
+89 -7
View File
@@ -28,6 +28,15 @@ export type GameEvent =
| { type: 'stageBegan'; day: number; stage: number }
/** Employee Rotation (Appendix B) — every player has moved one chair left for the new Day. */
| { type: 'seatsRotated'; day: number; seating: PlayerIndex[] }
/**
* §5 — the Fedora passed, at the end of Stage 3, 6, 9 or 12.
*
* ITS OWN EVENT RATHER THAN THE `actorChanged` THIS USED TO RIDE ON. That one is turn bookkeeping,
* fired every time the cursor moves, and `record()` drops it on the floor as noise — so the one
* moment it carried that a player actually needed to see went past in silence. Reported from the
* table (2026-09-16): the Supervisor Shift appears in the history and the handover never does.
*/
| { type: 'superintendentChanged'; player: PlayerIndex; stage: number }
| { type: 'phaseBegan'; phase: string }
| { type: 'actorChanged'; player: PlayerIndex | null }
// -- local operations
@@ -37,9 +46,10 @@ export type GameEvent =
* more than one legal route to `to`, so the history can say which one ran rather than leaving a
* choice the player made invisible in their own log.
*/
| { type: 'trayMoved'; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; facing?: 'n' | 's' | 'e' | 'w'; via?: GridCoord }
| { type: 'trayMoved'; player: PlayerIndex; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; movesAllowed: number; facing?: 'n' | 's' | 'e' | 'w'; via?: GridCoord }
| {
type: 'carsCoupled';
player: PlayerIndex;
trayId: TrayId;
at: GridCoord;
stock: RollingStock[];
@@ -71,8 +81,40 @@ export type GameEvent =
*/
recoupled?: { at: GridCoord; stock: RollingStock[] };
}
| { type: 'carsDropped'; trayId: TrayId; at: GridCoord; stock: RollingStock[]; fromNose?: boolean }
| { type: 'consistSorted'; trayId: TrayId; at: GridCoord; before: RollingStock[]; after: RollingStock[] }
| { type: 'carsDropped'; player: PlayerIndex; trayId: TrayId; at: GridCoord; stock: RollingStock[]; fromNose?: boolean }
| {
type: 'consistSorted';
player: PlayerIndex;
trayId: TrayId;
at: GridCoord;
before: RollingStock[];
after: RollingStock[];
/**
* Where the engine ends up in `after`, counted as an index into it — 0 is the nose.
*
* The Small Yard used to put the engine back on the front unconditionally, which is what the
* v0.4.5 card text says ("reorder its entire consist and put the engine at the nose").
* `implications.md` records the design source saying the opposite — "may sort itself into any
* order, INCLUDING cars ahead of the engine" — and Jesse settled it that way on 2026-09-17.
*/
engineAt: number;
}
/**
* A player finished their switching turn: what it cost, and where the crew was left.
*
* The history panel keeps a switching turn's FIRST move and drops the ones in the middle, so the
* closing line is where "and it ended up here" has to come from. It cannot be recovered by
* revealing the last `trayMoved` after the fact: the log streams to clients as it is written
* (`server/session.ts` § linesSince), and nobody knows a move was the last one until the turn is
* already over and that line has been sent.
*/
| {
type: 'switchingEnded';
player: PlayerIndex;
movesUsed: number;
movesAllowed: number;
lastMove?: { trayId: TrayId; to: GridCoord };
}
| { type: 'cardDrawn'; player: PlayerIndex; source: 'homeOffice' | 'department'; slot?: number; cardId: CardId }
/**
* §6.2 — the Home Office deck ran out, so the Salvage Yard and all three Department decks were
@@ -86,7 +128,13 @@ export type GameEvent =
| { type: 'deckReshuffled'; order: CardId[]; rngState: number }
/** `variant` is the chosen orientation (Gap 11); it must be replayable, so it rides the event. */
| { type: 'cardPlayed'; player: PlayerIndex; cardId: CardId; placement?: GridCoord; variant?: number }
| { type: 'mainlineModified'; player: PlayerIndex; cardId: CardId; node: number; key: string; became?: string }
/**
* `from` is the card's kind BEFORE the change, carried so the log can say what was realigned
* rather than only what it turned into (playtest, 2026-09-15: "it should state that the mainline
* card 3 curves was converted to plains"). Events are derived by replaying a save, never stored,
* so widening one strands nothing on disk.
*/
| { type: 'mainlineModified'; player: PlayerIndex; cardId: CardId; node: number; key: string; from?: string; became?: string }
/** §Q (Gitea#19) — a flag planted on one side of a district's Limits. */
| { type: 'redFlagsSet'; player: PlayerIndex; cardId: CardId; seat: SeatIndex; side: Direction }
/** §Q (Gitea#19) — the flag stopped a train and came down with it. One card, one train. */
@@ -152,7 +200,13 @@ export type GameEvent =
* switched normally like any other arrival, but it has to be back on the Office square before the
* next Mainline Phase begins, or `expediteFault` fires.
*/
| { type: 'trainArrived'; trainNumber: number; consist: RollingStock[]; office: string; expedited: boolean }
/**
* `owner` is WHOSE Office it reached — the district's player, not whoever is acting. The Mainline
* Phase has no actor, so nothing else in the line could name the seat, and the narration said only
* "ARRIVED at the Whistle Post" — every seat's Office has a tier, and at a four-seat table three of
* them are somebody else's (Jesse, playtest 2026-09-16).
*/
| { type: 'trainArrived'; trainNumber: number; consist: RollingStock[]; office: string; owner: PlayerIndex; expedited: boolean }
| { type: 'trainDiverted'; trainNumber: number; to: string; reason: string }
/**
* The train ran the length of the Division and left it. `side` is the Division Point it left by,
@@ -173,8 +227,36 @@ export type GameEvent =
at: ExtraStart;
direction: Direction;
}
| { type: 'carPlacedOnTrain'; player: PlayerIndex; trayId: TrayId; stock: RollingStock }
| { type: 'carPassed'; player: PlayerIndex; trayId: TrayId }
| { type: 'carPlacedOnTrain'; player: PlayerIndex; trayId: TrayId; stock: RollingStock; trainNumber: number | null; isExtra: boolean }
| { type: 'carPassed'; player: PlayerIndex; trayId: TrayId; trainNumber: number | null; isExtra: boolean }
/**
* A train was made up and the round could give it NOTHING THE CARD CALLS FOR — the Division Yard
* holds no car of a category it still wants (§7, §8.2 "may depart with fewer").
*
* ITS OWN EVENT BECAUSE THE SILENCE WAS THE BUG (playtest, 2026-09-16: "train 5, the sparrow, has
* no coaches, which seems strange"). `trainNeedingCars` returns null in exactly this case, so the
* phase never stops, nobody is asked for a car, and the only trace was a MADE UP line promising
* "now taking cars" with nothing after it. The train then ran the whole Division empty.
*
* CARRIES WHY, not just that. The shortage is a standing condition rather than a moment — §2.2
* returns the Classification Yard only when the Division Yard runs bare — so the counts that
* explain it have to travel with the event: what is still wanted, how many such cars are waiting
* in Classification, and how far the Division Yard is from empty.
*/
| {
type: 'makeUpShort';
trainNumber: number;
isExtra: boolean;
/** How many cars it got, out of what the card calls for. */
placed: number;
wanted: number;
/** The categories the card still wants and the Division Yard cannot supply. */
missing: ('freight' | 'coach' | 'caboose')[];
/** Cars of those categories sitting in the Classification Yard. */
waiting: number;
/** §2.2 — Classification comes back only when this reaches zero. */
divisionYardHolds: number;
}
| { type: 'dispatchBonusUsed'; key: string; bonus: number; trainNumber: number; againstTrain: number }
| { type: 'clearanceRequested'; trainId: TrayId; occupiedBy: TrayId }
| { type: 'clearanceGiven'; trainId: TrayId; allow: boolean }
+13 -1
View File
@@ -47,7 +47,19 @@ export type Intent =
* order, including cars in front of the engine". This is the designed answer to §A.3's
* come-off-in-seated-order constraint, which is what makes facing-point work possible.
*/
| { type: 'switch.sortConsist'; trayId: TrayId; order: number[] }
/**
* §Enhancements, Small Yard — one Move to re-make a train standing on the yard.
*
* `order` is a permutation of the current consist, nose first. `engineAt` is where the LOCOMOTIVE
* ends up in it: 0 puts it back on the front, which is what the v0.4.5 card text describes and
* what this action did unconditionally until 2026-09-17. `implications.md` records the design
* source saying a train here "may sort itself into any order, including cars ahead of the engine",
* and Jesse ruled that way — so it is a number now, and a train left nose-loaded is one §8.2 will
* not let out of the Office until it is sorted again.
*
* Optional, defaulting to 0, so every save written before this replays exactly as it did.
*/
| { type: 'switch.sortConsist'; trayId: TrayId; order: number[]; engineAt?: number }
| { type: 'switch.end' }
// -- draw (§6.2)
| { type: 'draw.fromHomeOffice' }
+138 -58
View File
@@ -14,7 +14,7 @@
import type { CarType, Hand, TrackGeometry } from './content.ts';
import { enhancementRule, mainlineProfile } from './content.ts';
import { check, areaOf, destinationsFor } from './apply.ts';
import { check, areaOf, destinationsFor, withRouteCache } from './apply.ts';
import type { Intent } from './intents.ts';
import type { GameState, GridCoord, PlayerIndex } from './state.ts';
import { coordKey, seatOf } from './state.ts';
@@ -53,7 +53,142 @@ const CAR_TYPES: readonly CarType[] = ['coach', 'boxcar', 'reefer', 'hopper', 't
/** Every intent `player` may legally submit right now. */
export function legalActions(s: GameState, player: PlayerIndex): Intent[] {
return candidates(s, player).filter((i) => check(s, player, i) === null);
// One position, examined many times over: its routes are walked once (`withRouteCache`).
return withRouteCache(s, () => candidates(s, player).filter((i) => check(s, player, i) === null));
}
/**
* §6.1 — the switching half of the Local Operations candidates, in the order `legalActions` offers
* them. Split out so the switching planner (`sim/switch-planner.ts`) can ask for just these without
* `check` running over every draw and Freight Agent candidate at each of the thousands of positions it
* tries — that was about a quarter of all planning time. Still no rules here: `check` decides.
*/
function switchCandidates(s: GameState, player: PlayerIndex): Intent[] {
const out: Intent[] = [];
for (const [trayId, tray] of s.trays) {
if (tray.position.at !== 'grid' || tray.position.seat !== seatOf(s, player)) continue;
const from = tray.position.coord;
for (const reverse of [false, true]) {
const dests = destinationsFor(s, player, trayId, from, reverse);
// Grouped by destination square so `distinguishingVia` only ever compares routes that are
// actually racing for the same button — two routes to DIFFERENT squares need no `via` to
// tell apart, `to` already does that.
const byCoord = new Map<string, MoveDestination[]>();
for (const d of dests) {
const k = coordKey(d.coord);
(byCoord.get(k) ?? byCoord.set(k, []).get(k)!).push(d);
}
for (const group of byCoord.values()) {
for (const d of group) {
const via = group.length > 1 ? distinguishingVia(d, group) : undefined;
out.push({ type: 'switch.move', trayId, to: d.coord, reverse, ...(via ? { via } : {}) });
}
}
}
for (let n = 1; n <= tray.consist.length; n++) {
out.push({ type: 'switch.dropCars', trayId, count: n });
// Off the nose as well as the tail — the only way to get cars back off the front of a train
// that shoved a cut, and therefore the only way an engine buried mid-train reaches an end.
out.push({ type: 'switch.dropCars', trayId, count: n, fromNose: true });
}
/**
* Small Yard: enumerating every permutation would explode, so offer the useful ones — bringing
* each car to the droppable end, plus a full reversal. `check` validates any order, so a UI may
* submit an arbitrary permutation.
*
* NOTHING THAT RE-ORDERS NOTHING. Bringing the LAST car to the end is the identity, and a
* two-car train's reversal repeats its only real option — so the menu carried a move that spent
* one of six Moves to leave the train exactly as it was, beside a duplicate of the move next to
* it. Both were invisible while the labels were index lists (playtest, 2026-09-17); both are
* plainly wrong once the label reads as a train. Filtered by the ORDER rather than by the case
* that produced it, so a new generator cannot reintroduce either.
*/
const n = tray.consist.length;
const identity = [...Array(n).keys()];
if (n > 1) {
const orders: number[][] = [];
for (let k = 0; k < n; k++) {
const order = identity.filter((x) => x !== k);
order.push(k);
orders.push(order);
}
orders.push([...identity].reverse());
// Nothing that re-orders nothing: the current train is the one thing on offer that costs a
// Move and changes the board not at all. Keyed by (order, engine position) together, since
// since 2026-09-17 the same car order at a different engine position is a different train.
const seen = new Set<string>([`${identity.join(',')}|${tray.engineAt}`]);
const offer = (order: number[], engineAt: number): void => {
const key = `${order.join(',')}|${engineAt}`;
if (seen.has(key)) return;
seen.add(key);
out.push({ type: 'switch.sortConsist', trayId, order, engineAt });
};
// The car orders, each leaving the engine on the nose — the Small Yard's ordinary use.
for (const order of orders) offer(order, 0);
/**
* A MADE-UP ORDER IS ALWAYS AMONG THESE, which is worth saying because it looks as though it
* might not be (Jesse, 2026-09-17: "trains with a caboose have to offer the caboose at the
* back").
*
* A yard sort serves two errands — pulling one car out to an end so it can be spotted, and
* putting the train back together to leave — and the orders above are written for the first.
* They cover the second as a by-product: "bring car k to the tail" is enumerated for EVERY car,
* so bringing the CABOOSE to the tail is always one of them, and with the engine on the nose
* that is a train §8.2 will let out of the Office.
*
* An explicit "make it up to leave" option was written here and deleted: it produced exactly
* the k-is-the-caboose order and was dropped by the dedupe every time. The one case where no
* made-up order appears is a train that is ALREADY made up, where such an option would be the
* identity — and the labels say which is which, so a player can see that every offer would
* break a train that is currently fit to run.
*/
}
/**
* WHERE THE ENGINE GOES, as its own short list rather than multiplied through the one above
* (Jesse's call, 2026-09-17: "a separate engine control").
*
* Offering every car order at every engine position is the honest enumeration and it is
* unreadable: a four-car consist would go from four options to twenty, which is the labelling
* problem that prompted all of this. So the engine positions are offered against the consist AS
* IT STANDS — pick an order, or pick where the engine sits, each one Move. A player who wants
* both spends two, which is the same price the yard charges for any second sort.
*
* OFFERED FOR A ONE-CAR TRAIN TOO, unlike the car orders: a single car ahead of the engine or
* behind it is exactly the difference between shoving it into a facing industry and pulling it.
*/
if (n >= 1) {
const seenEngine = new Set<string>([`${identity.join(',')}|${tray.engineAt}`]);
for (let k = 0; k <= n; k++) {
const key = `${identity.join(',')}|${k}`;
if (seenEngine.has(key)) continue;
seenEngine.add(key);
out.push({ type: 'switch.sortConsist', trayId, order: identity, engineAt: k });
}
}
}
// Flying Switch — roll a cut into an ADJACENT industry without the engine entering it.
for (const cardId of s.decks.hands.get(player) ?? []) {
const k = s.cards.get(cardId)?.kind;
if (k?.kind !== 'maneuver' || k.key !== 'flyingSwitch') continue;
for (const [trayId, tray] of s.trays) {
if (tray.position.at !== 'grid' || tray.position.seat !== seatOf(s, player)) continue;
const from = tray.position.coord;
for (const reverse of [false, true]) {
for (const d of destinationsFor(s, player, trayId, from, reverse)) {
for (let count = 1; count <= tray.consist.length; count++) {
out.push({ type: 'maneuver.flyingSwitch', cardId, trayId, count, to: d.coord });
}
}
}
}
}
out.push({ type: 'switch.end' });
return out;
}
/** The switching intents `player` may legally submit right now — exactly `legalActions`' switching subset. */
export function legalSwitchingActions(s: GameState, player: PlayerIndex): Intent[] {
return withRouteCache(s, () => switchCandidates(s, player).filter((i) => check(s, player, i) === null));
}
export function isLegal(s: GameState, player: PlayerIndex, i: Intent): boolean {
@@ -138,62 +273,7 @@ function localOpsCandidates(s: GameState, player: PlayerIndex): Intent[] {
const area = areaOf(s, player);
// -- switch (§6.1)
for (const [trayId, tray] of s.trays) {
if (tray.position.at !== 'grid' || tray.position.seat !== seatOf(s, player)) continue;
const from = tray.position.coord;
for (const reverse of [false, true]) {
const dests = destinationsFor(s, player, trayId, from, reverse);
// Grouped by destination square so `distinguishingVia` only ever compares routes that are
// actually racing for the same button — two routes to DIFFERENT squares need no `via` to
// tell apart, `to` already does that.
const byCoord = new Map<string, MoveDestination[]>();
for (const d of dests) {
const k = coordKey(d.coord);
(byCoord.get(k) ?? byCoord.set(k, []).get(k)!).push(d);
}
for (const group of byCoord.values()) {
for (const d of group) {
const via = group.length > 1 ? distinguishingVia(d, group) : undefined;
out.push({ type: 'switch.move', trayId, to: d.coord, reverse, ...(via ? { via } : {}) });
}
}
}
for (let n = 1; n <= tray.consist.length; n++) {
out.push({ type: 'switch.dropCars', trayId, count: n });
// Off the nose as well as the tail — the only way to get cars back off the front of a train
// that shoved a cut, and therefore the only way an engine buried mid-train reaches an end.
out.push({ type: 'switch.dropCars', trayId, count: n, fromNose: true });
}
// Small Yard: enumerating every permutation would explode, so offer the useful ones —
// bringing each car to the droppable end, plus a full reversal. `check` validates any order,
// so a UI may submit an arbitrary permutation.
const n = tray.consist.length;
if (n > 1) {
for (let k = 0; k < n; k++) {
const order = [...Array(n).keys()].filter((x) => x !== k);
order.push(k);
out.push({ type: 'switch.sortConsist', trayId, order });
}
out.push({ type: 'switch.sortConsist', trayId, order: [...Array(n).keys()].reverse() });
}
}
// Flying Switch — roll a cut into an ADJACENT industry without the engine entering it.
for (const cardId of s.decks.hands.get(player) ?? []) {
const k = s.cards.get(cardId)?.kind;
if (k?.kind !== 'maneuver' || k.key !== 'flyingSwitch') continue;
for (const [trayId, tray] of s.trays) {
if (tray.position.at !== 'grid' || tray.position.seat !== seatOf(s, player)) continue;
const from = tray.position.coord;
for (const reverse of [false, true]) {
for (const d of destinationsFor(s, player, trayId, from, reverse)) {
for (let count = 1; count <= tray.consist.length; count++) {
out.push({ type: 'maneuver.flyingSwitch', cardId, trayId, count, to: d.coord });
}
}
}
}
}
out.push({ type: 'switch.end' });
out.push(...switchCandidates(s, player));
// -- draw (§6.2)
out.push({ type: 'draw.fromHomeOffice' });
+1
View File
@@ -431,6 +431,7 @@ export function createGame(opts: SetupOptions): GameState {
turns: freshTurns(playerCount, MOVES_PER_LOCAL_OPS),
movedThisPhase: new Set(),
collisionsToday: 0,
collisionsPrevDay: 0,
collisionsTotal: 0,
status: 'active',
outcome: null,
+48 -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
@@ -875,6 +875,25 @@ export type FinalReport = {
export type TurnState = {
option: 'switch' | 'draw' | 'freightAgent' | null;
movesRemaining: number;
/**
* What `movesRemaining` started at this Stage — six, or five under Reduced Visibility at night.
*
* CARRIED RATHER THAN ASSUMED. Every reader of `movesRemaining` that wanted to say "3 of 6" had
* hardcoded the 6, which is simply wrong on a night Stage, and the only other way to recover it is
* to re-derive `movesForStage` outside the phase driver that owns it. It also makes "is this the
* FIRST move of the turn?" a comparison rather than a guess, which is what the history panel needs
* to keep the opening move of a switching turn and drop the ones in the middle.
*/
movesAllowed: number;
/**
* The last square this player's crew moved to this Stage, and which crew it was.
*
* Switching ends with a summary line, and "where did the train end up" is the half of it a player
* actually wants. It cannot be recovered from the log: the line naming the last move is written
* before anyone knows it was the last, and the log streams to clients as it is written, so a line
* already sent cannot be revised afterwards.
*/
lastMove?: { trayId: TrayId; to: GridCoord };
drawnThisTurn: boolean;
freightAgentUsed: boolean;
/**
@@ -1040,10 +1059,24 @@ 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,
movesRemaining: moves,
movesAllowed: moves,
drawnThisTurn: false,
freightAgentUsed: false,
freightWorked: {},
@@ -1106,6 +1139,20 @@ export type GameState = {
movedThisPhase: Set<TrayId>;
/** §3.4 — resets at the start of each Day; checked against `config.maxCollisionsPerDay`. */
collisionsToday: number;
/**
* What `collisionsToday` held for the Day that just ENDED — captured at the rollover, immediately
* before the reset.
*
* The Day-end dialog exists to report the Day that finished, and it is drawn from the frame AFTER
* the rollover, because that is the frame whose `day` went up. So it read `collisionsToday` as 0 no
* matter what had happened: Jesse, 2026-09-09, at the end of a Day 1 with two collisions in it —
* "it shows a total of two collisions, but zero today ... that does seem to be a contradiction".
*
* NOT DERIVABLE ON THE CLIENT. A Day turns over inside the phases that run themselves, so in
* multiplayer the push that reports the new Day is the same push that reports the reset — a client
* may never see the ended Day's final count to remember it.
*/
collisionsPrevDay: number;
/** §3.4 — never reset; checked against `config.maxCollisionsTotal`. */
collisionsTotal: number;
/**
+47 -17
View File
@@ -377,7 +377,7 @@ export function reachableDestinations(
start: GridCoord,
initialExit: Port,
): MoveDestination[] {
return exploreMoves(ctx, start, initialExit).destinations;
return exploreMoves(ctx, start, initialExit, false).destinations;
}
/**
@@ -434,12 +434,19 @@ export function exploreMoves(
ctx: MoveContext,
start: GridCoord,
initialExit: Port,
/**
* False when only the destinations are wanted (`reachableDestinations`, every legality check): the
* rejections are then not recorded at all. They never change a destination, and building them was
* pure allocation on the hottest path in the engine.
*/
collectBlocks = true,
): { destinations: MoveDestination[]; blocked: MoveBlock[] } {
const { area, occupancy } = ctx;
const results: MoveDestination[] = [];
const blocked: MoveBlock[] = [];
const noted = new Set<string>();
const block = (coord: GridCoord, kind: MoveBlockKind, why: string): void => {
if (!collectBlocks) return;
const k = coordKey(coord);
if (noted.has(k)) return;
noted.add(k);
@@ -459,10 +466,25 @@ export function exploreMoves(
couples: RollingStock[];
/** Coord key each entry in `couples` came off, aligned by index — see `routeOutcomeKey`. */
origins: string[];
/** Cards visited on THIS route, start included. A per-path set, not a global one — see the
* module doc comment on `MAX_ENUMERATED_FRONTIER` for why a global one would forbid the very
* routes this walk exists to find. */
visited: Set<string>;
};
/**
* Has THIS route already used `to`? Per-path, not global — see the doc comment on
* `MAX_ENUMERATED_FRONTIER` for why a global set would forbid the very routes this walk exists to
* find.
*
* Read off the route's own `path` instead of a Set copied at every step, which was a large share of
* the walk's garbage. It answers exactly as that Set did: the start square, then every square
* enqueued along the route AFTER the first hop, including this node's own — the first hop's square
* was never added, and `path[0]` is that square, so the scan begins at 1.
*/
const onRoute = (node: Frontier, to: GridCoord): boolean => {
if (sameCoord(to, start)) return true;
if (node.path.length > 0 && sameCoord(to, node.coord)) return true;
for (let k = 1; k < node.path.length; k++) {
if (sameCoord(node.path[k]!.coord, to)) return true;
}
return false;
};
// The very first hop is checked here because `start`'s card is not itself enqueued; every later
@@ -493,13 +515,14 @@ export function exploreMoves(
path: [],
couples: ownCut,
origins: ownCut.map(() => startKey),
visited: new Set([startKey]),
},
];
let enumerated = 1;
while (queue.length > 0) {
const node = queue.shift()!;
// FIFO by index rather than `shift()`, which re-packs the array on every pop. Same order.
let head = 0;
while (head < queue.length) {
const node = queue[head++]!;
const card = cardAt(area, node.coord);
if (!card) continue;
@@ -592,17 +615,15 @@ export function exploreMoves(
// direction; it never says without repeating ground, but a train cannot occupy the same
// track twice at once either). Per-path, not global — a DIFFERENT route may legitimately
// pass through a card this one already used.
const toKey = coordKey(to);
if (node.visited.has(toKey)) continue;
if (onRoute(node, to)) continue;
if (enumerated >= MAX_ENUMERATED_FRONTIER) break;
enumerated++;
const step: MoveStep = { coord: node.coord, entry: node.entry, exit };
const visited = new Set(node.visited);
visited.add(toKey);
queue.push({ coord: to, entry: opposite(exit), path: [...node.path, step], couples, origins, visited });
queue.push({ coord: to, entry: opposite(exit), path: [...node.path, step], couples, origins });
}
}
if (!collectBlocks) return { destinations: results, blocked };
// A card that turned out to be reachable after all is not a blocker: the walk may meet a square
// from a bad angle first and a good one later.
const reached = new Set(results.map((r) => coordKey(r.coord)));
@@ -663,10 +684,19 @@ export function carriesThroughTrack(card: TrackCard): boolean {
* buildable column and break §11.3's promise that both Secondary rows, and the nine-spot Modifier
* neighbourhood, are usable from the first Stage.
*
* MODIFIERS ARE NOT SUBJECT TO THIS, and are not track: §9 places one on any of the nine spots
* around a Facility, and a Facility standing at the limit has three of its nine outside them.
* Jesse's call. `check` bars them from the Running Track ROW instead, which is the ground the main
* grows onto.
* MODIFIERS ARE SUBJECT TO THIS TOO, since 2026-09-17 — REVERSING an earlier call of Jesse's that
* exempted them. The exemption reasoned that §9 places a Modifier on any of the nine spots around a
* Facility, so a Facility standing at the limit has three of its nine outside them and bounding the
* card would make it unplayable exactly where a district ends. Play showed the cost of that the
* other way round: a Transmission Lines card went down at (-2,4) with the sign at column 3, which
* reads at the table as building outside your own territory, and §8.1 and §10 both reason about
* what is inside a player's Limits.
*
* THE FEARED CASE DID NOT ARISE, and was measured on the move that prompted the change rather than
* argued: the Power Plant sat at (-1,3) against a sign at 3, and (-2,2) and (-2,3) were both free,
* legal and inside. A Facility at the limit keeps six of its nine spots, and the Limits move outward
* as the Running Track grows (§2.1, Gap 4a), so the ground for a Modifier arrives with the district.
* `check` bars them from the Running Track ROW as well, which is the ground the main grows onto.
*/
export function withinLimits(area: OfficeArea, coord: GridCoord): boolean {
return coord.col >= area.limitsWest.col && coord.col <= area.limitsEast.col;
+83
View File
@@ -0,0 +1,83 @@
/**
* SEAT RECOVERY CODES — Gitea#33.
*
* A session token is the only identity the game has (`lobby-and-sessions.md` §1) and it lives in
* exactly one place the player controls: their browser's `localStorage`, scoped to the origin they
* joined at. Lose that — a different browser, a cleared profile, a private window — and the seat is
* unreachable, because there is nothing else on the server that will accept a claim to it. Seen at a
* real table on 2026-09-16: the joining player came back to an empty lobby while their token sat
* intact in `sessions.json`, and the only way in was an administrator reading the file off the data
* volume and the player pasting it into a devtools console.
*
* THE CODE IS NOT THE TOKEN, AND THAT IS THE WHOLE POINT. §1 says to keep the token out of URLs so it
* is not shoulder-surfed or pasted into a chat — and a recovery link is exactly the kind of thing
* that gets pasted into a chat. So an administrator mints a SHORT-LIVED, SINGLE-USE code, the player
* opens a link carrying that, and the page trades it for the real token over the same connection it
* would have used anyway. A code that leaks after it is spent is worth nothing; a token that leaks is
* worth the seat for the rest of the game.
*
* PURE ON PURPOSE, like `lobby.ts` beside it: no sockets, no filesystem, no clock of its own. `now`
* is passed in so expiry is testable without faking timers, which is the only reason this file can be
* tested at all — nothing in this repo stands an HTTP server up to make requests against it.
*
* IN MEMORY, NOT ON DISK, which is a deliberate limit rather than an oversight. A restart drops every
* outstanding code, and that is the right failure: the codes are minted on demand and spent within
* minutes, the administrator is by definition present, and persisting them would put a credential-
* equivalent on the volume to solve a problem measured in seconds.
*/
import { randomUUID } from 'node:crypto';
/**
* Long enough to walk to the other room and read it out; short enough that a link left in a chat
* window is useless by the time anyone scrolls back to it.
*/
export const CLAIM_TTL_MS = 30 * 60 * 1000;
export type ClaimStore = {
/** Mint a code for one seat's token. Returns the code and when it stops working. */
mint(token: string, gameId: string, now: number, ttlMs?: number): { code: string; expiresAt: number };
/**
* Spend a code. Returns the seat it names, or null when the code is unknown, already spent or
* expired — deliberately one answer for all three, so a caller cannot probe which it was.
*/
redeem(code: string, now: number): { token: string; gameId: string } | null;
/** Outstanding, unexpired codes. For tests and for anything that wants to report the store's size. */
outstanding(now: number): number;
};
export function createClaimStore(): ClaimStore {
const claims = new Map<string, { token: string; gameId: string; expiresAt: number }>();
/** Expiry is lazy: there is no timer to own, start, stop or leak across a server's lifetime. */
const prune = (now: number): void => {
for (const [code, claim] of claims) if (claim.expiresAt <= now) claims.delete(code);
};
return {
mint(token, gameId, now, ttlMs = CLAIM_TTL_MS) {
prune(now);
// The same primitive the session tokens themselves use (`lobby.ts`), for the same reason: it
// has to be unguessable, and inventing a second scheme here would be inventing a weaker one.
const code = randomUUID();
const expiresAt = now + ttlMs;
claims.set(code, { token, gameId, expiresAt });
return { code, expiresAt };
},
redeem(code, now) {
prune(now);
const claim = claims.get(code);
if (!claim) return null;
// SINGLE USE. Deleted before the caller can do anything with it, so two browsers racing on the
// same link cannot both be seated — and a link that stays in someone's history is spent.
claims.delete(code);
return { token: claim.token, gameId: claim.gameId };
},
outstanding(now) {
prune(now);
return claims.size;
},
};
}
+108 -2
View File
@@ -37,6 +37,7 @@ import {
writeLobby,
writeSessions,
} from './persistence.ts';
import { createClaimStore } from './claims.ts';
import { createSession } from './session.ts';
import type { GameSession, Push } from './session.ts';
import {
@@ -170,6 +171,15 @@ export function startServer(opts: ServerOptions): void {
const games = opts.initialGames;
const lobbies = opts.initialLobbies;
const sessions = opts.initialSessions;
/**
* Outstanding seat recovery codes — Gitea#33, `claims.ts`.
*
* In memory and not on the volume, deliberately: a code is minted on demand and spent within
* minutes with the administrator standing right there, so a restart dropping them all is the right
* failure. Persisting them would put a credential-equivalent on disk to solve a problem measured
* in seconds.
*/
const claims = createClaimStore();
const gameCodes = new Map<string, string>(); // gameCode -> gameId, for /api/lobby/join
for (const [gameId, lobby] of lobbies) gameCodes.set(lobby.gameCode, gameId);
@@ -322,6 +332,17 @@ export function startServer(opts: ServerOptions): void {
gameId,
gameCode: codes.get(gameId) ?? null,
state: 'running' as const,
/**
* WHICH SEATS A PERSON IS SITTING IN — Gitea#33.
*
* `playerNames` cannot answer it: a bot's name is just a name, and telling the two apart
* by matching "Bot 1" would be guessing at a label. `sessions` holds humans and only
* humans, so this is the fact rather than an inference — and it is what lets the seat
* recovery action offer real players instead of chairs no token was ever issued for.
*/
seatedPlayers: [...sessions.values()]
.filter((s) => s.gameId === gameId)
.map((s) => s.player),
...g.summary(),
}));
// A lobby has no game to summarize yet — it is reported as what it is, so an
@@ -340,14 +361,48 @@ export function startServer(opts: ServerOptions): void {
return;
}
const match = /^\/api\/games\/([^/]+)(\/save)?$/.exec(url.pathname);
const match = /^\/api\/games\/([^/]+)(\/save|\/claim)?$/.exec(url.pathname);
const gameId = match?.[1];
// Compared explicitly rather than tested for truthiness: with two suffixes in the group, a
// bare `match?.[2]` would let a GET on `/claim` fall into the `/save` branch below.
const suffix = match?.[2];
if (!gameId) {
sendJson(res, 404, { error: 'no such route' });
return;
}
if (match?.[2] && req.method === 'GET') {
/**
* MINT A SEAT RECOVERY CODE FOR ONE PLAYER — Gitea#33.
*
* The token is the only identity this game has and it lives in one browser's `localStorage`;
* lose it and the seat is unreachable, because nothing else here will accept a claim to it.
* This is the supported way back, and it is administrative on purpose: whoever runs the
* server decides that a particular player has lost their seat, which is a judgement no
* automated route can make safely.
*
* IT HANDS BACK A CODE, NOT THE TOKEN. §1 says keep the token out of URLs, and the code is
* going into one. Short-lived and single-use (`claims.ts`), so a link left in a chat window
* is worth nothing by the time anyone finds it.
*/
if (suffix === '/claim' && req.method === 'POST') {
const body = (await readJson(req)) as { player?: number };
const ps = [...sessions.values()].find((s) => s.gameId === gameId && s.player === body.player);
if (!ps) {
sendJson(res, 404, { error: 'no such seat' });
return;
}
const { code, expiresAt } = claims.mint(ps.token, gameId, Date.now());
sendJson(res, 200, {
code,
expiresAt,
player: ps.player,
displayName: ps.displayName,
gameCode: codes.get(gameId) ?? null,
});
return;
}
if (suffix === '/save' && req.method === 'GET') {
const session = games.get(gameId);
if (!session) {
sendJson(res, 404, { error: 'no such game' });
@@ -656,6 +711,57 @@ export function startServer(opts: ServerOptions): void {
return;
}
/**
* SPEND A SEAT RECOVERY CODE — Gitea#33, the other half of `/api/games/<id>/claim`.
*
* NOT GATED BY THE ADMIN SECRET, and it must not be: the player following the link is the one
* person in this story who holds no secret at all. The code IS the authorisation — unguessable,
* single-use and short-lived — which is the same shape as the session token it hands back, and
* why minting one is the administrative act rather than spending one.
*
* The token travels in the response BODY of a POST, never in a URL (`lobby-and-sessions.md`
* §1). One answer for unknown, spent and expired codes, so this cannot be used to probe which.
*/
if (url.pathname === '/api/claim' && req.method === 'POST') {
const body = (await readJson(req)) as { code?: string };
const claimed = typeof body.code === 'string' ? claims.redeem(body.code, Date.now()) : null;
const ps = claimed ? sessions.get(claimed.token) : undefined;
const live = ps ? games.get(ps.gameId) : undefined;
if (!claimed || !ps || !live) {
sendJson(res, 404, { error: 'no such claim' });
return;
}
const codes = new Map((await readIndex(opts.dataDir)).map((e) => [e.gameId, e.gameCode]));
sendJson(res, 200, {
token: ps.token,
gameId: ps.gameId,
player: ps.player,
gameCode: codes.get(ps.gameId) ?? '',
});
return;
}
/**
* THIS SEAT'S OWN GAME, AS A SAVE (playtest, 2026-09-15: "most of the time, I want to go ahead and
* just save it as a JSON file in my Downloads folder").
*
* The administrative export at `/api/games/<id>/save` is gated on the admin secret, which a player
* does not have and should not need: a save is the seed and the moves, and every one of those moves
* is already on this player's screen. So the seat's own session token is the gate, exactly as it is
* for `/api/stream` and `/api/intent` — it proves which game and which chair, and nothing else is
* disclosed. The page turns the JSON into a file (`main.ts`'s `downloadSave`).
*/
if (url.pathname === '/api/save' && req.method === 'GET') {
const ps = sessions.get(url.searchParams.get('token') ?? '');
const session = ps ? games.get(ps.gameId) : undefined;
if (!ps || !session) {
sendJson(res, 404, { error: 'no such game' });
return;
}
sendJson(res, 200, { gameId: ps.gameId, save: session.exportSave() });
return;
}
if (url.pathname === '/api/stream' && req.method === 'GET') {
const token = url.searchParams.get('token') ?? '';
const ps = sessions.get(token);
+70 -6
View File
@@ -26,8 +26,10 @@ import { actionMenu, currentActor, fromMultiplayerSave, isOutOfTurn, newMultipla
import type { Game, Menu } from '../web/game.ts';
import { deltaFrame } from '../sim/frame-delta.ts';
import type { FrameDelta } from '../sim/frame-delta.ts';
import { snapshot, seatLabel } from '../sim/view.ts';
import type { Frame } from '../sim/view.ts';
import { publicSnapshot, snapshot, seatLabel } from '../sim/view.ts';
import type { Frame, PublicFrame } from '../sim/view.ts';
import { takeSteps } from '../sim/display-step.ts';
import type { DisplayStep } from '../sim/display-step.ts';
import { developerBot } from '../sim/bot.ts';
export type Push = {
@@ -69,6 +71,29 @@ export type Push = {
scheduled?: number | null;
announcement?: string | null;
justDrawn?: string | null;
/**
* ORDERED PRESENTATION STEPS — v0.8.0, TODO #13.
*
* A field on `Push` rather than a second SSE event type, following `presence`'s precedent and for
* its stated reason (`http.ts`): one message shape for the client to parse. `http.ts` therefore
* needs no change at all — `broadcastGame` forwards whatever this file builds.
*
* IDENTICAL IN EVERY SEAT'S PUSH, because a step carries the PUBLIC board and nothing else. A
* player's own hand, menu and objective are not animated: they arrive on the same push, already
* coalesced, exactly as they always have. That is what keeps the redaction surface at zero new
* area — `test/redaction.test.ts` guards the projection these are built from.
*/
steps?: DisplayStep[];
/**
* The public board to start a step queue from — sent on a CONNECT, never on an update.
*
* Steps carry deltas against one chain shared by the whole table, so a client that has just
* arrived (or come back) has nothing to merge the next delta onto and `applyPublicDelta` would
* rightly throw. This is that baseline: the exact frame the chain has reached, so the next step
* lands on it. A reconnecting client resets rather than replaying what it missed — the history
* panel is what carries the words, and it is already sent whole on connect (#97).
*/
publicReset?: PublicFrame;
};
/**
@@ -174,8 +199,17 @@ function buildSession(
};
let open: OpenSpan | null = openSpanFor(Date.now());
/**
* A seat's full Frame, with `lines` deliberately EMPTY (#97).
*
* Narration reaches a client by ONE path — `Push.lines` — because `RemoteSession`
* (`web/session.ts`) accumulates from that field alone and its `lines()` returns the accumulator.
* Passing `game.log` here serialised the entire log into every frame for every seat, where it grew
* all game and was thrown away on arrival, while `linesSince` correctly sent the same text beside
* it. The duplicate was not merely waste: it masked the reconnect bug `connect` fixes below.
*/
function frameFor(seat: PlayerIndex): Frame {
return snapshot(game.state, game.log, null, null, null, false, seat);
return snapshot(game.state, [], null, null, null, false, seat);
}
function linesSince(seat: PlayerIndex): { text: string; tone: string }[] {
@@ -202,11 +236,12 @@ function buildSession(
return { cues, scheduled, announcement };
}
function pushFor(seat: PlayerIndex, moment: Moment | null): Push {
function pushFor(seat: PlayerIndex, moment: Moment | null, steps: DisplayStep[] = []): Push {
const frame = frameFor(seat);
const delta = deltaFrame(lastFrame.get(seat) ?? null, frame);
lastFrame.set(seat, frame);
const push: Push = { frame: delta, menu: menuFor(seat), lines: linesSince(seat) };
if (steps.length > 0) push.steps = steps;
if (moment) {
if (moment.cues.length > 0) push.cues = moment.cues;
if (moment.scheduled !== null) push.scheduled = moment.scheduled;
@@ -219,9 +254,13 @@ function buildSession(
function pushesForAll(): Map<PlayerIndex, Push> {
const moment = takeMoment();
// Drained ONCE for the whole broadcast, not per seat: the steps are public and identical, and
// `takeSteps` empties the collector, so draining inside the loop would give them to seat 0 and
// an empty list to everybody else.
const steps = takeSteps(game.display);
const out = new Map<PlayerIndex, Push>();
for (let seat = 0; seat < playerNames.length; seat++) {
out.set(seat as PlayerIndex, pushFor(seat as PlayerIndex, moment));
out.set(seat as PlayerIndex, pushFor(seat as PlayerIndex, moment, steps));
}
return out;
}
@@ -332,6 +371,19 @@ function buildSession(
// here rather than fired at the first client to arrive. (It also stops `game.cues` growing without
// bound on a server, which nothing was draining before this.)
takeMoment();
/**
* THE PRESENTATION STEPS THOSE TURNS PRODUCED GO WITH THEM (v0.8.0).
*
* Left in the collector they would be delivered on the FIRST broadcast after somebody connects —
* but that client's `publicReset` is the board as it stands AFTER these very moves, so replaying
* them onto it would draw positions the game had already left. The plan says as much: opening bot
* moves need no replay, and a later display simply receives the final reset.
*
* This is the only moment the collector holds anything outside an intent. `pushesForAll()` drains
* it synchronously at the end of every `intent()`, so between moves it is always empty — which is
* what makes dropping here safe rather than a race with a seat that has not been sent them yet.
*/
takeSteps(game.display);
return {
playerCount: playerNames.length,
@@ -341,7 +393,19 @@ function buildSession(
// A (re)connect always starts from a clean slate — no cache to trust across a lost connection
// (or a server restart, Phase 3) — so the honest thing is a full Frame, not a delta.
lastFrame.delete(seat);
return pushFor(seat, null);
// ...and the NARRATION watermark with it (#97). The browser this answers has just reloaded
// from an empty accumulator, so a seat told "nothing new since your last push" came back to a
// blank history panel mid-game, with the server holding the whole log. `Push.lines` on a
// connect IS the history, which is what lets the Frame stop carrying a second copy.
sentLines.delete(seat);
const push = pushFor(seat, null);
/**
* The baseline for this client's step queue (v0.8.0). `game.display.last` is the exact frame
* the shared delta chain has reached, so the next step merges onto it; before any step has
* been collected there is no chain yet and a fresh projection is the same thing.
*/
push.publicReset = game.display.last ?? publicSnapshot(game.state);
return push;
},
intent(seat, seq, i) {
+204 -16
View File
@@ -42,6 +42,12 @@ export type DivisionRoster = {
actor: number | null;
/** The player this map is being drawn for. */
viewer: number;
/**
* Division nodes to flash — a Mainline card that has just become a different card (Realignment).
* Playtest, 2026-09-15: the log said a card had been converted and the map said nothing, so the one
* play that changes the Division itself was invisible on the map of it.
*/
flash?: readonly number[];
};
export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | null): string {
@@ -55,11 +61,12 @@ 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 +115,6 @@ 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);
@@ -131,9 +137,13 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
region?: number;
direction?: string;
stagesLeft?: number;
/** Being made up at a Division Point right now, so the map can mark the train you are loading. */
beingMadeUp?: boolean;
}[];
cap: number | null;
tip: string;
/** Set on a card that has just changed under the players' feet — drawn with a brief pulse. */
flash?: boolean;
/** Which SEAT's district this cell belongs to, or null for Mainline and Division Points. */
seat: number | null;
/** Set on an Office cell when a roster was supplied: whose district this is. */
@@ -144,8 +154,20 @@ 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;
@@ -156,7 +178,11 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
cells.push({ ...c, x: 0, y: 0 });
};
// The node's own index, so a cell can be matched against `roster.flash`. `continue` below skips the
// rest of the body, never this.
let nodeIndex = -1;
for (const n of nodes) {
nodeIndex++;
if (n.kind === 'office') {
const cap = n.capacity;
const ad = n.trains.flat();
@@ -217,10 +243,17 @@ 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 ${n.redFlag} is held short, and the flag is spent doing it.`
: '') +
`\n\nThe district itself is drawn on the Office map — this cell is the whole of it, with the ` +
`trains standing in it: those holding an A/D track on the rail, and any crew switching in ` +
`the district below it.`,
seat: n.seat ?? null,
redFlag: n.redFlag ?? null,
// No regions in a district: a crew moves by Moves there, not by Stages, so it occupies a
// card outright rather than a part of one.
regions: 0,
@@ -242,6 +275,7 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
push({
kind: dp ? 'dp' : 'ml',
label: n.label,
...(roster?.flash?.includes(nodeIndex) ? { flash: true } : {}),
sub: n.capacity === null
? 'no limit — trains queue'
: [free, inYard.length > 0 ? `${inYard.length} in the yard` : ''].filter(Boolean).join(' · '),
@@ -259,6 +293,7 @@ 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,
});
}
@@ -336,7 +371,7 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
cells.forEach((c) => {
const full = c.cap !== null && c.trains.length >= c.cap;
out += `<g class="bs-dcell bs-d${c.kind}${full ? ' bs-full' : ''}" data-tip="${esc(c.tip)}">`;
out += `<g class="bs-dcell bs-d${c.kind}${full ? ' bs-full' : ''}${c.flash ? ' bs-changed' : ''}" data-tip="${esc(c.tip)}">`;
out += `<rect x="${c.x}" y="${c.y}" width="${c.w}" height="${CH}" rx="5"/>`;
/**
* WHOSE IS IT, IS IT THEIR MOVE, AND IS IT MINE — answered by colour and one suffix rather
@@ -357,6 +392,97 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
out += `<line class="bs-region" x1="${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)} ${pt(-H, T)}"/>`;
}
/**
* ON THE DIVISION MAP, A TRAIN IS A CHIP — name, which way it points, how many cars.
*
@@ -378,20 +504,33 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
* things the Division map is for — where a train is and which way it is going — and leaves the
* cars to the tooltip and to the district.
*/
/**
* THE REGION NUMBER IS A PLACE ON THE MAP, NOT A DISTANCE RUN (Gitea#22).
*
* `view.ts` mirrors a westbound train before it gets here, so this counts boxes west to east
* for every train regardless of which way it is going — and the tooltip says so, because
* "region 2 of 2" beside "2 Stages still to run" reads as a contradiction otherwise. It is the
* second box from the west end; a westbound train in it has its whole crossing ahead of it.
*/
const chip = (t: NonNullable<Cell['trains']>[number], tx: number, ty: number, w: number): void => {
const cars = t.cars ?? [];
const arrow = t.facing === 'w' ? '\u25c0' : '\u25b6';
const loaded = cars.filter((x) => /^loaded/.test(x) || /caboose/.test(x)).length;
const label = cars.length === 0 ? `${t.label} ${arrow}` : `${t.label} ${arrow}${cars.length}`;
// THE TRAIN THE MAKE-UP PANEL IS TALKING ABOUT. Amber, because that is what the rest of the
// page uses for "this is the thing you are acting on" (Jesse, playtest 2026-09-16).
const building = t.beingMadeUp === true;
const inRegion = c.regions > 1 && typeof t.region === 'number';
const dir = t.direction === 'west' ? ' \u25c0 west' : t.direction === 'east' ? ' east \u25b6' : '';
const stages =
typeof t.stagesLeft === 'number'
? ` \u00b7 ${t.stagesLeft} Stage${t.stagesLeft === 1 ? '' : 's'} still to run across this card`
: '';
out += `<g class="bs-train" data-tip="${esc(t.label)} \u2014 carrying ${esc(cars.join(', ') || 'no cars')}${
out += `<g class="bs-train${building ? ' bs-building' : ''}" data-tip="${esc(t.label)}${
building ? ' \u2014 BEING MADE UP NOW: add cars from the Division Yard' : ''
} \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${esc(t.what)}` : ''
@@ -550,7 +689,17 @@ export function officeSvg(
const c0 = Math.min(...cols);
const c1 = Math.max(...cols);
const width = (c1 - c0 + 1) * (W + PAD);
const height = (r1 - r0 + 1) * (H + PAD) + 4;
/**
* A BAND BENEATH THE BOTTOM ROW FOR THE LIMITS LABELS, and only when there are labels to put in it.
*
* The bottom card's lower edge lands at `height - 7`, and the label's baseline was `height - 4` —
* so its 8px glyphs spanned `height - 12` to `height - 4` and the card's own border ran straight
* through the middle of the word (Jesse, playtest 2026-09-16: *"the text is split by the bottom
* border of the limits card… it should be printed directly beneath the card"*). Raising the text
* instead would have pushed it onto the card, over the rails; the room has to be made below.
*/
const limitBand = limits ? 14 : 0;
const height = (r1 - r0 + 1) * (H + PAD) + 4 + limitBand;
// Screen position of a card. Rows count DOWN from the top row, so the Running Track sits highest
// and the district hangs beneath it, as the rules describe it.
@@ -979,9 +1128,18 @@ export function officeSvg(
// card, the old y = H-46 baseline printed the label straight along the rail itself.
// Hover text per enhancement, from the card catalogue — an Interlocking used to be a bare word
// on the card with nothing to say what it did, or that it does not do it yet.
// A SPENT dispatch device is struck through (#101). Telegraph/Telephone/Radio are "once a
// day", and the label said the same thing before and after the Superintendent spent one — so
// the card advertised a +12 that was not there. Per-`tspan` rather than per-`text` so the
// names still read as one row, and `?? []` because `piecePreview` builds a cell literal by
// hand and has no flags.
const spentFlags = cell.enhancementsSpent ?? [];
const names = cell.enhancements
.map((n, i) => (spentFlags[i] ? `<tspan class="bs-enh-spent">${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>`;
)}">${names}</text>`;
}
if (selectedTrain) {
/**
@@ -1077,7 +1235,9 @@ export function officeSvg(
if (limits) {
const edge = (x: number, side: string): string =>
`<line class="bs-limitline" x1="${x}" y1="0" x2="${x}" y2="${height}"/>` +
`<text class="bs-limitlab" x="${x + (side === 'w' ? 4 : -4)}" y="${height - 4}" ` +
// Baseline inside the band below the cards: the glyphs run from `height - 19` to `height - 11`
// and the bottom row's edge is at `height - 21`, so the whole word clears the card border.
`<text class="bs-limitlab" x="${x + (side === 'w' ? 4 : -4)}" y="${height - 11}" ` +
`text-anchor="${side === 'w' ? 'start' : 'end'}">LIMITS</text>`;
out += edge(px(limits.west) - PAD / 2, 'w') + edge(px(limits.east) + W + PAD / 2, 'e');
}
@@ -1120,9 +1280,29 @@ export const BOARD_CSS = `
and leave at the other, and a seated layout must not be read as a ring. */
.bs-stop line{stroke:#e0a060;stroke-width:2.6;stroke-linecap:round}
.bs-end{fill:#e0a060;font:10px ui-monospace,monospace;letter-spacing:.03em}
/* 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}
/* A card that has just BECOME a different card (Realignment). The same amber the rest of the page
spends on "it is happening here", pulsing only while the step that did it is on screen — so the
change is seen on the map rather than only read in the log. */
.bs-dcell.bs-changed rect{stroke:#e0a060;stroke-width:2.4;animation:bs-changed-pulse 1.1s ease-in-out infinite}
@keyframes bs-changed-pulse{0%,100%{stroke-opacity:1}50%{stroke-opacity:.35}}
@media (prefers-reduced-motion: reduce){.bs-dcell.bs-changed rect{animation:none}}
/* The vertical bars a Mainline card is divided into (§2.1). They are the ruler the train is measured
against, not something to look at instead of the train — but they were drawn so faint they could
not be made out at all (Jesse, playtest 2026-09-16: "the dividing line is barely visible"). A
ruler you cannot read is not restraint, so this is lifted to the tie colour and given a longer
dash: still quieter than the rail, and now actually there. */
.bs-region{stroke:#98a3b2;stroke-width:1.6;stroke-dasharray:4 2}
/* #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
@@ -1144,6 +1324,10 @@ export const BOARD_CSS = `
.bs-slot.bs-car-cch.bs-loaded{fill:rgba(90,169,230,.85)}
.bs-slot.bs-car-cab.bs-loaded{fill:rgba(192,90,90,.85)}
.bs-train rect{fill:#2f6b3d;stroke:#8fd6a0;stroke-width:1.2}
/* The train the New Train phase is loading, in the page's action amber, so the make-up panel on the
right and the train on the map at the top left are visibly the same subject. */
.bs-train.bs-building rect{fill:#4a3a1c;stroke:#c8912f;stroke-width:2}
.bs-train.bs-building .bs-tlab{fill:#f2d49a}
.bs-crew rect{fill:#8a6d1f;stroke:#e0c060;stroke-width:1.2}
/* Each car in the train, in the order it is seated. Loaded is solid, empty is hollow, and the
engine is the one that carries the arrow — which is what makes "reverse" mean something. */
@@ -1190,7 +1374,10 @@ export const BOARD_CSS = `
.bs-arrow{fill:#5f6b7a;font:10px ui-monospace,monospace}
.bs-cn{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
.bs-coord{fill:#5f6b7a;font:9px ui-monospace,monospace}
.bs-name{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
/* stroke:none (Gitea#24). A name takes the class \`bs-turn\` while it is that player's move, and \`.bs-turn\` is
also the turn ARROW's rule, which strokes its shape 2.4px grey. Declared after it, this keeps that
outline off the letters, which it smeared into an unreadable blur. */
.bs-name{fill:#e6e9ee;stroke:none;font:600 11px ui-monospace,monospace}
.bs-name.bs-you{fill:#5aa9e6}
/* Their move — wins over .bs-you when both apply, because whose turn it is changes every few
seconds and which railroad is yours never does.
@@ -1206,6 +1393,7 @@ 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). */
+238 -16
View File
@@ -22,6 +22,9 @@
import {
applyIntent,
areaOf,
extendLimitsIfNeeded,
isLockedOut,
protoCard,
canAdvanceLoad,
destinationsFor,
facilityCarTypes,
@@ -29,14 +32,15 @@ import {
ownCutFor,
} from '../engine/apply.ts';
import { MAX_CONSIST, nextOfficeTier, officeProfile } from '../engine/content.ts';
import type { CarType, Hand, TrackGeometry } from '../engine/content.ts';
import type { CarType, FreightKind, Hand, TrackGeometry } from '../engine/content.ts';
import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { connectionsFor, exitsFrom, facilityVariants, hasPort, joins, neighbour, opposite, variantsFor } from '../engine/track.ts';
import { canPlaceAt, connectionsFor, exitsFrom, facilityVariants, hasPort, joins, neighbour, opposite, variantsFor } from '../engine/track.ts';
import type { Port } from '../engine/track.ts';
import { actingPlayer, coordKey, turnOf } from '../engine/state.ts';
import type { Facility, GameState, GridCoord, OfficeArea, PlayerIndex, RollingStock, TrackCard } from '../engine/state.ts';
import { planSwitchingTurn, switchFingerprint } from './switch-planner.ts';
export type BotPolicy = {
name: string;
@@ -106,7 +110,8 @@ function because(reason: string, intent: Intent): Intent {
* Every flag here turns something OFF. That is the opposite of how this started — the tweaks were
* candidates to switch on — and it is the right shape once a candidate has been adopted: what a
* measured heuristic needs afterwards is a way to ask "is this still worth it?" when the deck or
* the rules move under it. Both of these were worth about +1.5 revenue together when adopted; if a
* the rules move under it. The first two were worth about +1.5 revenue together when adopted, and
* planning the switching turn (`noPlanSwitching`) +2.89 on its own; if a
* rebalance changes the economy, that is a claim to re-test rather than to assume.
*
* The candidates that did NOT survive are gone rather than left switched off: preferring coaches at
@@ -121,9 +126,78 @@ export type BotTweaks = {
noTrainCap?: boolean;
/** Draw whenever nothing is urgent, as the bot did before it preferred operating. */
noOperateFirst?: boolean;
/**
* Choose switching Moves one at a time from the rule ladder, as the bot did before it planned the
* whole turn (`switch-planner.ts`). Measured at adoption, 2026-09-14: planning was worth
* +2.89 ± 0.18 revenue a game (t = 15.79) over 1600 paired seeds, 733 better against 21 worse.
*/
noPlanSwitching?: boolean;
/**
* Take a face-up train or industry card whether or not it could be played, as the bot did before
* 2026-09-14. It then took 20.1 trains and 11.9 industries a game off the Departments and discarded
* 20.2 and 11.8, retaking the same card 28.8 times a game. Asking first measured +1.52 ± 0.10
* (t = 15.59) over 1600 paired seeds — this ablation was worse on 880 of them and better on 211.
*/
noPlayableTakes?: boolean;
/**
* Choose where track goes by `bestTrackLay`'s piece rules and the fallback's first legal square, as the
* bot did before 2026-09-15, instead of by what the district can DO afterwards (`bestValuedLay`).
* Scoring the layout measured +0.118 ± 0.029 (t = 4.14) over 6400 paired seeds, and closed run-arounds
* in 22 of 60 districts against 9.
*/
noValueLays?: boolean;
/**
* Let the New Train phase's fallback take `options[0]`, as the bot did before 2026-09-15. Because
* `legalActions` lists `newTrain.secondSection` ahead of the Extra starts, all 26 Second Sections the
* bot ran in 60 games were that accident, and 6 of the 20 collisions followed one. Taking a car, a pass
* or the Extra's start instead measured +0.32 ± 0.09 (t = 3.64) over 400 paired seeds.
*/
noDeliberateNewTrain?: boolean;
};
/**
* A switching turn planned once and then played a step per decision.
*
* Keyed by the tweaks object, because that is what one policy owns — the server shares a single
* `developerBot` across every bot seat, so the plan inside it is kept per player. Each step is
* submitted only while the position still matches the fingerprint the plan expected there; anything
* else replans. A switching turn has no randomness, so in practice a plan is made once a turn.
*/
type ActivePlan = { steps: Intent[]; keys: string[]; next: number; summary: string };
const activePlans = new WeakMap<BotTweaks, Map<PlayerIndex, ActivePlan>>();
function plannedSwitch(s: GameState, player: PlayerIndex, options: Intent[], tweaks: BotTweaks): Intent | null {
let mine = activePlans.get(tweaks);
if (!mine) activePlans.set(tweaks, (mine = new Map()));
const here = switchFingerprint(s, player);
let active = mine.get(player);
if (!active || active.keys[active.next] !== here) {
const p = planSwitchingTurn(s, player);
active = {
steps: p.steps,
keys: p.keys,
next: 0,
summary:
`position ${p.rootScore.toFixed(2)} → ${p.score.toFixed(2)} over ${p.expanded} positions` +
(p.complete ? '' : ', search budget reached'),
};
mine.set(player, active);
}
if (active.next >= active.steps.length) {
mine.delete(player);
const end = options.find((i) => i.type === 'switch.end');
return end ? because(`planned switching turn complete — ${active.summary}`, end) : null;
}
const want = JSON.stringify(active.steps[active.next]);
const match = options.find((i) => JSON.stringify(i) === want);
if (!match) {
mine.delete(player);
return null;
}
active.next++;
return because(`step ${active.next} of ${active.steps.length} of a planned switching turn — ${active.summary}`, match);
}
/** The bot as it plays today. Every knob off. */
export const developerBot: BotPolicy = makeDeveloperBot({});
@@ -209,6 +283,13 @@ export function makeDeveloperBot(tweaks: BotTweaks): BotPolicy {
);
if (match) return because(`the ${w.loaded ? 'loaded' : 'empty'} ${w.type} is what a facility is short of`, match);
}
if (!tweaks.noDeliberateNewTrain) {
const move =
pickFirst(options, 'newTrain.placeCar', 'newTrain.passCar', 'newTrain.startExtra') ??
options.find((i) => i.type !== 'newTrain.secondSection' && i.type !== 'maneuver.redFlags') ??
options[0]!;
return because('no car on offer is one our facilities need', move);
}
return because('no car on offer is one our facilities need', pickFirst(options, 'newTrain.placeCar', 'newTrain.passCar') ?? options[0]!);
}
@@ -438,7 +519,7 @@ function topOfDepartment(s: GameState, slot: number): string | undefined {
* In a competitive game the same call reads the other way round — burying a card a rival wants is an
* attack — which is why the choice belongs to the discarding player and not to the rules.
*/
function bestDiscard(s: GameState, player: PlayerIndex, options: Intent[]): Intent | null {
function bestDiscard(s: GameState, player: PlayerIndex, options: Intent[], tweaks: BotTweaks): Intent | null {
let best: Intent | null = null;
let bestScore = -Infinity;
for (const i of options) {
@@ -448,7 +529,7 @@ function bestDiscard(s: GameState, player: PlayerIndex, options: Intent[]): Inte
// two showing whatever they happened to start with. Measured over 100 games — spreading 2.87
// revenue, concentrating on the deepest 2.67, indifferent 2.67.
const top = topOfDepartment(s, i.toSlot);
const wanted = isWorthTaking(s, player, i.toSlot);
const wanted = isWorthTaking(s, player, i.toSlot, tweaks);
const depth = s.decks.departments[i.toSlot]?.length ?? 0;
const score = (top === undefined ? 6 : wanted ? -10 : 2) - Math.min(depth, 4) * 0.5;
if (score > bestScore) {
@@ -460,10 +541,39 @@ function bestDiscard(s: GameState, player: PlayerIndex, options: Intent[]): Inte
}
/** A face-up card worth spending the draw on rather than gambling on the deck. */
function isWorthTaking(s: GameState, player: PlayerIndex, slot: number): boolean {
return takingRank(s, player, slot) > 0;
function isWorthTaking(s: GameState, player: PlayerIndex, slot: number, tweaks: BotTweaks): boolean {
return takingRank(s, player, slot, tweaks) > 0;
}
/**
* Could an industry of this kind be laid anywhere right now? Asked of the engine's own placement
* rule (`canPlaceAt`) and lockout (`isLockedOut`) rather than a copy: an industry is plain east-west
* track, so the only squares worth asking about are empty ones east or west of a card already down.
*/
function industrySiteExists(s: GameState, player: PlayerIndex, kind: FreightKind): boolean {
const area = areaOf(s, player);
if (isLockedOut(area, kind)) return false;
const probe = {
geometry: { kind: 'facility', facility: kind },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
} as unknown as TrackCard;
for (const key of area.grid.keys()) {
const [row, col] = key.split(',').map(Number);
for (const dc of [1, -1]) {
const at = { row: row!, col: col! + dc };
if (at.row === area.runningRow || area.grid.has(coordKey(at))) continue;
if (canPlaceAt(area, at, probe)) return true;
}
}
return false;
}
/**
* HOW BADLY the face-up card is wanted. 0 means not worth the draw.
*
@@ -471,14 +581,18 @@ function isWorthTaking(s: GameState, player: PlayerIndex, slot: number): boolean
* happened to be scanned first — a coin flip on the card that decides whether the district ever
* becomes a Passenger Facility at all.
*/
function takingRank(s: GameState, player: PlayerIndex, slot: number): number {
function takingRank(s: GameState, player: PlayerIndex, slot: number, tweaks: BotTweaks): number {
const id = topOfDepartment(s, slot);
if (!id) return 0;
const k = s.cards.get(id)?.kind;
if (!k) return 0;
if (k.kind === 'office') return nextOfficeTier(areaOf(s, player).tier) === k.tier ? 3 : 0;
if (k.kind === 'timetabledTrain' || k.kind === 'extraTrain') return 2;
if (k.kind === 'freightFacility') return 1;
if (k.kind === 'timetabledTrain' || k.kind === 'extraTrain') {
return !tweaks.noPlayableTakes && trainWouldOverfillTheOffice(s, player, tweaks) ? 0 : 2;
}
if (k.kind === 'freightFacility') {
return !tweaks.noPlayableTakes && !industrySiteExists(s, player, k.facility) ? 0 : 1;
}
return 0;
}
@@ -741,6 +855,104 @@ function bestFacilityPlay(s: GameState, player: PlayerIndex, options: Intent[]):
return best;
}
/**
* WHAT A DISTRICT'S TRACK IS WORTH FOR WHAT IT LETS HAPPEN NEXT — the default since 2026-09-15;
* `noValueLays` turns it off.
*
* `bestTrackLay` scores the PIECE — its shape and where it sits — and cannot tell one that opens an
* industry site or closes a run-around from one that merely fills a square. This scores the LAYOUT the
* piece would leave, so a lay is worth the difference it makes. Every term is something the rules turn
* into play: a site is somewhere a held industry can go; a run-around lets a crew pass its own cars
* (§A.5); a way off the main is the only road to either; a Running Track straight is what Interlocking
* needs. The weights are a starting point to measure, not a result.
*/
function layoutValue(area: OfficeArea): number {
let v = 0;
const reachable = reachableOffMain(area);
v += Math.min(reachable.size, 12) * 0.2;
let ways = 0;
let loops = 0;
for (const side of SIDES) {
for (const col of waysOff(area, side)) {
ways++;
if (descendFrom(area, col, side).rejoins.size > 0) loops++;
}
}
v += [0, 1.5, 2, 2.5][Math.min(ways, 3)]!;
if (loops > 0) v += 6 + Math.min(loops - 1, 1) * 2;
// Squares an industry could legally be laid on, joined to track a crew can reach.
const probe = protoCard({ kind: 'freightFacility', facility: 'mineTipple' }, 0)!;
const tried = new Set<string>();
let sites = 0;
for (const key of reachable) {
const [row, col] = key.split(',').map(Number);
for (const dc of [1, -1]) {
const at = { row: row!, col: col! + dc };
const k = coordKey(at);
if (tried.has(k) || area.grid.has(k) || at.row === area.runningRow) continue;
tried.add(k);
if (canPlaceAt(area, at, probe)) sites++;
}
}
v += [0, 2, 3, 3.5][Math.min(sites, 3)]!;
let mainStraight = false;
for (const [key, card] of area.grid) {
if (Number(key.split(',')[0]) !== area.runningRow || card.geometry.kind !== 'track') continue;
if (card.geometry.geometry === 'straight') mainStraight = true;
// A turnout on the main whose leg joins nothing is a hole in the Running Track with no road behind it.
if (card.geometry.geometry === 'turnout') {
const col = Number(key.split(',')[1]);
for (const side of SIDES) {
if (!hasPort(card, legPort(side))) continue;
const beyond = area.grid.get(`${area.runningRow + side},${col}`);
if (!beyond || !joins(card, legPort(side), beyond)) v -= 0.5;
}
}
}
if (mainStraight) v += 1.5;
return v;
}
/**
* The track lay worth most by `layoutValue`, placed on a copy of the district exactly as the reducer
* places it (`protoCard`, `extendLimitsIfNeeded`). With `mustBuild`, only a lay that gains something is
* offered, which is the slot `bestTrackLay` fills; without it, the best of whatever is legal, which is
* the slot the "play what is in hand" fallback fills. Ties go to the square nearer the Office.
*/
function bestValuedLay(s: GameState, player: PlayerIndex, options: Intent[], mustBuild: boolean): Intent | null {
const area = areaOf(s, player);
const base = layoutValue(area);
let best: Intent | null = null;
let bestScore = -Infinity;
for (const i of options) {
if (i.type !== 'card.play' || i.placement === undefined) continue;
const kind = s.cards.get(i.cardId)?.kind;
if (kind?.kind !== 'track') continue;
const built = protoCard(kind, i.variant);
if (!built) continue;
const after: OfficeArea = {
...area,
grid: new Map(area.grid),
limitsWest: { ...area.limitsWest },
limitsEast: { ...area.limitsEast },
};
after.grid.set(coordKey(i.placement), built);
extendLimitsIfNeeded(after, i.placement);
const gain = layoutValue(after) - base;
if (mustBuild && gain <= 0.1) continue;
const distance = Math.abs(i.placement.row - area.officeCoord.row) * 2 + Math.abs(i.placement.col - area.officeCoord.col);
const score = gain - distance * 0.01;
if (score > bestScore) {
bestScore = score;
best = i;
}
}
return best;
}
function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Intent | null {
const area = areaOf(s, player);
@@ -1213,7 +1425,7 @@ function followThrough(
if (!turnOf(s, player).drawnThisTurn) {
const piles = options.filter(
(i): i is Extract<Intent, { type: 'draw.fromDepartment' }> =>
i.type === 'draw.fromDepartment' && isWorthTaking(s, player, i.slot),
i.type === 'draw.fromDepartment' && isWorthTaking(s, player, i.slot, tweaks),
);
// Best-ranked pile rather than the first that qualifies: an Office card and a train card
// both "qualify", and only one of them stops the collisions.
@@ -1221,7 +1433,7 @@ function followThrough(
// and a train card are face up together 1.6 decisions a game — but ranking them is what the
// ranking function is for, and a coin flip on the card that decides whether the district
// ever becomes a Passenger Facility is not worth keeping for its own sake.
const useful = piles.sort((a, b) => takingRank(s, player, b.slot) - takingRank(s, player, a.slot))[0];
const useful = piles.sort((a, b) => takingRank(s, player, b.slot, tweaks) - takingRank(s, player, a.slot, tweaks))[0];
if (useful) return because('a face-up card is worth more than a blind draw right now', useful);
const blind = options.find((i) => i.type === 'draw.fromHomeOffice');
if (blind) return because('no face-up card is worth taking — gamble on the deck', blind);
@@ -1282,7 +1494,7 @@ function followThrough(
// STRAIGHTS that Enhancements require, and no Freight Facility has anywhere to go until a
// district exists. Measured with track absent, the hand held a playable Enhancement on 4,778
// turns and could legally place one on 33.
const track = bestTrackLay(s, player, options);
const track = !tweaks.noValueLays ? bestValuedLay(s, player, options, true) : bestTrackLay(s, player, options);
if (track) return because('lay track — nothing else creates the straights Enhancements need or the spurs freight needs', track);
// Then real development: a card actually laid into the grid. Freight facilities are scored —
@@ -1307,17 +1519,27 @@ function followThrough(
s.cards.get(i.cardId)?.kind.kind !== 'track',
);
if (placed) return because('develop the district with a card that goes on the board', placed);
const play = options.find((i) => i.type === 'card.play');
const play = !tweaks.noValueLays
? options.find((i) => i.type === 'card.play' && s.cards.get(i.cardId)?.kind.kind !== 'track') ??
bestValuedLay(s, player, options, false)
: options.find((i) => i.type === 'card.play');
if (play) return because('play what is in hand', play);
const end = options.find((i) => i.type === 'draw.end');
if (end) return because('nothing in hand can be played anywhere legal', end);
return because(
'nothing playable — discard onto the Department whose face-up card is least worth keeping reachable',
bestDiscard(s, player, options) ?? pickFirst(options, 'card.discard') ?? options[0]!,
bestDiscard(s, player, options, tweaks) ?? pickFirst(options, 'card.discard') ?? options[0]!,
);
}
case 'switch': {
// The planner decides the whole turn; the rules below are its fallback if the position is ever
// not the one it planned for, and the whole of switching under `noPlanSwitching`.
if (!tweaks.noPlanSwitching) {
const planned = plannedSwitch(s, player, options, tweaks);
if (planned) return planned;
}
/**
* A MOVE THAT DRAGS THE CREW'S OWN CUT BACK ON IS A WASTED MOVE, so take those off the table
* before any heuristic gets to choose one.
+2 -1
View File
@@ -23,6 +23,7 @@
* Run with:
* node src/sim/compare.ts 1600 noTrainCap=1 — what the A/D cap is worth today
* node src/sim/compare.ts 1600 noOperateFirst=1 — what operating before drawing is worth
* node src/sim/compare.ts 1600 noPlanSwitching=1 — what planning the switching turn is worth
*
* The flags are ABLATIONS: they turn off heuristics the bot already plays, so a negative delta is
* the heuristic earning its place. That is what a measured bot needs going forward — the question
@@ -221,7 +222,7 @@ export function formatPaired(r: PairedResult): string {
* against itself and report a confident zero, which is the most expensive way this tool could fail.
*/
export const NUMERIC_TWEAKS = new Set<string>([]);
export const BOOLEAN_TWEAKS = new Set(['noTrainCap', 'noOperateFirst']);
export const BOOLEAN_TWEAKS = new Set(['noTrainCap', 'noOperateFirst', 'noPlanSwitching', 'noPlayableTakes', 'noValueLays', 'noDeliberateNewTrain']);
export function parseTweaks(args: string[]): BotTweaks {
const tweaks: Record<string, number | boolean> = {};
+134
View File
@@ -0,0 +1,134 @@
/**
* THE DISPLAY-STEP COLLECTOR — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 §§ 1-3.
*
* One ordered, watchable presentation step per accepted intent, so a player can see what everyone
* else did instead of finding the board already rearranged. TODO #13: *"It's not fun to do my turn
* and have magic happen in the background and then have to figure out what others did."*
*
* ONE HOOK, NOT TWO. The design anticipated wiring this into `GameSession.intent()` and
* `GameSession.driveBots()` separately, with `LocalSession` doing its own thing for solitaire. It
* does not need to: `src/server/session.ts` imports `submit` from `src/web/game.ts`, so solitaire,
* live multiplayer and every bot turn already funnel through ONE function. Collecting there is what
* makes solitaire a special case of multiplayer rather than a second implementation, which is the
* standing design direction for this codebase.
*
* AND REPLAY IS INERT FOR FREE. `fromSave` and `fromMultiplayerSave` rebuild a game by calling
* `applyIntent` + `record` + `drain` directly rather than `submit`, so a resumed server or a rebuilt
* undo does NOT re-emit the whole game as steps. That was expected to need an explicit guard — the
* plan calls it out as the same class of bug as #97, a mechanism firing on a path nobody pictured
* it running on. It needs none, but the property is load-bearing: **if a replay path is ever moved
* onto `submit()`, this becomes a real bug**, and `test/watchable.test.ts` pins it.
*
* WHAT A STEP IS. One accepted intent, or ONE AUTOMATIC PHASE — never one per `GameEvent`, because
* the event list is not a complete reducer and a receiver could not rebuild state from it. It gets a
* projected frame instead.
*
* PHASES EARN THEIR OWN STEPS, and that is TODO #18. `pump()` runs every automatic phase between one
* click and the next and `drain()` records the whole batch at once, so New Train, the Mainline and
* the shift change "look like they are being skipped entirely" — trains cross the Division in one
* jump. Folding them into the triggering intent's step reproduces exactly that. So `submit()` steps
* `advance()` one call at a time instead, and collects a step for each phase that actually DID
* something. A phase that did nothing adds no narration and therefore produces no step at all, which
* is Jesse's own rule (2026-09-09): "if nothing happens during a phase then we shouldn't lose time
* to it."
*
* `drain()` is deliberately NOT changed. Replay, undo and `fromSave` all use it, and the
* replay-inertness property below depends on their staying off this path. The stepped version lives
* in `submit()` and makes the same `advance()` calls in the same order, so the resulting state is
* identical — only the collection differs.
*/
import type { Intent } from '../engine/intents.ts';
import type { GameState, PlayerIndex, SeatIndex } from '../engine/state.ts';
import { seatOf } from '../engine/state.ts';
import { publicSnapshot } from './view.ts';
import type { PublicFrame } from './view.ts';
import { deltaPublicFrame } from './public-delta.ts';
import type { PublicFrameDelta } from './public-delta.ts';
/**
* The wire format's version, on the ENVELOPE rather than on the projection.
*
* The plan's original sketch put `protocolVersion` inside `PublicFrame`. It does not belong there:
* `PublicFrame` is a projection of the game and its property list is an allow-list that
* `test/redaction.test.ts` enumerates, so a transport concern living in it would have to be
* allow-listed as public game state, which it is not. The step is the message; the message carries
* the version.
*/
export const DISPLAY_PROTOCOL_VERSION = 1;
/** What produced a step: somebody's intent, or the Division advancing a phase by itself. */
export type StepCause = Intent['type'] | 'phase';
/** One watchable thing that happened, in order. */
export type DisplayStep = {
protocolVersion: typeof DISPLAY_PROTOCOL_VERSION;
/** Monotonic per game. 0.8.1's reconnecting display stream needs it to detect a gap; a queue only needs the order. */
seq: number;
/**
* Who acted — NULL for an automatic phase, which nobody did.
*
* Both are carried because Employee Rotation makes "which seat" and "which player" different
* questions.
*/
player: PlayerIndex | null;
seat: SeatIndex | null;
/** What caused it — the input to pacing's kind classification. */
cause: StepCause;
/** The public board after this intent and everything it drained, against the previous step. */
frame: PublicFrameDelta;
/** The narration this intent added, in order, including any phase lines drained behind it. */
lines: { text: string; tone: string }[];
};
/**
* Per-game collector state.
*
* Held on `Game` beside `log`, `cues` and `announced` and drained the same way, which is the
* established convention in this codebase for "the model accumulated something, the view takes it".
*/
export type DisplayCollector = {
/** Undrained steps, oldest first. */
steps: DisplayStep[];
/** The last public frame a step was built against, so the next delta has something to diff. */
last: PublicFrame | null;
/** Next sequence number to assign. */
seq: number;
};
export function newCollector(): DisplayCollector {
return { steps: [], last: null, seq: 0 };
}
/**
* Record one accepted intent as a step.
*
* Called from `submit()` AFTER `record()` and `drain()`, so `state` is the position the intent
* finally produced and `lines` is everything it caused to be said. The frame is projected
* immediately and never from a retained `GameState` reference — a retained reference would resolve
* to the FINAL state of a whole bot run, which is exactly the teleporting this exists to prevent.
*/
export function collectStep(
collector: DisplayCollector,
state: GameState,
player: PlayerIndex | null,
cause: StepCause,
lines: { text: string; tone: string }[],
): void {
const next = publicSnapshot(state);
collector.steps.push({
protocolVersion: DISPLAY_PROTOCOL_VERSION,
seq: collector.seq++,
player,
seat: player === null ? null : seatOf(state, player),
cause,
frame: deltaPublicFrame(collector.last, next),
lines,
});
collector.last = next;
}
/** Take everything collected so far, leaving the collector empty — `takeMoment()`'s pattern. */
export function takeSteps(collector: DisplayCollector): DisplayStep[] {
return collector.steps.splice(0, collector.steps.length);
}
+312 -37
View File
@@ -15,11 +15,13 @@
* panel cannot drift from the rules.
*/
import { MAX_CONSIST } from '../engine/content.ts';
import { MAINLINE_PROFILES, 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';
import { badlyMadeUp } from '../engine/advance.ts';
import type { CrewTray } from '../engine/state.ts';
// ---------------------------------------------------------------------------
// Small formatters
@@ -50,6 +52,23 @@ export function carLabel(c: RollingStock, homeSeat?: SeatIndex): string {
return homeSeat !== undefined && c.origin === homeSeat ? `${label} (loaded here)` : label;
}
/**
* "a loaded boxcar", "an empty tank" — the article the word actually takes.
*
* The make-up line hard-coded "a" and produced "a empty tank" at the table. Vowel-initial is the
* whole rule here: every car word is ordinary English ('empty', 'loaded', and the car types), so
* there is no 'an hour' case to special-case and inventing one would be the more fragile choice.
*/
export function indefinite(label: string): string {
return `${/^[aeiou]/i.test(label) ? 'an' : 'a'} ${label}`;
}
/** "Train 10" / "Extra X18" — one spelling of a train's name for every line that mentions one. */
export function trainLabel(trainNumber: number | null, isExtra: boolean): string {
if (trainNumber === null) return 'the local crew';
return isExtra ? `Extra X${trainNumber}` : `Train ${trainNumber}`;
}
export function carsLabel(cars: RollingStock[]): string {
if (cars.length === 0) return 'nothing';
return cars.map(carLabel).join(', ');
@@ -108,11 +127,22 @@ export type NarrateContext = {
* events has no roster, and "Player 2" is a truthful fallback rather than a broken one.
*/
playerName?: (player: PlayerIndex) => string;
/**
* Names the Facility standing on one of a player's squares, or null where there is none.
*
* Switching lines used to give the bare coordinate — "Set out a loaded hopper at (-1,1)" — which
* is the grid's own notation and means nothing at a table where people are looking at cards. The
* industry is the whole point of the move, so it is what the line should say.
*/
facilityAt?: (player: PlayerIndex, at: GridCoord) => string | null;
};
export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
const card = (id: string): string => ctx.cardName?.(id) ?? 'a card';
const train = (id: TrayId): string => ctx.trainName?.(id) ?? String(id);
// The industry on a square when there is one, and the coordinate when there is not — a crew works
// plain track too, and "at nowhere" would be worse than the notation.
const place = (player: PlayerIndex, c: GridCoord): string => ctx.facilityAt?.(player, c) ?? at(c);
switch (e.type) {
// -- clock
@@ -127,6 +157,18 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
.map((p) => ctx.playerName?.(p) ?? `Player ${p + 1}`)
.join(' → ')}`,
};
case 'superintendentChanged':
/**
* The Fedora is the only thing in the game that changes hands on a clock rather than because
* somebody did something, so it is the one handover nobody at the table watches happen.
*/
return {
tone: 'clock',
text:
`SUPERINTENDENT — the Fedora passes to ${ctx.playerName?.(e.player) ?? 'the next player'} ` +
`at the end of Stage ${e.stage}. They rule on clearances, take the Yard Office and Red Flag ` +
`questions, and every round that goes round the table now starts with them.`,
};
case 'phaseBegan':
// Its own tone, not `quiet`. A phase marker sat in the same grey as the events inside it, so
// the log read as one undifferentiated column and you could not see where a phase began.
@@ -134,7 +176,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
case 'actorChanged':
return {
tone: 'quiet',
text: e.player === null ? 'No player acts — automatic phase' : `Player ${e.player} to act`,
text: e.player === null ? 'No player acts — automatic phase' : 'to act',
};
// -- local operations
@@ -155,7 +197,11 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
return {
tone: 'plain',
where: e.to,
text: `CREW moved ${at(e.from)} → ${at(e.to)}${e.via ? ` via ${at(e.via)}` : ''} — ${e.movesRemaining} of 6 Moves left. The crew chip on the grid carries the whole train with it.`,
// NO TUTORIAL TAIL. "The crew chip on the grid carries the whole train with it" was appended
// to EVERY move — six times a turn, and the opener (`localOpsOptionChosen`) already says it
// once. It also pushed the useful half of the line out of the caption row, which shows one
// step at a time and is the place a player reads a move as it happens.
text: `Moved ${train(e.trayId)} ${at(e.from)} → ${place(e.player, e.to)}${e.via ? ` via ${at(e.via)}` : ''} — ${e.movesRemaining} of ${e.movesAllowed} Moves left`,
};
case 'carsCoupled': {
/**
@@ -167,22 +213,59 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
const own = e.recoupled?.stock.length ?? 0;
const found = e.stock.length - own;
const parts: string[] = [];
if (own > 0) parts.push(`picked its own ${carsLabel(e.recoupled!.stock)} back up off ${at(e.recoupled!.at)} on the way out`);
if (found > 0) parts.push(`coupled ${carsLabel(e.stock.slice(own))} standing on the line`);
// `a loaded tank` for one, a bare list for several — "took loaded tank" reads as a telegram.
const some = (cars: RollingStock[]): string =>
cars.length === 1 ? indefinite(carLabel(cars[0]!)) : carsLabel(cars);
if (own > 0) parts.push(`picked its own ${some(e.recoupled!.stock)} back up off ${at(e.recoupled!.at)} on the way out`);
if (found > 0) parts.push(`took ${some(e.stock.slice(own))} standing there`);
return {
tone: 'plain',
where: e.at,
text:
`Coupled ${e.stock.length} car(s) at ${at(e.at)} ${e.toNose ? 'ONTO THE NOSE' : 'behind the train'}` +
// "1 car(s)" was the plural of a machine. The count is already implied by the cars named
// in `parts`, so the sentence leads with where and which end instead.
`Coupled at ${place(e.player, e.at)}, ${e.toNose ? 'ONTO THE NOSE' : 'behind the train'}` +
` — ${parts.join(', and ')}`,
};
}
case 'consistSorted':
case 'consistSorted': {
/**
* WHERE THE ENGINE ENDED UP, and whether the train can still run.
*
* ASKED OF `badlyMadeUp` RATHER THAN RE-DECIDED HERE, which matters because the obvious guess
* is wrong: §8.2 is enforced direction-free, so a train with its WHOLE consist ahead of the
* engine is a pushing train and perfectly fit to leave. What it may not be is broken-backed,
* with the engine buried among its own cars. A copy of that rule in the narrator would have
* told a player their pushing train was stranded when it was not.
*/
const ahead = e.engineAt;
const unfit = badlyMadeUp({ consist: e.after, engineAt: e.engineAt } as CrewTray);
const where =
ahead === 0
? 'so the right car is now on the end and can be spotted'
: unfit === null
? `with the whole consist AHEAD of the engine — it runs as a pushing train`
: `with ${ahead} car${ahead === 1 ? '' : 's'} ahead of the engine — ${unfit}, so it is held at the Office until it is sorted again (§8.2)`;
return {
tone: 'good',
where: e.at,
text: `SMALL YARD — consist re-ordered from [${carsLabel(e.before)}] to [${carsLabel(e.after)}], so the right car is now on the end and can be spotted`,
text: `Used the SMALL YARD — consist re-ordered from [${carsLabel(e.before)}] to [${carsLabel(e.after)}], ${where}`,
};
}
case 'switchingEnded': {
/**
* The line that closes a switching turn, and the only one the history keeps from the middle of
* it: what it cost, and where the crew was left standing.
*/
const used = `${e.movesUsed} of ${e.movesAllowed} Move${e.movesAllowed === 1 ? '' : 's'} used`;
if (e.movesUsed === 0) return { tone: 'quiet', text: 'Finished switching without moving a car' };
if (!e.lastMove) return { tone: 'plain', text: `Finished switching — ${used}` };
return {
tone: 'plain',
where: e.lastMove.to,
text: `Finished switching — ${used}, leaving ${train(e.lastMove.trayId)} at ${place(e.player, e.lastMove.to)}`,
};
}
case 'carsDropped':
// WHICH END. A cut comes off an outer end (§A.3) and the end decides everything that follows:
// the train may pull away from cars set out behind it and must couple back up to cars set out
@@ -191,7 +274,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
tone: 'plain',
where: e.at,
text:
`Set out ${carsLabel(e.stock)} at ${at(e.at)}, off the ${e.fromNose ? 'NOSE — ahead of the engine, so pulling forward will couple them again' : 'TAIL — behind the engine, so it may pull away and leave them'}`,
`Set out ${carsLabel(e.stock)} at ${place(e.player, e.at)}, off the ${e.fromNose ? 'NOSE — ahead of the engine, so pulling forward will couple them again' : 'TAIL — behind the engine, so it may pull away and leave them'}`,
};
// -- cards
@@ -211,13 +294,19 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
? `Played ${card(e.cardId)} onto ${at(e.placement)}`
: `Played ${card(e.cardId)}`,
};
case 'mainlineModified':
case 'mainlineModified': {
// WHICH CARD, NOT JUST WHICH WAY IT WENT. "Mainline card 3 converted to plains" left the reader
// to remember what card 3 had been (playtest, 2026-09-15), and the card it WAS is the half that
// says what the play was worth.
const kindName = (k: string | undefined): string =>
MAINLINE_PROFILES.find((m) => m.kind === k)?.name ?? k ?? 'that card';
return {
tone: 'plain',
text: e.became
? `Realignment: Mainline card ${e.node} converted to ${e.became}`
: `Played ${e.key} on Mainline card ${e.node}`,
? `Realignment: Mainline card ${e.node}, ${kindName(e.from)}, converted to ${kindName(e.became)}`
: `Played ${e.key} on Mainline card ${e.node}${e.from ? ` (${kindName(e.from)})` : ''}`,
};
}
case 'redFlagSpent':
return {
tone: 'good',
@@ -225,8 +314,8 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
};
case 'redFlagRuled':
return e.flag
? { tone: 'plain', text: `Player ${e.player} flagged the approaching train` }
: { tone: 'plain', text: `Player ${e.player} waved the train through` };
? { tone: 'plain', text: 'Flagged the approaching train' }
: { tone: 'plain', text: 'Waved the train through' };
case 'redFlagsSet':
return {
tone: 'good',
@@ -337,12 +426,25 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
* arrival; the only difference is what happens if it is left on Secondary Track when the next
* Mainline Phase begins (`expediteFault`).
*/
return {
tone: 'plain',
text: e.expedited
? `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — its card prints EXPEDITE, so keep it on the Office square: parked anywhere else in the district when the next Mainline Phase begins costs a Revenue point. It works and switches normally in the meantime.`
: `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — it stands here for the rest of this Stage. You can work it in Cargo now, switch it in the NEXT Stage's Local Operations, and it departs in that Stage's Mainline Phase.`,
};
/**
* WHOSE OFFICE, AND WHOSE TRAIN TO WORK — Jesse, playtest 2026-09-16.
*
* This said "ARRIVED at the Whistle Post" and then "You can work it in Cargo now". Both halves
* are wrong at a table of four: every seat has an Office, so the tier alone does not say which
* district the train is standing in, and the reader is usually NOT its Station Master — the
* line was telling three players they could work a train they cannot touch.
*/
{
const name = ctx.playerName?.(e.owner) ?? null;
const whose = name === null ? `the ${e.office}` : `${name}'s ${e.office}`;
const worker = name === null ? 'Its Station Master' : name;
return {
tone: 'plain',
text: e.expedited
? `Train ${e.trainNumber} ARRIVED at ${whose} carrying ${carsLabel(e.consist)} — its card prints EXPEDITE, so it must stay on the Office square: parked anywhere else in that district when the next Mainline Phase begins costs a Revenue point. It works and switches normally in the meantime.`
: `Train ${e.trainNumber} ARRIVED at ${whose} carrying ${carsLabel(e.consist)} — it stands there for the rest of this Stage. ${worker} can work it in Cargo now and switch it in the NEXT Stage's Local Operations, and it departs in that Stage's Mainline Phase.`,
};
}
case 'expediteFault':
return {
tone: 'bad',
@@ -396,9 +498,39 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
};
}
case 'carPlacedOnTrain':
return { tone: 'plain', text: `Added a ${carLabel(e.stock)} to the train being made up` };
// NAMES THE TRAIN. "the train being made up" was true and useless: a player looking back for
// what happened to train 10 found four lines that never said 10 (playtest, 2026-09-16).
return {
tone: 'plain',
text: `Added ${indefinite(carLabel(e.stock))} to ${trainLabel(e.trainNumber, e.isExtra)}`,
};
case 'carPassed':
return { tone: 'quiet', text: 'Passed — no suitable car in the Division Yard' };
return {
tone: 'quiet',
text: `Passed on ${trainLabel(e.trainNumber, e.isExtra)} — no suitable car in the Division Yard`,
};
case 'makeUpShort': {
// What it wanted, in the words the card uses, so the line can be checked against the card.
const names: Record<'freight' | 'coach' | 'caboose', string> = {
freight: 'freight car',
coach: 'coach',
caboose: 'caboose',
};
const wants = e.missing.map((m) => names[m]).join(' or ');
const got = e.placed === 0 ? 'NO CARS AT ALL' : `only ${e.placed} of the ${e.wanted} its card calls for`;
// §2.2 is the whole explanation and it is not guessable from the board: the cars are visible
// in the Classification Yard, and why they will not come back is not.
const why =
e.waiting > 0
? ` ${e.waiting} sit in the Classification Yard, which comes back only when the Division Yard is bare — and it still holds ${e.divisionYardHolds} cars.`
: ' There are none in the Classification Yard either.';
return {
tone: 'bad',
text:
`${trainLabel(e.trainNumber, e.isExtra).toUpperCase()} WAS MADE UP WITH ${got} — the ` +
`Division Yard holds no ${wants} it can take, so nobody was asked for one.${why}`,
};
}
case 'dispatchBonusUsed':
return {
tone: 'good',
@@ -416,12 +548,31 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
const wrecked = e.trains
.map((t) => `${t.label} (${t.consist.length ? carsLabel(t.consist) : 'no cars'})`)
.join(' and ');
/**
* WHOSE OFFICE, AND WHO PAYS (playtest, 2026-09-16: "it doesn't say who suffers the revenue
* loss… we need to know which player received the penalty and why").
*
* `player` is the seat at fault, and for everything that happens inside a district that is the
* district's owner — so it names the place as well as the payer. A Mainline collision is the
* Superintendent's by rule (§10), which is a different sentence: it happened on open road, not
* in anybody's Office. The 5 points ride in a separate `revenueChanged`, which is why the line
* never mentioned them; a player should not have to add two log entries together.
*/
const who = ctx.playerName?.(e.player) ?? null;
const mainline = e.where === 'the Mainline';
const place = who === null || mainline ? e.where : `${who}'s ${e.where.replace(/^the /, '')}`;
const cost =
who === null
? ' 5 Revenue is lost.'
: mainline
? ` ${who} loses 5 Revenue: §10 makes a Mainline collision the Superintendent's fault.`
: ` ${who} loses 5 Revenue — it happened in their district.`;
return {
tone: 'bad',
text:
`COLLISION — ${wrecked} destroyed: ${why}. Engines and cabooses go back to the Division ` +
`Yard, all other cars to the Classification Yard. A Timetabled train card returns ` +
`to its slot and runs again next Day; an Extra is gone for good.`,
`COLLISION at ${place} — ${wrecked} destroyed: ${why}.${cost} Engines and cabooses go back ` +
`to the Division Yard, all other cars to the Classification Yard. A Timetabled train card ` +
`returns to its slot and runs again next Day; an Extra is gone for good.`,
};
}
@@ -496,13 +647,13 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
? { tone: 'bad', text: `${e.reason.toUpperCase()} · ${e.delta} Revenue (now ${e.total})` }
: { tone: 'good', text: `+${e.delta} Revenue (now ${e.total}) — ${e.reason}` };
case 'phaseEnded':
return { tone: 'quiet', text: `Player ${e.player} finished ${phaseLabel(e.phase)}` };
return { tone: 'quiet', text: `Finished ${phaseLabel(e.phase)}` };
// -- §3.3, extended play (Gitea#11)
case 'extensionVoted':
return e.agree
? { tone: 'plain', text: `Player ${e.player} would play one more Day` }
: { tone: 'plain', text: `Player ${e.player} called time — the game ends here` };
? { tone: 'plain', text: 'Would play one more Day' }
: { tone: 'plain', text: 'Called time — the game ends here' };
case 'dayExtended':
return { tone: 'clock', text: `── The table plays on: Day ${e.day} is added to the timetable ──` };
case 'playConcluded':
@@ -511,8 +662,8 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
// -- §11, the Yard Office (Gitea#5)
case 'yardOfficeRuled':
return e.take
? { tone: 'plain', text: `Player ${e.player} sent ${train(e.trainId)} into the Yard Office` }
: { tone: 'plain', text: `Player ${e.player} kept ${train(e.trainId)} at the Train Order Office` };
? { tone: 'plain', text: `Sent ${train(e.trainId)} into the Yard Office` }
: { tone: 'plain', text: `Kept ${train(e.trainId)} at the Train Order Office` };
}
}
@@ -641,6 +792,38 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
* that actually refused rather than a second guess at it.
*/
if (f.kind === 'passenger') {
/**
* NOBODY TO PUT ON THE PLATFORM, AND NO WAY TO SEE WHY (playtest, 2026-09-16).
*
* "He would like to have two passengers waiting in his depot… but the only option he had was
* bringing a tank load into the refinery." His Depot had a Restaurant and a Hotel beside it and
* three outbound slots — capacity was never the problem. §6.3 stocking takes a LOADED car of
* the facility's type out of the Division Yard, and there was not a loaded coach in it: six
* were sitting in Classification, which §2.2 returns only when the Division Yard runs bare.
*
* Jesse's ruling (2026-09-16) is the same one Gitea#2 got: the shortage stays, because running
* out is part of the game. What must not stay is the silence — an action with no legal target
* is simply absent from the menu, so the player is left to guess whether they misunderstood the
* rules or the game is broken.
*/
if (f.allows.outbound && f.outboundBox.length < f.capacity.outbound) {
const loadedCoaches = s.yards.divisionYard.filter((c) => c.type === 'coach' && c.loaded).length;
if (loadedCoaches === 0) {
const waiting = s.yards.classificationYard.filter((c) => c.type === 'coach' && c.loaded).length;
out.push({
where: `${name} ${key}`,
why:
`room for ${f.capacity.outbound - f.outboundBox.length} more passenger` +
`${f.capacity.outbound - f.outboundBox.length === 1 ? '' : 's'} to wait, but no loaded ` +
`coach in the Division Yard for the Freight Agent to bring over` +
(waiting > 0
? ` — ${waiting} ${waiting === 1 ? 'is' : 'are'} in the Classification Yard, which comes ` +
'back only when the Division Yard is bare'
: ''),
severity: 'waiting',
});
}
}
if (portersLeft(f) > 0) {
const coord = uncoordKey(key);
// Passengers standing on the platform with nothing carrying them away.
@@ -746,6 +929,42 @@ 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},${row})`,
why:
'ONE FREIGHT CAR PER LOCATION — this train has already worked a freight car on this ' +
'square, so no more come off or on here until next turn. It may still work one at the ' +
'next square it reaches.',
// The printed rule doing its job, and it lifts by itself. Amber, not red.
severity: 'waiting',
});
}
}
const turn = turnOf(s, player);
if (s.clock.phase === 'localOps' && turn.option === 'switch' && turn.movesRemaining > 0) {
for (const [id, tray] of s.trays) {
@@ -832,13 +1051,69 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
}
}
// Trains held for want of a Crew Tray (§7) — the scarcity mechanic, made visible.
const due = s.timetable[s.clock.stage - 1];
if (due !== null && due !== undefined && s.freeTrays.length === 0) {
/**
* TRAINS HELD FOR WANT OF A CREW TRAY (§7) — the scarcity mechanic, made visible (#98).
*
* This covered the TIMETABLED train due out this Stage and nothing else, which meant the two
* other things that queue for the same pool reported nothing at all. A player who spent a card on
* an Extra, or ordered a second section, got an EMPTY panel while their train sat behind an
* exhausted pool — and each had been announced once in the log in a line that promised a future
* event ("as soon as a Crew Tray frees up") which nothing then confirmed.
*
* All three are one condition, so they are written as one block: no free tray, and something
* waiting for one. The count rides along because "no free Crew Tray" reads like a permanent fact
* about the game rather than a state that will pass.
*/
// `crewTrayCount` is the pool's size, asked rather than re-derived. `trays.size + freeTrays.length`
// gives the same number in play — `retireTrain` moves a tray back — but it is a second way to know
// one fact, which is the shape of every bug this release fixed.
const trays = `${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',
});
}
+256
View File
@@ -0,0 +1,256 @@
/**
* HOW LONG EACH STEP IS SHOWN — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 § 5.
*
* Shared rather than living in `src/web/`, so the 0.8.1 seatless board paces identically to a
* player's own screen. Two views of one game that disagreed about how fast it looks would be worse
* than either alone.
*
* WHY BY KIND RATHER THAN BY BUDGET. The obvious scheme is to give the whole backlog a time budget
* and divide it by the queue length. Measured against real games, that does exactly the wrong
* thing. From `public/replays/`: ~60 stages per game and ~5 intents per player per stage, so a
* four-player table produces ~15 other-player steps per stage — but 44 of a 307-intent game are
* `draw.end` and 60 are `loadUnload.end`, bookkeeping nobody wants to watch, while the thing that
* is worth watching is rare and clustered. Two of the three published replays contain no
* `switch.move` at all; the third has bursts of 14, 6, 6 and 6, and `trayMoved`'s own narration says
* "N of 6 Moves left" because six is the engine's cap per crew. So a uniform budget spends the
* player's attention on `draw.end` and rushes the switching.
*
* Assigning dwell by kind and letting the total fall out costs ~40s of animation across a whole
* 60-stage game, against ~3.6 minutes for a flat 700ms — better switching visibility for a fifth of
* the time. Jesse, 2026-09-09, on what matters: *"I definitely want to watch other players struggle
* with the switching exercises … I don't think reading the switching in the log will be anywhere
* nearly as interesting as watching the trains actually move on the board."*
*
* PACING IS CLIENT-SIDE ONLY. The server emits steps as fast as it likes and the client decides how
* to show them, which is what keeps Gitea#20's "do not slow the authoritative game" true.
*/
import type { StepCause } from './display-step.ts';
export type StepKind = 'switching' | 'action' | 'phase' | 'bookkeeping';
/**
* THE TUNING TABLE — dwell in milliseconds per kind.
*
* Start generous and tune down by playing; Jesse, 2026-09-09: *"start at 1s and tune down."* This is
* the committed default and changing it needs a web rebuild, which in the `.s9pk` is a release — so
* it is deliberately not the only way to change the pacing. A viewer's own `pace` multiplier
* (`Settings`, `localStorage`) and a `?pace=` URL parameter both scale these without one, and
* `pace = 0` turns the animation off entirely, which is also TODO #18's "a player who has seen it a
* hundred times will want it off". **Multipliers above 1 are supported and expected** — Jesse asked
* for 2 and 3 explicitly after the first play — up to `MAX_PACE`, and every tier scales together so
* their relative weighting survives.
*
* NOT IN GAME-CREATION SETTINGS, on Jesse's call 2026-09-09: dwell is presentation, not a rule, and
* `config` rides along in saves and replays. If it ever moves there, the config field supplies this
* table's multiplier — the table, the classification and the queue do not change.
*/
export const DWELL: Record<StepKind, number> = {
/** A train physically moving on the board. The thing worth watching, and protected accordingly. */
switching: 1000,
/**
* A card, a car or a load changing hands somewhere visible — and the announcement of what a
* player is about to do.
*
* WAS 250ms, WHICH WAS WRONG, and wrong in the way that mattered most: an early-game bot turn has
* no switching in it at all, so it was six steps of 250ms and 0ms — **750ms for a whole turn**.
* Jesse, from the first real play on the test server: *"bot play was way too fast. I briefly saw
* that it was the bot's office area then their turn was done."* His instruction had been "start at
* 1s and tune down", and that was applied only to switching while this number was invented.
*/
action: 700,
/**
* An automatic phase that DID something — TODO #18.
*
* Only reached when the phase actually narrated: `submit()` collects no step for a phase that
* changed nothing, so this is never spent on the empty ones Jesse is content to guess at. Between
* an ordinary action and a switching move, because the Mainline phase moves trains the length of
* the Division and is the clearest case of "stuff just happened without being able to see how".
*/
phase: 600,
/** Turn and phase bookkeeping. Nothing moved; do not spend the player's attention on it. */
bookkeeping: 0,
};
/**
* Which kind an intent is.
*
* Exhaustive over `Intent['type']` on purpose — a `default` would silently drop a newly added intent
* into whatever tier the fallback names, and the failure mode is invisible (a move that never gets
* a beat, or bookkeeping that stalls the queue for a second). `test/pacing.test.ts` walks every
* member of the union so a new intent cannot land here unclassified.
*/
export function kindOf(cause: StepCause): StepKind {
switch (cause) {
// The Division advancing itself — New Train, the Mainline, the shift change (TODO #18).
case 'phase':
return 'phase';
// The crew and its train moving, coupling, setting out and re-ordering — §6.1 and Appendix A.
case 'switch.move':
case 'switch.dropCars':
case 'switch.sortConsist':
case 'maneuver.flyingSwitch':
case 'maneuver.redFlags':
return 'switching';
// Something visible changed hands or position, but no train drove anywhere.
case 'card.play':
case 'card.discard':
case 'draw.fromHomeOffice':
case 'draw.fromDepartment':
case 'newTrain.placeCar':
case 'newTrain.passCar':
case 'newTrain.secondSection':
case 'newTrain.startExtra':
case 'porter.board':
case 'porter.detrain':
case 'laborer.startLoad':
case 'laborer.advanceLoad':
case 'laborer.beginUnload':
case 'freightAgent.stockOutbound':
case 'freightAgent.clearInbound':
case 'freightAgent.unjam':
case 'mainline.clearance':
case 'mainline.modify':
case 'mainline.redFlag':
case 'mainline.yardOffice':
case 'redFlag.play':
return 'action';
/**
* `localOps.choose` IS AN ANNOUNCEMENT, NOT BOOKKEEPING — moved out 2026-09-09 after the first
* real play. It is the line that reads "Player Bot 1 chose to SWITCH — six Moves to shunt cars
* around the yard": the heading for everything that follows, and at zero dwell nobody ever saw
* it, so a bot's turn began with no indication of what it was about to do.
*/
case 'localOps.choose':
return 'action';
// Ending a phase or a turn, and voting. Nothing to see: the consequences were the thing, and
// there are more of these than of anything else.
case 'loadUnload.end':
case 'draw.end':
case 'switch.end':
case 'freightAgent.end':
case 'game.extend':
return 'bookkeeping';
}
}
/**
* The widest multiplier that is a speed rather than a mistake.
*
* `pace` has no lower surprise — 0 means off — but an unbounded upper one does: `?pace=300` from
* somebody typing 3.00, or a corrupt `localStorage` value, would give a switching move a five-minute
* dwell and look exactly like a frozen board. Twenty is far past any speed anyone would choose and
* well short of unusable.
*
* RAISED FROM TEN 2026-09-10, because the ceiling turned out not to be theoretical: Jesse played at
* 10× — the top of the ladder — and reported it *"still a bit fast, but followable"*. A control whose
* slowest setting is not slow enough for the person using it has the wrong ceiling, not the right one
* held firmly.
*/
export const MAX_PACE = 20;
/**
* The speeds the on-screen control offers, slowest last.
*
* `0` is off: every move is drawn at once, as it was before v0.8.0 — TODO #18's "a player who has
* seen it a hundred times will want it off". The ladder runs well past 1 because that is what the
* first real play asked for: Jesse reached for 7×, and although the `?pace=` he used never took
* effect (the splash replaces the query string, so the play page only ever saw `?lobby`), the wish
* was real. Watching a bot shunt cars is the point of this feature, and it is worth as long as it
* takes.
*/
export const PACE_LEVELS = [0, 0.5, 1, 2, 3, 5, 7, 10, 15, 20] as const;
/**
* How long to show one step, in ms, at a given speed.
*
* `pace` scales every tier by the same factor, so **the tiers stay in proportion at any speed** — a
* switching move outlasts an ordinary action at 0.5× and at 3× alike. That is deliberate: the
* relative weighting is the design (a train moving is worth more attention than a card changing
* hands), and the multiplier is only how fast the whole thing runs. `0` means do not animate at all.
*/
export function dwellFor(cause: StepCause, pace = 1): number {
return Math.round(DWELL[kindOf(cause)] * Math.min(MAX_PACE, Math.max(0, pace)));
}
/**
* How much of the speed control a PHASE gets — damped, not the full multiplier.
*
* Phases were pinned at their tabled beat in v0.8.0.3, because scaling them with everything else put
* a wall of clock-ticking after a player's own move. That was right about the cost and wrong about
* the need: at 10× the caption row goes past faster than the sentence on it can be read. Jesse,
* 2026-09-10: *"phases displayed on the upper line go by too quickly still. Should be 4 times as
* long — at a guess. Maybe use the speed multiplier for that too?"*
*
* So they scale, at a third of the rate. That lands exactly on his guess — 10× gives a phase four
* times its tabled beat — while leaving 1× untouched, and it stays affordable because phase beats
* cluster rather than accumulate: measured over 60 pushes, a push carries **1.0 phase beat on
* average and 4 at worst**, so the wait after a move goes to ~2.4s typical and ~10s at its very
* worst rather than the minutes a full multiplier would have cost.
*
* Below 1× it simply follows the multiplier: somebody asking for everything faster means the phases
* too.
*/
function phaseSpeed(pace: number): number {
return pace <= 1 ? pace : 1 + (pace - 1) / 3;
}
/**
* How long to show one STEP — the form the queue actually uses.
*
* A step that said nothing gets no dwell, whatever caused it. That is one rule covering two cases
* arrived at separately: a phase where nothing happened (Jesse, 2026-09-09 — *"if nothing happens
* during a phase then we shouldn't lose time to it"*), and a phase that only handed the turn on,
* which changes the board but has nothing on it to look at. Structurally typed so this file does not
* have to import `DisplayStep` back from the module that imports `StepCause` from it.
*/
export function dwellForStep(
step: { cause: StepCause; player: number | null; lines: readonly unknown[]; frame: { table: object } },
pace = 1,
): number {
// Off means off, for the clock as much as for anybody's move.
if (pace <= 0) return 0;
/**
* THE SPEED CONTROL IS ABOUT OTHER PEOPLE, NOT ABOUT THE CLOCK.
*
* A phase keeps its tabled beat at every speed. Measured over 40 turns of a real 3-seat game, the
* waiting split almost evenly — 21.0s of other players against 21.0s of phases turning over — so
* scaling both put 105 seconds of clock-ticking into a 5× game, all of it after the player's own
* move and none of it anything to watch. Jesse, from that game: *"after my turn, when I actually
* execute my turn, I'm still subject to that same delay before it moves on. That makes no sense."*
*
* The phase still gets its beat (TODO #18) — it just does not get longer because somebody wanted
* to watch a bot shunt cars.
*/
const speed = step.player === null ? phaseSpeed(pace) : pace;
if (step.lines.length > 0) return dwellFor(step.cause, speed);
/**
* A SILENT STEP EARNS A BEAT ONLY WHEN THE CLOCK TURNED OVER — which is TODO #18 exactly: "give
* every phase a visible beat", for New Train, the Mainline and the shift change.
*
* Measured, because the obvious rule was wrong twice. "No narration, no dwell" looked right and
* silently killed #18: a phase can move trains without saying anything, and those steps were being
* flashed past. "Anything that changed the board" is wrong the other way: `submit()` steps
* `advance()` about 4.6 times per intent and most of those merely hand the turn on, so beating on
* all of them would cost a quarter of an hour a game.
*/
const table = step.frame.table as Record<string, unknown>;
const turned = 'phase' in table || 'phaseKey' in table || 'stage' in table || 'day' in table;
return turned ? dwellFor(step.cause, speed) : 0;
}
/**
* How many steps in a queue are actually going to be WATCHED.
*
* This is the number the "N behind" counter shows, and it is deliberately not `queue.length`. With
* bookkeeping dwelling at zero, a backlog of 17 where 12 are `*.end` would read "17", plummet to 5
* the instant it started, and then crawl — which is not the steady countdown the counter is for.
* Thirteen dwelling steps means thirteen things you are going to see.
*/
export function watchableCount(causes: readonly StepCause[], pace = 1): number {
return causes.filter((c) => dwellFor(c, pace) > 0).length;
}
+194
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@@ -0,0 +1,194 @@
/**
* Delta for the SEATLESS public frame — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 § 3.
*
* `frame-delta.ts` solves the same-shaped problem for a seated player's `Frame` and does NOT carry
* over, which is worth saying plainly because reusing it looks obvious and is wrong. It nulls three
* TOP-LEVEL keys — `cells`, `facilities`, `division` — and a `PublicFrame` has only the last of
* those. Its `cells` and `facilities` live one level down, inside `districts[]`, one entry per seat,
* and that is where nearly all of the bytes are.
*
* **So the districts are deltaed PER SEAT rather than as one array.** One accepted intent changes
* one district; comparing the whole array as a unit would resend every other player's board on
* every step, which is exactly the cost this exists to avoid. On a four-player table that is three
* boards of waste per step, and a step is emitted for every bot move as well as every human one.
*
* It is also a TRUE PARTIAL rather than a full frame with holes in it, which is the other place
* `frame-delta.ts` does not carry over. See `PublicFrameDelta` below for the measurement that forced
* that; in short, most steps change one field and shipping the other thirty-four cost 16.7 MB a game.
*
* The convention that does carry over, kept identical so a reader of one file can read the other:
* an absent or `null` field means "unchanged since the last thing sent to this receiver", and the
* receiving side merges against the last full frame it actually holds. A first connect or a
* reconnect after a gap sends a full frame instead — the display stream resets rather than replaying
* (§ v0.8.0).
*
* Node-free by design, like `frame-delta.ts`: the server and the browser both import this directly.
*/
import type { CellView, DivisionView, FacilityView, PublicDistrict, PublicFrame } from './view.ts';
/**
* One district with its two heavy fields nulled when unchanged.
*
* `seat` is the identity and is always present — it is what the receiver matches on. `player` and
* `name` are always sent too, and deliberately: Employee Rotation moves players between districts,
* so the pairing of seat to player is itself news, and it costs two small fields to never have to
* reason about whether a relabelling was missed.
*/
export type PublicDistrictDelta = Omit<PublicDistrict, 'cells' | 'facilities'> & {
cells: CellView[] | null;
facilities: FacilityView[] | null;
};
/** The shared-table half of a `PublicFrame` — everything that is not the Division or a district. */
type PublicTable = Omit<PublicFrame, 'division' | 'districts'>;
/**
* A `PublicFrame` reduced to WHAT CHANGED.
*
* **Partial, not a full frame with holes**, and that distinction was measured rather than assumed.
* The first version of this spread `...next` and nulled only the board fields, so every step shipped
* all 35 top-level properties even when the sole change was whose turn it was. Once TODO #18 gave
* automatic phases their own steps, most steps became exactly that — a turn handed on, nothing to
* look at — and a full 6-day game cost **19.4 MB**, of which **16.7 MB was those silent steps at
* ~11 KB each**. As a partial they are a few dozen bytes.
*/
export type PublicFrameDelta = {
/** Only the shared-table fields whose value differs from the previous frame. */
table: Partial<PublicTable>;
/** The Division, only when it changed. */
division: DivisionView[] | null;
/** Only the districts that changed, each carrying only the board fields that changed. */
districts: PublicDistrictDelta[];
};
const same = (a: unknown, b: unknown): boolean => JSON.stringify(a) === JSON.stringify(b);
const TABLE_KEYS = (frame: PublicFrame): (keyof PublicTable)[] =>
(Object.keys(frame) as (keyof PublicFrame)[]).filter(
(k): k is keyof PublicTable => k !== 'division' && k !== 'districts',
);
/**
* `previous` is the last public frame actually sent to THIS receiver, or `null` for a first connect
* or a reset — in which case everything is sent in full.
*/
export function deltaPublicFrame(previous: PublicFrame | null, next: PublicFrame): PublicFrameDelta {
const before = new Map(previous?.districts.map((d) => [d.seat, d]) ?? []);
const table: Partial<PublicTable> = {};
for (const key of TABLE_KEYS(next)) {
if (previous === null || !same(previous[key], next[key])) {
(table as Record<string, unknown>)[key] = next[key];
}
}
const districts: PublicDistrictDelta[] = [];
for (const d of next.districts) {
const was = before.get(d.seat);
const cells = was && same(was.cells, d.cells) ? null : d.cells;
const facilities = was && same(was.facilities, d.facilities) ? null : d.facilities;
// A district with nothing new is left out entirely rather than sent as a row of nulls: on a
// four-player table three of them are unchanged on every single step.
if (was && cells === null && facilities === null && same(was, d)) continue;
districts.push({ ...d, cells, facilities });
}
return {
table,
division: previous !== null && same(previous.division, next.division) ? null : next.division,
districts,
};
}
/** The receiving side: merges a delta back onto the last full public frame this receiver holds. */
export function applyPublicDelta(previous: PublicFrame | null, delta: PublicFrameDelta): PublicFrame {
const base = previous ?? (delta.table as PublicTable);
const merged = { ...base, ...delta.table } as PublicTable;
const bySeat = new Map((previous?.districts ?? []).map((d) => [d.seat, d]));
for (const d of delta.districts) {
const was = bySeat.get(d.seat);
bySeat.set(d.seat, {
...d,
cells: d.cells ?? need(was?.cells, `districts[seat ${d.seat}].cells`),
facilities: d.facilities ?? need(was?.facilities, `districts[seat ${d.seat}].facilities`),
});
}
return {
...merged,
division: delta.division ?? need(previous?.division, 'division'),
districts: [...bySeat.values()].sort((a, b) => a.seat - b.seat),
};
}
/**
* A delta that says "unchanged" against a receiver that has nothing to merge onto is a bug in the
* SENDER's bookkeeping, not a recoverable state — it means the two sides disagree about what has
* been delivered, and quietly producing a frame with a missing board would put a blank district in
* front of a player. `frame-delta.ts` throws in the same situation and for the same reason.
*/
function need<T>(value: T | undefined, what: string): T {
if (value === undefined) {
throw new Error(`deltaPublicFrame said "${what}" is unchanged, but there is no previous frame to merge onto`);
}
return value;
}
/** A face-up or face-down pile a card can move to or from, as the display addresses it. */
export type PileKey = 'home' | 'salvage' | `dept${number}`;
/**
* WHICH PILES A STEP MOVED — derived, never sent.
*
* The receiver already holds the frame before a step and the frame after it, so which pile changed
* is a diff rather than something the wire has to carry. That matters twice over: nothing is added
* to the protocol, and it cannot drift out of step with the projection the way a hand-maintained
* hint would.
*
* WHY IT IS NEEDED AT ALL. A player watching somebody else draw a card sees seven seconds of an
* unchanged board — the step holds the screen, and the only thing that moved is a number in a panel
* they were not looking at. Jesse, playing v0.8.0.4 at 10×: *"many operations still occurred too fast
* for me to see"*, which was never about duration. Lighting the pile is what tells the eye where.
*
* WHAT EACH ACTION MOVES, measured across four seeds rather than reasoned about:
*
* | intent | piles |
* | ----------------------- | -------------------------------------------------------- |
* | `draw.fromHomeOffice` | `home` — the COUNT only; the card itself stays private |
* | `draw.fromDepartment` | that `dept`, and `home` too when the pile refills from it |
* | `card.discard` | that `dept` |
* | `card.play` | `salvage`, or nothing here when it lands on the board |
* | switching, new trains | nothing here — those show on the board itself |
*/
/**
* Mainline cards that became a different card between two public boards — a Realignment, which is the
* one play that changes the Division itself.
*
* Playtest, 2026-09-15: *"is it possible to flash the mainline card when it gets changed by realignment?
* This would be more obvious to see what's happening on the map."* Detected the same way `changedPiles`
* detects a pile moving — by comparing the two boards the queue already holds — rather than by reading
* the event, so the flash lands with the step that shows it and not when the intent arrived.
*/
export function changedDivisionCards(before: PublicFrame | null, after: PublicFrame): number[] {
if (before === null) return [];
const out: number[] = [];
after.division.forEach((node, i) => {
const was = before.division[i];
if (was && was.kind === 'ml' && node.kind === 'ml' && was.label !== node.label) out.push(i);
});
return out;
}
export function changedPiles(before: PublicFrame | null, after: PublicFrame): PileKey[] {
if (before === null) return [];
const out: PileKey[] = [];
if (before.deck !== after.deck) out.push('home');
after.departmentDepth.forEach((depth, i) => {
// The TOP as well as the depth: taking the face-up card and replacing it leaves the count alone
// and changes the card everybody can see, which is the half that matters to a watcher.
if (before.departmentDepth[i] !== depth || before.departments[i] !== after.departments[i]) {
out.push(`dept${i}`);
}
});
if (before.salvage.depth !== after.salvage.depth || before.salvage.top !== after.salvage.top) {
out.push('salvage');
}
return out;
}
+24 -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
@@ -78,6 +79,8 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
const narrateCtx = {
cardName: (id: string) => cardName(s, id),
trainName: (id: string) => trainName(s, id),
// A player index is not a seat index, so the fallback names no number at all — see `web/game.ts`.
playerName: (p: number) => s.players[p]?.name ?? 'another player',
};
// Tracks whether a phase did anything, so an empty one can say so rather than ending silently.
@@ -148,12 +151,26 @@ 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 +232,7 @@ 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 +266,7 @@ 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 +286,10 @@ 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] ?? [],
};
});
}
+347
View File
@@ -0,0 +1,347 @@
/**
* Component 17b — planning a whole switching turn before making the first Move.
*
* Dev-side, like the rest of the bot. The developer bot's switching branch chooses ONE move at a time
* from a ladder of rules, and its own comment names what that cannot do: "a strong player would use
* the six Moves to re-order the consist — that is the game's central switching puzzle, and this bot
* does not attempt it." This attempts it, for one turn at a time.
*
* WHY SEARCH IS FAIR HERE. A switching turn draws no card and rolls no die, so trying sequences on a
* copy of the game is exactly what a player does by looking at the board. The score below reads only
* what a player can see — the district, the cars on the trains, the facilities — and never the deck.
*
* WHY NOT EVERY SEQUENCE. Measured 2026-09-14 over 30 switching turns from bot games: a median turn
* reaches 229 distinct positions, but 11 of 30 passed 20,000, because setting cars out is free and a
* crew can leave them in a great many places. So the search keeps the best `beam` positions at each
* step and stops at `budget` positions tried. Small turns are searched completely inside that.
*
* THE SCORE IS OF WHERE THE TURN ENDS, not of what it did, and it starts from Jesse's ruling
* (2026-09-14): "players will attempt to deliver / pick up cars even if it delays trains." So a car
* put where it can be worked is worth a point, and a train left away from the Office costs a quarter
* of one. The weights are a starting point to measure, not a result.
*/
import { areaAtSeat, areaOf, commitEvents, facilityCarTypes, prepareIntent, withRouteCache } from '../engine/apply.ts';
import { badlyMadeUp, isExpedited } from '../engine/advance.ts';
import { MAX_CONSIST } from '../engine/content.ts';
import type { Intent } from '../engine/intents.ts';
import { legalSwitchingActions } from '../engine/legal.ts';
import { cloneTally, coordKey, seatOf, turnOf } from '../engine/state.ts';
import type { Facility, GameState, GridCoord, PlayerIndex, RollingStock, TrackCard } from '../engine/state.ts';
export const SWITCH_WEIGHTS = {
/** A car standing where its industry can load or unload it — the point of switching. */
spot: 1.0,
/** The same, past what the industry's boxes can work at once. */
spotBeyondCapacity: 0.25,
/** A car the industry cannot work, taking room on its track. */
junkOnIndustry: -0.5,
/** A finished car — loaded at a shipper, emptied at a receiver — still waiting to be lifted. */
finishedLeft: -0.15,
/** A car on one of this district's trains that some industry here would work. */
carriedWanted: 0.35,
/** The same car left on ordinary track, where a later turn can fetch it. */
stagedWanted: 0.2,
/** A coach kept with its train, or parked at the Office where §A.4 allows it. */
coachWithTrain: 0.3,
/** A coach left anywhere else, where no Porter can work it. */
coachStranded: -0.3,
/** Anything but a coach standing on the Office square — the next arrival collides (§8.3). */
fouling: -3,
/** A train that ends the turn away from the Office and so cannot highball next Mainline Phase. */
trainAway: -0.25,
/** On top of that, an expedited train — Q3 charges a Revenue point every Phase it is away. */
expeditedAway: -1.0,
/** A train that could not leave even from the Office — engine buried, caboose mid-train (§8.2). */
notMadeUp: -0.6,
/** Tie-breaks, so equal outcomes prefer the plan that does less. */
perMove: -0.02,
perSetOut: -0.005,
/** A maneuver card spent — Flying Switch — so the planner plays one only when it buys something. */
cardSpent: -0.1,
} as const;
export type PlanOptions = {
budget: number;
beam: number;
/**
* Search Flying Switch alongside Moves, set-outs and sorts. On by default but UNMEASURED: the card
* is dealt 0 copies (Jesse, 2026-08-26), so over 400 paired seeds turning it on changed nothing —
* it is here so the planner can use the card the day it is dealt again.
*/
flyingSwitch?: boolean;
};
/**
* Measured 2026-09-14, paired over 400 seeds against 3000/48: 2000/32 cost −0.02 ± 0.01 (t = −1.68,
* inside the noise) at half the time per turn; 1000/24 cost −0.06 ± 0.02 (t = −2.65) for little more.
*/
export const DEFAULT_PLAN: PlanOptions = { budget: 2000, beam: 32, flyingSwitch: true };
export type SwitchPlan = {
/** The intents to submit, in order. Empty when nothing beats stopping where the crew stands. */
steps: Intent[];
/** `switchFingerprint` before each step, and after the last — so a caller can tell it is on plan. */
keys: string[];
rootScore: number;
score: number;
/** Positions tried. */
expanded: number;
/** False when the budget ran out before the search did. */
complete: boolean;
};
/**
* A copy of the game that a switching intent can be applied to without touching the original.
*
* NOT `structuredClone`, of the state or even of the district. A switching intent writes only the
* cars standing on cards, the industry tracks, the district's A/D and held lists, the consist and
* position of the trays standing in it, this player's turn and the tally — so exactly those arrays are
* copied and everything else is shared by reference. Measured 2026-09-14, deep-cloning the district
* was 44% of all planning time.
*
* `test/switch-planner.test.ts` proves across real games that planning leaves the original
* byte-identical — which is what fails first if a reducer ever starts writing somewhere new, or
* starts mutating a car or a card in place instead of replacing it.
*/
export function forkForSwitching(s: GameState, player: PlayerIndex): GameState {
const seat = seatOf(s, player);
const area = areaAtSeat(s, seat);
const grid = new Map<string, TrackCard>();
for (const [key, card] of area.grid) {
const f = card.facility;
grid.set(key, {
...card,
standing: [...card.standing],
facility: f ? { ...f, industryTrack: { cars: [...f.industryTrack.cars] } } : f,
});
}
const officeAreas = new Map(s.officeAreas);
officeAreas.set(seat, {
...area,
grid,
adOccupancy: [...area.adOccupancy],
heldAtLimits: [...area.heldAtLimits],
dispatchUsedToday: [...area.dispatchUsedToday],
});
const trays = new Map(s.trays);
for (const [id, t] of s.trays) {
if (t.position.at === 'grid' && t.position.seat === seat) trays.set(id, { ...t, consist: [...t.consist] });
}
const turns = new Map(s.turns);
const turn = s.turns.get(player)!;
turns.set(player, { ...turn, freightWorked: { ...turn.freightWorked } });
// Flying Switch spends its card (`spendCard`): the hand map is rewritten and the Salvage Yard grows.
const decks = { ...s.decks, hands: new Map(s.decks.hands), salvageYard: [...s.decks.salvageYard] };
return { ...s, officeAreas, trays, turns, decks, tally: cloneTally(s.tally) };
}
const carList = (xs: readonly RollingStock[]): string =>
xs.map((c) => `${c.type}${c.loaded ? '+' : '-'}${c.origin ?? ''}`).join(',');
/**
* Everything a switching intent can change, as a string — two positions with the same fingerprint
* are the same position as far as the rest of the turn is concerned. Identical cars are not told
* apart, which is right: no intent names a car.
*/
export function switchFingerprint(s: GameState, player: PlayerIndex): string {
const seat = seatOf(s, player);
const parts: string[] = [];
for (const [id, t] of s.trays) {
if (t.position.at !== 'grid' || t.position.seat !== seat) continue;
const { row, col } = t.position.coord;
parts.push(`${id}@${row},${col}/${t.facing}/${t.railFacing ?? ''}/${t.engineAt}:${carList(t.consist)}`);
}
for (const [key, card] of areaOf(s, player).grid) {
const track = card.facility?.kind === 'freight' ? card.facility.industryTrack.cars : null;
if (card.standing.length === 0 && card.standingWest === 0 && (track?.length ?? 0) === 0) continue;
parts.push(`${key}=${carList(card.standing)}|${card.standingWest}|${track ? carList(track) : ''}`);
}
const turn = turnOf(s, player);
parts.push(`m${turn.movesRemaining}`, JSON.stringify(turn.freightWorked), `h${(s.decks.hands.get(player) ?? []).join(',')}`);
return parts.join(';');
}
/**
* §9.3 — an outbound industry loads EMPTY cars of its commodity, an inbound one unloads LOADED ones —
* but never a load that was made in this same district (v0.4.9e, `LOADED_IN_THIS_DISTRICT`).
*/
function works(f: Facility, c: RollingStock, seat: number): boolean {
if (f.kind !== 'freight' || !facilityCarTypes(f).includes(c.type)) return false;
return (!c.loaded && f.allows.outbound) || (c.loaded && f.allows.inbound && c.origin !== seat);
}
/**
* The car an industry has finished with. Only decidable at a one-way industry: at one that both
* ships and receives, a loaded car may be a delivery still waiting to be unloaded.
*/
function finished(f: Facility, c: RollingStock): boolean {
if (f.kind !== 'freight' || !facilityCarTypes(f).includes(c.type)) return false;
if (f.allows.outbound && !f.allows.inbound) return c.loaded;
if (f.allows.inbound && !f.allows.outbound) return !c.loaded;
return false;
}
const same = (a: GridCoord, b: GridCoord): boolean => a.row === b.row && a.col === b.col;
/** How good this district's position is for the rest of the game, in rough Revenue points. */
export function evaluateSwitching(s: GameState, player: PlayerIndex): number {
const W = SWITCH_WEIGHTS;
const area = areaOf(s, player);
const seat = seatOf(s, player);
const officeKey = coordKey(area.officeCoord);
const passengerOffice = area.grid.get(officeKey)?.facility?.kind === 'passenger';
let v = 0;
const withRoom: Facility[] = [];
for (const card of area.grid.values()) {
const f = card.facility;
if (!f || f.kind !== 'freight') continue;
if (f.industryTrack.cars.length < MAX_CONSIST) withRoom.push(f);
const cap = Math.max(1, f.capacity.outbound + f.capacity.inbound);
let working = 0;
for (const c of f.industryTrack.cars) {
if (works(f, c, seat)) v += ++working <= cap ? W.spot : W.spotBeyondCapacity;
else if (finished(f, c)) v += W.finishedLeft;
else v += W.junkOnIndustry;
}
}
const wanted = (c: RollingStock): boolean => withRoom.some((f) => works(f, c, seat));
for (const [key, card] of area.grid) {
if (card.facility?.kind === 'freight') continue;
const atOffice = key === officeKey;
for (const c of card.standing) {
if (c.type === 'coach') v += atOffice && passengerOffice ? W.coachWithTrain : W.coachStranded;
else if (atOffice) v += W.fouling;
else if (wanted(c)) v += W.stagedWanted;
}
}
for (const t of s.trays.values()) {
if (t.position.at !== 'grid' || t.position.seat !== seat) continue;
for (const c of t.consist) {
if (c.type === 'coach') v += passengerOffice ? W.coachWithTrain : 0;
else if (wanted(c)) v += W.carriedWanted;
}
if (t.trainNumber === null) continue;
if (!same(t.position.coord, area.officeCoord)) {
v += W.trainAway;
if (isExpedited(t)) v += W.expeditedAway;
}
if (badlyMadeUp(t)) v += W.notMadeUp;
}
return v;
}
/**
* For ORDERING the beam only, never for choosing the plan: a Move toward an industry changes nothing
* the score can see until the car is set out, so without this the beam would drop the approach in
* favour of positions that merely look tidy.
*/
function approach(s: GameState, player: PlayerIndex): number {
const area = areaOf(s, player);
const seat = seatOf(s, player);
const targets: { at: GridCoord; f: Facility }[] = [];
for (const [key, card] of area.grid) {
const f = card.facility;
if (!f || f.kind !== 'freight' || f.industryTrack.cars.length >= MAX_CONSIST) continue;
const [row, col] = key.split(',').map(Number);
targets.push({ at: { row: row!, col: col! }, f });
}
let bonus = 0;
for (const t of s.trays.values()) {
if (t.position.at !== 'grid' || t.position.seat !== seat) continue;
const here = t.position.coord;
for (const c of t.consist) {
let nearest = Infinity;
for (const { at, f } of targets) {
if (works(f, c, seat)) nearest = Math.min(nearest, Math.abs(at.row - here.row) + Math.abs(at.col - here.col));
}
if (nearest !== Infinity) bonus += 0.1 / (1 + nearest);
}
}
return bonus;
}
const SEARCHED = new Set<Intent['type']>(['switch.move', 'switch.dropCars', 'switch.sortConsist']);
type Node = {
s: GameState;
steps: Intent[];
keys: string[];
moves: number;
setOuts: number;
cards: number;
score: number;
rank: number;
};
/** The best way found to spend what is left of this switching turn. Never mutates `s`. */
export function planSwitchingTurn(
s: GameState,
player: PlayerIndex,
opts: PlanOptions = DEFAULT_PLAN,
): SwitchPlan {
const W = SWITCH_WEIGHTS;
const scoreOf = (st: GameState, moves: number, setOuts: number, cards: number): number =>
evaluateSwitching(st, player) + moves * W.perMove + setOuts * W.perSetOut + cards * W.cardSpent;
const searched = (type: Intent['type']): boolean =>
SEARCHED.has(type) || (opts.flyingSwitch === true && type === 'maneuver.flyingSwitch');
const rootKey = switchFingerprint(s, player);
const rootScore = scoreOf(s, 0, 0, 0);
const root: Node = { s, steps: [], keys: [rootKey], moves: 0, setOuts: 0, cards: 0, score: rootScore, rank: rootScore };
let best = root;
const seen = new Set([rootKey]);
let frontier: Node[] = [root];
let expanded = 0;
let complete = true;
search: while (frontier.length > 0) {
const next: Node[] = [];
for (const node of frontier) {
const movesLeft = turnOf(node.s, player).movesRemaining;
// Every candidate is decided against THIS position, inside one route cache, and only then applied
// to its own copy: deciding on the copy would re-walk routes the listing had just walked.
const decided = withRouteCache(node.s, () =>
legalSwitchingActions(node.s, player)
.filter((i) => searched(i.type) && (i.type === 'switch.dropCars' || movesLeft >= 1))
.map((i) => ({ i, r: prepareIntent(node.s, player, i) })),
);
for (const { i, r } of decided) {
if (expanded >= opts.budget) {
complete = false;
break search;
}
expanded++;
if (!r.ok) continue;
const f = forkForSwitching(node.s, player);
commitEvents(f, r.events);
const key = switchFingerprint(f, player);
if (seen.has(key)) continue;
seen.add(key);
const setOut = i.type === 'switch.dropCars';
const moves = node.moves + (setOut ? 0 : 1);
const setOuts = node.setOuts + (setOut ? 1 : 0);
const cards = node.cards + (i.type === 'maneuver.flyingSwitch' ? 1 : 0);
const score = scoreOf(f, moves, setOuts, cards);
const child: Node = {
s: f,
steps: [...node.steps, i],
keys: [...node.keys, key],
moves,
setOuts,
cards,
score,
rank: score + approach(f, player),
};
if (score > best.score + 1e-9) best = child;
next.push(child);
}
}
// A stable sort, so equal ranks keep `legalActions` order and the bot stays deterministic.
frontier = next.length > opts.beam ? next.sort((a, b) => b.rank - a.rank).slice(0, opts.beam) : next;
}
return { steps: best.steps, keys: best.keys, rootScore, score: best.score, expanded, complete };
}
+49 -7
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;
};
/**
@@ -53,7 +55,7 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
// Says WHO builds, which is the question this phase actually raises at a table: the round
// starts with the Superintendent and works left, one car each, repeating (§7, Gap 9) — not
// with whoever played the card. An Extra is the exception: its player loads it as they choose.
tip: 'Timetabled trains for this Stage are built: starting with the Superintendent and working left, each player adds ONE car, going round again until the consist is full or the Division Yard has nothing suitable. New timetabled trains are rolled onto the timetable. Held trains are built. An Extra is loaded by the player who played it.',
tip: 'Timetabled trains for this Stage are built: each player adds ONE car at a time, starting with the Superintendent and working eastward, repeating until the consist is full or the Division Yard has nothing suitable. New timetabled trains are rolled onto the timetable. Held trains are built. An Extra is loaded by the player who played it.',
// a locomotive being made up
icon: '<rect class="ic" x="2" y="6" width="9" height="7" rx="1"/><path class="ic" d="M11 9h4v4h-4"/><circle class="icf" cx="5" cy="15" r="1.5"/><circle class="icf" cx="13" cy="15" r="1.5"/>',
},
@@ -93,8 +95,39 @@ 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.
const who = actorName ?? 'nobody — the Division is running itself';
/**
* 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.
*/
/**
* AN AUTOMATIC PHASE WAITS ON NOBODY, so it says what it is DOING instead of apologising.
*
* "nobody — the Division is running itself" reached the answer by negation, and left a player
* reading a line whose subject was an absence (Jesse, playtest 2026-09-16: it should say "waiting
* on <player>", or describe what the engine is doing — "the Division is moving trains during the
* mainline phase"). The phase's NAME is already printed on the line directly above this one, so
* these describe the work rather than repeating the label.
*/
const DOING: Record<string, string> = {
mainline: 'the Division is moving trains',
newTrain: "the Division is building this Stage's trains",
loadUnload: 'the Division is working cargo',
shiftChange: 'the Division is changing shifts',
};
// Local Operations always has an actor, so its entry is the fallback rather than a case.
const who = actorName ?? DOING[f.phaseKey] ?? 'the Division is running itself';
// Only a person is WAITED ON. The Division is not waiting; it is working.
const waiting = actorName === null ? '' : 'waiting on ';
const asked = f.awaiting
? ` <span class="tc-asks">${esc(f.awaiting.asks)} · ${esc(f.awaiting.train)}</span>`
: '';
const fedora =
superName === null
? ''
@@ -105,9 +138,12 @@ 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}<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 +166,18 @@ 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;
+530 -71
View File
@@ -10,12 +10,13 @@
* drift into two different pictures of the same board.
*/
import { regionOfTransit } from '../engine/advance.ts';
import { badlyMadeUp, isExpedited, regionOfTransit } from '../engine/advance.ts';
import {
areaAtSeat,
areaOf,
destinationsFor,
facilityCarType,
isBeingMadeUp,
laborersLeft,
movesFor,
ownCutFor,
@@ -27,7 +28,6 @@ import {
import {
ACTION_CARDS,
ENHANCEMENT_CARDS,
HAND_LIMIT,
MAINLINE_MODIFIER_CARDS,
MAINLINE_PROFILES,
MANEUVER_CARDS,
@@ -35,6 +35,8 @@ import {
REALIGNMENTS,
OFFICE_ORDER,
SPACE_USE_CARDS,
STAGES_PER_SHIFT,
crewTrayCount,
enhancementRule,
enhancementText,
industryProfile,
@@ -46,9 +48,9 @@ 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 +75,14 @@ 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 +114,15 @@ 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.
@@ -258,6 +277,15 @@ export type TrainChip = {
* it belongs in the tooltip, where there is room to say which it is.
*/
stagesLeft?: number;
/**
* BEING MADE UP RIGHT NOW — §7's round, one car at a time, at a Division Point.
*
* The make-up panel names the train and the yard chips load it, and both are in the right-hand
* column; the train itself is drawn on the Division strip at the top left, looking exactly like
* every other chip on the map. So the two halves of the same activity never pointed at each other
* (Jesse, playtest 2026-09-16). Absent rather than false everywhere else, like `region` above.
*/
beingMadeUp?: true;
};
/**
* One card of a player's Running Track, as the Division sees it.
@@ -320,6 +348,16 @@ 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 +392,21 @@ 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;
/**
@@ -395,6 +447,8 @@ export type Frame = {
maxCollisionsPerDay: number;
maxCollisionsTotal: number;
collisionsToday: number;
/** What the Day that just ended finished on — see `collisionsPrevDay` in `engine/state.ts`. */
collisionsPrevDay: number;
collisionsTotal: number;
status: GameState['status'];
outcome: GameState['outcome'];
@@ -433,7 +487,17 @@ 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
@@ -666,6 +730,26 @@ function suppressedGrants(modifiers: string[], f: Facility): string[] {
for (const key of modifiers) {
const m = MODIFIER_PROFILES.find((p) => p.kind === key);
if (!m) continue;
/**
* A WHISTLE POST TAKES NOTHING AT ALL, AND SAYING "IT ONLY RECEIVES" WOULD BE A LIE.
*
* Jesse, playtest 2026-09-16: a Restaurant appeared to do nothing. It does nothing — a Whistle
* Post is not a Passenger Facility, so it allows neither direction and has 0 capacity each way;
* the engine's `usableGrant` discards the capacity while the porter is granted regardless, which
* leaves a porter with nothing to carry. Playing it there stays LEGAL on Jesse's call, so the
* card is not wasted — it starts working the moment the Office is upgraded — but the panel has
* to say so, or the player is left believing the card is broken.
*
* Only a Whistle Post can reach this: every freight flow allows at least one direction, and
* every Office above the first allows both.
*/
if (f.kind === 'passenger' && !f.allows.outbound && !f.allows.inbound) {
out.push(
`${m.name}: DORMANT — a Whistle Post works no passengers at all, so nothing this card ` +
`grants is in use yet. It all starts working when the Office is upgraded to a Depot.`,
);
continue;
}
if (m.addOut > 0 && !f.allows.outbound) {
out.push(`${m.name}: +${m.addOut} outbound has no effect here — this facility only receives`);
}
@@ -726,6 +810,39 @@ function baseOf(
*/
function trainsOnCard(s: GameState, viewerSeat: SeatIndex, key: string): CellView['trains'] {
const out: CellView['trains'] = [];
/**
* TRAINS HELD AT THE LIMITS — drawn here or drawn nowhere (#99).
*
* `arriveAtOffice` takes the tray out of the Mainline node's `transits` and, when an Interlocking
* saves it from Gap 2d's collision, pushes it onto `heldAtLimits` without giving it a grid
* position. The map draws mainline nodes from `transits` and squares from `position.at === 'grid'`
* — so between the two the train was drawn in NEITHER, and simply vanished off the board until an
* A/D track freed some Stages later.
*
* At WHICH Limits: the end it came in by. An eastbound train entered from the west, so it is held
* at `limitsWest`; a westbound one at `limitsEast`.
*/
const area = areaAtSeat(s, viewerSeat);
for (const id of area.heldAtLimits) {
const t = s.trays.get(id);
if (!t) continue;
const at = t.direction === 'east' ? area.limitsWest : area.limitsEast;
if (`${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;
@@ -919,8 +1036,65 @@ export function describeIntent(s: GameState, i: Intent): string {
const end = i.fromNose ? 'off the front' : 'off the back';
return `set out ${carsLabel(cut)} ${end}`;
}
case 'switch.sortConsist':
return `re-order consist [${i.order.join(',')}]`;
case 'switch.sortConsist': {
/**
* THE TRAIN IT WOULD MAKE, DRAWN THE WAY THE BOARD DRAWS IT.
*
* This read `re-order consist [1,2,3,0]` — the engine's own array indices offered to a person
* — and the option Jesse wanted was the first of five and unidentifiable (playtest,
* 2026-09-17). Naming the cars fixed that and left a second ambiguity he caught immediately:
* a list "front to back" means nothing at a table looking at a map, because which end is the
* front depends on which way the train is pointed.
*
* SO IT IS LAID OUT WEST TO EAST, exactly as `board-svg.ts` lays the crew strip: the consist
* is stored nose first, and a train facing EAST is reversed so its nose lands at the east end
* where it actually is. The engine is the same ◀ / ▶ arrow the board uses, seated where it
* will be, so "ahead of the engine" and "behind the engine" are read off the picture rather
* than asserted in words — and the button and the board cannot disagree.
*/
const sorting = s.trays.get(i.trayId);
if (!sorting) return `re-order consist [${i.order.join(',')}]`;
const after = i.order.map((n) => sorting.consist[n]!).filter((c) => c !== undefined);
const engineAt = i.engineAt ?? 0;
const facing = railFacingOf(sorting);
const items = after.map((c) => carLabel(c));
items.splice(engineAt, 0, facing === 'w' ? '◀ ENGINE' : 'ENGINE ▶');
// West on the left, like the map and like the crew strip on the board.
const strip = (facing === 'e' ? [...items].reverse() : items).join(' · ');
/**
* WHAT IT WOULD MEAN, from §8.2's own predicate rather than a copy of it: a train with its
* whole consist ahead of the engine is a PUSHING train and fit to run, a buried engine is not,
* and a caboose has to ride at the end away from the engine. Numbered trains only — a local
* crew has no card and never departs, so a departure verdict on one is noise.
*/
const unfit =
sorting.trainNumber === null
? null
: badlyMadeUp({ ...sorting, consist: after, engineAt });
// `badlyMadeUp` leads with "not made up — ", which reads as a stutter in front of HELD. The
// reason after it is the part worth showing, so the prefix comes off.
const because = unfit?.replace(/^not made up — /, '') ?? '';
const verdict =
sorting.trainNumber === null
? ''
: unfit === null
? ' · MADE UP, ready to leave'
: ` · HELD at the Office: ${because}`;
// A sort that only moves the engine says which errand it is running, rather than reprinting a
// car order that has not changed.
const sameOrder = i.order.every((n, at) => n === at);
const lead = sameOrder
? engineAt === 0
? 'pull the engine back to the front'
: engineAt === after.length
? 'put the whole consist ahead of the engine'
: `move the engine behind ${engineAt} car${engineAt === 1 ? '' : 's'}`
: 're-order';
return `${lead} — west to east: ${strip}${verdict}`;
}
case 'freightAgent.stockOutbound': {
/**
* "stock a coach at (0, 0)" reads as putting a CAR on the track, and was reported as exactly
@@ -1157,28 +1331,76 @@ 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 +1418,7 @@ 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 +1430,34 @@ 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 +1485,31 @@ 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 +1592,65 @@ 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 +1675,6 @@ 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,
@@ -1399,6 +1683,7 @@ export function snapshot(
maxCollisionsPerDay: s.config.maxCollisionsPerDay,
maxCollisionsTotal: s.config.maxCollisionsTotal,
collisionsToday: s.collisionsToday,
collisionsPrevDay: s.collisionsPrevDay,
collisionsTotal: s.collisionsTotal,
status: s.status,
outcome: s.outcome,
@@ -1411,23 +1696,14 @@ 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 +1713,166 @@ 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 +2043,12 @@ 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 +2093,25 @@ 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(
@@ -1998,6 +2454,9 @@ function trainChip(s: GameState, id: string): TrainChip {
engineAt: at,
facing: railFacingOf(t),
what: t.trainNumber === null ? 'A local crew — no timetable, no card, no special rules.' : trainRules(t),
// Conditional spread, not `beingMadeUp: isBeingMadeUp(t)`: the field is optional-and-true, and
// `exactOptionalPropertyTypes` refuses an explicit `false` for it.
...(isBeingMadeUp(t) ? { beingMadeUp: true as const } : {}),
};
}
+334 -30
View File
@@ -23,21 +23,24 @@
* folding events does not rebuild a game — `protocol.md` §3.)
*/
import { pump } from '../engine/advance.ts';
import { advance, pump } from '../engine/advance.ts';
import { applyIntent } from '../engine/apply.ts';
import type { GameEvent } from '../engine/events.ts';
import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { createGame } from '../engine/setup.ts';
import type { CardId, GameConfig, GameState, PlayerIndex } from '../engine/state.ts';
import { actingPlayer } from '../engine/state.ts';
import type { CardId, GameConfig, GameState, GridCoord, PlayerIndex } from '../engine/state.ts';
import { overHandLimit as overHandLimitOf } from '../engine/state.ts';
import { playerAtSeat } from '../engine/state.ts';
import { cuesFor, narrate } from '../sim/narrate.ts';
import { collectStep, newCollector } from '../sim/display-step.ts';
import type { DisplayCollector } from '../sim/display-step.ts';
// Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv,
// which would pull node:fs into a browser bundle.
import {
cardDescription,
cardName,
currentActorOfState,
describeIntent,
geometryLabel,
snapshot,
@@ -49,10 +52,10 @@ import {
DEFAULT_HOUSE_RULES,
DEFAULT_MAX_COLLISIONS_PER_DAY,
DEFAULT_MAX_COLLISIONS_TOTAL,
HAND_LIMIT,
LEGACY_HOUSE_RULES,
collectiveRevenueFloor,
houseRules,
industryProfile,
mainlineProfile,
trainProfile,
} from '../engine/content.ts';
@@ -134,10 +137,25 @@ 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 +248,6 @@ export type Game = {
* had already been played and the hand held three or fewer. Derived from the hand each render, so
* it cannot drift out of step with what is actually held.
*/
mustPlayCard: boolean;
/**
* Sounds the last batch of events earned, for the page to play and clear.
*
@@ -262,6 +279,16 @@ export type Game = {
* having taken a turn to cause it.
*/
announced: string | null;
/**
* ORDERED PRESENTATION STEPS — v0.8.0, TODO #13. One per accepted intent, so a player can WATCH
* what everyone else did rather than find the board already rearranged.
*
* Accumulated here beside `log`, `cues` and `announced` and drained the same way, because that is
* how this file already hands things to whatever is displaying the game. Filled by `submit()`
* alone, which is what makes it identical for solitaire and multiplayer and inert during replay —
* see `sim/display-step.ts`.
*/
display: DisplayCollector;
};
/** How each intent kind is introduced in the action list, in the order they should appear. */
@@ -297,7 +324,7 @@ export const SOLO_PLAYER = 'Solitaire';
export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game {
const state = createGame({ id: `web-${seed}`, seed, config, playerNames: [SOLO_PLAYER] });
const game: Game = { state, seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null };
const game: Game = { state, seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null, display: newCollector() };
// A history that opens mid-Stage reads as though something was missed. Say what the game IS
// first, then let the clock take over.
game.log.push({ text: 'Game Begins', tone: 'start' });
@@ -316,9 +343,23 @@ export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game {
*/
export function newMultiplayerGame(seed: number, config: GameConfig, playerNames: string[]): Game {
const state = createGame({ id: `mp-${seed}`, seed, config, playerNames });
const game: Game = { state, seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null };
const game: Game = { state, seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null, display: newCollector() };
game.log.push({ text: 'Game Begins', tone: 'start' });
game.log.push({ text: `${config.mode} · ${playerNames.length} players · seed ${seed}`, tone: 'quiet' });
/**
* NO SEED AT A TABLE WITH MORE THAN ONE SEAT (Gitea#20 step 1).
*
* `game.log` is one shared list and `linesSince(seat)` (`server/session.ts`) slices it with no
* per-seat filter, so every line here reaches every player. Announcing the seed therefore handed
* each of them the whole future of the deal — every card order, every die — in the opening line
* of the game. Found while planning the public common board; it is a multiplayer leak with or
* without that display, which is why it is fixed here rather than waiting for it.
*
* `newGame` still records it, deliberately: a solitaire table has nobody to leak to, and the seed
* in the log is what a bug report quotes. The rule is "do not tell the OTHER seats", not "write
* less down". The seed remains in `game.seed`, in every save (`session.ts` persistence) and in the
* lobby record, so nothing administrative or replayable loses it.
*/
game.log.push({ text: `${config.mode} · ${playerNames.length} players`, tone: 'quiet' });
drain(game);
return game;
}
@@ -333,12 +374,18 @@ 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. */
@@ -617,6 +664,14 @@ export type Menu = {
makeUp: {
trayId: string;
title: string;
/**
* What the card still wants, after what is already coupled up — "1 boxcar/hopper + 1 caboose".
*
* The title says what the card CALLS FOR and never changes as cars go on, so a player had to
* diff it against the consist drawn on the Division map, in the other column. Null when the
* train is complete and only the send-it-out button is left.
*/
needs: string | null;
cars: MakeUpAction[];
pass: number | null;
/**
@@ -757,6 +812,7 @@ export function actionMenu(game: Game, seat: PlayerIndex = 0): Menu {
? {
trayId: filling,
title: consistTitle(game, filling) ?? 'Making up the train',
needs: consistNeeds(game, filling),
cars: makeUpCars,
pass,
advice: makeUpAdvice(game, filling, makeUpCars),
@@ -909,6 +965,40 @@ function consistTitle(game: Game, trayId: string): string | null {
return trainCardTitle(tray.trainNumber ?? 0, tray.trainIsExtra);
}
/**
* WHAT THE TRAIN STILL WANTS — the card's demand minus what is already on it.
*
* The heading says "its card calls for 3 boxcar/hopper + 1 caboose" and goes on saying it whether
* you have added none or three; the cars themselves are drawn on the Division map, in the other
* column. So the one question a player actually has while clicking — what is left? — was the one
* thing on screen that had to be worked out by eye, across two panels (Jesse, playtest 2026-09-16).
*
* BY CATEGORY, exactly as `acceptsCar` counts them, so this cannot promise a car the engine would
* then refuse. Null when nothing is outstanding.
*/
function consistNeeds(game: Game, trayId: string): string | null {
const tray = game.state.trays.get(trayId);
if (!tray) return null;
const p = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
if (!p) return null;
const cat = (t: string): 'coach' | 'caboose' | 'freight' =>
t === 'coach' ? 'coach' : t === 'caboose' ? 'caboose' : 'freight';
const have = (k: 'coach' | 'caboose' | 'freight'): number =>
tray.consist.filter((c) => cat(c.type) === k).length;
const parts: string[] = [];
const freight = p.consist.freight - have('freight');
const coach = p.consist.coach - have('coach');
const caboose = p.consist.caboose - have('caboose');
if (freight > 0) {
parts.push(`${freight} ${p.consist.freightTypes?.join('/') ?? 'freight'}${p.consist.emptiesOnly ? ' (empties only)' : ''}`);
}
if (coach > 0) parts.push(`${coach} coach${coach > 1 ? 'es' : ''}`);
if (caboose > 0) parts.push(`${caboose} caboose`);
return parts.length > 0 ? parts.join(' + ') : null;
}
/**
* "Making up Extra X22 “Pee-Dee”: its card calls for 1 caboose — Per-diem train…"
*
@@ -1024,9 +1114,7 @@ function makeUpAdvice(
* button with a reason instead of hiding a move that has simply become illegal.
*/
export function overHandLimit(game: Game, seat: PlayerIndex = 0): boolean {
const hand = game.state.decks.hands.get(seat) ?? [];
const limit = game.state.decks.redFlags.get(seat) ? HAND_LIMIT + 1 : HAND_LIMIT;
return hand.length > limit;
return overHandLimitOf(game.state, seat);
}
/**
@@ -1073,12 +1161,69 @@ export function submit(game: Game, intent: Intent, as: PlayerIndex | null = null
return false;
}
game.history.push(intent);
/**
* THE HIGH-WATER MARK FOR THIS STEP'S NARRATION (v0.8.0).
*
* Taken here rather than read from `session.ts`'s `sentLines`, which is per-seat and is MUTATED
* by `linesSince()` as a side effect of building a push — so it cannot answer "what did this one
* intent say?". `submit` brackets the whole thing, `record` and `drain` below are the only things
* that append, and the slice after them is exactly this intent's narration including whatever
* automatic phases it drained.
*/
const saidFrom = game.log.length;
record(game, result.events, actor);
game.mustPlayCard = overHandLimit(game);
drain(game);
collectStep(game.display, game.state, actor, intent.type, game.log.slice(saidFrom));
drainStepping(game);
return true;
}
/**
* `drain()`'s STEPPED TWIN — TODO #18, and the reason this is not just `drain(game)`.
*
* `pump()` runs every automatic phase between one click and the next and `drain()` records the whole
* batch at once, so New Train, the Mainline and the shift change are never drawn at all: trains
* cross the Division in a single jump. Stepping `advance()` one call at a time and collecting after
* each is what gives those phases a visible beat, which is exactly what TODO Reference · #18 says is
* needed — *"a minimum dwell time on its own therefore fixes nothing"*.
*
* IDENTICAL BEHAVIOUR TO `drain()`, deliberately. The same `advance()` calls in the same order
* produce the same state; `record()` is called per phase rather than per batch, which is equivalent
* because `cuesFor` is a pure per-event map with no cross-event state and `record`'s other outputs
* (`scheduled`, `justDrawn`, `announced`) are last-wins in event order either way.
*
* A PHASE THAT DID NOTHING PRODUCES NO STEP. Jesse, 2026-09-09: *"if nothing happens during a phase
* then we shouldn't lose time to it."* Narrating nothing is the test for that — an empty phase adds
* no lines, so it is skipped rather than given a dwell to sit through.
*
* `drain()` itself is untouched, and must stay that way: `fromSave`, `fromMultiplayerSave` and
* `undo` all use it, and the collector staying off those paths is what keeps a replay from
* re-emitting a whole game as steps.
*/
function drainStepping(game: Game): void {
for (let i = 0; i < 10_000; i++) {
const from = game.log.length;
const r = advance(game.state);
record(game, r.events);
/**
* THE TEST IS THE EVENT LIST, NOT THE LOG — and getting that wrong drifted the board.
*
* `record()` deliberately drops `actorChanged` before narrating, so a phase whose only effect is
* handing the turn to the next player grows no lines at all. Collecting only when the log grew
* therefore skipped those, and the last step's frame was then a position behind the real one:
* the animated board ended a turn out of step with the game (`actor: 2` where the game said 1).
*
* A step whose narration is empty still carries the board. It simply costs no time to show —
* `dwellForStep` gives a silent step a dwell of zero — which is the same rule that collapses an
* empty phase, arrived at from the other direction.
*/
if (r.events.length > 0) {
collectStep(game.display, game.state, null, 'phase', game.log.slice(from));
}
if (r.needsInput || game.state.status === 'finished') return;
}
throw new Error('phase driver failed to settle — probable infinite loop');
}
/**
* Which cards in hand can be played RIGHT NOW, in hand order.
*
@@ -1107,6 +1252,99 @@ 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;
}
/**
* The Facility on one of a player's squares, or null — for naming the place a switching line is
* about. Shared by the narrator and the filter below, so both agree on what counts as an industry.
*/
function facilityOn(game: Game, player: PlayerIndex, at: GridCoord): string | null {
const card = areaOf(game.state, player).grid.get(`${at.row},${at.col}`);
const f = card?.facility;
// The name printed on the card, not the internal key: `industryProfile` is the one place that
// knows "grocersWarehouse" reads as "Grocer's Warehouse".
if (f) return f.subtype === 'office' ? 'the Office' : `the ${industryProfile(f.subtype).name}`;
/**
* A SMALL YARD IS A PLACE TOO, though it is an enhancement on a plain card rather than a Facility.
*
* It is the one square in a district a crew goes to ON PURPOSE without working an industry — the
* whole point of the trip is to arrive there and re-make the train — so "leaving Train 10 at
* (-1,1)" was the one line most in need of a name. Only this enhancement: the others change what a
* square DOES without being somewhere a player aims a crew at.
*/
return card?.enhancements.includes('smallYard') ? 'the Small Yard' : null;
}
/**
* HOW MUCH SWITCHING REACHES THE HISTORY PANEL (Jesse, 2026-09-17).
*
* All of it did. A six-Move turn wrote a line per move — "Moved Train 10 (0,3) → (-1,-3) — 4 of 6
* Moves left" — plus one per mandatory coupling, so two players shunting filled the panel with
* coordinates and pushed everything else off the top. His ruling, asked as a question from the
* table: a line saying somebody switched, the cars they set out at or picked up from an INDUSTRY,
* and the Small Yard sort. Not every move, and not every coupling.
*
* WHAT STAYS, and why each one earns its line: `localOpsOptionChosen` already says who is switching
* and is left alone; work at an industry is the point of switching and changes what can be loaded
* next; and `consistSorted` spends a Move and changes what the train can do. A plain move along
* one's own track changes nothing anybody needs to read back.
*
* THE LINE IS STILL WRITTEN, MARKED `trace`, AND THAT IS NOT A DETAIL. Dropping these events on the
* floor was the first attempt and the suite caught it: `dwellForStep` gives a step NO dwell when it
* produced no narration, so a switching move with no line became a silent step and the board stopped
* replaying switching altogether — it would have snapped through the very thing v0.8.0 was built to
* let the table watch. The line still rides with its display step and still captions the board as
* the move goes up; only the history panel skips it.
*
* THE REPLAY VIEWER IS UNAFFECTED for the same reason, and it renders through `narrate` directly.
*/
function inHistory(game: Game, e: GameEvent): boolean {
const industry = (player: PlayerIndex, ...coords: GridCoord[]): boolean =>
coords.some((c) => facilityOn(game, player, c) !== null);
switch (e.type) {
/**
* THE FIRST MOVE OF A TURN IS KEPT (Jesse, 2026-09-17: "also keep the first and last move").
*
* It says a crew set off and from where, which is the half of "somebody switched" that the
* opener does not carry. The LAST move cannot be kept the same way — nothing knows a move was
* the last until the turn is over, and by then the line has already been written and streamed to
* every client (`server/session.ts` § linesSince), so it cannot be revised. `switchingEnded`
* carries it instead, as the line that closes the turn.
*
* Recognised by the MOVE COUNT rather than by tracking state: the first move of a turn is the
* one that leaves `movesAllowed - 1` behind it, which the event now carries so this holds on a
* five-Move night Stage too.
*/
case 'trayMoved':
return e.movesRemaining === e.movesAllowed - 1;
// Coupling is mandatory when a crew runs over cars (§A.4), so most of these happen to a player
// rather than being chosen. The ones worth reading are where cars left or joined an industry —
// `from` names the cards the cars were actually lifted off, which is where they had been spotted.
case 'carsCoupled':
return industry(e.player, e.at, ...e.from);
case 'carsDropped':
return industry(e.player, e.at);
default:
return true;
}
}
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) {
@@ -1115,12 +1353,53 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
const n = narrate(e, {
cardName: (id) => cardName(game.state, id),
trainName: (id) => trainName(game.state, id),
facilityAt: (player, at) => facilityOn(game, player, at),
// Whose district a train reached is not the actor — the Mainline Phase has none — so the
// narration resolves the name itself rather than being prefixed with one by the code below.
// NO NUMBER IN THE FALLBACK. This is a PLAYER index, and a player is not a seat — seats rotate
// under Employee Rotation, which is why `seatOf` exists — so "Seat 3" here would be a wrong
// number dressed as a right one, and `session.test.ts` rightly refuses any raw index shown to
// a person. Every caller passes real names; an unnamed player is anonymous rather than mislabelled.
playerName: (p) => game.state.players[p]?.name ?? 'another player',
});
/**
* 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.
/**
* A RULING IS MADE AS SUPERINTENDENT, NOT AS YOURSELF (playtest, 2026-09-15: "maybe it could say
* 'Superintendent Player Tom', so it's clear they got the move because they're Superintendent").
* These three are the only moves a player makes out of turn, by holding the office: §8.1's
* clearance, §11's Yard Office offer and §Q's Red Flag prompt. `clearanceGiven` carries no
* player at all — the office made it, whoever holds it — so the actor is what names it.
*/
const RULINGS = ['clearanceGiven', 'yardOfficeRuled', 'redFlagRuled'];
const ruling = RULINGS.includes(e.type) && who !== null;
const mine = who !== null && 'player' in e;
const text = mine ? `Player ${who} ${n.text.charAt(0).toLowerCase()}${n.text.slice(1)}` : n.text;
game.log.push({ text, tone: mine ? 'act' : n.tone });
const text = ruling
? `Superintendent Player ${who} ${uncapitalise(said)}`
: mine
? `Player ${who} ${uncapitalise(said)}`
: said;
// `trace` is a tone the history panel does not draw — see `inHistory`. The line exists so the
// step that caused it has narration to caption the board with, and a dwell to be watched for.
game.log.push({ text, tone: inHistory(game, e) ? (mine || ruling ? 'act' : n.tone) : 'trace' });
}
game.cues.push(...cuesFor(events));
@@ -1137,6 +1416,18 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
`Train ${e.isExtra ? 'X' : ''}${e.trainNumber} has completed its run, leaving via the ` +
`${e.side === 'east' ? 'Eastern' : 'Western'} Division Point. All players get 1 Revenue.`;
}
/**
* THE FEDORA MOVING IS ANNOUNCED, NOT JUST LOGGED (playtest, 2026-09-16).
*
* It is the one thing in the game that changes hands on the clock rather than because somebody
* did something, so nobody is watching for it — and it decides who rules on clearances and who
* every round starts with. A line in the history is where you find it afterwards; this is what
* tells the table as it happens, the same treatment a completed run already gets.
*/
if (e.type === 'superintendentChanged') {
const name = game.state.players[e.player]?.name ?? 'the next player';
game.announced = `${name} is now the Superintendent — the Fedora passed at the end of Stage ${e.stage}.`;
}
}
// Keep the log bounded; the full history lives in `history` and can be replayed.
if (game.log.length > 400) game.log.splice(0, game.log.length - 400);
@@ -1220,7 +1511,18 @@ 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 +1536,18 @@ 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.
+20 -26
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@@ -107,7 +107,8 @@ function explain(code: unknown, fallback: string): string {
return messages[key] ?? (key !== '' ? key : fallback);
}
async function postJson(path: string, body: unknown): Promise<{ status: number; body: Record<string, unknown> }> {
/** Exported for `main.ts`'s seat-recovery path (Gitea#33), so there is one JSON POST on this page. */
export async function postJson(path: string, body: unknown): Promise<{ status: number; body: Record<string, unknown> }> {
const res = await fetch(path, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
@@ -256,25 +257,21 @@ 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 +612,15 @@ 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 = ` — ${why}`;
row.querySelector('span')?.appendChild(note);
radio.closest('label')?.classList.add('disabled');
}
function escapeHtml(s: string): string {
+1117 -226
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+116 -12
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@@ -52,25 +52,61 @@ export function handHtml(f: Frame, canPlay: (boolean | null)[] = []): string {
* Only the top card may ever be drawn, so the depth is a count and not a hint: everything below it
* is out of reach, and choosing where to discard is choosing what to put there.
*/
export function pilesHtml(f: Frame): string {
const pile = (label: string, top: string, depth: number, why: string, extra = '', slot = -1): string => {
export function pilesHtml(f: Frame, lit: readonly string[] = []): string {
const pile = (
key: string,
label: string,
top: string,
depth: number,
why: string,
extra = '',
slot = -1,
faceDown = false,
): string => {
const tip = [why, extra].filter(Boolean).join(' · ');
// A Department is a DROP TARGET for a discard. The attribute is always emitted; only the play
// page binds a click to it, and only while a card is waiting to be discarded — so the replay
// viewer draws exactly the same markup and nothing there is clickable.
const target = slot >= 0 ? ` data-dept="${slot}"` : '';
// `lit` marks the pile the move being watched just touched — see `changedPiles`.
const cls = `handcard${faceDown ? ' facedown' : ''}${lit.includes(key) ? ' pilelit' : ''}`;
return (
`<div class="handcard"${target}${tip ? ` data-tip="${esc(tip)}"` : ''} tabindex="0">` +
`<div class="${cls}"${target}${tip ? ` data-tip="${esc(tip)}"` : ''} tabindex="0">` +
`<div class="pilehd"><span>${esc(label)}</span><span class="depth">${depth}</span></div>` +
`<b>${esc(top)}</b></div>`
);
};
return (
/**
* THE HOME OFFICE DECK, which the screen had never drawn.
*
* `f.deck` has carried the face-down count since the Frame existed and nothing read it — the
* exact shape of display gap `test/display-gaps.test.ts` was written to sweep for, surviving in
* the panel that draws every OTHER pile. Asked for by Jesse 2026-09-10 for a second reason: a
* player drawing from it is the commonest move nobody can see, so it needs somewhere to flash.
*
* FIRST, because that is the order a card travels: out of here, into a hand, then onto a
* Department or the Salvage Yard. Face down, so the card slot says so rather than naming a card
* — the whole point of this pile is that nobody knows what is on top.
*/
pile(
'home',
'Home Office',
'face down',
f.deck,
'The draw deck. Face down — nobody sees what is on top, and a card drawn from here is private ' +
'to whoever drew it. When it runs out, the Salvage Yard and the Departments are swept back ' +
'into it.',
'',
-1,
true,
) +
f.departments
.map((d, i) => {
const depth = f.departmentDepth[i] ?? 0;
const under = depth - 1;
return pile(
`dept${i}`,
`Dept ${i + 1}`,
d,
depth,
@@ -81,6 +117,7 @@ export function pilesHtml(f: Frame): string {
})
.join('') +
pile(
'salvage',
'Salvage',
f.salvage.top,
f.salvage.depth,
@@ -180,7 +217,7 @@ export function dayEndHtml(f: Frame): string {
ahead +
standingsHtml(f) +
targetHtml(f) +
collisionsHtml(f)
collisionsHtml(f, ended)
);
}
@@ -238,13 +275,28 @@ function targetHtml(f: Frame): string {
* its config and enforces neither, so reporting a collision budget there would put a rule on
* screen that this game does not have.
*/
function collisionsHtml(f: Frame): string {
function collisionsHtml(f: Frame, endedDay?: number): string {
const scoredOnCollisions =
(f.mode === 'competitive' || f.mode === 'coop') &&
(f.maxCollisionsTotal > 0 || f.maxCollisionsPerDay > 0);
return scoredOnCollisions
? `<p>Collisions: <b>${f.collisionsToday}</b> today, <b>${f.collisionsTotal}</b> in all.</p>`
: '';
if (!scoredOnCollisions) return '';
/**
* "TODAY" IS THE WRONG WORD IN A DAY-END DIALOG, and it read as a contradiction.
*
* That dialog is drawn from the frame whose `day` went UP — which is the same frame in which
* `collisionsToday` was reset — so it reported 0 however many there had been. Jesse, 2026-09-09,
* at the end of a Day 1 with two collisions in it: "it shows a total of two collisions, but zero
* today ... that does seem to be a contradiction."
*
* So when the caller knows which Day just ended it says so by name, and reads the count captured at
* the rollover. The end-of-game results screen passes nothing and keeps "today", where the Day has
* not turned over and the word is accurate.
*/
const [count, when] =
endedDay === undefined
? [f.collisionsToday, 'today']
: [f.collisionsPrevDay, `on Day ${endedDay}`];
return `<p>Collisions: <b>${count}</b> ${when}, <b>${f.collisionsTotal}</b> in all.</p>`;
}
/**
@@ -254,8 +306,13 @@ 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 +404,17 @@ 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 +448,10 @@ 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)}`;
}
@@ -642,6 +713,30 @@ h3{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:#8b94a3;ma
.handcard:focus{outline:2px solid #4d6fa8;outline-offset:1px}
.cardrow.ref .handcard{background:#1c2129;border-style:dashed;border-color:#39424e;color:#b6bec9}
.handcard.unplayable{color:#7d8794;border-color:#39424e}
/* THE HOME OFFICE DECK. Face down, so its card slot names no card — it says so instead, in the
dimmed voice the rest of the panel uses for "nothing to read here". */
.handcard.facedown > b{color:#6f7885;font-style:italic;font-weight:400}
/* THE PILE A WATCHED MOVE JUST TOUCHED (v0.8.1).
A STATE, NOT A FLASH, and that is the whole point. The .tt-slot.fresh rule above animates for a fixed
1.5s, which is right for a die roll nobody is waiting on — but a step can hold the screen for
seven seconds at 10x, so a fixed animation would be over long before the pause it belongs to and
the player would be back to staring at an unchanged board. The flash-in marks the moment; the lit
border and background stay for exactly as long as the step is up, because the class is on the
element only while that step is the one being shown. */
.handcard.pilelit{border-color:#8fd6a0;background:#1d3327;box-shadow:0 0 0 2px #2f6b47,0 0 14px rgba(143,214,160,.55);
animation:pilepulse 1.15s ease-in-out infinite}
/* A PULSE FOR THE WHOLE DWELL, not one flash at the start. Measured: at 10x a pile stays lit for
just under seven seconds, so the highlight was never brief — but a single 0.45s flash-in and a
dark green fill were easy to miss entirely while watching the district. Jesse: "caught one flash
deck light up for just a very brief moment, but couldn't see that with what bot was doing in
office area and history and catch up area all at same time." Something still moving keeps drawing
the eye for as long as the move is up; a state that settles stops asking to be looked at. */
@keyframes pilepulse{0%,100%{background:#1d3327;box-shadow:0 0 0 2px #2f6b47,0 0 14px rgba(143,214,160,.45)}
50%{background:#2f6b47;box-shadow:0 0 0 3px #8fd6a0,0 0 22px rgba(143,214,160,.85)}}
/* Motion is the point here, so the reduced-motion fallback has to be loud in a different way rather
than simply not moving: a solid ring and a brighter fill, held. */
@media(prefers-reduced-motion:reduce){
.handcard.pilelit{animation:none;background:#2f6b47;box-shadow:0 0 0 3px #8fd6a0}}
.handcard.unplayable::after{content:"";position:absolute;inset:0;border-radius:5px;pointer-events:none;
background:repeating-linear-gradient(45deg,transparent 0 5px,rgba(150,160,175,.20) 5px 6px)}
/* THE CARD JUST DRAWN. It sits first in the row, and this says which one that is — three cards that
@@ -682,9 +777,18 @@ h3{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:#8b94a3;ma
/* And the piles that are NOT targets step back while a discard is being aimed, so the three that
are stand out from the Salvage Yard beside them. */
.cardrow.aiming .handcard:not(.target){opacity:.4}
.stock .ld.addable,.stock .mt.addable{cursor:pointer;border-radius:3px;padding:0 4px;
outline:1px solid #5aa9e6;background:rgba(90,169,230,.16)}
.stock .ld.addable:hover,.stock .mt.addable:hover{background:rgba(90,169,230,.34)}
/* A CAR YOU MAY ADD IS AN ACTION, SO IT WEARS THE ACTION COLOUR — Jesse, playtest 2026-09-16: the
highlight was "just a small bold and basically the same color as everything else", which is the
whole difficulty with making the yard chip the button. #c8912f is the border colour that the
action buttons themselves use, so a clickable car looks like every other thing inviting a click,
rather than like a number that happens to be outlined.
THE LOADED/EMPTY TEXT COLOURS ARE LEFT ALONE. Green and blue-grey are what say which of the two
numbers is which; the amber answers "may I click this", which is a different question, and
painting over the first to answer the second would cost real information. */
.stock .ld.addable,.stock .mt.addable{cursor:pointer;border-radius:3px;padding:0 4px;font-weight:700;
outline:2px solid #c8912f;background:rgba(200,145,47,.20);box-shadow:0 0 0 2px rgba(200,145,47,.16)}
.stock .ld.addable:hover,.stock .mt.addable:hover{background:rgba(200,145,47,.38)}
/* Twelve Stages across, so a Day is one glance. The current Stage is lit, Stages already gone are
dimmed, and a slot the die has just filled flashes once. */
.tt{display:flex;gap:3px;flex-wrap:wrap}
+175 -217
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;
@@ -95,13 +108,24 @@ section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
lobby and nothing on it said so — a radio that silently refuses reads as a broken radio. */
.ng-radio.disabled{opacity:.45;cursor:not-allowed}
.ng-radio.disabled:hover{background:none}
.lb-why{color:#e0b060;font-size:11px}
#lobby h2,#solitairesetup h2{margin-top:0}
#lobby h3,#solitairesetup h3{margin-bottom:2px}
.lb-seat{display:flex;align-items:center;gap:8px;padding:5px 0;border-bottom:1px solid var(--line)}
.lb-seat:last-child{border-bottom:none}
.lb-seat .who{flex:1}
#presence{color:#e0b060;font-size:12px;padding:0 14px;empty-cells:hide}
/* WHAT YOU ARE WATCHING — v0.8.0, TODO #13/#15. An IN-FLOW row rather than a floating banner like
#phasenote and #announce: those announce a moment and fade, this one stands for as long as the
board is behind and has a button you have to be able to hit. Amber on the button because amber
already means clickable everywhere else on this page; the row itself stays quiet so it does not
compete with the three banners it sits under. */
#watching{display:flex;align-items:center;gap:10px;padding:4px 14px;font-size:12px;color:#9aa0b4}
#watching[hidden]{display:none}
#watching-what{flex:1;min-width:0;overflow:hidden;text-overflow:ellipsis;white-space:nowrap}
.wbehind{font-variant-numeric:tabular-nums;font-weight:700;color:#c9cee0;
background:#22263a;border:1px solid #343a52;border-radius:10px;padding:1px 8px;white-space:nowrap}
#watching-skip,#watching-pause{font-size:11px;padding:2px 10px;border-color:#e0b060;color:#e0b060;flex:none}
#watching-who{color:#c9cee0;font-weight:700}
#presence:empty{display:none}
/* division strip */
#division{display:flex;gap:7px;overflow-x:auto;padding-bottom:4px}
@@ -160,6 +184,14 @@ button.cardact.discard{color:#d6b48a}
.scheduled{display:block;font-size:11.5px;margin:0 0 7px;padding:3px 9px;border-radius:5px;
background:rgba(40,140,60,.22);border:1px solid #2f6b47;color:#bfe8cd;font-weight:600}
.makeup-note{font-size:11px;margin:0 0 5px}
/* WHAT THE TRAIN STILL WANTS. Deliberately NOT amber: amber means "you can click this" everywhere
else on this page, and this line is the REASON for clicking rather than a thing to click — the
cars in the Division Yard are. Brighter than the note beneath it, because it answers the question
the player actually has while looking at it. `done` goes green like `.scheduled`: a complete
consist is good news, not an instruction. */
.makeup-needs{font-size:12px;margin:0 0 5px;color:#e6e9ee}
.makeup-needs b{color:#f2e6cf}
.makeup-needs.done{color:#bfe8cd}
/* WHICH TRAIN AM I SWITCHING. A row of crews rather than a stacked list — they are alternatives,
and the chosen one is the crew whose squares the board is drawing, so it wears the same violet
"you are here" the rest of the page uses. */
@@ -181,6 +213,9 @@ button.act.crew.on{border-color:var(--now);background:rgba(185,140,240,.18);colo
/* actions */
#actions{max-height:none}
.grp{margin-bottom:6px}
/* What a role is for, under its heading — a sentence a player reads once and stops re-asking. Sized
below the buttons so it explains without competing with the thing being chosen. */
.grp .scope{margin:2px 0 4px;font-size:11.5px;line-height:1.35}
/* THESE ARE THE THINGS YOU CAN DO. An action carried the same grey border as every other panel
on the page, so the one region that is clickable did not look it. Amber border and a lit face,
used nowhere else, so "this is a move" is answered before the label is read. */
@@ -203,6 +238,17 @@ 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 +258,16 @@ 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 +363,10 @@ 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 +459,13 @@ 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 +479,7 @@ 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 +489,7 @@ 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 +563,13 @@ 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 +580,7 @@ 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 +613,7 @@ 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 +674,29 @@ 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 +710,20 @@ 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 +780,8 @@ 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 +790,13 @@ 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 +807,7 @@ 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 +815,7 @@ 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 +841,13 @@ 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 +860,23 @@ 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
@@ -808,9 +884,17 @@ ul.blocked li{padding:2px 0}
<span class="zoom" title="Zoom the Division map and your Office Area. Both already scroll — this only changes their size.">
<button id="zoomout" aria-label="Zoom out">−</button><span id="zoomlabel">100%</span><button id="zoomin" aria-label="Zoom in">+</button>
</span>
<!-- HOW FAST OTHER PLAYERS' TURNS PLAY BACK — v0.8.0.3, TODO #13.
A CONTROL RATHER THAN ONLY A URL PARAMETER. `?pace=` shipped first and is unreachable through
the front door: `index.html`'s two doors are `play.html?lobby` and `play.html?solitaire`, so
arriving from the splash REPLACES the query string and any pace with it. Jesse played a whole
game believing he was at 7x when he was at 1x. -->
<span class="zoom" title="How long another player's or a bot's move is held on screen before the next one. Your own moves are never delayed — only theirs. Starts at 1×, which holds a switching move for one second; the slowest setting, 20×, holds it for twenty. Off draws every move at once.">
<button id="paceslower" aria-label="Slower playback">−</button><span id="pacelabel">1×</span><button id="pacefaster" aria-label="Faster playback">+</button>
</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
@@ -837,14 +921,35 @@ ul.blocked li{padding:2px 0}
collapsed whenever everyone connected is still connected — a `LocalSession` never fills it. -->
<div id="presence"></div>
<!-- WHAT YOU ARE WATCHING, and how far behind the board is — v0.8.0, TODO #13/#15.
One row rather than three additions: the countdown, the caption naming the action being shown,
and Skip. Empty and collapsed whenever the board is level with the game, which in solitaire is
almost always. -->
<div id="watching" hidden>
<!-- SKIP FIRST, on the left. It sat on the far right and a player's eye is on the countdown, not at
the other end of the row — Jesse, 2026-09-09: "the skip button should be on the far left, in
front of where it says [the count], so it's always close to where people are looking." -->
<button id="watching-skip" class="ghost" type="button" title="Stop animating and jump the board to where the game actually is. Nothing is lost — every line is already in the History panel.">Skip</button>
<!-- PAUSE BESIDE SKIP, not instead of it: they are opposite answers to "that went past too fast".
Skip gives up the animation to reach the game; Pause holds the board on the step being shown
for as long as you want to look at it, and gives the step back the dwell it still had. -->
<button id="watching-pause" class="ghost" type="button" title="Hold the board on the move being shown. Nothing is lost and nothing is hurried — press again to carry on from the same step.">Pause</button>
<span id="watching-behind" class="wbehind"></span>
<span id="watching-what"></span>
</div>
<main>
<div>
<section><h2>The Division — west to east</h2><div id="division"></div>
<p class="ng-note" id="seating-chain"></p></section>
<section id="district">
<h2>Your Office Area
<h2><span id="districtwho">Your Office Area</span>
<span class="dim" style="text-transform:none;letter-spacing:0">— hover any card for the full explanation</span>
<button id="districttoggle" class="ghost" title="Auto-hide keeps the district open during Local Operations and Cargo — the phases that change it — and folds it otherwise. Click to pin it open or hidden instead.">auto-hide: on</button>
<span id="districttoggle" class="seg" role="group" aria-label="When to show your Office Area"><button id="dm-auto" class="ghost" type="button" title="Open during Local Operations and Cargo — the phases that change the district — and folded otherwise.">Auto-hide</button><button id="dm-open" class="ghost" type="button" title="Keep the Office Area open in every phase.">Always show</button><button id="dm-closed" class="ghost" type="button" title="Keep the Office Area folded in every phase. The summary line stays, so it reads as folded rather than missing.">Always hide</button></span>
<!-- LOOK AT ANOTHER PLAYER'S OFFICE AREA. Filled by `renderDistrict` with one button per
opponent, and collapsed at a table of one. The look is read-only and lasts a single
render on purpose — see `peekPlayer` in `main.ts`. -->
<span id="districtpeek" class="seg" role="group" aria-label="Look at another player's Office Area"></span>
</h2>
<div id="districtsummary" class="dim"></div>
<!-- THE RULE THAT SHAPES EVERY DISTRICT, said once where the district is.
@@ -888,190 +993,34 @@ 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 +1037,19 @@ 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,
+6 -1
View File
@@ -56,7 +56,12 @@ type Step = {
function rebuild(save: Save): { steps: Step[]; stoppedEarly: boolean } {
const s = createGame({ id: `replay-${save.seed}`, seed: save.seed, config: SOLO_CONFIG, playerNames: ['player'] });
const steps: Step[] = [];
const ctx = { cardName: (id: string) => cardName(s, id), trainName: (id: string) => trainName(s, id) };
const ctx = {
cardName: (id: string) => cardName(s, id),
trainName: (id: string) => trainName(s, id),
// A player index is not a seat index, so the fallback names no number at all — see `game.ts`.
playerName: (p: number) => s.players[p]?.name ?? 'another player',
};
const push = (events: ReturnType<typeof pump>): void => {
const lines = events
.filter((e) => e.type !== 'actorChanged')
+70 -6
View File
@@ -16,7 +16,10 @@
*/
import type { Intent } from '../engine/intents.ts';
import type { Frame } from '../sim/view.ts';
import type { Frame, PublicFrame } from '../sim/view.ts';
import { publicSnapshot } from '../sim/view.ts';
import { takeSteps } from '../sim/display-step.ts';
import type { DisplayStep } from '../sim/display-step.ts';
import type { PlayerIndex } from '../engine/state.ts';
import { applyDelta } from '../sim/frame-delta.ts';
import type { FrameDelta } from '../sim/frame-delta.ts';
@@ -29,7 +32,6 @@ import {
handPlayable,
isOutOfTurn,
newGame,
overHandLimit,
submit,
toSave,
undo,
@@ -58,8 +60,6 @@ export type Session = {
seat(): PlayerIndex;
/** Whose turn it is, or null when the game is over or waiting on nothing. */
actor(): PlayerIndex | null;
/** True when the hand is over §6.2's limit and the turn cannot be ended. */
overHandLimit(): boolean;
/** Which cards in hand are playable right now, in hand order. */
handPlayable(): boolean[];
/**
@@ -108,6 +108,28 @@ export type Session = {
* starts — which is exactly when "is everyone here?" is the question.
*/
presence(): { seat: PlayerIndex; connected: boolean; seen: boolean }[];
/**
* ORDERED PRESENTATION STEPS — v0.8.0, TODO #13. What everyone else did, in order, so it can be
* WATCHED rather than discovered.
*
* On the interface rather than on `LocalSession`, which is the whole point: solitaire drains its
* own collector and a remote session reads the same steps off `Push.steps`, so the page animates
* one queue and cannot tell which it has. That is what makes TODO #18 (solitaire's phases flying
* past) and TODO #13 (multiplayer's invisible turns) the same code path.
*
* NOT `steps()` — `LocalSession.steps()` already exists and counts submitted intents for the Undo
* button. Different thing entirely, hence the longer name.
*/
takeDisplaySteps(): DisplayStep[];
/**
* A public frame to start the queue from, once — draining, and non-null only when the queue must
* be RESET rather than advanced.
*
* Steps carry deltas against a chain, so a client with no baseline cannot merge the next one. That
* happens on a first connect, on a reconnect, and locally after an undo or a restore — all of
* which rebuild from scratch. A reset means "throw away what is queued and draw this".
*/
takeDisplayReset(): PublicFrame | null;
/**
* Stop listening, for good.
*
@@ -148,6 +170,12 @@ export type LocalSession = Session & {
*/
export function createLocalSession(seed: number, options?: NewGameOptions): LocalSession {
let game: Game = options ? newGame(seed, configWith(options)) : newGame(seed);
/**
* The baseline the step queue starts from. Set here, and again whenever the game is REPLACED —
* `undo` and `restore` rebuild by replaying history, which (by design) collects no steps, so the
* queue has to be told to start over rather than left holding a chain that no longer continues.
*/
let pendingReset: PublicFrame | null = publicSnapshot(game.state);
const listeners = new Set<() => void>();
const changed = (): void => {
for (const fn of [...listeners]) fn();
@@ -161,7 +189,6 @@ export function createLocalSession(seed: number, options?: NewGameOptions): Loca
menu: () => actionMenu(game),
seat: () => 0,
actor: () => currentActor(game),
overHandLimit: () => overHandLimit(game),
handPlayable: () => handPlayable(game),
submit: async (intent: Intent) => {
// Seat 0 is the solitaire player, and the extension vote (Gitea#11) is the one intent that
@@ -190,6 +217,14 @@ export function createLocalSession(seed: number, options?: NewGameOptions): Loca
},
justDrawn: () => game.justDrawn,
presence: () => [],
// Solitaire's own steps, from the same collector `submit()` fills for every seat of a
// multiplayer game. No separate code path — see `sim/display-step.ts`.
takeDisplaySteps: () => takeSteps(game.display),
takeDisplayReset: () => {
const reset = pendingReset;
pendingReset = null;
return reset;
},
seed: () => game.seed,
save: () => toSave(game),
@@ -203,6 +238,8 @@ export function createLocalSession(seed: number, options?: NewGameOptions): Loca
back.scheduled = null;
back.justDrawn = null;
back.announced = null;
// The rebuilt game has an empty collector and a chain that starts over, so the queue must too.
pendingReset = publicSnapshot(back.state);
changed();
return true;
},
@@ -211,6 +248,7 @@ export function createLocalSession(seed: number, options?: NewGameOptions): Loca
// Restoring replays the whole history and re-records every draw; none of it is news.
game.justDrawn = null;
game.announced = null;
pendingReset = publicSnapshot(game.state);
changed();
},
};
@@ -224,6 +262,10 @@ type Push = {
lines: { text: string; tone: string }[];
/** One entry for a change; every other seat at once on the connect push. */
presence?: { seat: PlayerIndex; connected: boolean; seen: boolean }[];
/** Ordered presentation steps — v0.8.0, identical in every seat's push because they are public. */
steps?: DisplayStep[];
/** The baseline for the step queue, sent on a connect only. */
publicReset?: PublicFrame;
/**
* THE FOUR TRANSIENT SIGNALS, added 2026-08-23.
*
@@ -274,6 +316,8 @@ export function createRemoteSession(
let menu: Menu | null = null;
let lines: { text: string; tone: string }[] = [];
const presence = new Map<PlayerIndex, { connected: boolean; seen: boolean }>();
let displaySteps: DisplayStep[] = [];
let displayReset: PublicFrame | null = null;
let cues: string[] = [];
let scheduled: number | null = null;
let announcement: string | null = null;
@@ -328,6 +372,21 @@ export function createRemoteSession(
if (push.announcement !== undefined && push.announcement !== null) announcement = push.announcement;
// Persists until another draw replaces it, matching the local session's own `justDrawn`.
if (push.justDrawn !== undefined) justDrawnCard = push.justDrawn;
/**
* A RESET DISCARDS WHAT WAS QUEUED, rather than arriving alongside it.
*
* `publicReset` comes on a connect, which is also a RECONNECT — and a reconnecting client's
* queue holds steps whose deltas chain off a baseline the server has since moved past. Merging
* them onto the new baseline would draw a board that never existed. The history panel is what
* carries what was missed; the animation does not replay it (§ v0.8.0).
*/
if (push.publicReset) {
displayReset = push.publicReset;
displaySteps = [];
}
// Accumulated, like cues: two pushes can land between two renders and every step is one thing
// that happened.
if (push.steps) displaySteps = [...displaySteps, ...push.steps];
changed();
};
@@ -341,7 +400,6 @@ export function createRemoteSession(
menu: () => menu ?? { options: [], direct: [], placeable: [], hand: [], makeUp: null },
seat: () => seat,
actor: () => need().actor,
overHandLimit: () => need().overHandLimit,
handPlayable: () => (menu?.hand ?? []).map((h) => h.playNow !== null),
async submit(intent: Intent): Promise<boolean> {
const seq = nextSeq++;
@@ -381,6 +439,12 @@ export function createRemoteSession(
},
justDrawn: () => justDrawnCard,
presence: () => [...presence].map(([seat, p]) => ({ seat, connected: p.connected, seen: p.seen })),
takeDisplaySteps: () => displaySteps.splice(0, displaySteps.length),
takeDisplayReset: () => {
const reset = displayReset;
displayReset = null;
return reset;
},
close() {
// `reportedGone` first: closing the stream fires `onerror`, and this is a deliberate exit, not
// a game that vanished — `onGone` must not be called and land the page in "that game is no
+23
View File
@@ -40,6 +40,29 @@ if (heroImage && lightbox) {
* other way costs a click and a lobby that says it cannot reach a server — which is legible, and
* recoverable. So a slow or flaky probe leaves the door alone; only a definite answer closes it.
*/
/**
* CARRY `?pace=` THROUGH THE DOORS — v0.8.0.3.
*
* Both doors are static hrefs that REPLACE the query string (`play.html?lobby`,
* `play.html?solitaire`), so a `pace` typed on this page was silently dropped on the way in: Jesse
* played a whole game believing he was at 7× when the play page had only ever seen `?lobby`. The
* durable answer is the speed control on the play screen, which persists per viewer — this keeps the
* URL lever honest for handing two playtesters different speeds, which is the only thing it was ever
* for.
*/
try {
const pace = new URLSearchParams(location.search).get('pace');
if (pace !== null) {
for (const door of Array.from(document.querySelectorAll('a.door'))) {
const href = door.getAttribute('href');
// Only the doors into the game, and only ones that have not been disabled above.
if (href?.startsWith('./play.html?')) door.setAttribute('href', `${href}&pace=${encodeURIComponent(pace)}`);
}
}
} catch {
// A door that keeps its own href is the status quo, not a broken page.
}
const mpDoor = document.getElementById('door-multiplayer');
if (mpDoor) {
const close = (): void => {
+260
View File
@@ -0,0 +1,260 @@
/**
* THE ANIMATION QUEUE — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 §§ 4-6.
*
* Holds the public board the screen is currently showing, which is not always the board the game is
* actually on. Steps arrive faster than a person can follow — a bot's whole switching turn lands in
* ONE push, because `driveBots()` plays it out before the push goes back — so this is what turns a
* burst into something watchable. TODO #13.
*
* TRANSPORT-AGNOSTIC ON PURPOSE. It takes `DisplayStep`s and does not care whether they came from
* the engine in this tab or off an SSE stream, which is what lets solitaire (#18: phases that are
* never drawn) and multiplayer (#13: turns you never see) run one implementation. Nothing here
* imports the DOM either, so it is testable without one.
*
* NO TIMERS OF ITS OWN. The caller drives it with `advance(now)` from whatever loop it already has
* — a `requestAnimationFrame`, a test's fake clock. A queue that owned a `setInterval` would need
* starting, stopping and cleaning up on every game replacement, and would be untestable without
* faking timers.
*/
import type { PublicFrame } from '../sim/view.ts';
import type { DisplayStep } from '../sim/display-step.ts';
import { applyPublicDelta, changedDivisionCards, changedPiles } from '../sim/public-delta.ts';
import type { PileKey } from '../sim/public-delta.ts';
import { dwellForStep } from '../sim/pacing.ts';
export type StepQueue = {
/** Throw away what is queued and show this board — a first connect, a reconnect, an undo. */
reset(frame: PublicFrame): void;
/** Queue steps to be shown in order. */
push(steps: readonly DisplayStep[]): void;
/**
* Show as much as `now` allows. Returns true if the displayed board changed, so a caller can skip
* a redraw when nothing did.
*/
advance(now: number): boolean;
/** Show everything immediately. Returns true if anything was skipped. */
skip(): boolean;
/** The board to draw, or null before any reset has arrived. */
current(): PublicFrame | null;
/**
* How many queued steps the player is still going to WATCH — the number the "N behind" counter
* shows. Not the queue length: see `watchableCount` in `sim/pacing.ts`.
*/
behind(): number;
/** The last step actually shown, for the caption line (#15). Null before anything has been shown. */
showing(): DisplayStep | null;
/**
* The piles the step now on screen moved, for the display to light.
*
* Here because this is the only place that holds both the frame before a step and the frame after
* it — deriving it anywhere else would mean keeping a second copy of the board in step.
*/
lit(): readonly PileKey[];
/** True while there is anything left to show. */
busy(): boolean;
/**
* How many narrated lines belong to steps NOT yet shown.
*
* The log and the board are two different moments while the queue is behind: a push carries its
* narration and its steps together, so every line of a bot's turn is in the history panel before the
* board has drawn a single move of it (playtest, 2026-09-15: *"is it possible to stall history so it
* stays in sync with the number behind?"*). Those lines are the TAIL of the log — they arrived last —
* so the caller holds back exactly this many and reveals each as its step goes up.
*/
pendingLines(): number;
/** Division nodes whose card changed in the step now on screen, for the map to flash. */
flashing(): readonly number[];
/**
* HOLD THE PLAYBACK ON THE STEP NOW SHOWING — Jesse, playtest 2026-09-16, asking for a pause
* beside Skip.
*
* Skip is the only control the row has had, and it is one-way and total: the way to look harder at
* a move that just went past was to not be too slow about it. Pause is the opposite lever — the
* board stops where it is and nothing is consumed, so a player can read the caption, look at the
* district and then carry on from exactly that step.
*
* TAKES `now` BECAUSE THE QUEUE OWNS NO CLOCK (see the note at the top of this file). The dwell
* still owing is preserved across the hold rather than being spent while nobody was watching:
* `resume` pushes the deadline out by however long the pause lasted, so a step paused with 200ms
* left resumes with 200ms left instead of vanishing on the next frame.
*
* Returns false when there is nothing to hold, or nothing being held.
*/
pause(now: number): boolean;
resume(now: number): boolean;
paused(): boolean;
};
/**
* WHOSE MOVE THE SCREEN IS SHOWING (Gitea#25).
*
* The game and the board on screen are two different moments. The server plays every bot move the
* instant a human's turn ends (`driveBots`), so the LIVE game is nearly always waiting on the human —
* while this queue is still replaying the bots, step by step. The turn chart and the Division map's
* move marker read the live actor, so a table of one person and three bots said "waiting on" that
* person throughout, against a playback row naming the bot actually moving.
*
* While the queue is behind or still showing a step, the answer is that step's player — `null` for an
* automatic phase, which is "the Division is running itself". Otherwise it is the live actor, and
* `replaying` is false so a caller can keep live-only detail, such as a ruling the game is waiting on,
* off a screen that has not caught up with it yet.
*/
export function actorOnScreen(
queue: Pick<StepQueue, 'behind' | 'busy' | 'showing'>,
live: number | null,
): { actor: number | null; replaying: boolean } {
if (queue.behind() === 0 && !queue.busy()) return { actor: live, replaying: false };
const shown = queue.showing();
return shown === null ? { actor: live, replaying: false } : { actor: shown.player, replaying: true };
}
/**
* `pace` is read on every step rather than captured, so changing the setting takes effect at once.
*
* `viewer` says which seat is watching, so THIS PLAYER'S OWN MOVES COST NO TIME. They are already on
* screen: a seated player's own board is drawn from their authoritative `Frame`, not from the queue,
* so holding their click for a dwell shows them nothing and delays the thing they actually want to
* watch — the 700ms before a bot's turn starts animating is 700ms of their own move being replayed
* at them. The step is still APPLIED, because the delta chain runs through it.
*
* Automatic phases have no player and are unaffected, which is what keeps TODO #18 working in
* solitaire where every intent is the viewer's own.
*/
export function createStepQueue(
pace: () => number = () => 1,
viewer: () => number | null = () => null,
): StepQueue {
let shown: PublicFrame | null = null;
let last: DisplayStep | null = null;
let litPiles: readonly PileKey[] = [];
let flashedCards: readonly number[] = [];
let pending: DisplayStep[] = [];
/** When the step now on screen is due to give way. Null when nothing is waiting. */
let dueAt: number | null = null;
/** When the player pressed Pause, so `resume` can give the current step back the time it had. */
let pausedAt: number | null = null;
/** How long this step holds the screen — zero for the viewer's own moves; see above. */
const dwell = (step: DisplayStep): number =>
step.player !== null && step.player === viewer() ? 0 : dwellForStep(step, pace());
/** Applies one step to the displayed board. A step's delta chains off the previous step's frame. */
const show = (step: DisplayStep): void => {
const before = shown;
shown = applyPublicDelta(shown, step.frame);
last = step;
/**
* NOT FOR YOUR OWN MOVES. You drew that card; you do not need the deck flashed at you. Same rule
* that gives your own steps no dwell — the display is for watching everybody else.
*/
litPiles = step.player !== null && step.player === viewer() ? [] : changedPiles(before, shown);
// A Realignment changes the Division under everyone, so it is flashed for the player who did it
// too — unlike a pile, which only tells the drawer what they already know.
flashedCards = changedDivisionCards(before, shown);
};
return {
reset(frame) {
shown = frame;
pending = [];
dueAt = null;
// A reconnect, an undo or a fresh deal replaces the board outright; a hold on the playback that
// no longer exists would leave the row stuck reading "paused" with nothing behind it.
pausedAt = null;
// Nothing was watched arriving at this board, so nothing on it is lit.
litPiles = [];
flashedCards = [];
// `last` deliberately survives: a reconnect should not blank the caption line, and the
// sentence describing the most recent action is still true.
},
push(steps) {
pending.push(...steps);
},
advance(now) {
// Held. Nothing is shown and, crucially, nothing is CONSUMED — `dueAt` is left where it was
// and `resume` moves it, so the hold costs the current step none of its dwell.
if (pausedAt !== null) return false;
if (pending.length === 0) {
// The LAST step of a burst still owes its dwell. Clearing `dueAt` here reported the queue
// idle the instant that step was shown, which snapped the district panel home before anyone
// could look at it — see `busy()`.
if (dueAt !== null && now >= dueAt) dueAt = null;
return false;
}
// First step of a burst: show it immediately rather than waiting out a dwell for a board the
// player has not been shown yet.
if (dueAt === null) {
const first = pending.shift()!;
show(first);
dueAt = now + dwell(first);
return true;
}
let drew = false;
/**
* A LOOP, not a single step. A dwell of zero means "do not spend the player's attention on
* this" — bookkeeping, and phases where nothing happened (TODO #18) — so a run of them must
* collapse within one call instead of costing a frame each. The board still passes through
* every state in order; nobody is shown a state that never existed.
*/
while (pending.length > 0 && now >= dueAt) {
const next = pending.shift()!;
show(next);
dueAt = dueAt + dwell(next);
drew = true;
}
if (pending.length === 0 && now >= dueAt) dueAt = null;
return drew;
},
skip() {
// Skipping while held is a decision to stop watching, so it also lifts the hold — otherwise the
// board would jump to the game and then sit there paused, with a Resume button that does nothing.
pausedAt = null;
if (pending.length === 0) return false;
for (const step of pending) show(step);
pending = [];
dueAt = null;
return true;
},
pause(now) {
if (pausedAt !== null) return false;
// Nothing on screen owes any time and nothing is queued: there is no playback to hold.
if (pending.length === 0 && dueAt === null) return false;
pausedAt = now;
return true;
},
resume(now) {
if (pausedAt === null) return false;
// Give the step on screen back exactly the dwell it was holding when the player pressed Pause.
if (dueAt !== null) dueAt += now - pausedAt;
pausedAt = null;
return true;
},
paused: () => pausedAt !== null,
current: () => shown,
behind: () => pending.filter((s) => dwell(s) > 0).length,
showing: () => last,
lit: () => litPiles,
/**
* STILL SHOWING SOMETHING, not just still holding something back.
*
* This was `pending.length > 0`, which went false the moment the last step of a burst was
* shown — so the animation loop stopped and the district panel snapped back to the viewer's own
* board without that step ever being visible. Reported from real play: "I briefly saw that it was
* the bot's office area, then their turn was done and it pointed back to my office area."
*
* `dueAt` is non-null exactly while the step on screen has time left, so the two together mean
* "there is more to come, or what is up has not had its moment yet".
*/
pendingLines: () => pending.reduce((n, s) => n + s.lines.length, 0),
flashing: () => flashedCards,
busy: () => pending.length > 0 || dueAt !== null,
};
}
+215 -3
View File
@@ -7,7 +7,7 @@
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { advance, pump } from '../src/engine/advance.ts';
import { advance, badlyMadeUp, pump } from '../src/engine/advance.ts';
import { applyIntent, areaOf, check, isBeingMadeUp } from '../src/engine/apply.ts';
import { EXPEDITE_FAULT_PENALTY, HAND_LIMIT, MAX_CONSIST, STAGES_PER_DAY, TOTAL_ROLLING_STOCK } from '../src/engine/content.ts';
import { legalActions } from '../src/engine/legal.ts';
@@ -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');
});
});
@@ -1118,7 +1141,12 @@ describe('the history says WHY a train moved, and says it truthfully', () => {
// A train ahead of it in the same Subdivision, running the SAME way — §8.1's fourth condition,
// which is the Superintendent's call rather than an absolute bar.
const ahead = s.division.nodes.findIndex((n) => n.kind === 'mainline');
//
// AHEAD MEANS EAST OF THE OFFICE for this eastbound train. This used to take the FIRST Mainline card
// in the Division, which is west of the Office — behind the train — and still expected a ruling,
// which is exactly the fault Gitea#26 reported. The card is now one the train would actually follow.
const office = s.division.nodes.findIndex((n) => n.kind === 'office' && n.seat === 0);
const ahead = s.division.nodes.findIndex((n, i) => i > office && n.kind === 'mainline');
const node = s.division.nodes[ahead];
assert.equal(node?.kind, 'mainline');
s.trays.set('ahead', {
@@ -1488,3 +1516,187 @@ describe('an Extra starts where the player puts it (Gitea#4)', () => {
assert.equal(check(s, 0, at), 'NO_EXTRA_PENDING');
});
});
// ---------------------------------------------------------------------------
describe('§8.1 counts only trains AHEAD of the one departing (Gitea#26)', () => {
/**
* REPORTED from playtesting v0.8.0.9: two westbound Extras, X15 at an Office and X18 still crossing
* the card to its EAST. The Superintendent was asked to rule on X15 against X18 — a train behind it —
* and holding X15 kept the Whistle Post's only A/D track full, so X18 arrived into it and was
* destroyed. Reproduced by replaying the exported save; the positions below are that situation in a
* one-seat Division, where every Office is a Whistle Post and the Subdivision spans them all.
*/
const setup = (occupant: { direction: 'east' | 'west'; side: 'east' | 'west'; number: number }) => {
const s = game(7, { days: 5 });
const area = areaOf(s, 0);
const office = s.division.nodes.findIndex((n) => n.kind === 'office' && n.seat === 0);
s.trays.set('departing', {
id: 'departing', trainNumber: 15, trainIsExtra: true, engineAt: 0, consist: [],
direction: 'west', facing: 'w',
position: { at: 'grid', seat: 0, coord: area.officeCoord }, movesUsed: 0,
});
area.adOccupancy.push('departing');
const card = s.division.nodes.findIndex((n, i) =>
n.kind === 'mainline' && (occupant.side === 'east' ? i > office : i < office));
const node = s.division.nodes[card];
assert.equal(node?.kind, 'mainline');
s.trays.set('other', {
id: 'other', trainNumber: occupant.number, trainIsExtra: true, engineAt: 0, consist: [],
direction: occupant.direction, facing: occupant.direction === 'east' ? 'e' : 'w',
position: { at: 'mainline', index: card }, movesUsed: 0,
});
if (node?.kind === 'mainline') {
node.transits.push({ tray: 'other', stagesRemaining: 2, stagesTotal: 2, direction: occupant.direction });
}
s.clock.phase = 'mainline';
return s;
};
it('does not put a same-direction train BEHIND the departing one to the Superintendent', () => {
const s = setup({ direction: 'west', side: 'east', number: 18 });
const r = advance(s);
assert.ok(!r.events.some((e) => e.type === 'clearanceRequested'), 'a train behind was put to the Superintendent');
assert.ok(
r.events.some((e) => e.type === 'trainHighballed' && e.trainNumber === 15),
'the departing train did not highball with nothing ahead of it',
);
assert.ok(!r.events.some((e) => e.type === 'trainsDestroyed'), 'a train was destroyed');
});
it('does not bar a departure over an opposite-direction train BEHIND it, which is moving away', () => {
const s = setup({ direction: 'east', side: 'east', number: 18 });
const r = advance(s);
assert.ok(
r.events.some((e) => e.type === 'trainHighballed' && e.trainNumber === 15),
'a train moving away behind it held the departure',
);
});
it('still puts a same-direction train AHEAD to the Superintendent', () => {
const s = setup({ direction: 'west', side: 'west', number: 18 });
const r = advance(s);
assert.ok(
r.events.some((e) => e.type === 'clearanceRequested' && e.trainId === 'departing'),
'a train the departing one would follow was not put to the Superintendent',
);
});
});
// ---------------------------------------------------------------------------
/**
* §7's make-up round is silent about what it could NOT do, and that silence was reported from a
* table (2026-09-16): "train 5, the sparrow, has no coaches, which seems strange."
*
* The Sparrow's card calls for three coaches and nothing else. Every coach in that game had ended
* up in the Classification Yard, which §2.2 returns only when the Division Yard runs bare — and the
* Division Yard still held 46 freight cars, so it never would. `trainNeedingCars` therefore answered
* "nothing to ask for" exactly as it answers "everything is full", the phase moved on, and the train
* ran the length of the Division empty with no line anywhere saying why.
*/
describe('a train the Division Yard cannot supply says so', () => {
/** Puts one train in the yard-filling state, with a yard holding only `types`. */
const readyToFill = (yard: { type: string; loaded: boolean }[]) => {
const s = game();
// Stage 1's train is 1/2, the Crack Limited — coaches only, which is the shape that goes short.
s.timetable = Array(STAGES_PER_DAY).fill(null);
s.timetable[0] = 1;
s.yards.divisionYard = yard as never;
s.yards.classificationYard = [{ type: 'coach', loaded: false }] as never;
s.clock.stage = 1;
s.clock.phase = 'newTrain';
return s;
};
it('reports the shortfall, with the cars, the waiting pile and why it will not come back', () => {
// A yard of pure freight: nothing the Crack Limited will take.
const s = readyToFill([
{ type: 'boxcar', loaded: true },
{ type: 'hopper', loaded: false },
]);
const { events } = advance(s);
const short = events.find((e) => e.type === 'makeUpShort');
assert.ok(short, 'a train that could be given nothing reported nothing');
assert.equal(short.type === 'makeUpShort' && short.placed, 0);
assert.ok(
short.type === 'makeUpShort' && short.missing.includes('coach'),
'the report did not name the category the yard could not supply',
);
assert.ok(
short.type === 'makeUpShort' && short.waiting === 1,
'the report did not count the cars waiting in the Classification Yard',
);
assert.ok(
short.type === 'makeUpShort' && short.divisionYardHolds === 2,
'the report did not say how far the Division Yard is from bare, which is what §2.2 turns on',
);
});
it('says nothing when the round can still be asked for a car', () => {
// The same train, with coaches available: the phase must STOP for them rather than report.
const s = readyToFill([
{ type: 'coach', loaded: true },
{ type: 'coach', loaded: true },
]);
const { events, needsInput } = advance(s);
assert.equal(needsInput, true, 'the phase should be waiting for a car to be placed');
assert.equal(
events.some((e) => e.type === 'makeUpShort'),
false,
'a train that can still be filled was reported short',
);
});
});
// ---------------------------------------------------------------------------
/**
* §8.2 and the Small Yard's nose sort, together — Jesse's ruling of 2026-09-17 was "any train may
* sort to the nose, and it is held if it cannot depart".
*
* The holding half already existed and needed no new code, which is worth pinning precisely because
* it is easy to assume otherwise: `badlyMadeUp` is deliberately DIRECTION-FREE, so a train with its
* whole consist ahead of the engine is a PUSHING train and fit to run. What §8.2 refuses is a
* broken-backed train — the engine buried among its own cars — and a caboose anywhere but the end
* away from the engine.
*/
describe('a train sorted to the nose is judged by §8.2, not by where the engine is', () => {
const tray = (consist: { type: string; loaded: boolean }[], engineAt: number) =>
({ consist, engineAt }) as unknown as CrewTray;
it('lets a pushing train run — the whole consist ahead of the engine is made up', () => {
const pushing = tray([{ type: 'caboose', loaded: true }, { type: 'boxcar', loaded: true }], 2);
assert.equal(
badlyMadeUp(pushing),
null,
'a pushing train was refused; §8.2 is enforced direction-free on purpose',
);
});
it('holds a train whose engine is buried among its own cars', () => {
const buried = tray(
[{ type: 'boxcar', loaded: true }, { type: 'hopper', loaded: true }, { type: 'caboose', loaded: true }],
1,
);
const why = badlyMadeUp(buried);
assert.ok(why !== null, 'a broken-backed train was allowed to leave the Office');
assert.match(why, /engine is buried/, `the hold did not say why: ${why}`);
});
it('holds a train whose caboose is not at the end away from the engine', () => {
// Exactly the arrangement asked for at the table: caboose second from the rear.
const wanted = tray(
[
{ type: 'hopper', loaded: true },
{ type: 'tank', loaded: false },
{ type: 'caboose', loaded: true },
{ type: 'boxcar', loaded: true },
],
0,
);
const why = badlyMadeUp(wanted);
assert.ok(why !== null, 'a train with its caboose mid-consist was allowed to leave');
assert.match(why, /caboose must be at the rear/, `the hold did not say why: ${why}`);
});
});
+92 -13
View File
@@ -159,6 +159,60 @@ describe('Local Operations: drawing (§6.2)', () => {
assert.notEqual(s.decks.departments[1]![0], target, 'refilled with the same card');
});
it('a PLAYED timetabled train never comes back, but a discarded one does — Gitea#23', () => {
/**
* Jesse's ruling, 2026-09-10: *"Once you've played a regularly scheduled train and it's in the
* salvage deck, that train is already on the timetable. It does not make sense to put that back
* into a reshuffled home deck to get played again. By contrast, a regularly scheduled train
* that's in a discard pile could potentially get reused later, and so should have that
* capability. Extras run one time and then they're done — if they are in the Salvage deck, they
* should get shuffled back in so that they could get run again."*
*
* So the test is WHERE the card is, not only what it is: the same card is spent in the Salvage
* Yard and still runnable in a Department. That is what this pins, because it is the kind of rule
* a later tidy-up would happily "simplify" into filtering by card kind everywhere.
*/
const s = game();
const kindOfCard = (id: string): string => s.cards.get(id)?.kind.kind ?? '?';
const pool = [...s.decks.homeOffice];
const trains = pool.filter((id) => kindOfCard(id) === 'timetabledTrain');
const extras = pool.filter((id) => kindOfCard(id) === 'extraTrain');
const others = pool.filter((id) => !['timetabledTrain', 'extraTrain'].includes(kindOfCard(id)));
assert.ok(trains.length >= 2 && extras.length >= 1 && others.length >= 5, 'the deal lacks the cards this needs');
const spentTrain = trains[0]!; // played: in the Salvage Yard, its slot taken
const discardedTrain = trains[1]!; // never played: sitting in a Department
const playedExtra = extras[0]!; // a single run, free to run again
s.decks.salvageYard = [spentTrain, playedExtra, ...others.slice(0, 3)];
s.decks.departments = [[discardedTrain], [others[3]!], [others[4]!]];
s.decks.homeOffice = [others[5]!];
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
const r = applyIntent(s, 0, { type: 'draw.fromHomeOffice' });
assert.ok(r.ok);
assert.ok(r.events.some((e) => e.type === 'deckReshuffled'), 'no reshuffle was emitted');
const recovered = new Set([...s.decks.homeOffice, ...s.decks.departments.flat()]);
const hands = new Set([...s.decks.hands.values()].flat());
// THE RULING, both halves.
assert.ok(!recovered.has(spentTrain), 'a played timetabled train was shuffled back in');
assert.ok(!hands.has(spentTrain), 'a played timetabled train was dealt back into a hand');
assert.ok(
s.decks.salvageYard.includes(spentTrain),
'a played timetabled train should stay in the Salvage Yard, not vanish',
);
assert.ok(
recovered.has(discardedTrain) || hands.has(discardedTrain),
'a DISCARDED timetabled train must come back — it was never played, so its slot is open',
);
assert.ok(
recovered.has(playedExtra) || hands.has(playedExtra),
'a played Extra must come back — an Extra is one run, not a standing slot',
);
});
it('reshuffles the Salvage Yard and Departments back in when the deck runs out', () => {
// §6.2 — "If drawing a card has depleted the Home Office deck, immediately collect all cards
// from the Salvage Yard and three Department decks, reshuffle, and reestablish the Home Office
@@ -182,7 +236,11 @@ describe('Local Operations: drawing (§6.2)', () => {
assert.ok(r.ok);
assert.ok(r.events.some((e) => e.type === 'deckReshuffled'), 'no reshuffle was emitted');
assert.equal(s.decks.salvageYard.length, 0, 'the Salvage Yard must be swept');
// Swept EXCEPT the trains whose slots are already on the timetable — see the ruling test below.
assert.ok(
s.decks.salvageYard.every((id) => s.cards.get(id)?.kind.kind === 'timetabledTrain'),
'the Salvage Yard must be swept apart from spent timetabled trains',
);
assert.ok(s.decks.homeOffice.length > 0, 'the deck must be re-established');
assert.ok(
s.decks.departments.every((p) => p.length === 1),
@@ -1303,6 +1361,10 @@ describe('the Limits bound the district, and the nine spots reach round a Facili
const under = district(s);
buildFacility(s, 'packingSheds', under);
const cardId = modifierOf(s, 'iceHouse');
// `district` leaves the host ON the sign's column, which since 2026-09-17 puts its three eastern
// spots outside the Limits. The question here is whether DIAGONALS are offered at all, so the
// sign goes out one more column and the host keeps all nine.
areaOf(s, 0).limitsEast = at(areaOf(s, 0).runningRow, under.col + 1);
const offered = legalActions(s, 0)
.filter((i) => i.type === 'card.play' && i.cardId === cardId && i.placement !== undefined)
@@ -1317,13 +1379,18 @@ describe('the Limits bound the district, and the nine spots reach round a Facili
assert.equal(check(s, 0, { type: 'card.play', cardId, placement: southEast }), null);
});
it('lets a Modifier hang outside the Limits, but never in the Running Track row', () => {
it('keeps a Modifier inside the Limits, and out of the Running Track row', () => {
/**
* Jesse's call, both halves. A Modifier is not track (§9), so a host standing at the limit keeps
* all nine of its spots — refusing the outer three would make the card unplayable exactly where
* the district ends. The Running Track ROW is the exception: inside the Limits that row is
* always full, so this bites only beyond the sign, and that is the ground the main grows onto —
* a Modifier parked there would block the player's own sign from moving outward (§2.1).
* Jesse's call, both halves — and the FIRST half reversed on 2026-09-17 after a Day 3 playtest
* put Transmission Lines at (-2,4) with the sign at column 3. It used to read the other way: a
* Modifier is not track (§9), so a host at the limit kept all nine of its spots, because
* refusing the outer three looked like it would make the card unplayable where the district
* ends. What decided it was the board — a card standing outside your own sign, in territory
* §8.1 and §10 reason about — and a count of what is actually lost: six of the nine spots
* survive, and the sign moves outward as the Running Track grows (§2.1, Gap 4a).
*
* The Running Track ROW stays barred for its own reason: it is the ground the main grows onto,
* and a Modifier parked there would block the player's own sign from moving outward.
*/
const s = game();
const under = district(s);
@@ -1332,9 +1399,16 @@ describe('the Limits bound the district, and the nine spots reach round a Facili
const area = areaOf(s, 0);
assert.equal(
check(s, 0, { type: 'card.play', cardId, placement: at(under.row, under.col + 1) }),
check(s, 0, { type: 'card.play', cardId, placement: at(under.row, area.limitsEast.col + 1) }),
'OUTSIDE_LIMITS',
'a Modifier was allowed to stand outside the district it belongs to',
);
// The spot inside the sign, beside the same host, is the one a player actually has — free,
// adjacent, and on the sign's own column, which `withinLimits` includes.
assert.equal(
check(s, 0, { type: 'card.play', cardId, placement: at(under.row - 1, under.col) }),
null,
'a Modifier beside a host at the limit was refused the spot outside it',
'a Modifier was refused a free, connected spot inside the Limits',
);
assert.equal(
check(s, 0, { type: 'card.play', cardId, placement: at(area.runningRow, under.col + 1) }),
@@ -1367,6 +1441,11 @@ describe("a Modifier grants only what its host's flow can use", () => {
const area = areaOf(s, 0);
const at = { row: -1, col: 4 };
area.grid.set(coordKey(at), withFacility(kind, out, into) as never);
// This test is about what a Modifier GRANTS, not about where it may stand, and it arranges a
// host well east of the opening sign. Modifiers have been bounded by the Limits since
// 2026-09-17, so the district has to reach the square the fixture uses or every case here would
// fail as OUTSIDE_LIMITS and prove nothing about flow.
area.limitsEast = { row: area.runningRow, col: at.col + 2 };
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
const card = [...s.cards.entries()].find(
@@ -1679,7 +1758,7 @@ describe('the Crew Tray is a train, and must be made up to leave (§8.2, Appendi
const build = (toNose: boolean): string[] => {
const s = game();
const id = placeTray(s, at(0, 0), [car('boxcar')] as never);
reduce(s, { type: 'carsCoupled', trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose });
reduce(s, { type: 'carsCoupled', player: 0, trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose });
return s.trays.get(id)!.consist.map((c) => c.type);
};
assert.deepEqual(build(true), ['hopper', 'boxcar'], 'running forward takes cars on the nose');
@@ -1694,11 +1773,11 @@ describe('the Crew Tray is a train, and must be made up to leave (§8.2, Appendi
const tray = s.trays.get(id)!;
tray.engineAt = 0;
reduce(s, { type: 'carsCoupled', trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose: true });
reduce(s, { type: 'carsCoupled', player: 0, trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose: true });
assert.equal(tray.engineAt, 1, 'the engine should now have a car ahead of it');
assert.deepEqual(tray.consist.map((c) => c.type), ['hopper', 'boxcar']);
reduce(s, { type: 'carsDropped', trayId: id, at: at(0, 0), stock: [car('hopper')] as never, fromNose: true });
reduce(s, { type: 'carsDropped', player: 0, trayId: id, at: at(0, 0), stock: [car('hopper')] as never, fromNose: true });
assert.equal(tray.engineAt, 0, 'setting out the nose cars puts the engine back in front');
assert.deepEqual(tray.consist.map((c) => c.type), ['boxcar']);
});
@@ -1823,7 +1902,7 @@ describe('the engine is drawn pointing east or west, whatever track it is standi
* So `facing` stays a PORT (movement needs one) and `railFacingOf` is what the board draws.
*/
const moved = (id: string, facing: 'n' | 's' | 'e' | 'w') =>
({ type: 'trayMoved', trayId: id, from: at(0, 0), to: at(0, 0), movesRemaining: 3, facing }) as const;
({ type: 'trayMoved', player: 0, trayId: id, from: at(0, 0), to: at(0, 0), movesRemaining: 3, movesAllowed: 6, facing }) as const;
it('carries the east-west sense across north-south track', () => {
const s = game();
+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/);
});
});
+161
View File
@@ -12,6 +12,9 @@ import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
import { legalActions } from '../src/engine/legal.ts';
import { describeIntent } from '../src/sim/view.ts';
import { badlyMadeUp } from '../src/engine/advance.ts';
import { createGame } from '../src/engine/setup.ts';
import type { CrewTray, GameConfig, GameState, GridCoord, RollingStock, TrackArc, TrackCard } from '../src/engine/state.ts';
import { carsOn, coordKey, turnOf } from '../src/engine/state.ts';
@@ -461,3 +464,161 @@ describe('a 45° leg is part of the west-to-east row, not outside it (Gitea#17)'
assert.deepEqual(standingAt(s, at(1, 0)), [], 'the cars should have come off the card');
});
});
// ---------------------------------------------------------------------------
/**
* The Small Yard's re-order menu, reported from Day 3 of the 2026-09-17 playtest.
*
* Jesse had train 10 on his Small Yard — nose first, `[loaded boxcar, loaded hopper, empty tank,
* caboose]` — wanted the boxcar on the tail, and could not tell which button did it: every option
* read `re-order consist [1,2,3,0]`, the engine's own array indices offered to a person. The move he
* wanted was the FIRST of the five. One of the other four re-ordered nothing at all and would still
* have spent one of his six Moves.
*/
describe('the Small Yard says what each re-order would build', () => {
const smallYard = (standing: RollingStock[] = []): TrackCard => ({
...straight(standing),
enhancements: ['smallYard'],
});
/** Train 10's consist as it actually stood, on a card carrying a Small Yard. */
const onTheYard = (): { s: GameState; trayId: string } => {
const s = game();
row(s, 3);
addCard(s, at(1, 1), smallYard());
const trayId = placeTray(s, at(1, 1), [car('boxcar', true), car('hopper', true), car('tank'), car('caboose', true)], 'e');
switching(s);
return { s, trayId };
};
it('never offers a sort that changes nothing', () => {
/**
* THE PAIR IS WHAT COUNTS, since the engine position became part of a sort (2026-09-17). The
* identity car order is now a perfectly good option when it moves the ENGINE — that is the whole
* of the separate engine control — so what must never be offered is the pair that reproduces the
* train already standing there, and no pair may appear twice.
*/
const { s, trayId } = onTheYard();
const tray = s.trays.get(trayId)!;
const offered = legalActions(s, 0)
.filter((i) => i.type === 'switch.sortConsist')
.map((i) => {
const sort = i as { order: number[]; engineAt?: number };
return `${sort.order.join(',')}|${sort.engineAt ?? 0}`;
});
assert.ok(offered.length > 0, 'no sort was offered at all, so this proved nothing');
const unchanged = `${[...tray.consist.keys()].join(',')}|${tray.engineAt}`;
assert.ok(
!offered.includes(unchanged),
'the menu offered the train as it already stands — a Move spent to change nothing',
);
assert.equal(new Set(offered).size, offered.length, 'the menu offered the same sort twice');
});
it('offers the engine every position, including ahead of its own cars', () => {
// Jesse's ruling, 2026-09-17, following `implications.md` against the v0.4.5 card text: a train
// in a Small Yard "may sort itself into any order, INCLUDING cars ahead of the engine".
const { s, trayId } = onTheYard();
const n = s.trays.get(trayId)!.consist.length;
const positions = legalActions(s, 0)
.filter((i) => i.type === 'switch.sortConsist')
.map((i) => (i as { engineAt?: number }).engineAt ?? 0);
for (let k = 1; k <= n; k++) {
assert.ok(positions.includes(k), `the engine was never offered position ${k} of ${n}`);
}
});
it('always offers a made-up order to a train that is not in one', () => {
/**
* Jesse, 2026-09-17: "trains with a caboose have to offer the caboose at the back… sorting all
* the cars back in, ready to leave the station."
*
* A train with its caboose mid-consist is one §8.2 will not let out of the Office, so at least
* one offer has to put it right. It comes out of the ordinary curated set — "bring car k to the
* tail" is enumerated for every car, and the caboose is one of them.
*/
const s = game();
row(s, 3);
addCard(s, at(1, 1), smallYard());
const trayId = placeTray(s, at(1, 1), [car('boxcar', true), car('caboose', true), car('hopper', true)], 'e');
const tray = s.trays.get(trayId)!;
tray.trainNumber = 10;
switching(s);
const fit = legalActions(s, 0)
.filter((i) => i.type === 'switch.sortConsist')
.filter((i) => {
const sort = i as { order: number[]; engineAt?: number };
const after = sort.order.map((n) => tray.consist[n]!);
return badlyMadeUp({ ...tray, consist: after, engineAt: sort.engineAt ?? 0 }) === null;
});
assert.ok(
fit.length > 0,
'a train that cannot leave the Office was offered no sort that would make it up',
);
// And the one that does it says so on the button, rather than leaving it to be discovered.
assert.ok(
fit.some((i) => describeIntent(s, i).includes('MADE UP, ready to leave')),
'the sort that makes the train up does not say so',
);
});
it('lays the train out west to east, with the engine where it will be', () => {
/**
* "You specify above that the order is front to back, but on the screen, if it's eastbound or
* westbound, it may look different" — Jesse, 2026-09-17.
*
* `board-svg.ts` draws the crew strip west on the left, reversing a consist for an east-facing
* train so its nose lands at the east end. The button has to read the same way or it describes a
* different train from the one on the board.
*/
const s = game();
row(s, 3);
addCard(s, at(1, 1), smallYard());
// Engine points WEST: the consist is stored nose first, so west to east reads engine first.
const west = placeTray(s, at(1, 1), [car('boxcar', true), car('hopper', true)], 'w');
switching(s);
const westLabel = legalActions(s, 0)
.filter((i) => i.type === 'switch.sortConsist')
.map((i) => describeIntent(s, i))
.find((l) => l.startsWith('re-order'));
assert.ok(westLabel, 'no re-order was offered for the west-facing train');
assert.match(westLabel, /west to east: ◀ ENGINE · /, `a west-facing engine was not drawn leading: ${westLabel}`);
// The same train pointing EAST puts the engine at the far end of the same sentence.
s.trays.get(west)!.railFacing = 'e';
s.trays.get(west)!.facing = 'e';
const eastLabel = legalActions(s, 0)
.filter((i) => i.type === 'switch.sortConsist')
.map((i) => describeIntent(s, i))
.find((l) => l.startsWith('re-order'));
assert.ok(eastLabel, 'no re-order was offered for the east-facing train');
assert.match(eastLabel, / · ENGINE ▶($| ·)/, `an east-facing engine was not drawn at the east end: ${eastLabel}`);
});
it('labels each option with the train it would make, not with array indices', () => {
const { s } = onTheYard();
const labels = legalActions(s, 0)
.filter((i) => i.type === 'switch.sortConsist')
.map((i) => describeIntent(s, i));
assert.ok(
labels.every((l) => !/\[\d(,\d)*\]/.test(l)),
`a re-order option still reads as a permutation: ${labels.find((l) => /\[\d(,\d)*\]/.test(l))}`,
);
/**
* The one Jesse wanted, written the way the board draws it: this crew faces EAST, so the strip
* runs west to east and the engine sits at the east end with the boxcar now furthest west.
*/
assert.ok(
labels.includes('re-order — west to east: loaded boxcar · caboose · empty tank · loaded hopper · ENGINE ▶'),
`the move that puts the boxcar on the tail was not offered in words — got: ${labels.join(' | ')}`,
);
// And the engine's own positions read as what they do, not as an index.
assert.ok(
labels.some((l) => l.startsWith('put the whole consist ahead of the engine —')),
`the shoving sort was not offered in words — got: ${labels.join(' | ')}`,
);
});
});
+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',
);
});
});
+18
View File
@@ -47,6 +47,12 @@ const KNOWN_UNREDUCED = [
'clearanceRequested',
'dispatchBonusUsed',
'expediteFault',
/**
* The New Train Phase's report that it could give a train nothing (playtest, 2026-09-16, the
* Sparrow running empty). Emitted by the phase driver after the make-up round has nothing left to
* offer, so it describes rather than reduces, like every entry on this list.
*/
'makeUpShort',
'phaseBegan',
/**
* §Q, Red Flags (Gitea#19). The flag comes down inside the phase driver as it stops a train, so
@@ -61,6 +67,18 @@ const KNOWN_UNREDUCED = [
// the pattern every entry on this list follows.
'seatsRotated',
'stageBegan',
/**
* §5's Fedora handover, emitted by `shiftChange` on the same mutate-then-describe path as its
* neighbours here: the clock moves the Superintendent and then says so. Added 2026-09-16 because
* riding on `actorChanged` meant the log dropped it as turn bookkeeping.
*/
'superintendentChanged',
/**
* The line that closes a switching turn. Emitted by `switch.end` beside the `phaseEnded` that
* actually ends the turn, and reduces to nothing itself: it reports what the Moves were spent on
* and where the crew was left, both of which the state already holds.
*/
'switchingEnded',
'trainArrived',
'trainCompleted',
'trainDiverted',
+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', () => {
+2 -1
View File
@@ -24,12 +24,13 @@ import { impediments, narrate } from '../src/sim/narrate.ts';
import { readFileSync, readdirSync } from 'node:fs';
import { join } from 'node:path';
import { actionMenu } from '../src/web/game.ts';
import { newCollector } from '../src/sim/display-step.ts';
import type { Game } from '../src/web/game.ts';
/** The thin wrapper `actionMenu` expects, built directly around an already-created multi-player state
* — `newGame` (game.ts) hardcodes one player, so it cannot construct this for a multi-seat game. */
const wrap = (s: GameState): Game =>
({ state: s, seed: s.seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null });
({ state: s, seed: s.seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null, display: newCollector() });
const competitive: GameConfig = {
mode: 'competitive',
+244
View File
@@ -0,0 +1,244 @@
/**
* DWELL BY KIND — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 § 5.
*
* The classification is exhaustive over `Intent['type']` at COMPILE time: `kindOf` declares a
* `StepKind` return and has no `default`, so a new intent breaks the build rather than landing
* silently in a fallback tier. These tests add the part the compiler cannot do — they read the
* intent union out of the source, so the guard survives someone later adding a `default:` that
* would swallow the very thing the exhaustiveness was protecting.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { dirname, join } from 'node:path';
import { fileURLToPath } from 'node:url';
import { DWELL, MAX_PACE, PACE_LEVELS, dwellFor, dwellForStep, kindOf, watchableCount } from '../src/sim/pacing.ts';
import type { StepKind } from '../src/sim/pacing.ts';
import type { Intent } from '../src/engine/intents.ts';
const root = join(dirname(fileURLToPath(import.meta.url)), '..');
/** Every `type: '…'` literal in the Intent union, read from the source rather than hand-listed. */
function declaredIntents(): string[] {
const src = readFileSync(join(root, 'src/engine/intents.ts'), 'utf8');
return [...new Set([...src.matchAll(/type: '([a-zA-Z.]+)'/g)].map((m) => m[1]!))].sort();
}
const KINDS: StepKind[] = ['switching', 'action', 'phase', 'bookkeeping'];
describe('pacing — dwell by kind', () => {
it('classifies every intent the engine declares', () => {
const declared = declaredIntents();
assert.ok(declared.length > 25, `only found ${declared.length} intents — the parse is wrong`);
for (const intent of declared) {
const kind = kindOf(intent as Intent['type']);
assert.ok(
KINDS.includes(kind),
`${intent} classified as "${kind}", which is not a StepKind — a default case has crept in`,
);
}
});
it('protects switching and collapses bookkeeping', () => {
// The two ends of the measured argument: a switching move is the thing worth watching, and
// `*.end` bookkeeping is over half of a real game's intents.
assert.equal(kindOf('switch.move'), 'switching');
assert.equal(kindOf('switch.dropCars'), 'switching');
assert.equal(kindOf('switch.sortConsist'), 'switching');
assert.equal(kindOf('draw.end'), 'bookkeeping');
assert.equal(kindOf('loadUnload.end'), 'bookkeeping');
assert.equal(kindOf('switch.end'), 'bookkeeping');
/**
* `localOps.choose` IS AN ANNOUNCEMENT, not bookkeeping — moved 2026-09-09 after the first real
* play on the test server. It is the line reading "Player Bot 1 chose to SWITCH", the heading for
* everything that follows, and at zero dwell a bot's turn began with no sign of what it was about
* to do.
*/
assert.equal(kindOf('localOps.choose'), 'action');
assert.ok(DWELL.switching > DWELL.action, 'switching must outrank an ordinary action');
assert.equal(DWELL.bookkeeping, 0, 'bookkeeping must cost the player no time at all');
});
it('starts switching at a full second, per the 2026-09-09 decision', () => {
// Jesse: "start at 1s and tune down". Pinned so a later tune is a deliberate edit rather than
// a drift, and so the number in the plan and the number in the code cannot disagree.
assert.equal(DWELL.switching, 1000);
assert.equal(dwellFor('switch.move'), 1000);
});
it('supports multipliers above 1, and keeps the tiers in proportion at every speed', () => {
/**
* Jesse, 2026-09-09, after the first play: keep switching and ordinary actions at DIFFERENT
* delays, and support 2.0 and 3.0 as well as 1.5. So this pins both halves — that the larger
* multipliers work at all, and that scaling never flattens the tiers into each other, since the
* relative weighting is the design and the multiplier is only how fast it runs.
*/
for (const pace of [0.5, 1, 1.5, 2, 3]) {
assert.equal(dwellFor('switch.move', pace), Math.round(DWELL.switching * pace));
assert.equal(dwellFor('card.play', pace), Math.round(DWELL.action * pace));
assert.ok(
dwellFor('switch.move', pace) > dwellFor('card.play', pace),
`at ${pace}x a switching move no longer outlasts an ordinary action`,
);
assert.equal(dwellFor('draw.end', pace), 0, 'bookkeeping stays free at every speed');
}
// A whole switching exercise at 3x is slow on purpose, and still not absurd.
assert.equal(dwellFor('switch.move', 3) * 6, 18_000);
// And a typo cannot freeze the board: ?pace=300 from somebody meaning 3.00.
assert.equal(dwellFor('switch.move', 300), DWELL.switching * MAX_PACE);
assert.equal(dwellFor('switch.move', MAX_PACE + 5), dwellFor('switch.move', MAX_PACE));
});
it('scales with the viewer\'s pace, and 0 turns it off', () => {
assert.equal(dwellFor('switch.move', 1), 1000);
assert.equal(dwellFor('switch.move', 0.5), 500);
assert.equal(dwellFor('switch.move', 2), 2000);
// TODO #18's "a player who has seen it a hundred times will want it off" — no second mechanism.
for (const intent of declaredIntents()) {
assert.equal(dwellFor(intent as Intent['type'], 0), 0, `${intent} still dwells at pace 0`);
}
// A negative pace is a corrupt preference, not a request to run time backwards.
assert.equal(dwellFor('switch.move', -3), 0);
});
it('counts only the steps a player will actually watch', () => {
/**
* The counter's whole point. A backlog of 17 where 12 are bookkeeping must read "5", not "17"
* followed by an instant plummet to 5 — the countdown is meant to be steady enough to decide
* whether to press Skip.
*/
const queue: Intent['type'][] = [
...Array<Intent['type']>(12).fill('draw.end'),
...Array<Intent['type']>(5).fill('switch.move'),
];
assert.equal(queue.length, 17);
assert.equal(watchableCount(queue), 5);
assert.equal(watchableCount(queue, 0), 0, 'with animation off, nothing is behind');
});
it('offers speeds a player actually reached for, and none the code would clamp', () => {
/**
* Jesse played a whole game believing he was at 7× and was in fact at 1×: `?pace=` shipped as the
* only lever, and `index.html`'s doors are `play.html?lobby` / `play.html?solitaire`, so arriving
* from the splash REPLACES the query string. Hence a real control on the play screen, and hence
* this ladder — which must reach the speeds people ask for and must not offer one that
* `dwellFor` would silently clamp.
*/
assert.equal(PACE_LEVELS[0], 0, 'off must be the first rung — #18 wants it turned off');
assert.ok(PACE_LEVELS.includes(1), 'the default must be on the ladder');
assert.ok(PACE_LEVELS.includes(7), '7x was asked for by name');
/**
* The ceiling is not theoretical. Jesse played at 10× — the top of the ladder as it then was —
* and called it "still a bit fast, but followable", so the ladder has to go past the speed
* somebody actually reached for and found insufficient.
*/
assert.ok(PACE_LEVELS.some((p) => p > 10), 'the ladder must go beyond the speed that was too fast');
for (const p of PACE_LEVELS) {
assert.ok(p <= MAX_PACE, `${p}x is past MAX_PACE, so the control would lie about it`);
assert.equal(dwellFor('switch.move', p), Math.round(DWELL.switching * p));
}
// Strictly increasing, so stepping the control always changes the speed.
for (let i = 1; i < PACE_LEVELS.length; i++) {
assert.ok(PACE_LEVELS[i]! > PACE_LEVELS[i - 1]!, 'the ladder must be strictly increasing');
}
// The slowest rung has to be slow enough to be worth having: six switching moves at the top of
// the ladder is a full minute, which is the "watch them struggle" case.
const slowest = dwellFor('switch.move', PACE_LEVELS[PACE_LEVELS.length - 1]!) * 6;
assert.ok(slowest >= 60_000, `the slowest a switching turn can be watched is ${slowest}ms`);
});
it('a silent step beats only when the clock turns over — TODO #18', () => {
/**
* Both obvious rules were wrong, so both are pinned. "No narration, no dwell" flashed past
* phases that moved trains without saying so, killing the very thing #18 asks for. "Anything
* that changed the board" beat on every turn hand-off — `submit()` steps `advance()` about 4.6
* times per intent — which came to a quarter of an hour a game.
*/
const silent = { cause: 'phase' as const, player: null, lines: [] as string[] };
assert.equal(dwellForStep({ ...silent, frame: { table: { actor: 2 } } }), 0, 'a turn hand-off shows nothing');
assert.equal(dwellForStep({ ...silent, frame: { table: {} } }), 0, 'a step that changed nothing shows nothing');
assert.equal(dwellForStep({ ...silent, frame: { table: { phase: 'mainline' } } }), DWELL.phase);
assert.equal(dwellForStep({ ...silent, frame: { table: { stage: 4 } } }), DWELL.phase);
// Narration always earns the dwell of whatever caused it, clock or no clock.
assert.equal(
dwellForStep({ cause: 'switch.move', player: 1, lines: ['moved'], frame: { table: {} } }),
DWELL.switching,
);
});
it('the speed control stretches the clock at a THIRD of the rate it stretches people', () => {
/**
* Two complaints, one from each direction, and the answer is between them.
*
* v0.8.0.3, from a 5× game: *"after my turn … I'm still subject to that same delay before it
* moves on. That makes no sense."* — phases were scaling with everything else and walling off a
* player's own turn. So they were pinned at their tabled beat.
*
* v0.8.0.7, from a 10× game: *"phases displayed on the upper line go by too quickly still.
* Should be 4 times as long — at a guess."* — pinned was too short to read the caption.
*
* Damped scaling satisfies both: 1× unchanged, 10× lands exactly on the four-times guess, and
* the cost stays bounded because phase beats cluster rather than accumulate.
*/
const phase = { cause: 'phase' as const, player: null, lines: ['New Train'], frame: { table: { phase: 'newTrain' } } };
const theirs = { cause: 'switch.move' as const, player: 1, lines: ['moved'], frame: { table: {} } };
assert.equal(dwellForStep(phase, 1), DWELL.phase, '1x must be exactly the tabled beat');
assert.equal(dwellForStep(phase, 10), DWELL.phase * 4, '10x must be four times it, as asked for');
for (const pace of [2, 3, 5, 7, 10, 15, 20]) {
const p = dwellForStep(phase, pace);
const t = dwellForStep(theirs, pace);
assert.ok(p > DWELL.phase, `a phase must grow at ${pace}x`);
assert.ok(
p < DWELL.phase * pace,
`a phase must grow SLOWER than the multiplier at ${pace}x, or the clock walls off the turn`,
);
assert.ok(t > p, `somebody's move must still outlast a phase beat at ${pace}x`);
}
// Off still means off, for the clock as much as for anybody's move; and below 1x the clock
// follows the multiplier straight, because "faster" should mean everything.
assert.equal(dwellForStep(phase, 0), 0);
assert.equal(dwellForStep(theirs, 0), 0);
assert.equal(dwellForStep(phase, 0.5), DWELL.phase * 0.5);
});
it('a real switching turn is watchable in a few seconds, not tens of them', () => {
// Six moves is the engine's cap per crew ("N of 6 Moves left"), so this is the worst ordinary
// case for one crew: the announcement, six moves, and an end that shows nothing.
const turn: Intent['type'][] = [
'localOps.choose',
...Array<Intent['type']>(6).fill('switch.move'),
'switch.end',
];
const total = turn.reduce((ms, i) => ms + dwellFor(i), 0);
assert.equal(total, DWELL.action + 6 * DWELL.switching);
assert.ok(total > 5_000 && total < 10_000, `a switching turn takes ${total}ms to watch`);
assert.equal(watchableCount(turn), 7, 'the six moves and the announcement; not the end');
});
it("a bot's ordinary turn is followable, which is what the first real play was not", () => {
/**
* MEASURED FROM A REAL GAME, then pinned. Jesse, after installing v0.8.0 on the test server:
* *"bot play was way too fast. I briefly saw that it was the bot's office area then their turn
* was done."* This is the shape that turn actually had — no switching in it at all, because
* switching is not legal until there is track down — and under the original values it came to
* 750ms for the whole thing.
*/
const turn: Intent['type'][] = [
'localOps.choose',
'draw.fromHomeOffice',
'card.play',
'draw.end',
'localOps.choose',
'freightAgent.stockOutbound',
];
const total = turn.reduce((ms, i) => ms + dwellFor(i), 0);
assert.ok(total >= 3_000, `an ordinary bot turn is only ${total}ms — too fast to follow`);
assert.equal(watchableCount(turn), 5, 'only the turn-ending bookkeeping is free');
});
});
+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', () => {
+294
View File
@@ -0,0 +1,294 @@
/**
* THE SEATLESS PUBLIC DELTA — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 § 3.
*
* The property that matters is RECONSTRUCTION: a receiver that started from one full frame and
* merged every delta since must hold exactly what a fresh `publicSnapshot()` would give it. A delta
* scheme that is merely smaller is worthless if the two sides drift, and the drift would show up as
* a board that is subtly wrong rather than as an error.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { pump } from '../src/engine/advance.ts';
import { createGame } from '../src/engine/setup.ts';
import { legalActions } from '../src/engine/legal.ts';
import type { GameConfig, GameState, PlayerIndex } from '../src/engine/state.ts';
import { applyIntent } from '../src/engine/apply.ts';
import { currentActorOfState, publicSnapshot } from '../src/sim/view.ts';
import type { PublicFrame } from '../src/sim/view.ts';
import { applyPublicDelta, changedPiles, deltaPublicFrame } from '../src/sim/public-delta.ts';
const config: GameConfig = {
mode: 'competitive',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
function newState(seed: number, players = 3, rotation = false): GameState {
const s = createGame({
id: `delta-${seed}`,
seed,
config: rotation
? { ...config, optionalRules: { ...config.optionalRules, employeeRotation: true } }
: config,
playerNames: Array.from({ length: players }, (_, i) => `p${i}`),
});
pump(s);
return s;
}
/** Plays one legal action, preferring a switch move so districts actually change between frames. */
function step(s: GameState, actor: PlayerIndex): boolean {
const options = legalActions(s, actor);
if (options.length === 0) return false;
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
const chosen = move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!;
const r = applyIntent(s, actor, chosen);
if (!r.ok) return false;
pump(s);
return true;
}
describe('public frame delta', () => {
it('reconstructs exactly what a fresh projection produces, over a long chain', () => {
for (const seed of [1917398, 4242]) {
const s = newState(seed);
let sent: PublicFrame | null = null;
let held: PublicFrame | null = null;
let steps = 0;
for (let i = 0; i < 300; i++) {
const actor = currentActorOfState(s);
if (actor === null) break;
if (!step(s, actor)) break;
const next = publicSnapshot(s);
const delta = deltaPublicFrame(sent, next);
held = applyPublicDelta(held, delta);
sent = next;
steps++;
assert.deepEqual(
held,
next,
`merged frame drifted from a fresh projection at step ${steps} (seed ${seed})`,
);
}
assert.ok(steps > 20, `only ${steps} steps for seed ${seed} — the chain proved little`);
}
});
it('sends a district board only when that district changed', () => {
const s = newState(1917398);
const first = publicSnapshot(s);
// Nothing has moved, so a delta against an identical frame must null every board.
const idle = deltaPublicFrame(first, publicSnapshot(s));
assert.equal(idle.division, null, 'the Division was unchanged and must not be resent');
assert.equal(idle.districts.length, 0, 'an unchanged district must be omitted, not sent as nulls');
assert.deepEqual(idle.table, {}, 'an unchanged table must send no fields at all');
// Now move one player. Only that seat's board may be sent — this is the whole point of keying
// the delta by seat rather than comparing `districts` as one array.
let moved: PublicIndexed | null = null;
for (let i = 0; i < 200 && moved === null; i++) {
const actor = currentActorOfState(s);
if (actor === null) break;
const before = publicSnapshot(s);
if (!step(s, actor)) break;
const after = publicSnapshot(s);
const changed = after.districts.filter(
(d) => JSON.stringify(d.cells) !== JSON.stringify(before.districts.find((b) => b.seat === d.seat)?.cells),
);
if (changed.length === 1) moved = { seat: changed[0]!.seat, before, after };
}
assert.ok(moved !== null, 'no single-district change occurred, so this test proved nothing');
const delta = deltaPublicFrame(moved.before, moved.after);
assert.equal(delta.districts.length, 1, 'only the district that changed may be sent');
assert.equal(delta.districts[0]!.seat, moved.seat);
assert.notEqual(delta.districts[0]!.cells, null, 'the district that changed must carry its board');
});
it('a step that changes one field sends one field — the reason this is a partial', () => {
/**
* MEASURED, not assumed. The first version spread the whole frame and nulled only the boards, so
* a step whose sole change was whose turn it is still shipped all 35 top-level properties. Once
* TODO #18 gave automatic phases their own steps, most steps became exactly that, and a full game
* cost 19.4 MB of which 16.7 MB was those. This is the guard against that returning.
*/
const s = newState(1917398);
const before = publicSnapshot(s);
const full = JSON.stringify(deltaPublicFrame(null, before)).length;
// Hand the turn on without touching a board, which is what an automatic phase mostly does.
const after = { ...before, actor: ((before.actor ?? 0) + 1) as PlayerIndex };
const delta = deltaPublicFrame(before, after);
assert.deepEqual(Object.keys(delta.table), ['actor'], 'only the field that changed may be sent');
assert.equal(delta.districts.length, 0);
assert.equal(delta.division, null);
const size = JSON.stringify(delta).length;
assert.ok(size < 120, `a one-field delta serialised to ${size} bytes`);
assert.ok(size * 100 < full, `a one-field delta (${size}B) is not much smaller than a full frame (${full}B)`);
});
it('always carries seat, player and name, so Employee Rotation cannot be missed', () => {
// Rotation moves players between districts, so the seat→player pairing is itself news. Those
// fields are small and are never nulled; the boards they label are what the delta saves.
const s = newState(777, 3, true);
const a = publicSnapshot(s);
// A full frame carries every district, each labelled — that is what a receiver matches on later.
const full = deltaPublicFrame(null, a);
assert.equal(full.districts.length, a.districts.length);
for (const d of full.districts) {
assert.equal(typeof d.seat, 'number');
assert.equal(typeof d.player, 'number');
assert.ok(typeof d.name === 'string' && d.name.length > 0, 'every district must stay labelled');
}
// And a district sent at all always carries its labels, even when only its board moved: rotation
// makes the seat→player pairing news in its own right.
const rotated = { ...a, districts: a.districts.map((d, i) => (i === 0 ? { ...d, player: ((d.player + 1) % 3) as PlayerIndex } : d)) };
const delta = deltaPublicFrame(a, rotated);
assert.equal(delta.districts.length, 1, 'a relabelled district must be sent even with no board change');
assert.equal(typeof delta.districts[0]!.player, 'number');
});
it('a first frame is sent whole', () => {
const s = newState(4242);
const full = deltaPublicFrame(null, publicSnapshot(s));
assert.notEqual(full.division, null);
for (const d of full.districts) {
assert.notEqual(d.cells, null, `seat ${d.seat} must be sent in full on a first frame`);
assert.notEqual(d.facilities, null);
}
// And it merges with no previous frame at all.
assert.deepEqual(applyPublicDelta(null, full), publicSnapshot(s));
});
it('refuses to merge an "unchanged" board it has nothing to merge onto', () => {
// A sender whose bookkeeping has drifted would otherwise hand a player a blank district.
const s = newState(4242);
const a = publicSnapshot(s);
const unchanged = deltaPublicFrame(a, publicSnapshot(s));
assert.throws(() => applyPublicDelta(null, unchanged), /no previous frame to merge onto/);
});
});
type PublicIndexed = { seat: number; before: PublicFrame; after: PublicFrame };
describe('which piles a step moved', () => {
/**
* MEASURED FROM REAL PLAY, then pinned. The table in `changedPiles` claims what each action moves,
* and a claim in a comment is worth nothing unless something checks it — so this drives real games
* and asserts the mapping holds, action by action.
*/
it('maps each action to the piles it actually touches', () => {
const seen = new Map<string, Set<string>>();
/**
* TWO PASSES, because a single driver cannot reach every case. Left to itself the bot almost
* never takes a Department card, and a driver that prefers one then never draws from the deck —
* so each preference is played out separately and the assertions below require BOTH to have
* been observed rather than passing on whichever happened to occur.
*/
for (const prefer of ['draw.fromDepartment', 'draw.fromHomeOffice'] as const) {
for (const seed of [1917398, 191056, 4242]) {
const s = newState(seed);
for (let i = 0; i < 400; i++) {
const actor = currentActorOfState(s);
if (actor === null) break;
const options = legalActions(s, actor);
if (options.length === 0) break;
const chosen =
options.find((o) => o.type === prefer) ??
options.find((o) => o.type === 'card.discard') ??
options[i % options.length]!;
const before = publicSnapshot(s);
const r = applyIntent(s, actor, chosen);
if (!r.ok) break;
pump(s);
const piles = changedPiles(before, publicSnapshot(s)).map((p) => p.replace(/dept\d/, 'dept'));
if (!seen.has(chosen.type)) seen.set(chosen.type, new Set());
for (const p of piles) seen.get(chosen.type)!.add(p);
if (piles.length === 0) seen.get(chosen.type)!.add('(none)');
}
}
}
const of = (t: string): Set<string> => seen.get(t) ?? new Set();
// NOT VACUOUS: the four cases the mapping is actually about must all have happened.
for (const needed of ['draw.fromHomeOffice', 'draw.fromDepartment', 'card.discard', 'card.play']) {
assert.ok(of(needed).size > 0, `${needed} never occurred, so its rule proved nothing`);
}
// A HOME OFFICE DRAW MOVES THE COUNT AND NOTHING ELSE ON A PILE. The card is private; the deck
// getting shorter is not, and it is the only thing a watcher can be shown.
assert.deepEqual([...of('draw.fromHomeOffice')].sort(), ['home']);
// A DEPARTMENT DRAW touches that Department, and sometimes the deck too — the pile refills from
// it. Both are public, so both may light.
for (const p of of('draw.fromDepartment')) {
assert.ok(p === 'dept' || p === 'home', `a Department draw moved "${p}"`);
}
assert.ok(of('draw.fromDepartment').has('dept'), 'a Department draw must light its Department');
// A DISCARD lands face up on a Department, and which one is public.
assert.deepEqual([...of('card.discard')].sort(), ['dept']);
// A PLAYED CARD that does not stay on the board lands face up in the Salvage Yard.
assert.ok(of('card.play').has('salvage'), 'a played card must be able to light the Salvage Yard');
// ENDING A PHASE moves no card anywhere, so nothing should light for it.
for (const quiet of ['draw.end', 'loadUnload.end', 'switch.end', 'localOps.choose']) {
if (of(quiet).size > 0) assert.deepEqual([...of(quiet)], ['(none)'], `${quiet} lit a pile`);
}
});
it('lights nothing without a previous frame to compare against', () => {
// A reset has nothing to have watched arriving, so nothing on it is lit.
const s = newState(4242);
assert.deepEqual(changedPiles(null, publicSnapshot(s)), []);
});
});
describe('a Mainline card that changed under the players (Gitea#28)', () => {
it('names the node a Realignment converted, and nothing else', async () => {
const { changedDivisionCards } = await import('../src/sim/public-delta.ts');
const { REALIGNMENTS } = await import('../src/engine/content.ts');
const s = newState(4242);
const before = publicSnapshot(s);
// Realignment converts a card to another kind (`content.ts`'s table). Applied to the state directly:
// what is being tested is the DETECTOR, not the play that reaches it — which needs the card in hand,
// the draw option taken and no train on the card.
const at = s.division.nodes.findIndex((n) => n.kind === 'mainline' && REALIGNMENTS.some((r) => r.from === n.card));
assert.ok(at >= 0, 'no Mainline card in this Division can be realigned at all');
const node = s.division.nodes[at];
assert.equal(node?.kind, 'mainline');
if (node?.kind === 'mainline') {
node.card = REALIGNMENTS.find((r) => r.from === node.card)!.to;
}
const after = publicSnapshot(s);
assert.deepEqual(changedDivisionCards(before, after), [at], 'the realigned card was not the one reported');
assert.deepEqual(changedDivisionCards(after, after), [], 'an unchanged Division reported a change');
assert.deepEqual(changedDivisionCards(null, after), [], 'a first board has nothing to compare against');
});
it('says nothing when only the trains on a card moved', async () => {
const { changedDivisionCards } = await import('../src/sim/public-delta.ts');
const s = newState(1917398);
const before = publicSnapshot(s);
const at = s.division.nodes.findIndex((n) => n.kind === 'mainline');
const node = s.division.nodes[at];
if (node?.kind === 'mainline') {
node.transits.push({ tray: 'tray1', stagesRemaining: 1, stagesTotal: 1, direction: 'east' });
}
assert.deepEqual(changedDivisionCards(before, publicSnapshot(s)), [], 'a train arriving flashed the card');
});
});
+413 -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 +142,412 @@ describe('redaction — a seat\'s Frame never carries another seat\'s secrets',
}
});
});
/**
* THE OTHER HALF OF §7, AND THE HALF THAT WAS NEVER LOOKED AT.
*
* Every test above serializes a `Frame`, and every one of them passes `[]` for the narration log —
* so the entire shared log has sat outside the redaction net since the net was built. It is not a
* hypothetical hole: `game.log` is ONE list, and `linesSince(seat)` (`server/session.ts`) slices it
* with no per-seat filter at all, so every line written into it reaches every player.
*
* Two things were being written into it that should never have left the seat that caused them, both
* found while planning the public common board (Gitea#20 step 1) and both live in multiplayer today,
* with or without that display:
*
* 1. the SEED, announced in the opening line of every multiplayer game — which hands every player
* the whole future of the deal;
* 2. the NAME OF A CARD DRAWN BLIND from the Home Office deck.
*
* SOLITAIRE IS DELIBERATELY LEFT ALONE in both cases. There is nobody to leak to at a one-seat
* table, the seed in the log is what a bug report quotes, and a solo player's own history naming
* the card they drew is the record, not a leak. The rule is "do not tell the OTHER seats", not
* "write less down" — so both checks below assert the solitaire text is still there.
*/
describe('redaction — the shared narration log never carries a seat\'s secrets', () => {
const names = ['Ann', 'Bob', 'Cy'];
it('never announces the seed to the table (Gitea#20 step 1)', () => {
const g = newMultiplayerGame(550943578, config, names);
const log = g.log.map((l) => l.text).join('\n');
assert.ok(
!/550943578/.test(log),
`the seed was announced to every seat:\n${log}`,
);
// The opening line must still say what the game IS — the leak is the number, not the line.
assert.match(log, /Game Begins/);
assert.match(log, /3 players/);
});
it('still tells a solitaire player their own seed — there is nobody to leak it to', () => {
const g = newGame(550943578);
const log = g.log.map((l) => l.text).join('\n');
assert.match(log, /550943578/, 'a solo game stopped recording the seed its bug reports quote');
});
it('never names a card drawn blind from the Home Office deck (Gitea#20 step 1)', () => {
const g = newMultiplayerGame(4242, config, names);
// Drive to the first Home Office draw any seat makes, and note what it actually drew.
let drawn: string | null = null;
for (let i = 0; i < 400 && drawn === null; i++) {
const actor = g.state.clock.currentActor;
if (actor === null) break;
const before = g.log.length;
if (!submit(g, { type: 'localOps.choose', option: 'draw' }, actor as PlayerIndex)) continue;
if (!submit(g, { type: 'draw.fromHomeOffice' }, actor as PlayerIndex)) continue;
drawn = g.justDrawn;
void before;
}
assert.ok(drawn, 'no seat ever drew from the Home Office deck');
const name = cardName(g.state, drawn!);
const log = g.log.map((l) => l.text).join('\n');
assert.ok(
!log.includes(name),
`a blind draw named "${name}" to the whole table:\n${log.split('\n').slice(-6).join('\n')}`,
);
// The draw itself is public — everyone saw a hand go to the deck. Only WHICH card is not.
assert.match(log, /Home Office/i);
// And the drawing seat still learns what it got: `justDrawn` is the owner-only channel, and
// `session.ts` sends it to that seat alone.
assert.equal(g.justDrawn, drawn);
});
});
/**
* #91 — THE SYSTEMATIC NET, not two strings.
*
* v0.7.9.2 closed the seed and the blind draw. Both were found by reading a plan, not by a test, and
* that is the point: a redaction suite made of the leaks somebody happened to notice proves nothing
* about the next one. This is the pass the common-board plan asks for (Gitea#20 step 1 § Tests) —
* serialise EVERYTHING a seat or a spectator receives and search it for everything that must not be
* in it, across every game state where the shape of the answer changes.
*
* **What is searched for**, per the plan: every opponent hand card id AND its display name, the
* objective, `justDrawn` for the wrong seat, seed values and seed narration, and private decision
* and menu data. Display names matter as much as ids — "Red Flags" in a log leaks exactly what
* `c118` would, and only the id would have been caught before.
*
* **Where it is searched**: a player's `Frame`, the `PublicFrame` a spectator gets, the incremental
* narration `Push.lines` carries, and a reconnect push — which is a full Frame rather than a delta
* and is therefore its own opportunity to leak.
*
* **And the acceptance bar is not this file.** The plan is explicit that passing redaction tests
* alone is insufficient and that every public property needs an allow-list review; the last test
* here is that allow-list, so adding a field to the public projection fails until somebody has said
* out loud that it is public.
*/
describe('#91 — nothing private survives serialisation, in any state', () => {
const names = ['Ann', 'Bob', 'Cy'];
/**
* Everything one seat can see, split into the two halves the checks below treat differently.
*
* `structural` is the machine-readable state: their Frame, the public board, and the frame of every
* presentation step they are sent (v0.8.0, TODO #13). `narration` is what the table was TOLD.
*
* Steps are folded in here rather than given a test of their own so every case below covers them:
* the blind draw, the pending decision, Employee Rotation before and after the seating moves, and
* the played-out game. Their `lines` are a slice of `g.log` by construction, so the log covers the
* narration half of a step and does not need to be searched twice.
*/
const everythingSeatSees = (g: ReturnType<typeof newMultiplayerGame>, seat: PlayerIndex): {
structural: string;
history: string;
narration: string[];
} => ({
/**
* `[]` for the Frame's own lines, MATCHING PRODUCTION. `frameFor()` (`server/session.ts`) has
* passed no log since #97 — narration goes out incrementally through `Push.lines` instead — so
* embedding it here audits a path that no longer exists, and worse, it puts the whole log inside
* `structural` where the face-up-pile rule below cannot reach it. The log is audited in full as
* `narration`; this is a de-duplication, not a relaxation.
*/
structural:
JSON.stringify(snapshot(g.state, [], null, null, null, false, seat)) +
'\n' + JSON.stringify(publicSnapshot(g.state)),
/**
* THE STEP FRAMES ARE A RECORD OF WHAT WAS PUBLIC OVER TIME, not a view of the position now —
* so they get the PRECISE check and not the fuzzy one, for the same reason the face-up-pile
* lines do.
*
* Every one is built by `deltaPublicFrame` over `publicSnapshot`, which the allow-list test at
* the bottom of this file pins property by property; that is what guarantees a step frame is
* clean. Searching their accumulation for a card NAME asks "was this ever public?" and answers
* a question nobody was posing: Train 6 sat face-up in a Department at step 40 and is in Ann's
* hand at step 120, and both facts are correct. A card ID is different — narration never renders
* one and no public field carries an opponent's, so finding one anywhere is still proof.
*/
history: JSON.stringify(g.display.steps.map((step) => step.frame)),
narration: g.log.map((l) => l.text),
});
/**
* A FACE-UP PILE IS ALLOWED TO NAME THE CARD ON IT, and the log is history rather than a view.
*
* §2.6: the three Department piles and the Salvage Yard are face up, "so players can audit
* discards" — a discard goes onto one precisely so a rival can take it. So "Player Ann discarded
* Train 6 face-up on top of Department 3" is the record working, and it stays in the log after Ann
* takes the card back into her hand. The name-based check below would otherwise read that historical
* line as proof of what Ann is holding NOW, which is how it reported a leak against correct code on
* seed 1917398.
*
* These lines are excluded from the NAME check only. The card-id check and the seed check still run
* over them, because those are precise: an id is unique, so finding one is proof, and narration
* never renders a raw id.
*
* **This does not weaken the blind-draw detection**, which is the leak this whole net was built
* for (v0.7.9.2, "Red Flags"): a blind draw names the HOME OFFICE DECK, which is face down and
* matches nothing here.
*/
const namesAFaceUpPile = (line: string): boolean => /Department|Salvage/i.test(line);
/**
* Every secret belonging to somebody OTHER than `seat`: their card ids, and the names those ids
* render as. Ids alone were what the original tests looked for, and an id is the precise
* instrument — it is unique, so finding one is proof.
*
* **A NAME IS ONLY EVIDENCE WHEN IT IS DISTINCTIVE, and most are not.** Card names are types, not
* identities: "right-hand curve" names a dozen cards, and one of them is legitimately drawn on the
* board as a cell label the moment anybody lays track. Searching for a name that also exists in
* public is a test that fails on correct code, which is worse than no test — so a name counts only
* when EVERY card bearing it is in that one opponent's hand. Then, and only then, seeing it says
* something about what they are holding.
*
* This is what caught the blind-draw leak in v0.7.9.2: "Red Flags" was in exactly one hand, and it
* was in the log.
*/
const secretsOfOthers = (
g: ReturnType<typeof newMultiplayerGame>,
seat: PlayerIndex,
): { what: string; value: string; precise: boolean }[] => {
// `precise` marks evidence that is proof on its own — a card id is unique, so finding one
// anywhere is a leak. A NAME is circumstantial and is searched over a narrower string; see
// `namesAFaceUpPile`.
const out: { what: string; value: string; precise: boolean }[] = [];
// How many cards in the whole game carry each name, and how many of those are in a given hand.
const totalByName = new Map<string, number>();
for (const id of g.state.cards.keys()) {
const n = cardName(g.state, id);
totalByName.set(n, (totalByName.get(n) ?? 0) + 1);
}
for (const p of g.state.players) {
if (p.index === seat) continue;
const hand = g.state.decks.hands.get(p.index) ?? [];
const heldByName = new Map<string, number>();
for (const id of hand) {
const n = cardName(g.state, id);
heldByName.set(n, (heldByName.get(n) ?? 0) + 1);
}
for (const id of hand) {
out.push({ what: `${p.name}'s card id`, value: id, precise: true });
const name = cardName(g.state, id);
if (totalByName.get(name) === heldByName.get(name)) {
out.push({ what: `${p.name}'s card name, unique to their hand`, value: name, precise: false });
}
}
}
return out;
};
/** Runs the whole net over one state, and says which state failed if it does. */
const audit = (g: ReturnType<typeof newMultiplayerGame>, where: string): void => {
for (const seat of g.state.players.map((p) => p.index)) {
const { structural, history, narration } = everythingSeatSees(g, seat);
const everything = structural + '\n' + history + '\n' + narration.join('\n');
// Names are fuzzy evidence, so they are searched everywhere EXCEPT the lines a face-up pile
// is entitled to name a card on. Ids are precise and are searched everywhere.
const forNames = structural + '\n' + narration.filter((l) => !namesAFaceUpPile(l)).join('\n');
for (const { what, value, precise } of secretsOfOthers(g, seat)) {
assert.ok(
!(precise ? everything : forNames).includes(value),
`${where}: seat ${seat} can see ${what} ("${value}")`,
);
}
// The seed is the whole future of the deal and must not reach a seat by any route.
assert.ok(!everything.includes(String(g.seed)), `${where}: seat ${seat} can see the seed ${g.seed}`);
}
// And the spectator board, which has no seat and is therefore entitled to nothing private.
const pub = JSON.stringify(publicSnapshot(g.state));
for (const p of g.state.players) {
for (const id of g.state.decks.hands.get(p.index) ?? []) {
assert.ok(!pub.includes(id), `${where}: the public board carries ${p.name}'s card ${id}`);
}
}
assert.ok(!pub.includes(String(g.seed)), `${where}: the public board carries the seed`);
for (const k of ['hand', 'objective', 'justDrawn', 'decision', 'moves', 'blocked', 'viewer']) {
assert.ok(!(k in (JSON.parse(pub) as Record<string, unknown>)), `${where}: the public board has a "${k}" field`);
}
};
/** Plays `n` legal moves, so a state is a real position rather than a constructed one. */
const play = (g: ReturnType<typeof newMultiplayerGame>, n: number): void => {
for (let i = 0; i < n; i++) {
const a = g.state.clock.currentActor;
if (a === null) break;
const opts = legalActions(g.state, a);
if (!opts.length) break;
if (!submit(g, opts[i % opts.length]!, a)) break;
}
};
it('a newly created multiplayer game', () => {
audit(newMultiplayerGame(4242, config, names), 'fresh game');
});
it('after a blind Home Office draw', () => {
const g = newMultiplayerGame(4242, config, names);
let drew = false;
for (let i = 0; i < 200 && !drew; i++) {
const a = g.state.clock.currentActor;
if (a === null) break;
if (!submit(g, { type: 'localOps.choose', option: 'draw' }, a)) continue;
drew = submit(g, { type: 'draw.fromHomeOffice' }, a);
}
assert.ok(drew, 'no seat drew from the Home Office deck');
audit(g, 'after a blind draw');
});
it('the net actually sees the presentation steps it claims to cover (v0.8.0)', () => {
/**
* Guards the COVERAGE, not the code. `everythingSeatSees` folds `display.steps` into the string
* every case above is audited against — which is worth nothing if that array is empty in
* practice. So: play a real game, and assert both that steps accumulated and that the audited
* string contains them.
*/
const g = newMultiplayerGame(1917398, config, names);
play(g, 120);
assert.ok(g.display.steps.length > 20, `only ${g.display.steps.length} steps — the net covers little`);
const { history, narration } = everythingSeatSees(g, 0 as PlayerIndex);
assert.ok(
history.includes(JSON.stringify(g.display.steps.map((step) => step.frame))),
'the audited string does not actually contain the step frames',
);
// And a step's own narration is a slice of the log, so the log half covers it.
const fromSteps = g.display.steps.flatMap((step) => step.lines.map((l) => l.text));
assert.ok(fromSteps.length > 0, 'the steps carried no narration to cover');
assert.ok(fromSteps.every((t) => narration.includes(t)), 'a step said something the log did not');
audit(g, 'a played game with presentation steps');
});
it('mid-game, with real hands and a built board', () => {
// A DISTINCTIVE seed, deliberately. Seed 7 makes the seed check meaningless — "7" is in "Train
// 7", in every coordinate and in half the numbers on the board — so it reported a leak that was
// not one. Nine digits collide with nothing, which is what makes a substring match evidence.
const g = newMultiplayerGame(613884219, config, names);
play(g, 300);
audit(g, 'mid-game');
});
it('with a decision pending, and with the Superintendent acting', () => {
const g = newMultiplayerGame(550943578, config, names);
let sawDecision = false;
for (let i = 0; i < 800; i++) {
if (g.state.clock.pendingDecision !== null) {
sawDecision = true;
audit(g, `pending decision (${g.state.clock.pendingDecision.kind})`);
break;
}
const a = g.state.clock.currentActor;
if (a === null) break;
const opts = legalActions(g.state, a);
if (!opts.length || !submit(g, opts[0]!, a)) break;
}
// A seed that never raises one is not a failure of redaction; say so rather than passing mutely.
if (!sawDecision) assert.ok(true, 'no decision arose on this seed — nothing to audit');
});
it('with Employee Rotation on, before and after ownership moves', () => {
// The case where seat and player index come apart. A projection that confused them would hand
// one player another's district, which is a leak the other tests cannot see.
const rotating = { ...config, optionalRules: { ...config.optionalRules, employeeRotation: true } };
const g = newMultiplayerGame(729315046, rotating, names);
audit(g, 'employee rotation, before');
const seatingBefore = [...g.state.seating];
play(g, 400);
audit(g, 'employee rotation, after');
// If the seating never moved this test proved less than it looks — say which happened.
const moved = seatingBefore.some((p, i) => g.state.seating[i] !== p);
assert.ok(moved || g.state.status !== 'active', 'rotation never moved anybody and the game did not end');
});
it('a game played out to the end, or as far as it goes', () => {
const g = newMultiplayerGame(613884219, config, names);
play(g, 6000);
// Says which it actually got, rather than claiming a finished game it may not have reached.
audit(g, `played out (status ${g.state.status})`);
});
it('a reconnect push, which is a full Frame rather than a delta', () => {
const session = createSession(550943578, config, names);
for (const seat of [0, 1, 2] as PlayerIndex[]) {
const push = session.connect(seat);
const seen = JSON.stringify(push);
const state = session.exportSave();
assert.ok(!seen.includes(String(state.seed)), `the reconnect push for seat ${seat} carries the seed`);
for (const p of [0, 1, 2] as PlayerIndex[]) {
if (p === seat) continue;
// `connect` returns that seat's own Frame; another seat's hand must not be in it.
assert.ok(
!/"hand":\[[^\]]/.test(JSON.stringify((push.frame as unknown as Record<string, unknown>)['players'] ?? '')),
`the reconnect push for seat ${seat} carries a hand inside players[]`,
);
}
}
});
/**
* THE ALLOW-LIST, and the plan's actual acceptance bar.
*
* Every property of the public projection, written down and reviewed as public. This does not
* check the CONTENT of anything — the tests above do that — it checks that nobody has added a
* field without saying out loud that a spectator may see it. That is the check that would have
* caught both v0.7.9.2 leaks, because both were fields nobody had ever asked the question about.
*
* When this fails, the fix is not to add the key here. It is to decide whether the field is
* public, and only then to add it.
*/
it('every public property is on the allow-list, and nothing else is', () => {
const PUBLIC: readonly string[] = [
// The clock and the phase — what a spectator's board is FOR.
'day', 'stage', 'clock', 'phase', 'phaseKey', 'actor', 'superintendent',
// Deck sizes and face-up piles. A Department pile is face up; the Home Office deck is a count.
'deck', 'departments', 'departmentsWhat', 'departmentDepth', 'salvage',
// Rolling stock in the yards, by type — visible on the table.
'yards',
// The timetable is public: it is what everyone is playing against.
'timetable', 'timetableWhat',
// The rules the game was dealt under, and the score.
'houseRules', 'mode', 'optionalRules', 'days', 'minCombinedRevenue',
'maxCollisionsPerDay', 'maxCollisionsTotal', 'collisionsToday', 'collisionsTotal',
// What the Day that just ended finished on. Public for the same reason the running counts are:
// a collision happens on the Mainline in front of everybody.
'collisionsPrevDay',
'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',
);
});
});
+206 -14
View File
@@ -6,6 +6,9 @@
*/
import { describe, it } from 'node:test';
import { readFileSync } from 'node:fs';
import { dirname, join } from 'node:path';
import { fileURLToPath } from 'node:url';
import assert from 'node:assert/strict';
import { pump } from '../src/engine/advance.ts';
@@ -13,8 +16,8 @@ import { DEFAULT_MAX_COLLISIONS_PER_DAY, DEFAULT_MAX_COLLISIONS_TOTAL, collectiv
import type { GameEvent } from '../src/engine/events.ts';
import { areaOf } from '../src/engine/apply.ts';
import { createGame } from '../src/engine/setup.ts';
import { coordKey } from '../src/engine/state.ts';
import type { GameConfig, GameState } from '../src/engine/state.ts';
import { coordKey, turnOf } from '../src/engine/state.ts';
import type { GameConfig, GameState, GridCoord } from '../src/engine/state.ts';
import { developerBot, playGame } from '../src/sim/bot.ts';
import { impediments, isVisible, narrate, phaseLabel } from '../src/sim/narrate.ts';
import { compress, rehydrateCells, record, renderHtml } from '../src/sim/replay.ts';
@@ -41,10 +44,14 @@ const SAMPLES: GameEvent[] = [
{ type: 'stageBegan', day: 1, stage: 7 },
{ type: 'phaseBegan', phase: 'mainline' },
{ type: 'actorChanged', player: 0 },
// Sampled rather than left to swell the unsampled count: this sentence is one a player reads at
// the table every third Stage, so its text is worth exercising.
{ type: 'superintendentChanged', player: 1, stage: 6 },
{ type: 'localOpsOptionChosen', player: 0, option: 'switch' },
{ type: 'trayMoved', trayId: 't0', from: { row: 0, col: 0 }, to: { row: 0, col: 1 }, movesRemaining: 5 },
{ type: 'carsCoupled', trayId: 't0', at: { row: 0, col: 1 }, stock: [{ type: 'hopper', loaded: false }], from: [{ row: 0, col: 1 }], toNose: true },
{ type: 'carsDropped', trayId: 't0', at: { row: 1, col: 0 }, stock: [{ type: 'hopper', loaded: false }] },
{ type: 'trayMoved', player: 0, trayId: 't0', from: { row: 0, col: 0 }, to: { row: 0, col: 1 }, movesRemaining: 5, movesAllowed: 6 },
{ type: 'switchingEnded', player: 0, movesUsed: 3, movesAllowed: 6, lastMove: { trayId: 't0', to: { row: 0, col: 1 } } },
{ type: 'carsCoupled', player: 0, trayId: 't0', at: { row: 0, col: 1 }, stock: [{ type: 'hopper', loaded: false }], from: [{ row: 0, col: 1 }], toNose: true },
{ type: 'carsDropped', player: 0, trayId: 't0', at: { row: 1, col: 0 }, stock: [{ type: 'hopper', loaded: false }] },
{ type: 'cardDrawn', player: 0, source: 'homeOffice', cardId: 'c1' },
{ type: 'cardPlayed', player: 0, cardId: 'c1', placement: { row: 1, col: 0 }, variant: 0 },
{ type: 'officeUpgraded', player: 0, from: 'whistlePost', to: 'depot' },
@@ -55,8 +62,18 @@ const SAMPLES: GameEvent[] = [
{ type: 'inboundCleared', player: 0, at: { row: 1, col: 0 }, stock: { type: 'hopper', loaded: true } },
{ type: 'facilityUnjammed', player: 0, at: { row: 1, col: 0 }, from: 'menAtWork', stock: { type: 'hopper', loaded: true } },
{ type: 'trainScheduled', player: 0, trainNumber: 4, roll: 7, slot: 6, rngState: 1 },
{ type: 'carPlacedOnTrain', player: 0, trayId: 't0', stock: { type: 'coach', loaded: false } },
{ type: 'carPassed', player: 0, trayId: 't0' },
{ type: 'carPlacedOnTrain', player: 0, trayId: 't0', stock: { type: 'coach', loaded: false }, trainNumber: 10, isExtra: false },
{ type: 'carPassed', player: 0, trayId: 't0', trainNumber: 10, isExtra: false },
{
type: 'makeUpShort',
trainNumber: 5,
isExtra: false,
placed: 0,
wanted: 3,
missing: ['coach'],
waiting: 14,
divisionYardHolds: 46,
},
{ type: 'clearanceRequested', trainId: 't1', occupiedBy: 't0' },
{ type: 'clearanceGiven', trainId: 't1', allow: false },
{ type: 'passengersBoarded', player: 0, at: { row: 0, col: 0 }, trayId: 't0', coachIndex: 0 },
@@ -72,12 +89,56 @@ const SAMPLES: GameEvent[] = [
describe('narration', () => {
it('covers every event type the engine can emit', () => {
// Guards against a new event type slipping in unnarrated.
const covered = new Set(SAMPLES.map((e) => e.type));
const declared = new Set<string>();
for (const e of SAMPLES) declared.add(e.type);
assert.equal(covered.size, 30, 'sample list is out of step with GameEvent');
assert.equal(declared.size, 30);
/**
* THIS TEST USED TO BUILD BOTH SETS FROM `SAMPLES` and compare them to each other, so it could
* only ever assert that the sample list had 30 distinct entries — the one thing it could not
* detect was the thing its comment promised, a new `GameEvent` slipping in unnarrated. Fixed
* 2026-09-09 while adding the v0.8.0 step collector, which made the event union load-bearing for
* a second reader.
*
* The union is read out of `src/engine/events.ts` rather than hand-listed, the same way
* `test/pacing.test.ts` reads the intent union: a list maintained by hand is a list that goes
* stale, which is how this got here.
*/
const here = dirname(fileURLToPath(import.meta.url));
const declared = new Set(
[...readFileSync(join(here, '../src/engine/events.ts'), 'utf8').matchAll(/type: '([a-zA-Z]+)'/g)]
.map((m) => m[1]!),
);
const narrated = new Set(
[...readFileSync(join(here, '../src/sim/narrate.ts'), 'utf8').matchAll(/case '([a-zA-Z]+)':/g)]
.map((m) => m[1]!),
);
assert.ok(declared.size > 40, `only ${declared.size} event types parsed — the parse is wrong`);
// THE INVARIANT THAT MATTERS: an event the engine can emit and `narrate` has no case for falls
// through to a placeholder, in front of a player. This is the check the old version promised.
const unnarrated = [...declared].filter((t) => !narrated.has(t));
assert.deepEqual(unnarrated, [], 'these event types can be emitted and have no narration case');
const covered = new Set<string>(SAMPLES.map((e) => e.type));
const unknown = [...covered].filter((t) => !declared.has(t));
assert.deepEqual(unknown, [], 'these samples name an event the engine no longer declares');
/**
* THE KNOWN GAP, PINNED SO IT CANNOT GROW.
*
* `SAMPLES` exercises the TEXT of 30 of the 55 declared events; the other 25 have a narration
* case (checked above) but no sample, so nothing proves their sentence is any good. Found
* 2026-09-09 — the old test built both of its sets from `SAMPLES` and compared them to each
* other, so it could only ever assert that the sample list had 30 distinct entries, and the one
* thing it could not detect was the thing its comment promised.
*
* Pinned rather than fixed: writing 25 fixtures is a job of its own, and a bad sentence is worth
* finding deliberately rather than in a rush. What this does guarantee is that a NEW event type
* cannot join the unsampled set silently.
*/
const unsampled = [...declared].filter((t) => !covered.has(t)).sort();
assert.equal(
unsampled.length,
25,
`the unsampled set changed (${unsampled.length}): add a sample for a new event, or update this count`,
);
});
it('gives every event a specific, non-empty sentence', () => {
@@ -99,6 +160,33 @@ describe('narration', () => {
assert.match(loss.text, /COLLISION/i);
});
/**
* WHOSE OFFICE, AND WHOSE TRAIN — Jesse, playtest 2026-09-16.
*
* The line went to every seat reading "ARRIVED at the Whistle Post … You can work it in Cargo now".
* At a table of four that is one true sentence and one false one: every seat has an Office, so the
* tier alone does not say which district the train is standing in, and three of the four readers
* cannot touch it. Constructed here rather than fished out of a game so both halves are pinned
* exactly, and the resolver-less path is checked too — the replay viewers pass no names for a
* table they do not have.
*/
it('names WHOSE Office a train reached, and never tells the table they can work it', () => {
const named = narrate(
{ type: 'trainArrived', trainNumber: 3, consist: [], office: 'Whistle Post', owner: 1, expedited: false },
{ playerName: () => 'Tom' },
);
assert.match(named.text, /Tom's Whistle Post/, `the arrival did not name the Office's owner: ${named.text}`);
assert.match(named.text, /Tom can work it/, `the arrival did not say whose train it is to work: ${named.text}`);
assert.doesNotMatch(named.text, /\bYou can work it\b/i, `the arrival still addresses every reader: ${named.text}`);
// No resolver — still English, and still no raw index leaking into a sentence.
const anon = narrate({
type: 'trainArrived', trainNumber: 3, consist: [], office: 'Whistle Post', owner: 1, expedited: false,
});
assert.match(anon.text, /at the Whistle Post/, anon.text);
assert.doesNotMatch(anon.text, /undefined|\bplayer \d+\b/i, anon.text);
});
it('points at the board cell where something happened', () => {
const n = narrate({ type: 'loadCompleted', player: 0, at: { row: 1, col: 2 }, carType: 'hopper' });
assert.deepEqual(n.where, { row: 1, col: 2 });
@@ -138,6 +226,89 @@ 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 +385,24 @@ 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 +446,10 @@ 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', () => {
+88
View File
@@ -0,0 +1,88 @@
/**
* The engine's speed-ups must not change a single game (2026-09-15).
*
* `applyIntent` became `prepareIntent` (check and execute, sharing one walk of the position's routes)
* followed by `commitEvents` (reduce and tally), so the switching planner can decide every candidate
* against one position and apply each to a copy. Two properties hold that together:
*
* 1. `prepareIntent` never writes the state it reads — including through the route cache it opens.
* 2. Preparing on one state and committing to an EQUAL copy lands on exactly what `applyIntent` does.
*
* Checked at every decision of seeded bot games rather than on hand-built positions, so the intents
* exercised are the ones real play submits.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { pump } from '../src/engine/advance.ts';
import { applyIntent, commitEvents, prepareIntent } from '../src/engine/apply.ts';
import {
DEFAULT_MAX_COLLISIONS_PER_DAY,
DEFAULT_MAX_COLLISIONS_TOTAL,
collectiveRevenueFloor,
lengthProfile,
} from '../src/engine/content.ts';
import { legalActions } from '../src/engine/legal.ts';
import { createGame } from '../src/engine/setup.ts';
import type { GameConfig, GameState } from '../src/engine/state.ts';
import { developerBot, playGame } from '../src/sim/bot.ts';
const config = (): GameConfig => {
const days = lengthProfile('short').days;
return {
mode: 'solitaire',
days,
minCombinedRevenue: collectiveRevenueFloor(1, days),
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
};
};
const serialise = (s: GameState): string =>
JSON.stringify(s, (_k, v) => (v instanceof Map ? [...v] : v instanceof Set ? [...v] : v));
describe('applyIntent split into prepareIntent and commitEvents', () => {
it('prepares without writing, and committing to a copy matches applying in place', () => {
let decisions = 0;
let rejectedSeen = 0;
const s = createGame({ id: 'split-8919', seed: 8919, config: config(), playerNames: ['bot'] });
const policy = {
name: 'split-probe',
choose(st: GameState, player: number, options: ReturnType<typeof legalActions>) {
const chosen = developerBot.choose(st, player, options);
if (decisions < 400) {
decisions++;
const before = serialise(st);
const prepared = prepareIntent(st, player, chosen);
assert.equal(serialise(st), before, `decision ${decisions}: prepareIntent wrote into the state it read`);
assert.ok(prepared.ok, `decision ${decisions}: a legal choice was refused by prepareIntent`);
const viaCommit = structuredClone(st);
const viaApply = structuredClone(st);
commitEvents(viaCommit, prepared.events);
const applied = applyIntent(viaApply, player, chosen);
assert.ok(applied.ok);
assert.deepEqual(applied.events, prepared.events, `decision ${decisions}: the two paths produced different events`);
assert.equal(serialise(viaCommit), serialise(viaApply), `decision ${decisions}: committing to a copy diverged from applying`);
// A refused intent must come back refused from both paths, with nothing written.
const refused = { type: 'switch.end' } as const;
const r = prepareIntent(st, player, refused);
if (!r.ok) {
rejectedSeen++;
assert.equal(serialise(st), before);
assert.equal(applyIntent(structuredClone(st), player, refused).ok, false);
}
}
return chosen;
},
};
const r = playGame(s, policy, pump);
assert.ok(r.finished, 'the probed game did not finish');
assert.ok(decisions > 0, 'no decision was probed');
assert.ok(rejectedSeen > 0, 'no refused intent was exercised');
});
});
+68
View File
@@ -0,0 +1,68 @@
/**
* Seat recovery codes — Gitea#33.
*
* The properties worth pinning are the ones that make a code safe to put in a link: it is spendable
* exactly once, it stops working on its own, and a bad code is indistinguishable from a spent one.
* `now` is a parameter rather than a clock, so expiry is tested without faking timers.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { CLAIM_TTL_MS, createClaimStore } from '../../src/server/claims.ts';
describe('seat recovery codes', () => {
it('mints a code that names the seat it was minted for', () => {
const claims = createClaimStore();
const { code, expiresAt } = claims.mint('tok-abc', 'game-1', 1000);
assert.equal(expiresAt, 1000 + CLAIM_TTL_MS);
assert.deepEqual(claims.redeem(code, 1000), { token: 'tok-abc', gameId: 'game-1' });
});
it('spends a code exactly once — a link in a chat log is worth nothing afterwards', () => {
const claims = createClaimStore();
const { code } = claims.mint('tok-abc', 'game-1', 0);
assert.ok(claims.redeem(code, 1));
assert.equal(claims.redeem(code, 2), null, 'the same code was accepted twice');
});
it('stops working once its time is up, without anything having to sweep it', () => {
const claims = createClaimStore();
const { code } = claims.mint('tok-abc', 'game-1', 0);
assert.equal(claims.redeem(code, CLAIM_TTL_MS - 1)?.token, 'tok-abc', 'expired early');
const again = claims.mint('tok-abc', 'game-1', 0).code;
assert.equal(claims.redeem(again, CLAIM_TTL_MS), null, 'a code outlived its expiry');
});
it('answers the same way for unknown, spent and expired codes', () => {
const claims = createClaimStore();
const { code } = claims.mint('tok-abc', 'game-1', 0);
claims.redeem(code, 1);
const expired = claims.mint('tok-abc', 'game-1', 0).code;
assert.equal(claims.redeem('never-existed', 1), null);
assert.equal(claims.redeem(code, 1), null);
assert.equal(claims.redeem(expired, CLAIM_TTL_MS + 1), null);
});
it('gives every mint its own code', () => {
const claims = createClaimStore();
const codes = new Set([0, 1, 2, 3, 4].map(() => claims.mint('tok-abc', 'game-1', 0).code));
assert.equal(codes.size, 5, 'two mints produced the same code');
});
it('forgets expired codes rather than accumulating them', () => {
const claims = createClaimStore();
claims.mint('tok-a', 'game-1', 0);
claims.mint('tok-b', 'game-1', 0);
assert.equal(claims.outstanding(0), 2);
assert.equal(claims.outstanding(CLAIM_TTL_MS), 0, 'expired codes were still being held');
});
it('keeps a short-lived code short-lived when asked for one', () => {
const claims = createClaimStore();
const { code, expiresAt } = claims.mint('tok-abc', 'game-1', 500, 60_000);
assert.equal(expiresAt, 60_500);
assert.equal(claims.redeem(code, 60_500), null);
});
});
+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));
});
});
+409
View File
@@ -0,0 +1,409 @@
/**
* THE ANIMATION QUEUE — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 §§ 5-6.
*
* Driven against REAL steps from a real game rather than hand-built fixtures, because the properties
* that matter are about what actual play produces: a bot's whole switching turn arriving in one
* burst, and a backlog that is mostly bookkeeping.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { legalActions } from '../src/engine/legal.ts';
import type { GameConfig } from '../src/engine/state.ts';
import { currentActor, newMultiplayerGame, submit } from '../src/web/game.ts';
import { publicSnapshot } from '../src/sim/view.ts';
import { takeSteps } from '../src/sim/display-step.ts';
import type { DisplayStep } from '../src/sim/display-step.ts';
import { actorOnScreen, createStepQueue } from '../src/web/step-queue.ts';
import { DWELL } from '../src/sim/pacing.ts';
const config: GameConfig = {
mode: 'competitive',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
/**
* Plays a real game and returns its steps, preferring switch moves so a burst actually occurs.
*
* 400 moves, not 120: switching is not legal until there is track laid and a train in the district,
* and on this seed the first `switch.move` is at move 144. A shorter run produces a queue with no
* switching in it at all, which would make the pacing assertions here vacuous.
*/
function realSteps(seed: number, moves: number): { steps: DisplayStep[]; final: ReturnType<typeof publicSnapshot> } {
const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
takeSteps(game.display);
const steps: DisplayStep[] = [];
for (let i = 0; i < moves; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
steps.push(...takeSteps(game.display));
}
return { steps, final: publicSnapshot(game.state) };
}
/** The baseline a queue starts from, matching what a connect push carries. */
function baseline(seed: number): ReturnType<typeof publicSnapshot> {
const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
return publicSnapshot(game.state);
}
describe('the step queue', () => {
it('shows the whole burst in order and lands on the real board', () => {
const { steps, final } = realSteps(1917398, 400);
assert.ok(steps.length > 30, `only ${steps.length} steps — this proved little`);
const q = createStepQueue();
q.reset(baseline(1917398));
q.push(steps);
// Run a clock forward until it settles, in 50ms ticks like a render loop would.
let now = 0;
for (let i = 0; i < 20_000 && q.busy(); i++) {
q.advance(now);
now += 50;
}
assert.equal(q.busy(), false, 'the queue never drained');
assert.deepEqual(q.current(), final, 'the animated board did not land on the real one');
assert.equal(q.showing()?.seq, steps[steps.length - 1]!.seq, 'the caption is not on the last step');
});
it('a burst of switching takes real time, and bookkeeping takes none', () => {
const { steps } = realSteps(1917398, 400);
const q = createStepQueue();
q.reset(baseline(1917398));
// Only the bookkeeping: it must all collapse into a single advance.
// `.end` only: `localOps.choose` became an announcement worth watching after the first real play.
const bookkeeping = steps.filter((s) => s.cause.endsWith('.end'));
assert.ok(bookkeeping.length > 10, 'not enough bookkeeping steps to prove the collapse');
q.push(bookkeeping);
q.advance(0);
q.advance(0);
assert.equal(q.busy(), false, `${bookkeeping.length} bookkeeping steps should cost no time at all`);
// And switching: each one must hold the screen.
const switching = steps.filter((s) => s.cause.startsWith('switch.') && s.cause !== 'switch.end');
assert.ok(switching.length >= 6, `only ${switching.length} switching steps found`);
const q2 = createStepQueue();
q2.reset(baseline(1917398));
q2.push(switching.slice(0, 6));
q2.advance(0);
assert.equal(q2.behind(), 5, 'the first is shown at once; five are still to watch');
q2.advance(DWELL.switching - 1);
assert.equal(q2.behind(), 5, 'a switching move must not be replaced early');
q2.advance(DWELL.switching);
assert.equal(q2.behind(), 4, 'and must be replaced once its dwell is up');
});
/**
* PAUSE — Jesse, playtest 2026-09-16, asking for one beside Skip.
*
* The property that matters is not "it stops", which any flag gives you. It is that a hold COSTS
* THE STEP NOTHING: a move paused half-way through its dwell has to resume with half a dwell left,
* or pausing to look at something would punish you by throwing the rest of it away the moment you
* let go. That is the whole assertion below, measured against `DWELL.switching` rather than a
* hand-picked number so it follows the tuning table.
*/
it('pause holds the board where it is, and resume gives the step back the dwell it had left', () => {
const { steps } = realSteps(1917398, 400);
const switching = steps.filter((s) => s.cause.startsWith('switch.') && s.cause !== 'switch.end');
assert.ok(switching.length >= 6, `only ${switching.length} switching steps found`);
const q = createStepQueue();
q.reset(baseline(1917398));
q.push(switching.slice(0, 6));
q.advance(0);
assert.equal(q.behind(), 5, 'the first is shown at once; five are still to watch');
// Held half-way through the first move's dwell, and left held for ten times that long.
const half = DWELL.switching / 2;
assert.equal(q.pause(half), true);
assert.equal(q.paused(), true);
const held = q.showing()?.seq;
q.advance(half + 10_000);
assert.equal(q.behind(), 5, 'a held queue consumed a step');
assert.equal(q.showing()?.seq, held, 'the board moved while it was supposed to be held');
assert.equal(q.busy(), true, 'a held queue must still read busy, or the render loop stops');
// Resumed, the move still owes exactly the half-dwell it had left — no more, and no less.
const at = half + 10_000;
assert.equal(q.resume(at), true);
assert.equal(q.paused(), false);
q.advance(at + half - 1);
assert.equal(q.behind(), 5, 'the step was robbed of time it was owed while held');
q.advance(at + half);
assert.equal(q.behind(), 4, 'and it never gave way once the rest of its dwell was up');
});
it('refuses to hold an idle queue, and Skip lifts a hold rather than leaving it stuck', () => {
const q = createStepQueue();
q.reset(baseline(1917398));
assert.equal(q.pause(0), false, 'an idle queue has no playback to hold');
assert.equal(q.paused(), false);
const { steps } = realSteps(1917398, 400);
q.push(steps);
q.advance(0);
assert.equal(q.pause(10), true);
assert.equal(q.skip(), true, 'Skip must still work while held');
assert.equal(q.paused(), false, 'Skip left the queue held, with a Resume that does nothing');
assert.equal(q.busy(), false);
});
it('counts only what will be watched, so the countdown is steady', () => {
// The counter's whole purpose: a backlog of mostly-bookkeeping must not read as a huge number
// that collapses the instant it starts.
const { steps } = realSteps(1917398, 400);
const q = createStepQueue();
q.reset(baseline(1917398));
q.push(steps);
const behind = q.behind();
assert.ok(behind > 0 && behind < steps.length, `behind ${behind} of ${steps.length} queued`);
q.advance(0);
let ticks = 0;
let previous = q.behind();
let now = 0;
while (q.busy() && ticks++ < 20_000) {
now += 50;
q.advance(now);
const nowBehind = q.behind();
assert.ok(nowBehind <= previous, 'the counter must never go up while draining');
previous = nowBehind;
}
assert.equal(q.behind(), 0);
});
it('skip jumps to the real board without losing a single state on the way', () => {
const { steps, final } = realSteps(1917398, 400);
const q = createStepQueue();
q.reset(baseline(1917398));
q.push(steps);
q.advance(0);
assert.equal(q.skip(), true, 'there was a backlog to skip');
assert.equal(q.busy(), false);
assert.equal(q.behind(), 0);
// Skip applies every delta rather than jumping the chain, so the board is exact.
assert.deepEqual(q.current(), final, 'skipping produced a board the game was never in');
assert.equal(q.skip(), false, 'skipping an empty queue changes nothing');
});
it('pace 0 turns animation off entirely — TODO #18', () => {
const { steps, final } = realSteps(1917398, 400);
const q = createStepQueue(() => 0);
q.reset(baseline(1917398));
q.push(steps);
// One advance at a single instant must consume everything: nothing dwells at all.
q.advance(0);
q.advance(0);
assert.equal(q.busy(), false, 'with animation off, nothing may be left waiting');
assert.equal(q.behind(), 0, 'nothing is "behind" when nothing is being animated');
assert.deepEqual(q.current(), final);
});
it('pace scales the wait without changing the order', () => {
const { steps } = realSteps(1917398, 400);
const switching = steps.filter((s) => s.cause.startsWith('switch.') && s.cause !== 'switch.end').slice(0, 3);
assert.equal(switching.length, 3);
const half = createStepQueue(() => 0.5);
half.reset(baseline(1917398));
half.push(switching);
half.advance(0);
half.advance(DWELL.switching / 2);
assert.equal(half.behind(), 1, 'at half pace, half the dwell should have advanced one step');
});
it('holds the LAST step of a burst for its dwell — the v0.8.0 snap-back bug', () => {
/**
* REGRESSION. `busy()` was `pending.length > 0`, so the instant the final step of a burst was
* shown the queue reported idle: the animation loop stopped and the district panel snapped back
* to the viewer's own board without that step ever being looked at. Jesse, from the first real
* play on the test server: *"I briefly saw that it was the bot's office area then their turn was
* done and it pointed back to my office area"*, and the countdown row appeared "very briefly".
*
* The panel follows `busy()`, so this is the property that keeps somebody else's board on screen
* for as long as their move is being shown.
*/
const { steps } = realSteps(1917398, 400);
const one = steps.filter((s) => s.cause === 'switch.move').slice(0, 1);
assert.equal(one.length, 1);
const q = createStepQueue();
q.reset(baseline(1917398));
q.push(one);
q.advance(0);
assert.equal(q.behind(), 0, 'nothing is queued behind it');
assert.equal(q.busy(), true, 'but it is still being shown, so the queue is not idle');
q.advance(DWELL.switching - 1);
assert.equal(q.busy(), true, 'still inside its dwell');
q.advance(DWELL.switching);
assert.equal(q.busy(), false, 'and idle only once its moment has passed');
});
it("does not spend time replaying the viewer's own moves", () => {
// A seated player's own board is drawn from their authoritative Frame, so they have already seen
// their own click. Holding it delays the thing they wanted to watch — a bot's turn.
const { steps } = realSteps(1917398, 400);
const mine = steps.filter((s) => s.player === 0 && s.cause === 'switch.move').slice(0, 3);
assert.equal(mine.length, 3, 'need three of seat 0\'s own moves');
const asSeat0 = createStepQueue(() => 1, () => 0);
asSeat0.reset(baseline(1917398));
asSeat0.push(mine);
// Twice at the same instant: the first call shows the head of the burst, the second collapses the
// zero-dwell run behind it. In the page that is two animation frames, ~16ms apart.
asSeat0.advance(0);
asSeat0.advance(0);
assert.equal(asSeat0.busy(), false, "the viewer's own moves must cost no time at all");
assert.equal(asSeat0.behind(), 0, 'and must never be counted as something to wait for');
// The same steps seen by somebody else are worth watching.
const asSpectator = createStepQueue(() => 1, () => 1);
asSpectator.reset(baseline(1917398));
asSpectator.push(mine);
asSpectator.advance(0);
assert.equal(asSpectator.busy(), true, "another seat's moves are worth showing");
assert.equal(asSpectator.behind(), 2);
});
it('a reset discards the backlog rather than merging it onto a new baseline', () => {
/**
* A reconnecting client holds steps whose deltas chain off a baseline the server has moved past.
* Merging them onto the new one would draw a board that never existed — and `applyPublicDelta`
* would throw the moment a "null means unchanged" field had nothing to merge onto.
*/
const { steps, final } = realSteps(1917398, 400);
const q = createStepQueue();
q.reset(baseline(1917398));
q.push(steps.slice(0, 10));
q.advance(0);
assert.ok(q.busy());
q.reset(final);
assert.equal(q.busy(), false, 'a reset must empty the queue');
assert.equal(q.behind(), 0);
assert.deepEqual(q.current(), final);
// And the caption survives: a reconnect should not blank the "what just happened" line.
assert.ok(q.showing() !== null, 'the caption should survive a reset');
});
it('can always be emptied, so a player is never stranded behind it', () => {
/**
* "Your Move" is put away while the board is catching up (v0.8.0.6), which makes `busy()` the
* thing standing between a player and their own turn. So the ways it can be cleared matter more
* than they did: `skip()` must always work, from any state, including one where the clock has
* never advanced — which is exactly the situation a page with no `requestAnimationFrame` is in,
* and how this was found.
*/
const { steps, final } = realSteps(1917398, 400);
const q = createStepQueue();
q.reset(baseline(1917398));
q.push(steps);
// Never advanced at all: no frame has been shown, and the queue is full.
assert.equal(q.busy(), true);
assert.equal(q.skip(), true, 'a never-advanced queue must still be skippable');
assert.equal(q.busy(), false, 'and must be idle afterwards, or the player stays locked out');
assert.deepEqual(q.current(), final);
});
it('draws nothing before a reset has arrived', () => {
const q = createStepQueue();
assert.equal(q.current(), null);
assert.equal(q.advance(0), false);
assert.equal(q.behind(), 0);
assert.equal(q.showing(), null);
});
});
describe('whose move the screen is showing (Gitea#25)', () => {
const step = (player: number | null) => ({ player }) as DisplayStep;
const queue = (behind: number, busy: boolean, showing: DisplayStep | null) => ({
behind: () => behind,
busy: () => busy,
showing: () => showing,
});
it('names the live actor once the board has caught up', () => {
assert.deepEqual(actorOnScreen(queue(0, false, step(2)), 0), { actor: 0, replaying: false });
});
it('names the player of the step on screen while the board is behind — not the live actor', () => {
// One human (seat 0) against bots: the live game already waits on seat 0 while bot 2's moves replay.
assert.deepEqual(actorOnScreen(queue(3, true, step(2)), 0), { actor: 2, replaying: true });
});
it('keeps naming the last step while it is still on screen, after the counter reaches zero', () => {
assert.deepEqual(actorOnScreen(queue(0, true, step(1)), 0), { actor: 1, replaying: true });
});
it('names nobody for an automatic phase being shown', () => {
assert.deepEqual(actorOnScreen(queue(2, true, step(null)), 0), { actor: null, replaying: true });
});
it('falls back to the live actor before any step has been shown', () => {
assert.deepEqual(actorOnScreen(queue(1, true, null), 3), { actor: 3, replaying: false });
});
});
describe('the log is held back with the board, and a changed card flashes (playtest, 2026-09-15)', () => {
it('owes exactly the lines of the steps not yet shown', () => {
const { steps } = realSteps(1917398, 400);
const q = createStepQueue();
q.reset(baseline(1917398));
assert.equal(q.pendingLines(), 0, 'an empty queue holds nothing back');
q.push(steps);
const owed = steps.reduce((n, s) => n + s.lines.length, 0);
assert.equal(q.pendingLines(), owed, 'every queued step still owes its lines');
// Drive the clock as a render loop would; the debt falls monotonically and ends at nothing.
let now = 0;
let last = owed;
for (let i = 0; i < 20_000 && q.busy(); i++) {
q.advance(now);
const left = q.pendingLines();
assert.ok(left <= last, 'the held-back count grew while the board caught up');
last = left;
now += 50;
}
assert.equal(q.pendingLines(), 0, 'the board caught up but lines were still withheld');
});
it('skipping reveals the whole log at once', () => {
const { steps } = realSteps(1917398, 400);
const q = createStepQueue();
q.reset(baseline(1917398));
q.push(steps);
q.skip();
assert.equal(q.pendingLines(), 0, 'Skip left lines withheld — the history would stay short');
});
it('flashes nothing on an ordinary step', () => {
// Realignment is rare in bot play, so this pins the quiet case: the map must not pulse at random.
const { steps } = realSteps(1917398, 400);
const q = createStepQueue();
q.reset(baseline(1917398));
q.push(steps.slice(0, 5));
q.advance(0);
assert.deepEqual(q.flashing(), [], 'a step that changed no Mainline card flashed one');
});
});
+100
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@@ -0,0 +1,100 @@
/**
* The switching planner (`sim/switch-planner.ts`) — the two properties it cannot be allowed to lose.
*
* 1. PLANNING TOUCHES NOTHING. The planner applies intents to a partial copy of the game
* (`forkForSwitching`) that shares everything a switching intent is not supposed to write. If a
* reducer ever starts writing somewhere new, the copy leaks into the real game, and this is where
* that shows: the game is serialised before and after planning and must not have changed.
* 2. A PLAN IS WHAT THE ENGINE WILL DO. Every step replays through `applyIntent` on a FULL copy, and
* lands on the fingerprint the planner promised for it. That is what makes the partial copy
* trustworthy, and it is what the bot relies on to know it is still on plan.
*
* Taken from real seeded bot games rather than hand-built positions, because a district that
* satisfies the track geometry by hand tests the builder as much as the planner.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { pump } from '../src/engine/advance.ts';
import { applyIntent } from '../src/engine/apply.ts';
import { legalActions, legalSwitchingActions } from '../src/engine/legal.ts';
import {
DEFAULT_MAX_COLLISIONS_PER_DAY,
DEFAULT_MAX_COLLISIONS_TOTAL,
MOVES_PER_LOCAL_OPS,
collectiveRevenueFloor,
lengthProfile,
} from '../src/engine/content.ts';
import { createGame } from '../src/engine/setup.ts';
import type { GameConfig, GameState } from '../src/engine/state.ts';
import { actingPlayer, turnOf } from '../src/engine/state.ts';
import { developerBot, playGame } from '../src/sim/bot.ts';
import { planSwitchingTurn, switchFingerprint } from '../src/sim/switch-planner.ts';
const config = (): GameConfig => {
const days = lengthProfile('short').days;
return {
mode: 'solitaire',
days,
minCombinedRevenue: collectiveRevenueFloor(1, days),
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
};
};
const serialise = (s: GameState): string =>
JSON.stringify(s, (_k, v) => (v instanceof Map ? [...v] : v instanceof Set ? [...v] : v));
describe('switching planner', () => {
it('asks for switching intents that are exactly the switching subset of legalActions, in order', () => {
const SWITCHING = new Set(['switch.move', 'switch.dropCars', 'switch.sortConsist', 'maneuver.flyingSwitch', 'switch.end']);
let compared = 0;
for (const seed of [1000, 8919]) {
const s = createGame({ id: `legal-${seed}`, seed, config: config(), playerNames: ['bot'] });
playGame(s, developerBot, pump, 50_000, undefined, (st) => {
const p = actingPlayer(st);
if (p === null || st.clock.phase !== 'localOps') return;
const all = legalActions(st, p).filter((i) => SWITCHING.has(i.type));
assert.deepEqual(legalSwitchingActions(st, p), all);
compared++;
});
}
assert.ok(compared > 0, 'no Local Operations decision was reached');
});
it('never changes the game it plans for, and every plan replays to the position it promised', () => {
let checked = 0;
let withSteps = 0;
for (const seed of [1000, 8919, 16838]) {
const s = createGame({ id: `plan-${seed}`, seed, config: config(), playerNames: ['bot'] });
const r = playGame(s, developerBot, pump, 50_000, undefined, (st) => {
const p = actingPlayer(st);
if (p === null || st.clock.phase !== 'localOps') return;
const turn = turnOf(st, p);
if (turn.option !== 'switch' || turn.movesRemaining !== MOVES_PER_LOCAL_OPS) return;
const before = serialise(st);
const plan = planSwitchingTurn(st, p, { budget: 400, beam: 16 });
assert.equal(serialise(st), before, `seed ${seed}: planning wrote into the real game`);
assert.ok(plan.score >= plan.rootScore, 'a plan is never worse than stopping where the crew stands');
const copy = structuredClone(st);
plan.steps.forEach((step, n) => {
assert.equal(switchFingerprint(copy, p), plan.keys[n], `seed ${seed}: step ${n} started off plan`);
const applied = applyIntent(copy, p, step);
assert.ok(applied.ok, `seed ${seed}: step ${n} (${step.type}) was refused by the engine`);
});
assert.equal(switchFingerprint(copy, p), plan.keys.at(-1), `seed ${seed}: the plan did not end where it said`);
checked++;
if (plan.steps.length > 0) withSteps++;
});
assert.ok(r.finished, `seed ${seed}: a game with the planner switched on did not finish`);
}
assert.ok(checked > 0, 'no switching turn was reached, so nothing was tested');
assert.ok(withSteps > 0, 'every plan was empty, so replay was never exercised');
});
});
+9 -5
View File
@@ -151,10 +151,14 @@ describe('the tally counts every event exactly once (Gitea#16)', () => {
it('splits Revenue into what was earned and what was given back', () => {
// Reconciliation is the real assertion and it holds for any game, earned or not: gained minus
// lost IS the score the engine kept. Seed 42 is named because it is one where Revenue actually
// lost IS the score the engine kept. Seed 44 is named because it is one where Revenue actually
// moves in both directions — it earns 1 and gives back 5 to a collision — so the two halves are
// being told apart rather than both sitting at zero.
for (const seed of [1, 7, 42]) {
//
// It was seed 42 until v0.8.0.10. That game's collision was the Superintendent holding a train over
// one BEHIND it (Gitea#26); with the ruling gone the collision is too, and seed 42 now earns 5 and
// loses nothing — a better game and a vacuous test. The seed moved, not the assertion.
for (const seed of [1, 7, 44]) {
const { state } = playKeepingEvents(seed);
const me = state.tally.byPlayer[0]!;
assert.equal(
@@ -163,10 +167,10 @@ describe('the tally counts every event exactly once (Gitea#16)', () => {
`seed ${seed}: gained minus lost does not reconcile with the score the engine kept`,
);
}
const { state } = playKeepingEvents(42);
const { state } = playKeepingEvents(44);
const me = state.tally.byPlayer[0]!;
assert.ok(me.revenueGained > 0, 'seed 42 earned nothing — the gained half is not being counted');
assert.ok(me.revenueLost > 0, 'seed 42 lost nothing — the lost half is not being counted');
assert.ok(me.revenueGained > 0, 'seed 44 earned nothing — the gained half is not being counted');
assert.ok(me.revenueLost > 0, 'seed 44 lost nothing — the lost half is not being counted');
});
it('records a Circus set-up as the one-off it is, not as a streak', () => {
+569
View File
@@ -0,0 +1,569 @@
/**
* THE WATCHABLE TABLE — v0.8.0, Gitea#20 / TODO #13, #15, #18.
*
* One shared, ordered presentation of everyone else's turns, on a seated player's own screen. The
* design is `docs/plans/jitsi-common-board.md` § v0.8.0; this file is its tests.
*
* Starting with ATTRIBUTION, because the caption row and the history panel both read these lines
* and a line that does not say who acted is useless on a screen built to answer "what did they
* just do?".
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { applyIntent, areaOf } from '../src/engine/apply.ts';
import { legalActions } from '../src/engine/legal.ts';
import type { GameConfig, PlayerIndex } from '../src/engine/state.ts';
import { turnOf } from '../src/engine/state.ts';
import { fromMultiplayerSave, newGame, newMultiplayerGame, submit } from '../src/web/game.ts';
import { currentActor } from '../src/web/game.ts';
import { applyPublicDelta } from '../src/sim/public-delta.ts';
import { publicSnapshot } from '../src/sim/view.ts';
import type { PublicFrame } from '../src/sim/view.ts';
import { takeSteps } from '../src/sim/display-step.ts';
import { createSession } from '../src/server/session.ts';
import { kindOf } from '../src/sim/pacing.ts';
const config: GameConfig = {
mode: 'competitive',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
/**
* The four events a switching turn is made of. Every one of them used to arrive in the shared log
* unattributed: `record()` (`web/game.ts`) prefixes a line with the player's name only when the
* event itself carries `player`, and these four were the only events in their class that did not
* — `cardDrawn`, `cardPlayed`, `cardDiscarded`, `carPlacedOnTrain`, `loadStarted`, `loadCompleted`,
* `flyingSwitch` and `localOpsOptionChosen` all did. So a switching turn read as an attributed
* bracket around anonymous contents:
*
* Player Alice chose to switch ← attributed
* CREW moved (1,2) → (1,3) — 4 of 6 ← whose train?
* Player Alice finished Local Operations ← attributed
*
* Measured 2026-09-09 and fixed with the feature that reads them, not filed.
*/
const SWITCHING_EVENTS = ['trayMoved', 'carsCoupled', 'carsDropped', 'consistSorted'] as const;
/** How each of those four reads in the log, so the assertions can find them by text. */
const SWITCHING_LINE = /^Player .+ (moved (Train |the local crew)|coupled at |set out |used the SMALL YARD)/;
/**
* The two tones a switching line may carry, and why attribution matters in BOTH.
*
* Since 2026-09-17 a plain move along your own track is written `trace`: the line still exists, so
* its display step has narration to caption the board with and a dwell to be watched for, but the
* history panel does not draw it (`web/game.ts` § inHistory). What must never happen either way is
* the line failing to say whose crew it was — the caption is read by the whole table while the move
* goes up, which is if anything the more public of the two places.
*/
const SWITCHING_TONES = ['act', 'trace'];
describe('switching is attributed — TODO #13', () => {
it('every switching event carries the player who acted', () => {
/**
* Driven by PREFERRING switch moves rather than taking the first legal action, because bot
* switching is clustered rather than spread: two of the three published replays contain no
* `switch.move` at all, so a game driven by `options[0]` can finish without ever exercising
* this. The counter below then guards against the test passing vacuously.
*/
let seen = 0;
for (const seed of [1917398, 191056, 4242]) {
const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
for (let i = 0; i < 800; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
const chosen = move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!;
// Read the events this intent produces before applying it for real, so the assertion sees
// exactly what `record()` will be handed.
const preview = applyIntent(structuredClone(game.state), actor, chosen);
if (preview.ok) {
for (const e of preview.events) {
if ((SWITCHING_EVENTS as readonly string[]).includes(e.type)) {
assert.ok(
'player' in e,
`${e.type} carries no player, so the log cannot say whose crew it was`,
);
assert.equal(
(e as { player: PlayerIndex }).player,
actor,
`${e.type} names the wrong player`,
);
seen++;
}
}
}
if (!submit(game, chosen)) break;
}
}
assert.ok(seen > 0, 'no switching event was produced, so this test proved nothing');
});
it('reads as a player action in the log, not as anonymous plain text', () => {
let lines = 0;
for (const seed of [1917398, 4242]) {
const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
for (let i = 0; i < 800; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
}
for (const line of game.log) {
// The old wording. `uncapitalise` deliberately leaves an acronym alone (`^[A-Z][a-z]` only),
// so "CREW moved" and "SMALL YARD —" would have survived the prefix and read as
// "Player Alice CREW moved …". Both were reworded to compose.
assert.doesNotMatch(
line.text,
/^CREW moved|^SMALL YARD —/,
`an unattributed switching line survived: ${line.text}`,
);
if (SWITCHING_LINE.test(line.text)) {
assert.ok(
SWITCHING_TONES.includes(line.tone),
`a switching line must read as somebody's move: ${line.text} (tone ${line.tone})`,
);
lines++;
}
}
}
assert.ok(lines > 0, 'no switching line reached the log, so this test proved nothing');
});
});
describe('the display-step collector — TODO #13', () => {
it('emits one step per accepted intent plus one per automatic phase, in order', () => {
const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
let accepted = 0;
for (let i = 0; i < 120; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
accepted++;
}
assert.ok(accepted > 30, `only ${accepted} intents accepted — this proved little`);
const steps = takeSteps(game.display);
/**
* TWO KINDS OF STEP SINCE TODO #18: one per accepted intent, and one per automatic phase that
* did anything. So the count is no longer `accepted` — but every intent must still have exactly
* one step, which is the invariant that matters.
*/
const byIntent = steps.filter((s) => s.cause !== 'phase');
const byPhase = steps.filter((s) => s.cause === 'phase');
assert.equal(byIntent.length, accepted, 'one step per accepted intent, no more and no fewer');
assert.ok(byPhase.length > 0, 'no phase produced a step — TODO #18 is not being served');
steps.forEach((s, i) => {
assert.equal(s.seq, i, 'sequence numbers must be dense and in order');
assert.equal(s.protocolVersion, 1);
assert.ok(kindOf(s.cause), `step ${i} carries a cause pacing cannot classify`);
// A phase is nobody's move; an intent is always somebody's.
assert.equal(s.player === null, s.cause === 'phase', `step ${i} disagrees about who acted`);
assert.equal(s.seat === null, s.cause === 'phase');
});
assert.equal(takeSteps(game.display).length, 0, 'draining must empty the collector');
});
it('a rejected intent produces no step', () => {
const game = newMultiplayerGame(4242, config, ['Alice', 'Bob', 'Carol']);
takeSteps(game.display);
// Somebody else's turn: refused before the engine is touched, so nothing to present.
const notMyTurn = ((currentActor(game) ?? 0) + 1) % 3;
assert.equal(submit(game, { type: 'draw.end' }, notMyTurn as PlayerIndex), false);
assert.equal(takeSteps(game.display).length, 0, 'a refused intent must not be presented');
});
it('the step deltas reconstruct the public board exactly', () => {
const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
let held: PublicFrame | null = null;
for (let i = 0; i < 150; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
for (const s of takeSteps(game.display)) held = applyPublicDelta(held, s.frame);
}
assert.deepEqual(held, publicSnapshot(game.state), 'the animated board drifted from the real one');
});
/**
* THE PROPERTY THAT IS CURRENTLY FREE AND MUST STAY THAT WAY.
*
* `fromSave`/`fromMultiplayerSave` rebuild a game with `applyIntent` + `record` + `drain` rather
* than `submit`, so a resumed server does not re-emit the whole game as steps and burn the
* sequence. The plan expected this to need an explicit guard. It does not — but move a replay
* path onto `submit()` and it silently becomes a real bug, which is why this is pinned.
*/
it('replaying a save emits no steps at all', () => {
const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
for (let i = 0; i < 80; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
if (!submit(game, options[0]!)) break;
}
assert.ok(game.history.length > 20, 'need a real history to replay');
const rebuilt = fromMultiplayerSave(game.seed, config, ['Alice', 'Bob', 'Carol'], game.history);
assert.equal(
rebuilt.game.display.steps.length,
0,
'a replay re-emitted the whole game as display steps',
);
assert.equal(rebuilt.game.display.seq, 0, 'a replay burned display sequence numbers');
});
it('solitaire collects the same way multiplayer does', () => {
// The standing design direction: solitaire is a special case of multiplayer, not a second
// implementation. Both go through one `submit()`, so this needs no separate code path — and
// that is exactly what makes TODO #18 fall out of TODO #13's mechanism.
const game = newGame(4242);
let accepted = 0;
for (let i = 0; i < 60; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
if (!submit(game, options[0]!)) break;
accepted++;
}
assert.ok(accepted > 10, 'the solitaire game did not get going');
const collected = takeSteps(game.display);
assert.equal(
collected.filter((s) => s.cause !== 'phase').length,
accepted,
'solitaire must collect a step per intent too',
);
// And solitaire is where TODO #18 lives — its phases must earn beats on the same path.
assert.ok(collected.some((s) => s.cause === 'phase'), 'solitaire got no phase steps');
});
});
describe('steps reach a seated player — TODO #13', () => {
it('never replays the opening bot turns at the first client to connect', () => {
/**
* `buildSession` runs `driveBotTurns()` at construction, so with bots ahead of you in the order
* the game has already moved before anybody can connect. Those steps must be DROPPED, not
* queued: a connecting client's `publicReset` is the board as it stands after those very moves,
* so replaying them onto it would draw positions the game had already left.
*
* Found by review 2026-09-09 rather than by a failing test, which is why this one exists.
*/
const session = createSession(1917398, config, ['Alice', 'Bob', 'Carol'], [1, 2]);
const push = session.connect(0 as PlayerIndex);
assert.ok(push.publicReset, 'a connecting client needs a baseline');
assert.equal(push.steps, undefined, 'the connect push must carry no steps at all');
// And the first real broadcast must carry only what THIS move produced — nothing older.
const option = push.menu?.options[0];
assert.ok(option, 'seat 0 should have something to do');
const r = session.intent(0 as PlayerIndex, 1, option);
assert.ok(r.accepted);
const steps = [...r.pushes.values()][0]?.steps ?? [];
assert.ok(steps.length > 0, 'the move produced no steps');
/**
* The first step delivered must be THIS seat's move — not a bot's, which is what a replayed
* opening turn would look like. The sequence does NOT restart at 0: `takeSteps` empties the
* collector without rewinding the counter, so the first thing a client sees may be seq 14. That
* is fine and deliberate — what 0.8.1's gap detection needs is monotonic and dense, not
* zero-based.
*/
assert.equal(steps[0]!.player, 0, 'the first delivered step was not the move just made');
assert.equal(steps[0]!.cause, option.type);
steps.forEach((st, i) => {
if (i > 0) assert.equal(st.seq, steps[i - 1]!.seq + 1, 'sequence must stay dense');
});
});
it('every seat gets the same public steps, and a connect gets a baseline to merge onto', () => {
const session = createSession(1917398, config, ['Alice', 'Bob', 'Carol'], [1, 2]);
const connected = session.connect(0 as PlayerIndex);
assert.ok(connected.publicReset, 'a connecting client needs a baseline for its step queue');
let seen = 0;
for (let i = 0; i < 60; i++) {
const menu = session.connect(0 as PlayerIndex).menu;
const option = menu?.options[0];
if (!option) break;
const r = session.intent(0 as PlayerIndex, i, option);
if (!r.accepted) break;
const pushes = [...r.pushes.values()];
if (pushes.length === 0) continue;
const first = pushes[0]!.steps ?? [];
if (first.length === 0) continue;
seen += first.length;
for (const p of pushes) {
assert.deepEqual(p.steps, first, 'every seat must receive the identical public steps');
}
}
assert.ok(seen > 0, 'no steps reached a push, so this proved nothing');
});
});
describe('the Fedora passing is visible (playtest 2026-09-16)', () => {
it('names the new Superintendent in the history at the Stage it happens', async () => {
const { newMultiplayerGame, currentActor, submit } = await import('../src/web/game.ts');
const { legalActions } = await import('../src/engine/legal.ts');
/**
* It used to ride on `actorChanged`, which `record()` drops as turn bookkeeping — so the one
* moment that event meant something never reached a player. Driven far enough to cross a shift
* boundary (Stages 3, 6, 9, 12) rather than asserted on a hand-built event, because the point is
* that a real game produces the line.
*/
const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
for (let i = 0; i < 900; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
if (!submit(game, options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
if (game.state.clock.stage > 3 || game.state.clock.day > 1) break;
}
const handover = game.log.filter((l) => /SUPERINTENDENT — the Fedora passes to/.test(l.text));
assert.ok(handover.length > 0, 'the game crossed a shift change and the log never said so');
assert.match(handover[0]!.text, /Alice|Bob|Carol/, 'the handover did not name the new Superintendent');
});
});
describe('the log says who acted, once, and in what capacity (Gitea#30, #31)', () => {
it('never names a player twice — no "Player Jesse player 0 finished …"', async () => {
const { newMultiplayerGame, currentActor, submit } = await import('../src/web/game.ts');
const { legalActions } = await import('../src/engine/legal.ts');
const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
for (let i = 0; i < 400; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
if (!submit(game, options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
}
assert.ok(game.log.length > 50, 'the game barely ran, so this proved little');
for (const line of game.log) {
// `record()` prefixes the acting player's NAME; a narration that also named them read
// "Player Alice player 0 finished Local Operations" (playtest, 2026-09-15).
assert.doesNotMatch(
line.text,
/\bplayer \d+\b/i,
`a line still carries a bare player index: ${line.text}`,
);
}
});
it('attributes a clearance ruling to the office, not to the seat\'s own turn', async () => {
const { newMultiplayerGame, drain, submit } = await import('../src/web/game.ts');
const { areaOf } = await import('../src/engine/apply.ts');
const game = newMultiplayerGame(7, config, ['Alice', 'Bob', 'Carol']);
const s = game.state;
const area = areaOf(s, 0);
// A westbound train at seat 0's Office, and another westbound AHEAD of it — west of the Office —
// which is §8.1's fourth condition and the Superintendent's to rule on (see Gitea#26).
s.trays.set('departing', {
id: 'departing', trainNumber: 15, trainIsExtra: true, engineAt: 0, consist: [],
direction: 'west', facing: 'w',
position: { at: 'grid', seat: 0, coord: area.officeCoord }, movesUsed: 0,
} as never);
area.adOccupancy.push('departing');
const office = s.division.nodes.findIndex((n) => n.kind === 'office' && n.seat === 0);
const card = s.division.nodes.findIndex((n, i) => i < office && n.kind === 'mainline');
const node = s.division.nodes[card];
assert.equal(node?.kind, 'mainline');
s.trays.set('ahead', {
id: 'ahead', trainNumber: 9, trainIsExtra: false, engineAt: 0, consist: [],
direction: 'west', facing: 'w', position: { at: 'mainline', index: card }, movesUsed: 0,
} as never);
if (node?.kind === 'mainline') {
node.transits.push({ tray: 'ahead', stagesRemaining: 2, stagesTotal: 2, direction: 'west' });
}
s.clock.phase = 'mainline';
drain(game);
assert.equal(s.clock.pendingDecision?.kind, 'clearance', 'no ruling was called for, so nothing was tested');
const before = game.log.length;
assert.ok(submit(game, { type: 'mainline.clearance', allow: false }, s.clock.superintendent));
const said = game.log.slice(before).map((l) => l.text);
assert.ok(
said.some((text) => text.startsWith('Superintendent Player ')),
`a ruling did not read as the office's: ${said.join(' | ')}`,
);
});
});
// ---------------------------------------------------------------------------
/**
* HOW MUCH SWITCHING REACHES THE HISTORY PANEL — Jesse's ruling, 2026-09-17, asked as a question
* from the table: *"Does switching show up in history at all? Should it? … I don't think I want all
* six moves showing up… maybe dropping off or picking up cars in industries should be recorded."*
*
* It all showed up. A six-Move turn wrote a line per move, every one of them a pair of coordinates,
* and two players shunting pushed everything else off the panel. What stays is the line saying
* somebody switched, work at an INDUSTRY, and the Small Yard sort.
*
* THE LINE IS STILL WRITTEN, MARKED `trace`. `dwellForStep` gives a step no dwell when it produced
* no narration, so dropping these outright stopped the board replaying switching at all — the first
* attempt at this did exactly that and the step-queue suite caught it. The tone is the seam: the
* caption still has its text, the panel filters the tone out.
*/
describe('the history panel keeps the switching that matters', () => {
const play = (seed: number, steps: number) => {
const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
for (let i = 0; i < steps; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
}
return game;
};
it('keeps the first move of a turn and traces the ones after it', () => {
const game = play(1917398, 800);
const moves = game.log.filter((l) => / moved (Train|the local crew)/.test(l.text));
assert.ok(moves.length > 0, 'no crew move reached the log, so this proved nothing');
// The opener of a turn is the move that leaves `movesAllowed - 1` behind it, which the line
// prints — "5 of 6 Moves left". Those are drawn; everything after them is caption-only.
const opening = moves.filter((l) => / 5 of 6 Moves left/.test(l.text));
const later = moves.filter((l) => !/ 5 of 6 Moves left/.test(l.text));
assert.ok(opening.length > 0, 'no turn opened with a move, so this proved nothing');
assert.ok(later.length > 0, 'no turn made a second move, so this proved nothing');
assert.ok(
opening.every((l) => l.tone !== 'trace'),
`the first move of a switching turn was hidden: ${opening.find((l) => l.tone === 'trace')?.text}`,
);
assert.ok(
later.every((l) => l.tone === 'trace'),
`a move from the middle of a turn is still drawn: ${later.find((l) => l.tone !== 'trace')?.text}`,
);
// Every one keeps its text, because that is what captions the board as the move goes up.
assert.ok(moves.every((l) => /^Player /.test(l.text)), 'a trace line lost its attribution');
});
it('closes a switching turn with what it cost and where the crew was left', () => {
/**
* BUILT, NOT PLAYED — the driver above never submits `switch.end`: it finds a move or another
* option every time, so 800 turns produced no closed switching turn at all and the assertion
* would have been vacuous.
*/
const { game, trayId } = crewOnAnIndustry();
assert.ok(submit(game, { type: 'switch.move', trayId, to: { row: 1, col: 2 }, reverse: false }));
assert.ok(submit(game, { type: 'switch.end' }), 'the turn would not end');
const closing = game.log.filter((l) => / finished switching/.test(l.text));
assert.equal(closing.length, 1, `expected one closing line, got ${closing.length}`);
assert.notEqual(closing[0]!.tone, 'trace', 'the closing summary was hidden from the history');
assert.match(
closing[0]!.text,
/1 of 6 Moves used, leaving .* at /,
`the closing line did not say what it cost and where the crew was left: ${closing[0]!.text}`,
);
});
/**
* A crew standing on a Freight House with a loaded boxcar, and plain track to its east.
*
* BUILT RATHER THAN PLAYED. The bot prefers moves over couplings, so 2400 driven turns across
* three seeds produced not one set-out at an industry, and none of them ever ended a switching
* turn — a driver that cannot reach the case cannot test it.
*/
const crewOnAnIndustry = (): { game: ReturnType<typeof newGame>; trayId: string } => {
const game = newGame(77);
const area = areaOf(game.state, 0);
const spot = { row: 1, col: 1 };
const track = (over: object = {}) => ({
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true,
standing: [],
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
...over,
});
area.grid.set('1,1', track({
geometry: { kind: 'facility', facility: 'freightHouse', axis: 'ew' },
facility: {
kind: 'freight', subtype: 'freightHouse',
allows: { outbound: true, inbound: true },
outboundBox: [], inboundBox: [],
capacity: { outbound: 1, inbound: 1 },
menAtWork: [null, null, null],
industryTrack: { cars: [] },
laborers: 1, porters: 0, usedThisStage: { laborers: 0, porters: 0 },
},
}) as never);
area.grid.set('1,2', track() as never);
const trayId = game.state.freeTrays.pop()!;
game.state.trays.set(trayId, {
id: trayId, trainNumber: null, trainIsExtra: false, engineAt: 0,
consist: [{ type: 'boxcar', loaded: true }],
direction: 'east', facing: 'e', railFacing: 'e',
position: { at: 'grid', seat: 0, coord: spot }, movesUsed: 0,
} as never);
game.state.clock.phase = 'localOps';
game.state.clock.currentActor = 0;
turnOf(game.state, 0).option = 'switch';
return { game, trayId };
};
it('keeps work at an industry, and drops the same move on plain track', () => {
const { game, trayId } = crewOnAnIndustry();
const plain = { row: 1, col: 2 };
assert.ok(submit(game, { type: 'switch.dropCars', trayId, count: 1 }), 'the set-out was refused');
const dropped = game.log.filter((l) => /set out/i.test(l.text));
assert.equal(dropped.length, 1, `expected one set-out line, got ${dropped.length}`);
assert.notEqual(
dropped[0]!.tone,
'trace',
'work at an industry was hidden from the history — it is the point of switching',
);
assert.match(
dropped[0]!.text,
/at the Freight House/,
`the line named a coordinate instead of the industry: ${dropped[0]!.text}`,
);
// The same crew moving onto ordinary track is the noise this ruling was about.
assert.ok(submit(game, { type: 'switch.move', trayId, to: plain, reverse: false }), 'the move was refused');
const moved = game.log.filter((l) => / moved the local crew/.test(l.text));
assert.equal(moved.length, 1, `expected one move line, got ${moved.length}`);
// The FIRST move of a turn is kept, and this crew's first move is this one — so what is being
// checked here is that it names the square by what stands on it rather than by its coordinates.
assert.match(moved[0]!.text, /→ the Freight House|→ \(1,2\)/, `unexpected move line: ${moved[0]!.text}`);
});
});
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