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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
42 changed files with 7352 additions and 328 deletions
+6
View File
@@ -50,3 +50,9 @@ __pycache__/
# one that is worth publishing.
/playtests/*
!/playtests/README.md
# The Jitsi harness is NOT scrubbed — four of its files carry a real domain and real
# participant names (workspace AGENTS.local.md). Ignored so that a `git add -A` cannot sweep it
# into a history that would be permanently exposed if this repo is ever made public. When it is
# promoted in Phase 1, scrub it FIRST, then `git add -f tools/`.
tools/
+760
View File
@@ -19,6 +19,766 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
---
## 0.8.0.1 — 2026-09-09
**Bot play was way too fast.** v0.8.0 was installed on `phoenix.local` and played within the hour;
Jesse: *"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". Everything else looked right —
the bots were visibly doing things — so this is calibration and one real bug, not a redesign.
### The bug: the last step of a burst never got its moment
`busy()` was `pending.length > 0`. So the instant the FINAL step of a burst was shown, the queue
reported itself idle — the animation loop stopped and, because the district panel follows `busy()`,
it snapped back to the viewer's own board without that step ever being looked at. The countdown row
went with it. `busy()` is now `pending.length > 0 || dueAt !== null`: there is more to come, **or**
what is on screen has not had its moment yet.
### The calibration: 250ms was invented, and it was wrong
Jesse's instruction had been "start at 1s and tune down". That was applied to switching and then a
250ms `action` tier was made up beside it, which held for the case the design was measured against —
a switching burst — and failed the common one. **Switching is not legal until there is track down**,
so an early-game bot turn contains none of it. Measured from a real 3-seat game, one bot turn was:
```
localOps.choose 0ms · draw.fromHomeOffice 250ms · card.play 250ms
draw.end 0ms · localOps.choose 0ms · freightAgent.stockOutbound 250ms
```
**750ms for a whole turn.** `action` is now 700ms, which puts that same turn at 4.7s.
**And `localOps.choose` was the worst of it.** It was classed as bookkeeping, at zero — but it is the
line reading *"Player Bot 1 chose to SWITCH — six Moves to shunt cars around the yard"*: the heading
for everything that follows. A bot's turn began with no indication of what it was about to do. It is
an announcement, and it is now in `action`.
### The viewer's own moves cost nothing
Raising `action` exposed a waste: your own click was being held for 700ms before the bots' turn
started animating. A seated player's own board is drawn from their authoritative `Frame`, never from
the queue, so replaying their own move shows them nothing and delays the thing they wanted to watch.
Own steps are still applied — the delta chain runs through them — but at zero dwell. Automatic phases
have no player and are unaffected, which is what keeps #18 working in solitaire, where every intent
is the viewer's own.
### Faster and slower, without a rebuild
`pace` multipliers above 1 are supported and expected — Jesse asked for 2 and 3 — bounded by a new
`MAX_PACE` of 10 so that `?pace=300` from somebody meaning 3.00 cannot look like a frozen board.
Every tier scales by the same factor, so **a switching move outlasts an ordinary action at 0.5× and
at 3× alike**: the relative weighting is the design, and the multiplier is only how fast it runs.
Whole-game animation is now ~5.7 minutes across a 6-day game.
---
## 0.8.0 — 2026-09-09
**Watching the table.** TODO #13, #15 and #18, which is Gitea#20 steps 2-4 pointed at a seated
player's own screen. Jesse, 2026-08-29: *"It's not fun to do my turn and have magic happen in the
background and then have to figure out what others did."* And 2026-09-09, on what he most wants to
see: *"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."*
The release was scoped in conversation: **0.8.0 is this, 0.8.1 is the seatless board page, 0.9.0 is
the Jitsi publisher** — *"13 is the key. Watching on a TV is the bonus."* The design is
`docs/plans/jitsi-common-board.md` § v0.8.0.
### The correction that set the scope
`Frame.cells` is ONE district — the viewer's own, built from `areaOf(s, viewer)`. So a step stream
alone does not answer #13: the data would arrive with nowhere to be drawn. **Rendering a district
you do not own is the feature**, not part of the seatless page it had been filed under. Nothing
needed to change in `officeSvg` to do it — it takes board data and has never wanted a private
viewer, which is why `PublicDistrict` renders as-is.
### One hook, not two, and replay inert for free
The design anticipated wiring a collector into `GameSession.intent()` and `driveBots()` separately,
with solitaire doing its own thing. It needs neither: `src/server/session.ts` imports `submit` from
`src/web/game.ts`, so solitaire, live multiplayer and every bot turn already funnel through one
function. That is also what makes this a special case of multiplayer rather than a second
implementation.
And `fromSave`/`fromMultiplayerSave` rebuild a game with `applyIntent` + `record` + `drain` rather
than `submit`, so a resumed server does not re-emit a whole game as steps. The plan expected that to
need a guard. It needs none — but the property is load-bearing rather than lucky, so it is pinned by
test.
### Pacing, decided by measurement
The obvious scheme is a time budget divided by the queue length. Measured against real games it does
exactly the wrong thing: 44 of a 307-intent game are `draw.end` and 60 are `loadUnload.end`, while
the thing worth watching is rare and clustered — two of the three published replays contain no
`switch.move` at all, and the third has bursts of **14, 6, 6 and 6**. Six is the engine's own cap per
crew, which `trayMoved` says out loud ("N of 6 Moves left"). A uniform budget spends the player's
attention on bookkeeping and rushes the switching.
So dwell is assigned **by kind**: switching 1000ms (Jesse: *"start at 1s and tune down"*), an
ordinary action 250ms, a phase 600ms, bookkeeping zero. Three tuning levels, because the committed
table needs a web rebuild and in the `.s9pk` that is a release: the table, a per-viewer `pace`
multiplier in `Settings` where **0 turns it off**, and a `?pace=` URL parameter for handing two
playtesters different speeds. Deliberately **not** in game-creation settings — dwell is presentation,
not a rule, and a `GameConfig` rides along in saves and replays.
**Cost, measured:** about **4.4 minutes of animation across a whole 6-day game**, of which phases are
now the largest slice and therefore the first dial to turn.
### TODO #18 needed a stepped pump, not a delay
`pump()` runs every automatic phase between one click and the next and `drain()` records the whole
batch, so New Train, the Mainline and the shift change were never drawn at all. Folding them into the
triggering intent's step reproduced exactly that. `submit()` now steps `advance()` one call at a time
and collects per phase; `drain()` is untouched, because replay, undo and `fromSave` all use it and
the inertness above depends on their staying off that path.
**Two obvious rules for what earns a beat were both wrong, and both are now pinned by test.** "No
narration, no dwell" looked right and silently killed #18 — a phase can move trains without saying
anything. "Anything that changed the board" beat on every turn hand-off, and `submit()` steps
`advance()` about 4.6 times per intent, which came to a quarter of an hour a game. The rule is that
the **clock turning over** earns the beat.
### The counter, which is Jesse's design
*"If I saw the counter as I'm watching the board go 17, 16, 15 … and I got impatient, I could just
click a button and have it skip all the rest."* One row rather than three additions — the countdown,
#15's caption naming the action being shown, and Skip. It counts only the steps that will actually
**dwell**: with bookkeeping at zero, a backlog of 17 where 12 are `*.end` would read "17", plummet to
5 instantly and then crawl, which is not a countdown anyone can act on. Skip costs the animation and
never the information — every line is already in the History panel.
This also settled the question the design had left open: an "it's your turn" that arrives while the
board is still catching up is confusing, and showing the lag beats both alternatives (holding the
turn indicator back, or saying nothing).
### Switching logged unattributed, and now names its train
`record()` attributes a line only when the event carries `player`. **`trayMoved`, `carsCoupled`,
`carsDropped` and `consistSorted` were the only events in their class that did not** — so a switching
turn read as an attributed bracket around anonymous contents: "Player Alice chose to switch / CREW
moved (1,2) → (1,3) / Player Alice finished Local Operations". Fixed with the feature that reads
those lines rather than filed. Two texts were reworded to compose with the prefix, because
`uncapitalise` deliberately protects acronyms and "Player Alice CREW moved" is what it would
otherwise have produced. On Jesse's ask the move now names its train — "moved Train 3 (1,2) → (1,3)"
— using the existing `trainName`, since a second way of naming a train is the drift this codebase
avoids.
Saves are unaffected: a save is a seed and a list of intents, and events are derived.
### The delta had to become a true partial
Steps carry a `PublicFrame` delta. The first version spread `...next` and nulled only the board
fields, so every step shipped all 35 top-level properties even when the only change was whose turn it
was. Once #18 gave phases their own steps most steps became exactly that, and a full game cost
**19.4 MB, of which 16.7 MB was silent steps at ~11 KB each**. As a true partial — only changed
fields, only changed districts — the same game is **8.7 MB**. Districts are keyed by seat rather than
compared as one array, which alone saves 22%: one intent changes one district, and a whole-array
compare resends every other player's board every step.
### The redaction net grew to cover the steps, and grew two exemptions
The steps are folded into `everythingSeatSees`, so every existing case covers them — the blind draw,
the pending decision, Employee Rotation before and after the seating moves, the reconnect, the
played-out game. Doing that surfaced two false positives in the name-based heuristic, **neither
caused by this feature**, and the distinction they forced is worth keeping: **a card NAME is
circumstantial, a card ID is proof.** Ids are searched everywhere. Names are not searched in two
places entitled to carry them — lines naming a **face-up pile** (§2.6: a Department is public, so
"Ann discarded Train 6 face-up on Department 3" is the record working, and it stays in the log after
she takes it back), and the **accumulated step frames**, which record what was public over time
rather than the position now.
The harness was also passing `g.log` into `snapshot()` for the Frame's own lines, which **production
has not done since #97**; now `[]`, matching `frameFor()`.
**Verified by injecting the v0.7.9.2 blind-draw leak and confirming the net still fails** — both the
dedicated test and, independently, the new step coverage. A relaxed safety test that has not been
shown to still bite is not a safety test.
### What is not verified
The mechanism is proven end to end **server-side**: a real server, a real 3-seat game with two bots,
and 28 steps read off a live SSE stream with dense sequence numbers and a 13-step bot burst intact.
The page is proven not to throw — `drainIntoQueue`, `renderWatching` and `watchedDistrict` all run
under the existing DOM-stub tests. **Nobody has watched it in a browser.** The district switching to a
bot's board, the row appearing, and Skip are unexercised, because the stub has no
`requestAnimationFrame` and the page degrades to un-animated without one.
---
## 0.7.9.8 — 2026-09-07
Housekeeping before v0.8.0 — the answer to "anything else that should be looked at first", which
turned up one real hole and one stale document.
### `npm test` did not typecheck, and passed green on a type error (#102)
`pretest` ran `scripts/build-web.ts`, which invokes `tsc --ignoreConfig` against three web entry
points. So it saw only what those three transitively import, under a **weaker** configuration than
`tsconfig.json` — no `noUncheckedIndexedAccess`, no `exactOptionalPropertyTypes`, `--types ''` — and
never saw `src/server/` or a single file under `test/`.
Demonstrated rather than argued. Planting `const DELIBERATE_TYPE_ERROR: number = 'not a number';` in
`src/server/session.ts`:
```
npm run typecheck → src/server/session.ts(441,7): error TS2322
npm test → # fail 0
```
`pretest` is `tsc --noEmit && node scripts/build-web.ts` now, and the same planted error exits 1 with
the tests never running.
**Why this week rather than generally.** v0.8.0 is steps 2-7 of the common board — a display stream,
credentials, persistence, a Chromium supervisor — which is almost entirely `src/server/`, exactly the
half the test command could not see.
### The common-board plan had drifted from the code it is the source for (#103)
`docs/plans/jitsi-common-board.md` was written on 2026-08-27, still said "No implementation has been
performed", and is what steps 2-7 will be built from. Step 1 has since shipped across four releases,
so every "current code finding" under it described a fault that is now fixed. A document that reads
as present tense and is nine days stale sends the next reader to fix things twice.
Measured: the plan's `PublicFrame` sketch lists four properties never built (`protocolVersion`,
`config`, `scoring`, `deckCounts`) and omits **28** that exist. The shape is the real difference —
the implementation is flat where the plan grouped things into `clock`, `config`, `scoring` and
`deckCounts` objects, so a renderer written from the sketch would not compile against the projection.
The plan now says all of this at the top and at step 1, names `src/sim/view.ts` and
`test/redaction.test.ts`'s allow-list as the authority, keeps the original sketch for its reasoning,
and lists what has been gained since. `protocolVersion` is called out as unbuilt rather than quietly
dropped — step 2 is the reconnecting display stream and is the first thing that would want one.
**And one step-1 item is struck off rather than built.** The plan asks for the Red Flag holder on the
public player projection, "public game state but currently absent from `Frame`". The premise does not
hold here: `decks.redFlags` is written once, in `setup.ts`, from `optionalRules.emergencyToolbox`,
and never again — `redFlag.play` emits `phaseEnded` and does not spend it — so every player holds one
or none does, decided before the deal. A per-player `redFlagHeld` would be one already-public option
copied N times, while telling every reader of the common board that it varies by player and might
change mid-game. That is worse than the absence. The invariant is pinned by test so the item is not
re-raised from the plan text.
### Four dead imports, and a measurement for #46
Removed: `HAND_LIMIT`, left unused in `apply.ts`, `view.ts` and `web/game.ts` when 0.7.9.6
consolidated the three copies of the §6.2 test into one, and `actingPlayer` in `web/game.ts`, dead
since 0.7.9.5 made `currentActor` delegate. All four were mine.
Finding them re-measured #46: **`tsc --noUnusedLocals` now finds 40, up from 29 on 2026-08-30.** That
entry's prediction — "without the flag this list simply regrows — it is regrowing now" — is a
measurement rather than a forecast. The remaining 36 and the flag itself are still open; ten of them
still wait on #48 settling what `sim/replay.ts` is for.
### Proof
946 tests pass, up from 943. Nothing in this release changes behaviour: the three new tests pin an
invariant and the rest is the build command, dead imports and a document.
---
## 0.7.9.7 — 2026-09-07
The last item off 0.7.9.6's sweep — the one parked as a maybe, which turned out to have a second half
worth more than the first.
### A dispatch device now says whether it is still available (#101)
Telegraph (+4), Telephone (+8) and Radio (+12) are "once a day, when dispatching facing trains, add
+N to the other train's number". `enhancementText(key)` takes only the key, so the tooltip could not
vary with anything — a spent Radio read "Once a day, add +12…" for the rest of the Day, advertising a
bonus that was not there. `trainRules` before #100, in another corner of the same view.
**The half that actually surprises.** `spendDispatchBonus` reads `areaOf(s, s.clock.superintendent)`
— the **Superintendent's own** devices, not the train owner's — and the Fedora moves every
`STAGES_PER_SHIFT` (3) Stages, four times a Day. So a player's Radio does nothing at all for
three-quarters of the Day, and is spent automatically, without its owner being asked, during the
quarter it is theirs to use. Neither half was anywhere on the board.
The card now reads as one of three states — available and dispatching, unspent but idle while
somebody else holds the Fedora, or spent until the next Day — and names the shift length, because
"not now" without "for how long" is half an answer. A spent device is struck through on the board.
**On every district, not only your own** (Jesse's call): it is public, and a rival's spent Radio is
exactly what you want to know before forcing a meet. `projectDistrict` serves the player's own cells
and the common board's districts alike, so one change covers both.
What counts as a device is `enhancementRule(key)?.dispatchBonus`, not three keys written out in the
view — the ladder lives in `ENHANCEMENT_RULES`, and a fourth rung would otherwise be silently exempt.
### A stale comment corrected, and turned into a test
`advance.ts` warned that indexing a seat-keyed Office Area with the player holding the Fedora "is
right only while seating is the identity map". It reads as a live Employee Rotation bug and is not
one: `areaOf(s, p)` **is** `areaAtSeat(s, seatOf(s, p))`. A comment that sends the next reader
chasing a bug that does not exist costs about what the bug would. It is rewritten, and the claim is
now pinned by a test — seating set to a real permutation, and the Superintendent's own district, not
the seat with the same index, is the one that reads as dispatching.
### Two things caught by mutation rather than by passing
**A test that passed for the wrong reason.** "Leaves a non-dispatch enhancement alone" asserted the
absence of /spent|Fedora/ with the Fedora held — and a mutant with the `dispatchBonus` guard deleted
**passed it**, because the leaked text in that case reads "Available today, and this district is
dispatching", which contains neither word. A test that something was left alone has to compare it
against what it should be; it asserts equality with `enhancementText` now, in both Fedora states.
**The replay wire format needed the field.** Cells are packed positionally and the round-trip test
caught the loss immediately. The flag is index 9 and reads `?? []`, the same tolerance `standingWest`
uses, so recordings made before it existed report no device spent — exactly what they drew at the
time, leaving every published replay unchanged.
### Proof
943 tests pass, up from 934. The 9 new ones were written red. Mutation: using the raw player index
for the Fedora check fails 1, ignoring the spent record fails 3, and treating every enhancement as a
dispatch device fails 1 — that last one only after the test above was tightened, which is how the
hole was found.
**Not verified at a table**, like 0.7.9.6. #39 and #35 still stand, and the pre-0.8.0 session is
where they get closed.
---
## 0.7.9.6 — 2026-09-07
Three things the engine knew and the screen did not, found by looking for them rather than by
waiting to be told — plus the dead-field audit from 0.7.9 finished off.
### The method, first, because it is the part that generalises
Gitea#21, Gitea#22, #94 and #96 were four instances of one fault in a row: the engine gains something
that changes what a train may do, and nothing draws it. Every one was found by a player hitting it.
So rather than wait for the fifth, every field of `GameState` and its nested types was enumerated and
checked for a reader in `sim/view.ts`, `src/web/` and `sim/narrate.ts` — and the survivors were then
**verified by running the engine**, not by trusting the grep. Four fields had no reader anywhere.
`movedThisPhase` is set and cleared inside a single `advance` call and is nobody's business. The
other three are below.
Saying what was ruled out matters as much: `freightWorked`, `drawnThisTurn`, `freightAgentUsed`,
`switchedSince` and `movesUsed` are all invisible on purpose — their effect already shows as
legality, or as a complement already on the Frame. A field is not a display gap merely because
nothing renders it. `dispatchUsedToday` is the one genuine maybe left, and is not done.
### The Crew Tray pool is a mechanic you can now see (#98)
`state.ts` calls §7's tray scarcity "an explicit mechanic" and it was explicit only in the engine.
The blocked panel — the one that answers "why is nothing moving?" — had exactly one tray rule, keyed
off the train due out this Stage. So a player who had spent a card on an Extra, or ordered a second
section, got a **completely empty** panel while their train sat behind an exhausted pool. Both had
been announced once in the log, in a line that promised a future event — "it runs once as soon as a
Crew Tray frees up", "an identical train will run right behind it" — which nothing ever confirmed.
`projectSharedTable` carries `crewTrays` and `queued` now, so the common board gets it too, and the
panel reports all three cases with the count beside them: "no free Crew Tray" on its own reads like a
permanent fact about the game rather than a state that will pass.
The first draft of that count derived the pool size as `trays.size + freeTrays.length`. That is
invariant in play — `retireTrain` puts the tray back — and reads **"0 of 0"** the moment it meets a
state where a tray is neither free nor carrying a train. `crewTrayCount` already owned the number.
### A train held at the Limits had been vanishing off the board (#99)
The most serious of the three, and it had been shipped. The Interlocking is the designed answer to a
full Office: rather than Gap 2d's automatic collision, the train is stopped on the Limit Track and
takes the first A/D track that frees, ahead of any newcomer.
`arriveAtOffice` removes the tray from the Mainline node's `transits`, and the Interlocking branch
pushes it onto `area.heldAtLimits` **without assigning `tray.position`**. The map draws mainline
nodes from `transits` and district squares from `position.at === 'grid'` — so between the two, the
train was drawn in neither. It disappeared from the board on arrival and reappeared in the Office
some Stages later, with a single log line as the whole account of it.
Measured rather than reasoned: with the tray in `transits` the Interchange node carries its chip;
moved to `heldAtLimits` exactly as the engine moves it, that node's `trains` is `[]` and no grid
square has gained it.
Fixed in the **view**, not the engine. The engine is right — a held train is inside the Limits and
not on an A/D track — and `position` is deliberately left alone so nothing may treat the train as
standing on a square it could be switched from. The map draws it on the Limits square it came in by
(eastbound at `limitsWest`, westbound at `limitsEast`), flagged so it does not read as an ordinary
arrival, with the reason on the chip and in the blocked panel.
### The Campaign Train now says whether its speeches are made (#100)
X17 is "one turn at station (speeches) then expedite" — two states, not one sentence. Its first
Office arrival is an ordinary stop; every arrival after runs expedited, and an expedited train left
off the Office square when the next Mainline Phase begins is a fault costing 1 Revenue.
`trainRules()` took `{ trainNumber, trainIsExtra }`, so it could not see `speechMade` even though
both of its tray-side callers hand it a whole `CrewTray` that has it. The chip read identically
before and after. Worse, the "EXPEDITED … costs 1 Revenue" warning is printed only under
`rules.expedite` — so X17 became subject to a fault whose warning the game shows to every other
expedited train and never to it. It now says which half it is in, and borrows `isExpedited` from
`advance.ts` rather than restating the test.
### The 0.7.9 dead-field audit, finished (#45)
Deferred by Jesse on 2026-08-30 with the decision framed as delete-or-document. The answer turned out
to be different for each, and neither was a patch.
**`overHandLimit` is wired, because its consumer existed all along and was guessing.** `main.ts`
already draws a disabled "End Local Operations" button explaining the hand limit — but decided to
draw it from the *absence* of `draw.end` in the menu. That is sound only because `check('draw.end')`
refuses for exactly three reasons and the two guards beside it rule out the other two; a fourth
reason would have made the panel explain a refusal by describing something else entirely, which is
#90 verbatim. It reads `f.overHandLimit` now — which is what the field was built for in the first
place. Behaviour is unchanged; the screen states its reason instead of inferring it.
**`viewerSeat` is documented, with a condition.** Gitea#20's common board keys districts by seat and
resolves the player through `playerAtSeat`, so a client picking its own district out of a seat-keyed
board needs this and cannot get it from `viewer`. The declaration says so — and says to delete it if
step 2 ships without using it.
**And the audit had missed a third limb.** `game.mustPlayCard` was assigned from `overHandLimit` on
every submit and read by nothing at all: deleted. Chasing it turned up the thing actually worth
fixing — the §6.2 hand-limit test existed in **three** places (`check('draw.end')`, an inline
recomputation inside `snapshot()`, and `web/game.ts`'s own). All three agreed, which is precisely the
state #96's disagreement started from. There is one `overHandLimit(state, player)` in `state.ts` now
and the other two ask it. `Session.overHandLimit()` — declared on the interface and implemented
twice — is deleted rather than kept, the Frame already carrying the fact.
### Proof
934 tests pass, up from 917. The 17 new ones were written red and each fix was then checked by
mutation: reverting `speechMade` fails 2, dropping the held-train projection fails 4, and forgetting
the two tray queues fails 2. The blocked panel returning nothing for the queues is reported alongside
its positive control — the same state with a timetabled train due, which correctly says "no free Crew
Tray" — because an empty result from a function that is simply broken proves nothing.
**Not verified at a table.** All of this is engine and view work checked by tests and by running the
engine; no part of it has been met by a person at a board. #39 and #35 still stand.
---
## 0.7.9.5 — 2026-09-07
Two faults in what 0.7.9.4 had just built, both of the same shape: a second copy of an answer that
agreed with the first until it didn't.
### The §3.3 vote had no actor, and the screen named one anyway (#96)
Extended play's vote is **parallel**. Every un-voted seat may vote at any moment, in any order, and
one refusal ends it — `apply.ts` says in as many words where it accepts a vote that there is no actor
to be. So the honest answer to "whose turn is it" is nobody, and the honest answer to "who are we
waiting on" is every un-voted seat, which is exactly what the tally beside the turn chart already
drew.
The chart disagreed with the tally directly above it. It named the last seat to move before the
timetable ran out — a seat with no more claim on the vote than anybody else — while the tally
correctly showed three outstanding.
The cause is worth more than the symptom. `currentActor(game)` in `web/game.ts` guarded on
`status !== 'active'` and returned null. `currentActorOfState(state)` in `sim/view.ts` — added the
same day in #95, and the function the frame actually calls — had no such guard, so it handed back
whatever `clock.currentActor` was left holding after the game stopped being `active`. Two functions
answering one question, correct in every state anybody had looked at.
`currentActorOfState` carries the status guard now and `currentActor` delegates to it, so there is
one answer. That matters more than the tidiness: **`currentActor` is what refuses an intent**, so a
screen answering differently is telling the table to wait on a player the server would turn away.
This is the fourth of this class in a row after Gitea#21, #22 and #94. It is the first found by
asking a view helper its question in a state the game is **not** `active` in — which is the
generalisation, and cheaper than finding the fifth the same way.
### Narration reaches a seat once, by one path (#97)
`Frame.lines` carried the whole narration log on every push, to every seat, and nothing read it.
`RemoteSession` (`web/session.ts`) accumulates `lines` from `push.lines` alone, and its `lines()`
returns that accumulator — so the log was serialised into every frame, grew all game, and was
discarded on arrival, while `linesSince` sent the same text correctly beside it.
**The duplicate was masking a bug rather than merely wasting bandwidth.** `connect()` cleared
`lastFrame` but not `sentLines`, so a reconnecting seat was told "nothing new since your last push"
— while the browser it was answering had just reloaded and started from an empty accumulator. The
history panel came back blank, mid-game, with the server holding the whole log and shipping it in the
one field nobody reads.
So the two halves are one change, and the plan's instruction taken alone — "stop passing the full
game log into `frameFor()`" — would have deleted a real behaviour instead of a duplicate. A
(re)connect now resets the seat's watermark, and `Push.lines` on a connect **is** the history, which
is what lets the Frame stop carrying a second copy.
Every remaining reader of `Frame.lines` was checked before the field was emptied: all of them
(`sim/replay.ts`, `web/replays.ts`, and the sim and replay tests) are the solitaire and replay path,
which builds its Frames through `snapshot()` directly and never goes near a session.
**One test was wrong before the code was.** The first draft of the reconnect test connected inside
its own fixture, so both sides of the comparison were the empty array and it passed against the
broken server — two empty arrays are `deepEqual`. Each of these tests now asserts its premise is
non-empty before comparing.
### Also
`docs/plans/jitsi-common-board.md` is committed. It was never added — not ignored, just missed —
while `TODO.md` cites it twice as the plan for all of v0.8.0 and the last two releases were built
from it, so a clone got a TODO pointing at a file that did not exist.
917 tests pass, up from 909.
---
## 0.7.9.4 — 2026-09-07
Gitea#20 step 1, done as its own release rather than as the first hour of 0.8.0 — and a Red Flag you
can now see.
### A Red Flag standing at the Limits is on the map (#94)
`maneuver.redFlags` sets a flag on an Office's Division node, and from then on the next train
arriving from that side is held short until the flag is spent. It is a token standing on the board —
the same kind of object as a train — and it was announced once in the log and drawn nowhere. Three
Stages later a train stops and the only explanation has scrolled out of the panel.
`DivisionView`'s office node carries `redFlag` now, and the map draws a staff and pennant **at the
end it guards** — west on the left, east on the right, since east is right on this map. Which
approach it covers is the whole of the information: a flag in the middle of the cell would say a
flag is out and leave the reader to hover for the half that decides whether to run a train. The
tooltip leads with it, ahead of everything that merely describes the cell.
**The third of these in a row**, after Gitea#21 and #22. When the engine gains something that
changes what a train may do, the question to ask is where it is drawn, not whether it works.
### The public projection helpers (#95)
`projectDistrict(state, seat)`, `projectDivision(state)`, `projectSharedTable(state)`,
`publicSnapshot(state)` and `currentActorOfState(state)` — and **`snapshot()` rebuilt to compose
from the same helpers** rather than keeping a second copy of the shared table. A player's frame and
a spectator's now cannot come to disagree about the clock, the phase, whose turn it is or the score.
Behaviour-neutral: the existing 897 tests passing unchanged is the proof.
**The public view is composed upward, never by calling `snapshot()` once per seat.** That shortcut
is the trap the plan warns about: `snapshot` exists to assemble one player's view, so a public view
made of player views starts by building every private field and then has to remember to strip it —
and it defaults its viewer to player zero, so a careless spectator call today would have served seat
0's hand. Composing upward means a private field cannot arrive by accident; it would have to be
added to a projection that has no business holding one.
**Districts are keyed by seat, with the player resolved through `playerAtSeat`.** Employee Rotation
moves players between districts, so seat and player index are not interchangeable — a board that
assumed they were would relabel every district the first time anybody rotated.
One finding from the plan is struck off rather than fixed: it warns that a display reading
`clock.currentActor` could highlight the wrong district during a decision, since that field is null
while an interruption stands. Measured across six seeds and 3,600 decision points, it and
`actingPlayer` never disagreed — both are only consulted when somebody is genuinely acting.
`currentActorOfState` exists anyway, as one place for the next reader to ask.
### The redaction net, systematically (#91)
v0.7.9.2 closed two leaks. Both were found by reading a plan rather than by a test, which is the
whole argument for this: a suite made of the leaks somebody happened to notice proves nothing about
the next one.
Serialise a seat's `Frame`, the `PublicFrame` a spectator gets, and the narration they receive, then
search all three for every opponent card id, every card name unique to one opponent's hand, the
seed, and any private decision or menu data — across a fresh game, a blind draw, mid-game, a pending
decision, Employee Rotation before and after the seating moves, a reconnect push (a full Frame, not
a delta, and its own opportunity to leak) and a played-out game.
**And the allow-list, which is the plan's stated acceptance bar rather than the tests.** Every
property of `publicSnapshot` is written down with the reason it is public and compared on every run,
so adding a field fails the suite until somebody has said out loud that a spectator may see it. Both
v0.7.9.2 leaks were fields nobody had ever asked that question about.
**Two false failures were worth the lesson. A card NAME is a type, not an identity:** "right-hand
curve" names a dozen cards and one is legitimately drawn as a cell label the moment anybody lays
track, so searching for it fails on correct code — which is worse than not searching. A name counts
as evidence only when every card bearing it is in the one hand. **And a one-digit seed makes the
seed check meaningless**: seed 7 matched "Train 7" and reported a leak that was not one. The seeds
here are nine digits deliberately.
Proved by mutation rather than by passing: restoring the seed line fails 6 tests, restoring the
blind-draw card name fails 1, adding a private field to the public projection fails 7, and making
`players[]` carry hand contents instead of a count fails 5.
One item on the plan's list has no test because it has no referent: **there is no secret objective in
this game.** `objectiveOf` derives from `config.minCombinedRevenue` and the player's own Revenue,
both public. Recorded so the next reader does not go looking for the gap.
909 tests pass, up from 897.
---
## 0.7.9.3 — 2026-09-07
Documentation and the build script behind it. No engine change; 897 tests pass, unchanged.
### The generated reference covers what only the implementation knows
TODO #15a asked for this in 2026-08-22 and specified more than a table of card faces: every
Enhancement carries a `live` / `dormantSolo` / `unbuilt` status in `content.ts` saying **whether its
printed effect actually resolves yet**, and the opponent-directed Action and Space-use cards are held
out of every deck until the attacks are implemented. A transcription cannot carry either fact. Both
are in the generated page, which is the argument for generating it.
**No card counts appear, as ruled** — the counts move with play balance, so a document that prints
them is stale on the next retune. Where a count matters it is rendered as a yes/no "is this dealt at
all", which is a fact about the design rather than about the current tuning. #88 closes with it: it
asked whether `card-reference.md`'s industry rows were stale, deliberately without rewriting them
since Laborer counts are a balance decision. They are stale, nothing in the engine changed, and that
file is simply no longer where anyone looks. The balance question it was guarding is #70.
### Save compatibility is a rule now, not a per-version note
`README.md` § Design notes carries it: a save is a list of moves and reopens by being re-played
through the *current* rules, so any change that makes a once-legal move illegal stops an older one
there — **a deck change being the likeliest breaker**, since a history naming a card the deck no
longer deals has no legal answer at all. It fails safe every time. #40 is generalised to match and
#32 closed; per-version compatibility facts are no longer tracked (Jesse, 2026-09-07). Versioned,
migratable replays are a post-1.0 question, deliberately deferred — every migration would be written
against rules that change again next release.
---
## 0.7.9.2 — 2026-09-07
Two multiplayer information leaks, and the documentation problem that let a wrong table sit in
`docs/rules/` for several releases with the code pointing at it.
### The shared narration log was telling every seat things only one seat should know
Both found while planning the public common board (Gitea#20 step 1), and **both are live multiplayer
bugs with or without that display** — which is why they are fixed here rather than waiting for
0.8.0.
`game.log` is ONE list. `linesSince(seat)` (`server/session.ts:181`) slices it with no per-seat
filter at all, so every line written there reaches every player. Two things were being written into
it that should never have left the seat that caused them:
**The seed, in the opening line of every multiplayer game.** `competitive · 3 players · seed 4242`
handed each player the entire future of the deal — every card order, every die roll.
**The name of a card drawn blind from the Home Office deck.** `Player Cy drew Red Flags from the
Home Office deck`, to the whole table, from a face-down deck.
**Solitaire deliberately keeps both, and that is the rule rather than an exception.** A one-seat
table has nobody to leak to; the seed in the log is what a bug report quotes — both of the issues
fixed in 0.7.9.1 opened by naming it — and a solo player's own history naming their own draw is the
record, not a leak. The rule is *do not tell the OTHER seats*, not *write less down*. A Department
slot stays named for the same reason: those piles are face up, a discard goes onto one precisely so
a rival can take it, so the card was public before it was drawn.
The drawing seat still learns what it got. `justDrawn` is the owner-only channel and `session.ts`
already sends it to that seat alone, so hiding the name from the shared log costs the drawer nothing.
The seed remains in `game.seed`, in every save and in the lobby record, so nothing administrative or
replayable loses it.
**These were not found by a test. They were found by reading a plan.** Every test in
`redaction.test.ts` passes `[]` for the narration log, so the whole of it has sat outside the
redaction net since the net was built. Tests for both now live there, but two strings are not a net —
TODO #91 carries what is still owed, and supersedes #78, which described a gap that had already been
closed and never mentioned this one.
### `docs/rules/` had no current description of the game, and `content.ts` pointed at a superseded one
`content.ts` named `docs/rules/card-reference.md` as "the place that now carries what the cards say".
That file opens with its own banner — **"⚠ SUPERSEDED… Do not use its numbers"** — and describes the
v0.4.5 deck: twelve numbered trains, `3 / 4 | Mail-Express | 3 coaches, no caboose`, against a
`content.ts` whose train 3 is the Express, two freight cars, `oneFreightPerLocation`. The code was
sending readers to a table it had itself replaced.
Every file in `docs/rules/` turns out to be a historical record and says so: `rules-v0.1.md` is a
faithful transcription of the prototype PDFs, `open-questions.md` is the gap tracker, `rules-v0.2.md`
and `card-reference.md` both carry superseded banners. **So the fix is not to rewrite one of them** —
the record is worth more intact than patched, and there was simply no current reference at all.
`docs/rules/as-built.md` is new and is **generated** — trains, Mainline cards, Offices, freight
facilities, modifiers and track, emitted from the same exported catalogues the engine instantiates
from, by `scripts/build-card-reference.ts` (`npm run build:cards`).
`test/card-reference.test.ts` re-runs the generator and asserts the checked-in file matches, so
changing a card face without regenerating turns the suite red.
**A hand-written replacement would have drifted exactly the same way**, and for the same reason:
nothing fails when a table falls behind a constant. That is the whole lesson of the file it replaces.
897 tests pass, up from 891.
---
## 0.7.9.1 — 2026-09-07
Two playtest bugs from one session (seed 550943578). Both were reported as the game getting a rule
wrong; in both the engine was right and what failed was what the screen said about it.
### The map drew westbound trains in the wrong half of the card (Gitea#22)
Reported as a collision that hit the wrong train: "the display graphically showed train 17 further
west than train 5… I allowed train 3 and it collided w/train 17, not train 5 as expected."
`regionOfTransit` answers **how far along its crossing a train is**, counted from the end it
entered — everything still to run is region 0. That is the question the collision rules ask, both
directions share the one index space, and it was correct throughout. The Division map was asking a
different question with the same number: **which printed box, left to right.** East is right on
this map (Gitea#18), so for an eastbound train the two coincide by luck — it enters at the west end,
so "just entered" and "leftmost box" are the same box. A westbound train enters at the **east** end,
so its region 0 is the right-hand box, and using the travel index directly drew the whole card
mirrored.
Replayed from the attached save at intent 186, which is the position the ruling was made in: T5 was
a Stage from the far end (travel index 1) and TX17 had just entered behind it (index 0). Both
westbound, so TX17 was physically **east** of T5 — behind it, in the direction they had both come
from. The map drew TX17 at the left, which reads as further west, which reads as further ahead. Asked
whether Train 3 could follow Train 5 onto the card, the Superintendent said yes, and Train 3 entered
behind — into TX17, exactly where the rules had always had it.
**So the fix is one mirror in `view.ts`, at the boundary the map is drawn from, and the collision
rules are untouched.** `regionOfTransit` keeps its meaning. This is the same class of bug as the
consist row at the Whistle Post (seed 270861860), which came out mirrored for the same reason: a
number that means "distance run" used where the screen means "place".
The tooltip carried the same number and now says which way it is counted — "region 2 of 2, counted
west to east". Beside "2 Stages still to run" the bare number reads as a contradiction, and the
reporter quoted the tooltip as part of what misled them.
Proved by mutation rather than by assertion: reverting the mirror fails two tests in
`mainline-cards.test.ts`, and making the renderer ignore the region fails the SVG placement test in
`web.test.ts`. The existing region tests all ran eastbound, where the mirror is the identity, which
is why the bug survived them.
### A refusal the Blocked panel explained wrongly (Gitea#21)
Reported as "could not drop second tank car at refinery… I dropped the first tank car, but that was
all I was allowed to do."
Replayed from the attached save: the crew was **Train 3**, and the engine's answer was
`FREIGHT_WORKED_HERE`. Train 3 is the Express, which prints *"May drop or pick up one freight car at
every location"* — **the refusal was correct**, and the budget is per location rather than per turn,
so the same train may work another car at the next square it reaches. No rule changed.
What failed is that nothing said so. The player checked "Blocked — why nothing is moving" and got
`refinery 1,0 — green box empty — nothing to load (needs a Freight Agent action)`. That is a true
statement about the facility and has nothing to do with why the drop was refused — so it sent them
to spend a Freight Agent action that could not have helped. **A panel that answers the wrong
question is worse than one that stays silent**, because it looks like an answer. The rule was on the
train card's own tooltip, which is not where anyone looks when a button they expected is absent.
The panel now names it, and only when the crew still has a freight car it could otherwise set out —
a spent budget on a train with nothing to drop is blocking nothing, and this panel earns its keep by
staying short enough to read. It asks `freightBudgetLeft`, the same predicate the reducer refuses
on, through a new exported `freightRuleSpentHere`, so the words cannot drift from the rule.
Against the reporter's own save the panel now reads:
```
[waiting] refinery 1,0 — green box empty — nothing to load (needs a Freight Agent action)
[waiting] Train 3 at (0,1) — ONE FREIGHT CAR PER LOCATION — this train has already worked a
freight car on this square, so no more come off or on here until next turn.
```
### Both were verified against the saves attached to the issues
Not against a reconstruction. Each save was replayed through `fromSave` to the exact intent the
report names, and the fix checked in that state — which is what the process item added after v0.7.5
through v0.7.8 asks for, three releases that each reported the same bug fixed and each fixed
something that was not the reported fault.
891 tests pass, up from 884.
---
## 0.7.9 — 2026-08-30
Four pieces of feedback on the solitaire setup screen, plus the rules bug the second one exposed.
+24 -1
View File
@@ -35,8 +35,19 @@ 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.
**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
@@ -131,6 +142,18 @@ 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
+494 -95
View File
@@ -43,13 +43,21 @@ Not items. Things that are true of every change, and that have gone wrong when s
- **Keep `CHANGELOG.md` current in the same change.** Commit messages stay high level; the
reasoning, the measurements and the things that turned out to be wrong live there.
30. **Close each Gitea issue by hand, with a comment naming the commit that fixed it** and, where the
fix was not what the report implied, the ruling that decided it. Auto-closing leaves an issue with
no record of which commit or which release answered it. Done for every issue closed so far: #2,
#6, #8, #9 and #10 from v0.7.1; #3, #14, #15, #17 and #18 from v0.7.2 — including #15's REVERSAL
on review (the placement is legal; what was confirmed is that no train crosses the gap) and #14's
list of the ten unbuilt cards, so they do not vanish with the issue. The token and the API calls
are in the workspace's `AGENTS.local.md`.
30. **Close a Gitea issue with `Closes #<n>` in the commit — not by hand** (Jesse, 2026-08-30).
Gitea records the linking commit itself when it auto-closes, so a manual close adds nothing but a
step, and the same rule is what the workspace `AGENTS.md` already prescribes.
**What auto-closing does NOT carry is a RULING, and that still has to be written by hand.** When
the fix was not what the report implied, comment on the issue before it closes, saying what was
decided and why. That is the half worth keeping: Gitea#15 was REVERSED on review — the placement
is legal, and what was actually confirmed is that no train crosses the gap — and Gitea#14's
comment lists the ten unbuilt cards so they do not vanish along with the issue. A bare
`Closes #<n>` would have lost both.
This item said the opposite until 2026-08-30 ("close each issue by hand… auto-closing leaves no
record"), which was written from how the issues closed in v0.7.1 and v0.7.2 rather than from a
decision. The token and the API calls, for reading issues and for leaving a ruling, are in the
workspace's `AGENTS.local.md`.
37. **The wrapper release sequence, unchanged since 0.7.2 and worth following exactly.** Tag the app,
fetch the tag into the wrapper's submodule, bump `current.ts` **in place** (the outgoing `up` has
@@ -66,8 +74,8 @@ Not items. Things that are true of every change, and that have gone wrong when s
## Sections
1. **Play it at a table** — #39 #35 #42a #40 #32
2. **The common board, and watching play happen — Gitea#20** — #13 #15 #18 #78 #75
1. **Play it at a table** — #39 #35 #42a #40
2. **The common board, and watching play happen — Gitea#20** — #13 #15 #18 #75
3. **Multiplayer, sessions and operations** — #8 #7 #76 #77 #79
4. **The screen** — #44 #81 #33 #36
5. **Replays and saved games** — #14 #47 #48 #49 #50 #51 #52
@@ -86,8 +94,14 @@ ruling or a lesson).
## Play it at a table
The largest gap in the project, and none of it is a coding gap. Features are shipped, packed,
running on `phoenix.local` — and no person has met them at a board. Everything else in this file
waits behind a release; this waits behind an afternoon.
running on `phoenix.local` — and the items below name the ones no person has met at a board.
Everything else in this file waits behind a release; this waits behind an afternoon.
**Test runs WERE made across 0.7.4 through 0.7.9** (Jesse, 2026-09-07) and produced no change
requests — the two bugs that did come out of them are Gitea#21 and #22, fixed in v0.7.9.1. So this
section is not "nobody has touched it since 0.7.4"; it is the narrower and still-true claim that the
specific paths below have not been exercised at a table. **More testing is planned at the end of the
0.7.9 series, before 0.8.0 starts** — that is the moment to close these, not a separate errand.
- [ ] **#39** — **None of v0.7.4 has been played by a human.** The Yard Office offer, the Red Flag
hold and its out-of-phase prompt, and the loaded-Extra make-up rules are tested end to end,
@@ -105,43 +119,81 @@ waits behind a release; this waits behind an afternoon.
the dealt game matches what was chosen. It took three attempts to become reachable at all —
reachable is not the same as correct. See **Reference · #42a**.
- [ ] **#40** — **A save from before v0.7.4 may not replay, and nobody has been told.** It fails safe
— the server declines the save, names the move and leaves the file untouched — so this is a line
in a release note rather than code, and worth knowing when a bug report arrives with a save that
will not load. See **Reference · #40**.
- [ ] **#32** — **Tell the 0.4.9 playtesters their saves are dead, before they find out.** The same
shape as #40 for the playtest line; the saves attached to Gitea#15 and #17 are among them.
`PLAYTEST-0.7.4.md` at the repo root is the note drafted for this and leads with it. See
**Reference · #32**.
- [ ] **#40** — **An older save may not replay, and players are not told so anywhere they will see
it.** Not a v0.7.4 fact and not a bug: a save is re-played through the current rules, so any
narrowing of what is legal can stop one. The rule is written down now (`README.md` § Design
notes); what is still owed is a line **wherever a build is announced**. See **Reference · #40**.
---
## The common board, and watching play happen — Gitea#20
**This is v0.8.0.** One shared, seatless display of the public game, usable on a TV or in OBS on its
own and publishable into the table's Jitsi meeting. The plan is `docs/plans/jitsi-common-board.md`,
seven steps, of which 1-4 are the useful release and 5-7 are the Jitsi publisher. Items that look
like screen polish live here because they need step 4's ordered presentation mechanism and nothing
cheaper.
One shared, seatless display of the public game, usable on a TV or in OBS on its own and publishable
into the table's Jitsi meeting. The plan is `docs/plans/jitsi-common-board.md`, seven steps.
**THE RELEASE SPLIT, settled with Jesse 2026-09-09. Jesse: "13 is the key. Watching on a TV is the
bonus."**
- **v0.8.0 — #13, #15 and #18: the watchable table.** The step collector, steps on the `Session`
interface, **foreign-district rendering**, the client animation queue, pacing by kind, and the
behind-counter. **The design is the plan's § v0.8.0**, which supersedes the parts of steps 2-4 it
covers. Needs no HTTP work at all.
- **v0.8.1 — the seatless board page.** `display.json`, `viewToken`, `/api/display/stream`,
`/display.html`, an all-districts layout: most of step 2 and step 3 without its canvas. Cheap once
0.8.0 lands, and nothing in it moves #13 forward.
- **v0.9.0 — the Jitsi publisher.** Steps 5-7 plus step 3's canvas pipeline. Held off deliberately:
it needs Chromium in the image (several hundred MB onto a 63 MB `.s9pk`) and measurement on
`phoenix.local`, and the only self-hosted Jitsi available needs an authenticated moderator to open
a room, so "waiting for moderator" is the ordinary path here rather than an edge case.
**The correction that set that split:** `Frame.cells` is ONE district — the viewer's own
(`view.ts:510`, from `areaOf(s, viewer)`), exactly as **Reference · #13** already said. So a step
stream alone does not answer #13; the data would arrive with nowhere to be drawn. Rendering a
district you do not own is the core of 0.8.0, not part of the seatless page. Two other decisions
taken with it: **no WebSocket and no new runtime dependency** (SSE down + POST up, the pattern
`server/http.ts` already uses), and `protocolVersion` on the wire in 0.8.0.
**Step 1 is BUILT** — v0.7.9.2 through v0.7.9.5 (#91, #92, #95, #97), with one item struck off
rather than implemented (#103). **The plan was reconciled against the code in v0.7.9.8** and again
on 2026-09-09, and now says which of its "current code findings" are history: it had drifted badly
enough to send the next reader fixing things twice. Steps 2-7 were never implemented; step 4's
findings were re-verified 2026-09-09 and steps 5-7's were NOT — check each before building on it.
See **Done · 103**. Items that look like screen polish live here because they need step 4's ordered
presentation mechanism and nothing cheaper.
**The design is settled — the plan's § v0.8.0 is the authority.** In outline: public steps animate
the board while the existing private Push supplies hand, menu and objective (so there is no new
redaction surface); the collector is a shared `sim/` module both `LocalSession.submit()` and
`GameSession.submit()` call, so solitaire and multiplayer run one code path; dwell is assigned **by
kind** with switching protected at 1s and bookkeeping at zero; and a `[N behind] … [Skip]` row shows
the lag, carries #15's caption, and never blocks input. Two measurements that decided it: a
switching turn runs to the engine's cap of **6 moves** (bursts of 14, 6, 6, 6 in `seed-1917398`),
and dwell-by-kind costs ~40s of animation across a 60-stage game against 3.6 minutes for a flat
700ms.
- [ ] **#13** — I cannot see what the other players did — bots included. **Settled 2026-08-29 as the
harder reading**: not log legibility but the ordered, per-action presentation of everyone else's
turns. Jesse: "It's not fun to do my turn and have magic happen in the background." This is
Gitea#20 step 4 pointed at a player's own screen. See **Reference · #13**.
Gitea#20 step 4 pointed at a player's own screen. **DESIGNED 2026-09-09 — the plan's § v0.8.0.**
The answer is foreign-district rendering with focus following the actor; without it a step
stream has nowhere to draw, because `Frame.cells` is the viewer's district alone. See
**Reference · #13**.
- [ ] **#15** — A "most recent action" line under the status block. The text already exists and is
already correct — this is placement, not content. **Decide with #13**: in solitaire "most
recent" is the right unit; in multiplayer what you missed is everything that happened while you
were WAITING. See **Reference · #15**.
were WAITING. **DESIGNED 2026-09-09 — it is the caption in the `[N behind] … [Skip]` row, not a
separate line.** The queue IS "everything that happened while you were waiting", which is the
unit this entry could not choose. See **Reference · #15**.
- [ ] **#18** — Give every phase a visible beat. Not a timing problem — `pump` runs every automatic
phase before the page renders once, so they are never drawn at all. **A `sleep` fixes nothing;
it needs the async stepped pump that Gitea#20 step 4 specifies**, which is why it lives here
rather than under The screen. See **Reference · #18**.
- [ ] **#78** — The redaction test is more done than the plan suggests, but the remaining gap is real
and is Gitea#20 step 1's starting point. See **Reference · #78**.
rather than under The screen. **DESIGNED 2026-09-09 — it is a dwell setting on the shared queue,
not a feature.** Phases where nothing happened dwell at ZERO (Jesse: "if nothing happens during
a phase then we shouldn't lose time to it"); a flat second per phase is rejected on the same
arithmetic this entry already worked out. Solitaire gets it through `LocalSession`, the same
path multiplayer gets #13 through. See **Reference · #18**.
- [ ] **#75** — Let the game join a call and talk to the table — the chat, audio and nudge half of the
idea Gitea#20 took the visual half of. Long-term. See **Reference · #75**.
@@ -357,11 +409,6 @@ are one section is that each one found the next.
them. **The flag matters more than the 29** — two are Gitea#18 leftovers in one file, one found
by hand and the other missed. Do #48 first; it settles ten of them. See **Reference · #46**.
- [ ] **#45** — The Frame carries two things nothing reads — `viewerSeat` and `overHandLimit`.
**Deferred by Jesse 2026-08-30** ("leave it for now"); the decision when it comes is
delete-or-document, not a patch. The two tally fields found by the same audit are fixed. See
**Reference · #45**.
- [ ] **#84** — Five test fixtures pinned a seed and meant "a game like this". All five broke on
Gitea#14 for that reason. See **Reference · #84**.
@@ -438,20 +485,26 @@ below); reachable is not the same as correct. Early item for the next play sessi
#### #40 — A save from before v0.7.4 may not replay, and nobody has been told.
**A save from before v0.7.4 may not replay, and nobody has been told.** The Red Flags intent
changed shape, a make-up that was legal may now be refused, and a Yard Office arrival asks a
question no older history has an answer for. It fails safe — the server declines the save, names
the move and leaves the file untouched — and `WHISTLE-4086` did survive on `phoenix.local`, so it
is "may not" rather than "will not". Worth a line wherever the build is announced, and worth
knowing when a bug report arrives with a save that will not load.
**An older save may not replay, and players are not told so anywhere they will see it.** A save is
a list of moves and reopens by being re-played through the CURRENT rules, so any change that makes a
once-legal move illegal stops it there. **A deck change is the likeliest breaker** — a history
naming a card the deck no longer deals has no legal answer at all — but any narrowing does it. This
is the design working, not a fault: it fails safe every time, declining the load, naming the move
and leaving the file untouched.
#### #32 — Tell the 0.4.9 playtesters their saves are dead, before they find out.
**So this item is no longer "saves before v0.7.4"** and should never be restated per version
(Jesse, 2026-09-07). The specific 0.7.4 breakages — the Red Flags intent changing shape, a make-up
that was legal being refused, a Yard Office arrival asking a question no older history answers —
are recorded here as the ORIGIN of the rule rather than as the rule, and `WHISTLE-4086` did survive
on `phoenix.local`, which is why it is "may not" rather than "will not".
**Tell the 0.4.9 playtesters their saves are dead, before they find out.** The same shape as #40
but for the playtest line: the deck change shipped as v0.4.9h, so every save filed before it —
including the ones attached to Gitea#15 and #17 — stops replaying at its first `card.play`. They
fail safe and the files are kept, but nobody has been told. `PLAYTEST-0.7.4.md` (untracked, at
the repo root) is the note drafted for this and leads with it.
**What is actually owed:** the general rule is written down in `README.md` § Design notes, and a
line belongs wherever a build is announced. Nothing in code.
**Versioned, migratable replays are a post-1.0 question, deliberately deferred** (Jesse,
2026-09-07): "once we get to a solid 1.0 release we will consider a system to version the replays so
they are not as fragile — but not worth any effort right now." The reason it would be wasted effort
now is that every migration would be written against rules that change again next release.
### The common board, and watching play happen — Gitea#20
@@ -574,23 +627,6 @@ of enforced waiting per Stage, forty-eight per Day, and a player who has seen it
will want it off. Whatever this becomes probably needs a speed control, or to scale with whether
anything actually happened in the phase.
#### #78 — The redaction test (multiplayer.md §7) is more done than the plan sugg…
**The redaction test (multiplayer.md §7) is more done than the plan suggests, but the
exhaustive check is still missing.** `test/multiplayer.test.ts`'s "the view shows one seat at
a time" section (added earlier) already proves `snapshot(s, ..., viewer)` gives each seat its
own hand, board, Revenue and impediments — traced `snapshot()` itself
(`src/sim/view.ts:1180-1219`): `hand` reads only `s.decks.hands.get(viewer)`, `deck` is a
count, other seats' hands appear only as `.length`, and `Frame`'s type has no `seed`,
`rngState` or card-id-dictionary field for anything to leak through by accident. What exists
is all spot-checks, though — "this seat's Frame has the right hand length." What's still
missing is the exhaustive one §7 actually calls for: serialize a seat's `Frame` and assert it
contains none of another seat's actual card ids and no deck order, so a future careless edit
is caught rather than assumed safe. Doesn't need a server — buildable now against `snapshot()`
and the existing `game()`/`playGame` harness already in `multiplayer.test.ts`. Held for now,
2026-08-20.
#### #75 — Let the game join a call and talk to the table.
**Let the game join a call and talk to the table.** Long-term. If the game could join a Zoom,
@@ -967,6 +1003,17 @@ bitten once**: both published replays were dead — one got 42 intents into 360,
carry a ruleset stamp and the page should say "this replay was recorded under an older
ruleset and stops at Stage N" rather than presenting a truncated game as a whole one.
**THE FULL FIX IS DEFERRED PAST 1.0, ON JESSE'S CALL 2026-09-07:** "once we get to a solid 1.0
release we will consider a system to version the replays so they are not as fragile — but not worth
any effort right now." The reason is sound and worth keeping: every migration would be written
against rules that change again the next release, so the work would be redone rather than reused.
**What that ruling does NOT defer is the honesty.** A truncated replay presented as a whole game is
a wrong answer, not a missing feature, and saying "this stops at Stage N" needs no version stamp at
all — `fromSave` already knows how many intents it replayed of how many it was given
(`session.ts:454` reports exactly that for multiplayer). That half is small and stands alone. The
general rule now lives in `README.md` § Design notes; #40 is the "tell the players" half.
### Rules
#### #12 — PARTLY REPRODUCED: "when I back up to collect standing cars and, furth…
@@ -1520,6 +1567,14 @@ discarded wrongly.
run it.** Swept 2026-08-30 and deliberately NOT fixed in the same pass, at Jesse's call — it is
a wide, mechanical change and v0.7.9 had enough in it.
**RE-MEASURED 2026-09-07: 40, up from 29 in eight days.** The prediction below — "without the
flag this list simply regrows" — is now a measurement rather than a forecast. **Four of the new
ones were mine and are removed in v0.7.9.8**: `HAND_LIMIT` left unused in `apply.ts`, `view.ts`
and `web/game.ts` when the three copies of the §6.2 test were consolidated into one (#45), and
`actingPlayer` in `web/game.ts`, dead since `currentActor` began delegating (#96). Removing my
own leavings is not doing this item — the remaining 36 and the FLAG are still open, and the
`sim/replay.ts` ten still wait on #48.
**The recurrence is the point, not the 29.** `SIDE_GAP` and `CHIP_W` in `board-svg.ts` are both
Gitea#18 leftovers — constants for a wrapped layout that no longer exists. `SIDE_GAP` was
removed by hand on 2026-08-30 only because someone happened to read the file while closing the
@@ -1578,11 +1633,33 @@ screen. Fixing them turned up something else worth knowing: `resultsHtml` draws
screen, which is how the first attempt at pinning this failed for a reason unrelated to the
fix.
**The two plumbing ones — `viewerSeat` and `overHandLimit` — are DEFERRED (Jesse, 2026-08-30):
"leave it for now."** They cost nothing today and v0.7.9 had enough in it. The decision when it
comes is delete-or-document, not a patch: either strip the field and the `Session`-interface
method, or write down what each is being carried ahead of a consumer FOR, so the next audit
does not re-flag them.
**The two plumbing ones are DONE — 2026-09-07 in v0.7.9.6, and the answer was different for
each.** Deferred by Jesse 2026-08-30 ("leave it for now") on the understanding that the decision
would be delete-or-document rather than a patch.
- **`overHandLimit` — WIRED, because the consumer existed all along and was guessing.** `main.ts`
draws a disabled "End Local Operations" button explaining the hand limit, and decided to draw it
from `f.option === 'draw' && !menu.options.some(i => i.type === 'draw.end')` — i.e. from the
ABSENCE of the move. That is sound only because `check('draw.end')` refuses for exactly three
reasons and the two guards beside it rule out the other two; a fourth reason would have made the
panel explain a refusal by describing something else entirely, which is #90 verbatim. It now reads
`f.overHandLimit`, which is what `web/game.ts` says the field is for: "so the page can DISABLE the
button with a reason instead of hiding a move that has simply become illegal." Behaviour-neutral
today; what changed is that the screen states its reason instead of inferring it.
- **`viewerSeat` — DOCUMENTED, with a condition.** Gitea#20's common board keys every district by
SEAT and resolves the player through `playerAtSeat`, so a client picking its own district out of a
seat-keyed board needs this and cannot derive it from `viewer`. The declaration now says so, and
says to delete it if step 2 ships without using it — a note is a reason to survive one audit, not
an exemption from the next.
**And the audit's own method found a third limb it had missed.** `game.mustPlayCard` was set from
`overHandLimit` on every submit and read by nothing at all — deleted. Chasing that turned up the
thing actually worth fixing: the §6.2 hand-limit test existed in **three** places — `check('draw.end')`
in `apply.ts`, an inline recomputation in `snapshot()`, and `web/game.ts`'s own. All three agreed,
which is exactly the state #96's disagreement started from. There is now one `overHandLimit(state,
player)` in `state.ts` and the other two ask it. `Session.overHandLimit()` — declared on the
interface and implemented twice, locally and remotely — is deleted rather than kept: the Frame
already carries the fact, so the method was a second path to it.
#### #84 — FIVE TEST FIXTURES PINNED A SEED AND MEANT "A GAME LIKE THIS".
@@ -1657,9 +1734,20 @@ counts move with play balance, so a document that prints them is stale on the ne
same rule was applied to `content.ts`'s own comments on 2026-08-22 — see the pass recorded in
CHANGELOG for what came out and what was kept.
Not started. Worth deciding first whether this is a build step writing Markdown into `docs/`,
or a page on the site beside the replay viewer — the site can render it from the same view-model
the game uses, which argues for the second.
**BUILT 2026-09-07 in v0.7.9.2, completed in v0.7.9.3, as the first of the two options** — a build step writing Markdown,
`scripts/build-card-reference.ts` → `docs/rules/as-built.md`, with `test/card-reference.test.ts`
re-running the generator and failing when the checked-in file disagrees. All six sections are
there, and so is the honesty column: every Enhancement carries its `live` / `dormantSolo` /
`unbuilt` status, and the opponent-directed cards say plainly that none of them is dealt.
**The counts are omitted as ruled** — where a count matters it is rendered as a yes/no "is this
dealt at all", which is a fact about the design rather than about the current tuning.
**WHAT REMAINS, and it is the second option rather than a gap in the first:** a page on the site,
beside the replay viewer, rendered from the same view-model the game uses. The argument for it is
unchanged — a player cannot read a file in the repo — and it is now cheap, because the projection
work is done and only the presentation is missing. **Do it with Gitea#20 step 3**, which builds a
renderer for exactly this kind of read-only public page; building a second one first would be the
waste.
#### #86 — Real audio, as committed assets.
@@ -1691,41 +1779,352 @@ placeholder, not the finished sound. Sound therefore defaults to OFF.
- Keep the synthesised versions as the fallback for anything not sourced, so a missing file is
a quieter game rather than a broken one.
#### #88 — card-reference.md's industry table may still be stale beyond Grocer's…
#### #88 — CLOSED — card-reference.md's industry table is no longer anybody's source.
**`card-reference.md`'s industry table may still be stale beyond Grocer's Warehouse, the Oil
**CLOSED 2026-09-07 in v0.7.9.3, by removing the question rather than answering it.** This asked
Refinery and Freight House (corrected v0.5.0) — Mine Tipple, Produce Shed and Power Plant were
NOT re-verified.** The v0.5.0 pass corrected three rows (and the "Freight House is not a card"
claim across `card-reference.md`, `glossary.md`, `rules-v0.2.md` and `open-questions.md`) on
Jesse's explicit call. Checking `content.ts` while making that change turned up that
`mineTipple` and `powerPlant` are ALSO base 1 out/in + 1 Laborer in the engine — the same
uniform model as the three that were corrected — while `card-reference.md` still prints Mine
Tipple 3/3/4 and Power Plant 3/3/4, and the "Throughput — why these Laborer counts" section
right below the table is built entirely on those higher numbers. Flagged inline in
`card-reference.md` rather than silently rewritten — this needs the same kind of decision Jesse
made for the other three, not an assumption that the same correction applies, since raising or
lowering Laborer counts is also a balance question, not only a docs one.
whether `card-reference.md`'s Mine Tipple, Produce Shed and Power Plant rows were stale — it prints
3/3/4 for two of them while `content.ts` has every industry at base 1 out / 1 in / 1 Laborer — and
deliberately did NOT rewrite them, on the grounds that changing a Laborer count is a balance
decision rather than a documentation one. **That reasoning still stands and nothing was changed in
the engine.**
**v0.4.9e narrows it.** The Direction column for the Grocer's Warehouse and the Oil Refinery was
the wrong half of that v0.5.0 pass and has been put back to one-way each, from gameplay testing
and Jesse's confirmation. The *numbers* in those two rows are still the card reference's own
(1 Laborer, 3–4 track) and still unverified against the engine, so this entry stands as written
for all five industries — what changed is only that the two rows the v0.5.0 pass claimed to have
re-verified turn out to have been re-verified against a premise rather than against a card.
---
What changed is that `card-reference.md` is no longer where anyone looks. `docs/rules/as-built.md`
is generated from `content.ts` and carries the industry table the game actually runs; the old file
keeps its SUPERSEDED banner, now pointing forward, and its numbers are read as what the v0.4.5
placeholder said. **The balance question the entry was really guarding is #70** (the rolling stock
supply and the uniform 1/1/1 industry model, both marked provisional in `content.ts`) — that is
where it belongs, and it is still open.
## Done
Closed items, kept because several are the only record of a ruling or a lesson. Newest first within
each group.
### Shipped through v0.7.9, from the queue
### Shipped through v0.7.9.8, from the queue
Closed items, newest first. Kept because several of them are the only record of a ruling or a lesson;
the numbers stay so cross-references above and below still resolve.
91. ~~**Narration was outside the redaction net, and so was everything else nobody had listed.**~~ —
done 2026-09-07 in v0.7.9.4. The systematic pass Gitea#20 step 1 asks for: serialise a seat's
Frame, the public board and the narration it receives, and search all three for every opponent
card id, every card NAME that is 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 and a played-out game.
**And the allow-list, which is the plan's actual acceptance bar:** every property of
`publicSnapshot` is written down and compared, so adding a field fails the suite until somebody
has said out loud that a spectator may see it. That is the check that would have caught both
v0.7.9.2 leaks, since both were fields nobody had asked the question about.
**Worth knowing, and it cost two false failures to learn: a card NAME is a type, not an
identity.** "right-hand curve" names a dozen cards and one is legitimately drawn on the board as
a cell label the moment anybody lays track, so searching for it fails on correct code. A name
counts as evidence only when EVERY card bearing it is in the one hand. Ids need no such care.
**And a one-digit seed makes the seed check meaningless** — seed 7 matched "Train 7". The seeds
in this file are nine digits deliberately.
Proved by mutation rather than by passing: restoring the seed line fails 6 tests, restoring the
blind-draw name fails 1, adding a private field to the public projection fails 7, and making
`players[]` carry hand contents instead of a count fails 5.
**One item on the plan's list has no test because it has no referent:** there is no secret
objective in this game. `objectiveOf` derives from `config.minCombinedRevenue` and the player's
own Revenue, both public. Said here so the next reader does not go looking for the gap.
94. ~~**A Red Flag standing at an Office's Limits was drawn nowhere.**~~ — done 2026-09-07 in
v0.7.9.4. It is a token set out ON the board that holds the next train arriving from that side;
it was announced once in the log and then existed only in the engine, so a train would stop
short with its only explanation scrolled out of the panel. `DivisionView`'s office node carries
`redFlag` now and the map draws a staff and pennant **at the end it guards** — west on the left,
east on the right — because which approach it covers is the whole of the information; a flag in
the middle would say one is out and leave the reader to hover for the half that decides whether
to run a train. **Worth knowing:** the same class as Gitea#21 and #22, and the third in a row —
when the engine gains a thing that CHANGES what a train may do, ask where it is drawn before
asking whether it works.
95. ~~**The public projection helpers — Gitea#20 step 1's foundation.**~~ — done 2026-09-07 in
v0.7.9.4. `projectDistrict(state, seat)`, `projectDivision(state)`, `projectSharedTable(state)`,
`publicSnapshot(state)` and `currentActorOfState(state)`, with `snapshot()` **rebuilt to compose
from the same helpers** rather than keeping its own copy — so a player's frame and a spectator's
cannot come to disagree about the clock, the phase or the score. Behaviour-neutral, and the
existing 897 tests are the proof of that.
**Districts are keyed by SEAT and the player resolved through `playerAtSeat`**, because Employee
Rotation moves players between districts; a public board that assumed seat and player index were
interchangeable would relabel every district the first time anybody rotated. **And the public
view is composed upward, never by calling `snapshot()` once per seat** — that shortcut builds
every private field and then has to remember to strip it, and `snapshot` defaults its viewer to
player zero, so a careless spectator call would have served seat 0's hand.
**One plan finding struck off rather than fixed:** it warns that a public display reading
`clock.currentActor` could highlight the wrong district during a decision. Measured across six
seeds and 3,600 decision points, that field and `actingPlayer` never disagreed — both are only
consulted when somebody is genuinely acting. `currentActorOfState` exists anyway, as one place
for the next reader to ask.
96. ~~**The screen named a player nobody was waiting on, all through the §3.3 vote.**~~ — done
2026-09-07 in v0.7.9.5. Extended play's vote is PARALLEL — open to every un-voted seat at once,
in any order, one refusal ending it — and `apply.ts` says where it accepts one that there is no
actor to be. The turn chart named a seat anyway: the last to move before the timetable ran out,
who has no more claim on the vote than anybody else, drawn beside a tally that correctly showed
three seats outstanding.
**The cause was two functions that agreed until they didn't.** `currentActor(game)`
(`web/game.ts`) guarded on `status !== 'active'` and returned null; `currentActorOfState(state)`
(`sim/view.ts`), added the same day in #95, had no such guard and handed back whatever
`clock.currentActor` was left holding. The frame took the second. `currentActorOfState` carries
the guard now and `currentActor` delegates to it, so there is one answer rather than two.
**Worth knowing:** the disagreement is the bug, not either answer on its own. `currentActor` is
what REFUSES an intent, so a screen answering differently tells the table to wait on a player the
server would turn away. And this is the fourth of the same class in a row after Gitea#21, #22 and
#94 — but the first found by asking the question of a state the game is not `active` in, which is
the generalisation worth keeping: a view helper needs exercising outside the happy phase.
97. ~~**Narration was sent twice by a path nobody read, and the duplicate hid a blank history
panel.**~~ — done 2026-09-07 in v0.7.9.5, the second half of Gitea#20 step 1. `Frame.lines`
carried the WHOLE log on every push to every seat, grew all game, and was thrown away on arrival:
`RemoteSession` (`web/session.ts`) accumulates `lines` from `push.lines` alone and its `lines()`
returns that accumulator. `linesSince` was sending the same text, correctly, beside it.
**The waste was masking a real fault.** `connect()` cleared `lastFrame` but not `sentLines`, so a
reconnecting seat was told "nothing new since your last push" — while the browser it was
answering had just reloaded and started from an EMPTY accumulator. The history panel came back
blank mid-game, with the server holding the whole log and shipping it in the one field nobody
reads.
**So the two halves are one change**, and doing only the half the plan asks for — "stop passing
the full game log into `frameFor()`" — would have deleted a real behaviour rather than a
duplicate. 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. Every remaining reader of
`Frame.lines` is the solitaire and replay path, which builds its Frames through `snapshot()`
directly and is untouched.
98. ~~**The Crew Tray pool was an "explicit mechanic" that only the engine could see.**~~ — done
2026-09-07 in v0.7.9.6. §7 scarcity is real — there are fewer trays than trains wanting one — and
the view read none of the three things the engine knows about it: how many are free, which Extras
are queued for one, which second sections are. The panel that answers "why is nothing moving?"
had a single tray rule, keyed off the train due out THIS Stage, so a player who had spent a card
on an Extra or ordered a second section got an **empty** panel while their train sat behind an
exhausted pool. Both had been announced once in the log, in a line promising a future event ("as
soon as a Crew Tray frees up") that nothing then confirmed.
`projectSharedTable` now carries `crewTrays` and `queued`, so the common board gets it too, and
the blocked panel reports all three cases with the count beside them — "no free Crew Tray" alone
reads as a permanent fact about the game rather than a state that will pass. An Extra is reported
to the player who played the card, because §7 gives the train to them; a second section is the
table's, like any Timetabled train.
**Worth knowing:** the first draft derived the pool size as `trays.size + freeTrays.length`,
which is invariant in play (`retireTrain` returns the tray) and read **"0 of 0"** the moment it
met a state where a tray was neither free nor carrying a train. `crewTrayCount` already owned
that number. A second way to know one fact is the shape of every bug in this release.
**THE METHOD, which is worth more than the three fixes** (#98, #99, #100 all came out of it, and
`test/display-gaps.test.ts` cites this entry for it). Gitea#21, Gitea#22, #94 and #96 were four
instances of one fault in a row — the engine gained something that changes what a train may do,
and nothing drew it — and every one was found by a player hitting it. So instead of waiting for
the fifth: enumerate every field of `GameState` and its nested types, check each for a reader in
`sim/view.ts`, `src/web/` and `sim/narrate.ts`, then **verify the survivors by running the engine
rather than trusting the grep**. Four fields had no reader. `movedThisPhase` is set and cleared
inside one `advance` call and is genuinely nobody's business; the other three are the items
above.
**A field is not a display gap merely because nothing renders it**, and saying so is what keeps
the sweep honest. `freightWorked`, `drawnThisTurn`, `freightAgentUsed`, `switchedSince` and
`movesUsed` were all ruled out: their EFFECT is already visible as legality, or as a complement
already on the Frame (`movesRemaining`). `dispatchUsedToday` was left as the one genuine maybe,
and was then **done as #101** — it turned out to have a second half worth more than the first.
The verification mattered twice. The blocked panel returning `[]` for the two queues is only
evidence alongside the positive control — the same state with a timetabled train due, which
correctly reports "no free Crew Tray". And #99's "drawn nowhere" was established by watching a
chip present on the Interchange node before the move to `heldAtLimits` and absent after.
99. ~~**A train held at the Limits by an Interlocking vanished off the board.**~~ — done 2026-09-07
in v0.7.9.6, and the most serious of the three. The Interlocking is the designed answer to a full
Office — instead of Gap 2d's automatic collision, "may stop an inbound train on the Limit Track",
and it takes the first A/D track that frees ahead of any newcomer.
`arriveAtOffice` removes the tray from the Mainline node's `transits` and the Interlocking branch
pushes it onto `area.heldAtLimits` **without assigning `tray.position`**. The map draws mainline
nodes from `transits` and district squares from `position.at === 'grid'`, so between the two it
was drawn in NEITHER. Measured: with the tray in `transits` the Interchange node carries its
chip; moved to `heldAtLimits` exactly as the engine moves it, the node's `trains` is `[]` and no
grid square has gained it. The train disappeared on arrival and reappeared in the Office some
Stages later, with one log line as the only account of it.
**Fixed 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 — and `position` is left alone deliberately, so nothing may treat
it as standing on a square it could be switched from. `trainsOnCard` draws it on the Limits
square it came in by (eastbound at `limitsWest`, westbound at `limitsEast`), flagged
`heldAtLimits` so it does not read as an ordinary arrival, with the reason on the chip and in the
blocked panel.
100. ~~**The Campaign Train's speeches changed its rules and the card never said which half it was
in.**~~ — done 2026-09-07 in v0.7.9.6. X17 is "one turn at station (speeches) then expedite":
its first Office arrival is an ordinary stop, and every arrival after runs EXPEDITED — so if it
is not back on the Office square when the next Mainline Phase begins, that is a Station Master
fault costing 1 Revenue.
`trainRules()` took `{ trainNumber, trainIsExtra }` and so could not see `speechMade`, even
though both of its tray-side callers hand it a whole `CrewTray` that has it. The chip therefore
read identically before and after — and worse, the "EXPEDITED … costs 1 Revenue" warning is
printed only under `rules.expedite`, so X17 became subject to a fault whose warning the game
shows to every other expedited train and never to it. It now says which half it is in, and
borrows `isExpedited` from `advance.ts` rather than restating the test: a card describing a rule
the engine does not apply is the failure this sits inside.
101. ~~**A dispatch device never said it had been spent — or that it was somebody else's to
spend.**~~ — done 2026-09-07 in v0.7.9.7, the last item off #98's sweep and the only one that
had been parked rather than fixed.
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 SECOND HALF IS WORTH MORE THAN THE FIRST, and is why this stopped being a small item.**
`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 says which of the three states it is in, and names the shift
length, because "not now" without "for how long" is half an answer.
**Shown on EVERY district** (Jesse, 2026-09-07), not only the viewer's: it is public, and a
rival's spent Radio is what you want to know before forcing a meet. One change covers both, as
`projectDistrict` serves the player's own cells and the common board's `districts` alike — note
that a player's Frame carries only their own district, so in practice "every district" is the
common board, which is pre-existing and not touched here.
What counts as a device is `enhancementRule(key)?.dispatchBonus`, not a list of three keys
written out in the view: the ladder lives in `ENHANCEMENT_RULES`, and a fourth rung added there
would otherwise be silently exempt from the whole of this.
**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 as much as
the bug would, so it is rewritten, and the claim is now a test: seating set to a real
permutation, and the Superintendent's own district — not the seat with the same index — is the
one that reads as dispatching.
**And a test that passed for the wrong reason, caught by mutation.** "Leaves a non-dispatch
enhancement alone" originally asserted the ABSENCE of /spent|Fedora/ with the Fedora held —
and a mutant with the `dispatchBonus` guard deleted passed it, because the leaked text in that
case 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; it asserts
equality with `enhancementText` now, in both Fedora states.
**The replay wire format needed the field too.** Cells are packed positionally, so the new flag
is index 9 and reads `?? []` — the same tolerance `standingWest` uses. Recordings made before
it existed report no device spent, which is exactly what they drew at the time, so every
published replay is unchanged.
102. ~~**`npm test` did not typecheck, and passed green on a type error in the server.**~~ — done
2026-09-07 in v0.7.9.8. `pretest` ran `scripts/build-web.ts`, which invokes
`tsc --ignoreConfig` against three web entry points — so it saw only what those three
transitively import, under a WEAKER configuration than `tsconfig.json` (no
`noUncheckedIndexedAccess`, no `exactOptionalPropertyTypes`, `--types ''`). `src/server/` and
every file under `test/` were never checked by the test command at all.
Demonstrated rather than argued: `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 planted
error exits 1 with the tests never running.
**Why it mattered THIS week rather than generally.** The next release is steps 2-4 of the
common board — a display stream, credentials, persistence and the display-step collector, which
is almost entirely `src/server/` and is exactly the half the test command could not see. (The
Chromium supervisor was in this list when the entry was written; steps 5-7 became v0.9.0 on
2026-09-09, and the point stands without it.) Found while answering "anything else before
0.8.0", which is the only reason it was found at all: nothing about a green suite would ever
have said so.
103. ~~**The common-board plan had drifted from the code it is the source for.**~~ — done 2026-09-07
in v0.7.9.8. `docs/plans/jitsi-common-board.md` was written 2026-08-27, still said "No
implementation has been performed", and is what steps 2-7 will be built from. Step 1 has since
shipped across four releases, so every "current code finding" under it described a fault that
is now fixed — a document that reads as present tense and is nine days stale sends the next
reader to fix things twice.
Measured: the plan's `PublicFrame` sketch lists four properties that were never built
(`protocolVersion`, `config`, `scoring`, `deckCounts`) and omits **28** that exist. The shape
is the real difference — the implementation is FLAT where the plan grouped things into `clock`,
`config`, `scoring` and `deckCounts` objects. A renderer written from the sketch would not
compile against the projection.
The plan now says so at the top and at step 1, names `src/sim/view.ts` and
`test/redaction.test.ts`'s allow-list as the authority, keeps the original sketch for its
reasoning, and lists what has been gained since (`crewTrays`, `queued`, `heldAtLimits`,
`enhancementsSpent`). **`protocolVersion` is called out as unbuilt** rather than quietly
dropped: step 2 is the reconnecting display stream and is the first thing that would want one.
**One step-1 item is STRUCK OFF rather than deferred:** "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 `config.optionalRules.emergencyToolbox`, and never again — `redFlag.play`
emits `phaseEnded` and does not spend it — so every player holds one or none does, decided
before the deal. A per-player `redFlagHeld` would be `optionalRules.emergencyToolbox` copied N
times, already public, while telling every reader of the common board that it varies by player
and might change mid-game. That is worse than the absence. Pinned by test so it is not
re-raised from the plan text: if the rule ever becomes per-player, the test fails.
32. ~~**Tell the 0.4.9 playtesters their saves are dead, before they find out.**~~ — done
2026-09-07. `PLAYTEST-0.7.4.md` was written for exactly this and did its job; Jesse, 2026-09-07:
"a temporary document to help some of the playtesters out on making the big jump, but that is no
longer needed." The jump is made, so the note is retired rather than committed. **No per-version
save-compatibility fact is tracked from here**, on Jesse's call 2026-09-07: a save replays
through the current rules, so an older one breaking is the design working rather than an event
to log each time. The general rule lives in `README.md` § Design notes; #40 is the same shape and
has been generalised to match.
92. ~~**Two multiplayer information leaks in the shared narration log.**~~ — done 2026-09-07 in
v0.7.9.2, found while planning Gitea#20 step 1. The **seed** was announced in the opening line of
every multiplayer game and a **blind Home Office draw named the card** — and `linesSince(seat)`
slices one shared `game.log` with no per-seat filter, so both went to every player. **Ruling:
solitaire keeps both**, because a one-seat table has nobody to leak to, the seed is what a bug
report quotes, and a solo player's history naming their own draw is the record. A Department
slot is face up and stays named for the same reason. **Worth knowing:** these were not found by
a test, they were found by reading the plan — every redaction test passes `[]` for the log, so
the whole of narration was unchecked. #91 is what remains.
93. ~~**`docs/rules/` had no current description of the game, and the code pointed at a superseded
one.**~~ — done 2026-09-07 in v0.7.9.2. `content.ts` named `card-reference.md` as "the place
that now carries what the cards say" while that file's own banner said not to use its numbers;
it describes the v0.4.5 deck, where 3/4 is a Mail-Express with three coaches against a `content.ts`
whose train 3 is the Express with two freight cars. **The fix is not a rewritten table** — every
file in `docs/rules/` is a deliberate historical record and worth more intact than patched. A new
`as-built.md` is GENERATED from the same catalogues the engine instantiates from, by
`scripts/build-card-reference.ts` (`npm run build:cards`), and `test/card-reference.test.ts`
re-runs the generator and fails if the checked-in file disagrees. **Worth knowing:** a
hand-written replacement would have drifted the same way and for the same reason — nothing fails
when a table falls behind a constant. Generate it or check it; do not retype it.
89. ~~**The map drew westbound trains in the wrong half of a Mainline card.**~~ — done 2026-09-07 in
v0.7.9.1, Gitea#22. `regionOfTransit` counts from the end a train ENTERED, which is what the
collision rules want; the map wanted "which printed box, left to right" and used the same number,
so every westbound card came out mirrored. It cost a collision: the Superintendent cleared Train 3
to follow T5 and it ran into TX17, which the picture had drawn ahead of T5 instead of behind it.
**Worth knowing:** the engine was right and only the picture lied, so the fix is one mirror in
`view.ts` at the drawing boundary — and every existing region test ran eastbound, where the mirror
is the identity, which is exactly why it survived them. The same shape as the mirrored consist row
at the Whistle Post (seed 270861860): a number meaning "distance run" used where the screen means
"place". **Ask of any new Frame field whether it is a distance or a position.**
90. ~~**The Blocked panel explained a refusal by describing something else entirely.**~~ — done
2026-09-07 in v0.7.9.1, Gitea#21. A second tank car would not come off at a refinery; the panel
said the refinery's green box was empty. The real answer was Train 3's printed rule — the Express
may work 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. **The ruling: no rule changed, only
what the screen says about it.** The panel asks the reducer's own `freightBudgetLeft` through a
new exported `freightRuleSpentHere`, so its words cannot drift from the rule. **Worth knowing:**
a panel that answers the wrong question is worse than one that stays silent, because it looks
like an answer — and a rule that only lives on a card tooltip is invisible at the moment a player
notices a button is missing.
43. ~~**"Waiting on" said nobody while the game was stopped on the Superintendent.**~~ — done
2026-08-30 in v0.7.9. `Frame.actor` carried `clock.currentActor`, null for the whole Mainline
Phase, so all three interruptions (clearance, Yard Office, Red Flag) reported that the Division
File diff suppressed because it is too large Load Diff
+260
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@@ -0,0 +1,260 @@
# Station Master — the cards as built
> **Generated from `src/engine/content.ts` by `scripts/build-card-reference.ts`. Do not edit by
> hand** — `npm run build:cards` rewrites it, and `test/card-reference.test.ts` fails if this file
> and the code disagree.
This is the one file in `docs/rules/` that describes the game **as it currently is**. Everything
else in this directory is a historical record and marked as such: [`rules-v0.1.md`](rules-v0.1.md)
transcribes the prototype PDFs, [`open-questions.md`](open-questions.md) tracks how the gaps in
them were decided, and [`rules-v0.2.md`](rules-v0.2.md) and
[`card-reference.md`](card-reference.md) both describe superseded card sets. Read those for the
reasoning; read this for the numbers.
The engine instantiates from the same constants this is emitted from, so a disagreement between
this page and the game is a bug in the generator, not a stale table.
**No card counts appear here, deliberately** (TODO #15a, Jesse 2026-08-22): the counts move with
play balance, so a document that prints them is answering a question that will have a different
answer next retune. Where a count matters it is a yes/no — whether the deck deals the card at
all — which is a fact about the design rather than about the current tuning.
---
## Trains
12 timetabled and 10 Extras, 22 in all.
Odd numbers run west, even run east; a pair shares a class and is the same card face in two
directions. A Crew Tray holds four pieces and a caboose counts toward the four, which is why no
train with a caboose carries more than three revenue cars.
### Timetabled
| # | Class | Speed | Runs | Consist | Printed rules |
| ---: | --- | --- | --- | --- | --- |
| 1 | Crack Limited | fast | west | 2 coaches (2 pieces) | terminals only; no switching; expedite; *"Stop at Terminals only."* |
| 2 | Crack Limited | fast | east | 2 coaches (2 pieces) | terminals only; no switching; expedite; *"Stop at Terminals only."* |
| 3 | Express | fast | west | 2 freight (2 pieces) | one freight per location; expedite; *"May drop or pick up one freight car at every location."* |
| 4 | Express | fast | east | 2 freight (2 pieces) | one freight per location; expedite; *"May drop or pick up one freight car at every location."* |
| 5 | The Sparrow | fast | west | 3 coaches (3 pieces) | no switching; expedite |
| 6 | The Sparrow | fast | east | 3 coaches (3 pieces) | no switching; expedite |
| 7 | Local | slow | west | 1 freight + 1 coach (2 pieces) | coach stays on station track; *"Maximum one freight, one coach."* |
| 8 | Local | slow | east | 1 freight + 1 coach (2 pieces) | coach stays on station track; *"Maximum one freight, one coach."* |
| 9 | Heavy Freight | slow | west | 3 freight + 1 caboose (4 pieces) | — |
| 10 | Heavy Freight | slow | east | 3 freight + 1 caboose (4 pieces) | — |
| 11 | Drag Freight | slow | west | 2 freight + 1 caboose (3 pieces) | — |
| 12 | Drag Freight | slow | east | 2 freight + 1 caboose (3 pieces) | — |
### Extras
| # | Class | Speed | Runs | Consist | Printed rules |
| ---: | --- | --- | --- | --- | --- |
| X13 | Appleseed Extra | slow | player's choice | 3 freight + 1 caboose (4 pieces), empties only | drop only; *"May drop MTs but not pick up anything."* |
| X14 | Fruit Growers Express | fast | player's choice | 2 reefers + 1 caboose (3 pieces) | expedite; *"Reefers only. May pick up one extra loaded reefer."* |
| X15 | Yard Xfer | slow | player's choice | 2 freight + 1 caboose (3 pieces) | — |
| X16 | Light Engine Move | fast | player's choice | engine only | no switching; *"No cars at all."* |
| X17 | Campaign Train | fast | player's choice | 1 coach (1 piece) | no switching; stop then expedite; stop earns point; must run loaded; *"One turn at station (speeches) then expedite. Earns a point per Office Area if the candidate is aboard."* |
| X18 | Circus Train | slow | player's choice | 2 freight + 1 coach + 1 caboose (4 pieces) | no switching; stop earns point; must run loaded; *"One turn stopped in an Office Area (circus set-up) earns 1 point, once per Area, if fully loaded."* |
| X19 | Military Train | slow | player's choice | 1 freight + 2 coaches (3 pieces) | no switching; no passenger work; expedite; must run loaded; *"Troops and materiel: runs loaded where the yard can supply it."* |
| X20 | Director's private car | slow | player's choice | 2 freight + 1 coach (3 pieces) | no passenger work |
| X21 | Freight Extra | slow | player's choice | 3 freight + 1 caboose (4 pieces) | — |
| X22 | Pee-Dee | slow | player's choice | 1 caboose (1 piece) | pick up empties only; *"Per-diem train. May only pick up MTs."* |
---
## Mainline cards
A card is divided into **regions**, and a train advances one region per Stage — so the regions a
card prints are what it costs to cross. Where a train *enters* is what the rules move: a fast
train on Hilly, a Heavy Grade with Helpers, or a card whose back region is a siding rather than
part of the road all change the entry point rather than the card's length.
| Card | Regions | Default entry | Fast / slow entry | Trains may pass | Sorts cars |
| --- | ---: | ---: | --- | :---: | :---: |
| Plains | 1 | 0 | — | — | — |
| Curves | 2 | 0 | — | — | — |
| Hilly | 2 | 0 | 1 / 0 | — | — |
| Heavy Grade | 3 | 0 | — | — | — |
| Double Track | 1 | 0 | — | yes | — |
| Uncontrolled Siding | 2 | 1 | — | — | — |
| Tunnel | 2 | 0 | — | — | — |
| Trestle | 1 | 0 | — | — | — |
| Interchange | 2 | 1 | — | — | yes |
The Mainline deck is 10 cards; the two Division Points are the fixed ends of
the Division and are not dealt. What each card does, in the words the game uses on screen:
- **Plains** — 1 region — one Stage each. · 1 Stage for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
- **Curves** — 2 regions — one Stage each. · 2 Stages for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
- **Hilly** — 2 regions — one Stage each. · This card reads the train's FAST/SLOW rating: a fast train starts further along and crosses in 1 Stage, a slow one in 2 Stages. No other card cares which it is. · One train at a time — anything following has to wait for it to clear.
- **Heavy Grade** — 3 regions — one Stage each. · A grade, climbing eastward. 3 Stages to climb it and 3 Stages to run down, before help. Helpers start an UPHILL train a region further on; Brakeman does the same DOWNHILL and Airbrakes another again, and Airbrakes cannot be played without Brakeman. Never less than one Stage. · One train at a time — anything following has to wait for it to clear.
- **Double Track** — 1 region — one Stage each. · 1 Stage for every train — the printed speed is scenery. · TRAINS MAY PASS — two trains may stand on this card at once, so a following train is not held behind a slower one.
- **Uncontrolled Siding** — 2 regions — one Stage each. · A train with the card to itself starts past the back region and is across in 1 Stage. · UNCONTROLLED SIDING — arrive to find a train already here and you take the siding, a region behind it. You are not in the same place, so you do not run into it; it costs you the extra Stage instead. · One train at a time — anything following has to wait for it to clear.
- **Tunnel** — 2 regions — one Stage each. · 2 Stages for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
- **Trestle** — 1 region — one Stage each. · 1 Stage for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
- **Interchange** — 2 regions — one Stage each. · A train with the card to itself starts past the back region and is across in 1 Stage. · An Extra beginning its run here starts in the back region and takes the extra Stage. · One train at a time — anything following has to wait for it to clear. · Cars may be sorted into any new order here.
---
## Office cards
Upgrades are strictly sequential — no skipping a tier — so a Terminal needs all three cards in
order. Green slots are outbound passengers, red are inbound, and the design gives slots **equal**
to Porters rather than one more.
| Office | Control point | Passenger facility | A/D tracks | Porters | Green | Red |
| --- | :---: | :---: | ---: | ---: | ---: | ---: |
| Whistle Post | — | — | 1 | 0 | 0 | 0 |
| Depot | yes | yes | 2 | 1 | 1 | 1 |
| Station | yes | yes | 3 | 2 | 2 | 2 |
| Terminal | yes | yes | 4 | 3 | 3 | 3 |
Whistle Posts are a fixed supply of 4 outside the deck, and Limits signs a
supply of 8.
---
## Freight facilities
Each lists the car types it works, which way its traffic flows, and the industries it may not sit
beside. **Every lockout pair is a producer and the consumer of the same commodity** — you may
build one end of a chain or the other, never both, which is what forces traffic to run between
districts rather than in circles inside one. No two of the same industry may share an Office Area,
and that rule is enforced for every kind rather than repeated in each row.
| Industry | Cars | Flow | Green | Red | Laborers | Locked out with |
| --- | --- | --- | ---: | ---: | ---: | --- |
| Freight House | boxcar | both | 1 | 1 | 1 | Grocer's Warehouse |
| Mine Tipple | hopper | outbound | 1 | 0 | 1 | Power Plant |
| Refinery | tank | outbound | 1 | 0 | 1 | Power Plant |
| Power Plant | hopper, tank | inbound | 0 | 1 | 1 | Mine Tipple, Refinery |
| Packing Sheds | reefer | outbound | 1 | 0 | 1 | Grocer's Warehouse |
| Grocer's Warehouse | boxcar, reefer | inbound | 0 | 1 | 1 | Packing Sheds, Freight House |
---
## Modifier cards
Each sits beside a host and raises one of its capacities. `office` as a host means any Passenger
Facility — so a modifier that adds a green slot to an Office adds nothing to a Whistle Post, which
is not one.
| Modifier | Hosts | +Green | +Red | +Laborers | +Porters |
| --- | --- | ---: | ---: | ---: | ---: |
| Waiting area | any Passenger Facility | 1 | — | — | 1 |
| Restaurant | any Passenger Facility | 1 | — | — | 1 |
| Hotel | any Passenger Facility | 1 | — | — | 1 |
| Truck dock | Freight House, Packing Sheds, Grocer's Warehouse | — | 1 | — | — |
| Railroad Express Agency | Freight House | 1 | — | 1 | — |
| Forklifts | Freight House, Packing Sheds | 1 | — | 1 | — |
| Prep Plant | Mine Tipple | 1 | — | 1 | — |
| Coal Piles | Mine Tipple | 1 | — | 1 | — |
| Conveyor Belts | Mine Tipple | 1 | — | 1 | — |
| Pipelines | Refinery | 1 | — | 1 | — |
| Oil Depot | Refinery | 1 | — | 1 | — |
| Viscosity breakers | Refinery | 1 | — | 1 | — |
| Transmission lines | Power Plant | — | — | 1 | — |
| Rotary Dumps | Power Plant | — | — | 1 | — |
| Steam Turbines | Power Plant | — | — | 1 | — |
| Ice House | Packing Sheds, Grocer's Warehouse | 1 | — | 1 | — |
| Local small groceries | Grocer's Warehouse | — | — | 1 | — |
---
## Track cards
Track is **in the Home Office deck** and is drawn and played like any other card — not a separate
per-player supply. Operational Rail is the flag that says a train may stop on the card; a turnout
may be run through but not stopped on.
| Track | Geometry | Hand | Operational rail | Move cost | Dealt |
| --- | --- | --- | :---: | ---: | :---: |
| Straight track | straight | none | yes | 1 | yes |
| Curved track (right) | curved | right | yes | 1 | yes |
| Curved track (left) | curved | left | yes | 1 | yes |
| Sharp Curved Track (right) | sharpCurved | right | yes | 2 | no |
| Sharp Curved Track (left) | sharpCurved | left | yes | 2 | no |
| Turnout (right) | turnout | right | — | 1 | yes |
| Turnout (left) | turnout | left | — | 1 | yes |
A row marked "no" is a shape the engine understands but the deck does not currently print.
---
## Enhancements
The column that only the implementation can fill in: **whether the printed effect actually
resolves yet.** `live` is read during play; `dormantSolo` is implemented at the point of attack
but the attack is an opponent-directed card held out of every deck, so nothing reaches it in a
solitaire game; `unbuilt` means the effect is recorded and nothing reads it. A transcription
cannot carry this column, which is the argument for generating the page rather than writing it.
| Enhancement | Placement | Requires | Effect resolves |
| --- | --- | --- | :---: |
| Interlocking | runningTrackStraight | — | **live** |
| Facing Point Locks | onCard | interlocking in the district | **dormantSolo** |
| Yard office | secondaryTrackStraight | — | **live** |
| Small yard | secondaryTrackStraight | — | **live** |
| Water column | runningTrackStraight | — | **dormantSolo** |
| Overpass | onCard | — | **unbuilt** |
| Telegraph | runningTrackStraight | — | **live** |
| Telephone | onCard | telegraph on the same card | **live** |
| Radio | onCard | telephone on the same card | **live** |
| ABS Signals | mainlineCard | — | **live** |
---
## Opponent-directed cards, and what answers them
**None of these is dealt in any deck today.** A card that can only be played at another player
has no legal target in a solitaire game, and a defence with nothing to defend against is as dead
a draw as the attack — so both halves are held out until the attacks are implemented. They are
listed because they are the design, and because what a defence answers is the only record of why
it exists.
### Action cards — opponent-directed
| Card | Played on | Effect | Answers |
| --- | --- | --- | --- |
| Derail | a moving train in the Local Phase | That train must stop for the remainder of the turn. | — |
| Broken coupler | a moving train in the Mainline Phase | That train must stop and not move. | — |
| Railroad crossing | any Secondary Track Straight | May not be used as a stop point for switching. May not become an Industry. | — |
| Per Diem inventory | another player | Lose one point per 2 empty cars on Secondary Tracks. | — |
| Demurrage charge | another player | Lose one point per 2 loaded freight cars on Secondary Tracks. | — |
| Customer complaints | another player | Lose one point per 2 coaches in loading boxes. | — |
| Vandalism | another player | A train passing a Hobo Jungle has a boxcar looted (converted to empty). | — |
| Hotbox | another player | A train just arrived must set one car (chooser’s pick) onto Secondary Track until it departs. | — |
| Outlawed | another player | A train just arrived may not depart for one turn — the crew’s hours have expired. | — |
### Space-use cards — opponent-directed
| Card | Played on | Effect | Answers |
| --- | --- | --- | --- |
| Bean house | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
| Flop house | adjacent to any straight, curve, turnout | Burns tablespace. | — |
| Watertower | adjacent to any straight, turnout on Running Track | Burns tablespace. | — |
| Hobo Jungle | adjacent to any straight, turnout, Limit on Running Track | Burns tablespace. Vandalism can loot a boxcar passing it. | — |
| Section House | adjacent to any straight, curve, turnout | Burns tablespace. | — |
| City blocks | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
| Engine Shops | adjacent to any straight, curve, turnout | Burns tablespace. | — |
| Tenderloin District | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
| Engineer cemetery | adjacent to any straight, curve, turnout, Limit | Burns tablespace. | — |
### Maneuver cards
| Card | Played on | Effect | Answers |
| --- | --- | --- | --- |
| Red Flags | any time | A stopped train is prevented from being hit; the approaching train is prevented from moving. | — |
| Flying Switch | any time | Break a cut of cars away from behind the engine and roll them into an industry. | — |
| Poling | any time | TBD in the source. | — |
Mainline modifier cards, for completeness — these ARE dealt:
| Card | Played on | Effect | Answers |
| --- | --- | --- | --- |
| Brakeman | a GRADE Mainline card | Faster passage downhill. | — |
| Airbrakes | a GRADE Mainline card | Faster passage downhill. Brakeman must be in effect. | — |
| Helpers | a GRADE Mainline card | Faster passage uphill. | — |
| Realignment | a Mainline card | Convert one Mainline type to another. Not while a train is on it. | — |
| Facing Point Locks | adjacent to Interlocking | Prevents Derail being played on you. | Derail |
+5
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.**
+4 -3
View File
@@ -1,6 +1,6 @@
{
"name": "station-master",
"version": "0.7.9",
"version": "0.8.0.1",
"private": true,
"type": "module",
"description": "Station Master — a railroad operations game",
@@ -9,11 +9,12 @@
},
"scripts": {
"typecheck": "tsc --noEmit",
"pretest": "node scripts/build-web.ts",
"pretest": "tsc --noEmit && node scripts/build-web.ts",
"test": "node --test test/*.test.ts test/**/*.test.ts",
"build:web": "node scripts/build-web.ts",
"serve:web": "node scripts/build-web.ts && npx --yes http-server dist -p 8080 -c-1",
"deploy:web": "node scripts/deploy-web.ts"
"deploy:web": "node scripts/deploy-web.ts",
"build:cards": "node scripts/build-card-reference.ts"
},
"devDependencies": {
"@types/node": "^26.1.2",
+268
View File
@@ -0,0 +1,268 @@
/**
* Generate `docs/rules/as-built.md` — what the cards say, as the code actually has them.
*
* WHY THIS IS GENERATED RATHER THAN WRITTEN.
*
* Every other file in `docs/rules/` is a historical record and says so: `rules-v0.1.md` is a
* faithful transcription of the prototype PDFs, `open-questions.md` is the gap tracker,
* `rules-v0.2.md` and `card-reference.md` both carry SUPERSEDED banners. None of them describes the
* game as built, and none of them should be edited to — the record is worth more intact than
* patched.
*
* So there was no current reference at all, and `content.ts` spent several releases pointing at
* `card-reference.md` as "the place that now carries what the cards say" while that file's own
* banner said "do not use its numbers". A reader following the code's advice landed on the v0.4.5
* deck: twelve numbered trains, "3 / 4 Mail-Express, 3 coaches", against a `content.ts` whose train
* 3 is the Express with two freight cars and a per-location freight rule.
*
* A HAND-WRITTEN REPLACEMENT WOULD HAVE DRIFTED THE SAME WAY, and for the same reason: nothing
* fails when a table falls behind a constant. So the reference is emitted from the same exported
* catalogues the engine instantiates from, and `test/card-reference.test.ts` re-runs this generator
* and asserts the checked-in file matches byte for byte. Change a card face and the suite goes red
* until the doc is regenerated — which is the only mechanism this project has found that keeps a
* document honest.
*
* `npm run build:cards` writes it. Nothing at runtime reads it; it is for people.
*/
import { writeFileSync } from 'node:fs';
import { dirname, join } from 'node:path';
import { fileURLToPath } from 'node:url';
import {
ACTION_CARDS, ALL_TRAINS, ENHANCEMENT_CARDS, ENHANCEMENT_RULES, EXTRA_TRAINS, INDUSTRY_PROFILES,
LIMITS_SUPPLY, MAINLINE_DECK, MAINLINE_MODIFIER_CARDS, MAINLINE_PROFILES, MANEUVER_CARDS,
MODIFIER_PROFILES, OFFICE_PROFILES, SPACE_USE_CARDS, TIMETABLED_TRAINS, TRACK_CARDS,
WHISTLE_POST_SUPPLY, consistSize, isOpponentOnly, mainlineDescription,
} from '../src/engine/content.ts';
import type { ConsistSpec, SimpleCard, TrainProfile, TrainRules } from '../src/engine/content.ts';
const root = join(dirname(fileURLToPath(import.meta.url)), '..');
/** Title Case a camelCase key, so `oneFreightPerLocation` reads as a rule rather than an identifier. */
const words = (k: string): string => k.replace(/([A-Z])/g, ' $1').toLowerCase().trim();
const consistOf = (c: ConsistSpec): string => {
const parts: string[] = [];
if (c.freight > 0) {
const kinds = c.freightTypes ? c.freightTypes.join(' or ') : 'freight';
parts.push(`${c.freight} ${kinds}${c.freight === 1 ? '' : c.freightTypes ? 's' : ''}`);
}
if (c.coach > 0) parts.push(`${c.coach} coach${c.coach === 1 ? '' : 'es'}`);
if (c.caboose > 0) parts.push(`${c.caboose} caboose`);
if (!parts.length) return 'engine only';
const n = consistSize(c);
// "Empties only" qualifies the whole consist rather than adding to it, so it reads after the count.
return `${parts.join(' + ')} (${n} piece${n === 1 ? '' : 's'})${c.emptiesOnly ? ', empties only' : ''}`;
};
const rulesOf = (r: TrainRules): string => {
const out: string[] = [];
for (const [k, v] of Object.entries(r)) {
if (k === 'note' || v === false || v === undefined) continue;
out.push(words(k));
}
if (typeof r.note === 'string') out.push(`*"${r.note}"*`);
return out.length ? out.join('; ') : '—';
};
const trainRow = (t: TrainProfile): string =>
`| ${t.isExtra ? 'X' : ''}${t.number} | ${t.name} | ${t.speed} | ` +
`${t.direction === 'playerChoice' ? "player's choice" : t.direction} | ${consistOf(t.consist)} | ${rulesOf(t.rules)} |`;
const lines: string[] = [];
const w = (s = ''): void => void lines.push(s);
w('# Station Master — the cards as built');
w();
w('> **Generated from `src/engine/content.ts` by `scripts/build-card-reference.ts`. Do not edit by');
w('> hand** — `npm run build:cards` rewrites it, and `test/card-reference.test.ts` fails if this file');
w('> and the code disagree.');
w();
w('This is the one file in `docs/rules/` that describes the game **as it currently is**. Everything');
w('else in this directory is a historical record and marked as such: [`rules-v0.1.md`](rules-v0.1.md)');
w('transcribes the prototype PDFs, [`open-questions.md`](open-questions.md) tracks how the gaps in');
w('them were decided, and [`rules-v0.2.md`](rules-v0.2.md) and');
w('[`card-reference.md`](card-reference.md) both describe superseded card sets. Read those for the');
w('reasoning; read this for the numbers.');
w();
w('The engine instantiates from the same constants this is emitted from, so a disagreement between');
w('this page and the game is a bug in the generator, not a stale table.');
w();
w('**No card counts appear here, deliberately** (TODO #15a, Jesse 2026-08-22): the counts move with');
w('play balance, so a document that prints them is answering a question that will have a different');
w('answer next retune. Where a count matters it is a yes/no — whether the deck deals the card at');
w('all — which is a fact about the design rather than about the current tuning.');
w();
w('---');
w();
w('## Trains');
w();
w(`${TIMETABLED_TRAINS.length} timetabled and ${EXTRA_TRAINS.length} Extras, ${ALL_TRAINS.length} in all.`);
w('Odd numbers run west, even run east; a pair shares a class and is the same card face in two');
w('directions. A Crew Tray holds four pieces and a caboose counts toward the four, which is why no');
w('train with a caboose carries more than three revenue cars.');
w();
w('### Timetabled');
w();
w('| # | Class | Speed | Runs | Consist | Printed rules |');
w('| ---: | --- | --- | --- | --- | --- |');
for (const t of TIMETABLED_TRAINS) w(trainRow(t));
w();
w('### Extras');
w();
w('| # | Class | Speed | Runs | Consist | Printed rules |');
w('| ---: | --- | --- | --- | --- | --- |');
for (const t of EXTRA_TRAINS) w(trainRow(t));
w();
w('---');
w();
w('## Mainline cards');
w();
w('A card is divided into **regions**, and a train advances one region per Stage — so the regions a');
w('card prints are what it costs to cross. Where a train *enters* is what the rules move: a fast');
w('train on Hilly, a Heavy Grade with Helpers, or a card whose back region is a siding rather than');
w('part of the road all change the entry point rather than the card\'s length.');
w();
w('| Card | Regions | Default entry | Fast / slow entry | Trains may pass | Sorts cars |');
w('| --- | ---: | ---: | --- | :---: | :---: |');
for (const m of MAINLINE_PROFILES) {
const ss = m.speedStarts ? `${m.speedStarts.fast} / ${m.speedStarts.slow}` : '—';
w(`| ${m.name} | ${m.regions} | ${m.defaultStart} | ${ss} | ${m.trainsMayPass ? 'yes' : '—'} | ${m.sortsCars ? 'yes' : '—'} |`);
}
w();
w(`The Mainline deck is ${MAINLINE_DECK.length} cards; the two Division Points are the fixed ends of`);
w('the Division and are not dealt. What each card does, in the words the game uses on screen:');
w();
for (const m of MAINLINE_PROFILES) w(`- **${m.name}** — ${mainlineDescription(m.kind)}`);
w();
w('---');
w();
w('## Office cards');
w();
w('Upgrades are strictly sequential — no skipping a tier — so a Terminal needs all three cards in');
w('order. Green slots are outbound passengers, red are inbound, and the design gives slots **equal**');
w('to Porters rather than one more.');
w();
w('| Office | Control point | Passenger facility | A/D tracks | Porters | Green | Red |');
w('| --- | :---: | :---: | ---: | ---: | ---: | ---: |');
for (const o of OFFICE_PROFILES) {
w(`| ${o.name} | ${o.isControlPoint ? 'yes' : '—'} | ${o.isPassengerFacility ? 'yes' : '—'} | ` +
`${o.adTracks} | ${o.porters} | ${o.passengerOut} | ${o.passengerIn} |`);
}
w();
w(`Whistle Posts are a fixed supply of ${WHISTLE_POST_SUPPLY} outside the deck, and Limits signs a`);
w(`supply of ${LIMITS_SUPPLY}.`);
w();
w('---');
w();
w('## Freight facilities');
w();
w('Each lists the car types it works, which way its traffic flows, and the industries it may not sit');
w('beside. **Every lockout pair is a producer and the consumer of the same commodity** — you may');
w('build one end of a chain or the other, never both, which is what forces traffic to run between');
w('districts rather than in circles inside one. No two of the same industry may share an Office Area,');
w('and that rule is enforced for every kind rather than repeated in each row.');
w();
w('| Industry | Cars | Flow | Green | Red | Laborers | Locked out with |');
w('| --- | --- | --- | ---: | ---: | ---: | --- |');
for (const f of INDUSTRY_PROFILES) {
const lo = f.lockouts.length
? f.lockouts.map((k) => INDUSTRY_PROFILES.find((p) => p.kind === k)?.name ?? k).join(', ')
: '—';
w(`| ${f.name} | ${f.carTypes.join(', ')} | ${f.flow} | ${f.baseOut} | ${f.baseIn} | ${f.baseLoaders} | ${lo} |`);
}
w();
w('---');
w();
w('## Modifier cards');
w();
w('Each sits beside a host and raises one of its capacities. `office` as a host means any Passenger');
w('Facility — so a modifier that adds a green slot to an Office adds nothing to a Whistle Post, which');
w('is not one.');
w();
w('| Modifier | Hosts | +Green | +Red | +Laborers | +Porters |');
w('| --- | --- | ---: | ---: | ---: | ---: |');
for (const m of MODIFIER_PROFILES) {
const hosts = m.hosts
.map((h) => (h === 'office' ? 'any Passenger Facility' : INDUSTRY_PROFILES.find((p) => p.kind === h)?.name ?? h))
.join(', ');
w(`| ${m.name} | ${hosts} | ${m.addOut || '—'} | ${m.addIn || '—'} | ${m.addLoaders || '—'} | ${m.addPorters || '—'} |`);
}
w();
w('---');
w();
w('## Track cards');
w();
w('Track is **in the Home Office deck** and is drawn and played like any other card — not a separate');
w('per-player supply. Operational Rail is the flag that says a train may stop on the card; a turnout');
w('may be run through but not stopped on.');
w();
w('| Track | Geometry | Hand | Operational rail | Move cost | Dealt |');
w('| --- | --- | --- | :---: | ---: | :---: |');
for (const t of TRACK_CARDS) {
w(`| ${t.name} | ${t.geometry} | ${t.hand} | ${t.isOperationalRail ? 'yes' : '—'} | ${t.moveCost} | ${t.copiesInDeck ? 'yes' : 'no'} |`);
}
w();
w('A row marked "no" is a shape the engine understands but the deck does not currently print.');
w();
w('---');
w();
w('## Enhancements');
w();
w('The column that only the implementation can fill in: **whether the printed effect actually');
w('resolves yet.** `live` is read during play; `dormantSolo` is implemented at the point of attack');
w('but the attack is an opponent-directed card held out of every deck, so nothing reaches it in a');
w('solitaire game; `unbuilt` means the effect is recorded and nothing reads it. A transcription');
w('cannot carry this column, which is the argument for generating the page rather than writing it.');
w();
w('| Enhancement | Placement | Requires | Effect resolves |');
w('| --- | --- | --- | :---: |');
for (const r of ENHANCEMENT_RULES) {
const card = ENHANCEMENT_CARDS.find((c) => c.key === r.key);
const needs = r.requiresOnSameCard
? `${r.requiresOnSameCard} on the same card`
: r.requiresInDistrict
? `${r.requiresInDistrict} in the district`
: '—';
w(`| ${card?.name ?? r.key} | ${r.placement} | ${needs} | **${r.effect}** |`);
}
w();
w('---');
w();
w('## Opponent-directed cards, and what answers them');
w();
w('**None of these is dealt in any deck today.** A card that can only be played at another player');
w('has no legal target in a solitaire game, and a defence with nothing to defend against is as dead');
w('a draw as the attack — so both halves are held out until the attacks are implemented. They are');
w('listed because they are the design, and because what a defence answers is the only record of why');
w('it exists.');
w();
const pvp = (title: string, cards: readonly SimpleCard[], category: string): void => {
w(`### ${title}${isOpponentOnly(category) ? ' — opponent-directed' : ''}`);
w();
w('| Card | Played on | Effect | Answers |');
w('| --- | --- | --- | --- |');
for (const c of cards) w(`| ${c.name} | ${c.placement} | ${c.effect} | ${c.answers ?? '—'} |`);
w();
};
pvp('Action cards', ACTION_CARDS, 'action');
pvp('Space-use cards', SPACE_USE_CARDS, 'spaceUse');
pvp('Maneuver cards', MANEUVER_CARDS, 'maneuver');
w('Mainline modifier cards, for completeness — these ARE dealt:');
w();
w('| Card | Played on | Effect | Answers |');
w('| --- | --- | --- | --- |');
for (const c of MAINLINE_MODIFIER_CARDS) w(`| ${c.name} | ${c.placement} | ${c.effect} | ${c.answers ?? '—'} |`);
w();
writeFileSync(join(root, 'docs/rules/as-built.md'), `${lines.join('\n')}\n`);
console.log(`built -> docs/rules/as-built.md (${lines.length} lines)`);
+15 -3
View File
@@ -688,8 +688,16 @@ function spendDispatchBonus(
const mine = tray.trainNumber ?? 99;
const theirs = other.trainNumber ?? 99;
// The Fedora is held by a PLAYER, and the dispatch devices are installed in an Office Area, which
// is keyed by SEAT. Indexing one with the other is right only while seating is the identity map.
/**
* The Fedora is held by a PLAYER; the devices are installed in an Office Area, which is keyed by
* SEAT. `areaOf` is what reconciles the two — it resolves through `seatOf` — so this is correct
* under Employee Rotation and not only while seating happens to be the identity map.
*
* This comment used to say the opposite, warning that indexing one with the other was safe only
* while seating was identity. It read as a live bug and was not one: `areaOf(s, player)` IS
* `areaAtSeat(s, seatOf(s, player))`. Pinned by test rather than asserted here — see #101's
* "spends the Superintendent's own devices under non-identity seating".
*/
const area = areaOf(s, s.clock.superintendent);
// Best device first — Radio (+12) beats Telephone (+8) beats Telegraph (+4).
@@ -727,7 +735,11 @@ function spendDispatchBonus(
* the speeches are made, and every arrival after that is expedited. `speechMade` is set on that first
* stop, so the train is exempt once and subject to the fault thereafter.
*/
function isExpedited(tray: CrewTray): boolean {
export function isExpedited(tray: {
trainNumber: number | null;
trainIsExtra: boolean;
speechMade?: boolean;
}): boolean {
const rules = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra)?.rules;
if (!rules) return false;
if (rules.expedite) return true;
+24 -7
View File
@@ -16,7 +16,6 @@
import {
FREIGHT_PROFILES,
HAND_LIMIT,
LABORER_ACTIONS_PER_LOAD,
MAX_CONSIST,
REALIGNMENTS,
@@ -61,6 +60,7 @@ import {
decisionActor,
officeNodeFor,
isOperationalRail,
overHandLimit,
playerAtSeat,
pooled,
railFacingOf,
@@ -607,7 +607,8 @@ function freightWorkedKey(trayId: TrayId, at: GridCoord): string {
return `${trayId}@${coordKey(at)}`;
}
const isFreight = (c: RollingStock): boolean => c.type !== 'coach' && c.type !== 'caboose';
/** Exported so the Blocked panel counts a freight car the same way the reducers do (Gitea#21). */
export const isFreight = (c: RollingStock): boolean => c.type !== 'coach' && c.type !== 'caboose';
/**
* IS THIS CAR CARRYING A LOAD? A CABOOSE NEVER IS, whatever its `loaded` flag says.
@@ -657,6 +658,20 @@ function switchingRefusal(tray: CrewTray): RejectionCode | null {
return rulesOf(tray).noSwitching ? 'NO_SWITCHING' : null;
}
/**
* WHETHER TRAINS 3/4's PRINTED RULE IS WHAT IS STOPPING THIS CREW WHERE IT STANDS (Gitea#21).
*
* Exported for the Blocked panel, which needs to say so — and asks `freightBudgetLeft`, the same
* predicate the reducer refuses on, rather than rebuilding the key for itself. `narrate.ts` cannot
* then drift from the rule it is describing, which is the whole premise of that panel.
*/
export function freightRuleSpentHere(s: GameState, player: PlayerIndex, trayId: TrayId): boolean {
const tray = s.trays.get(trayId);
if (!tray || !rulesOf(tray).oneFreightPerLocation) return false;
if (tray.position.at !== 'grid') return false;
return !freightBudgetLeft(s, player, tray, tray.position.coord, 1);
}
/**
* Charge freight cars against this train's per-location budget (trains 3/4).
*
@@ -1084,10 +1099,9 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
case 'draw.end': {
if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
if (turnOf(s, player).option !== 'draw') return 'OPTION_NOT_CHOSEN';
// §6.2 — "the player must reduce his hand to no more than three cards".
const hand = s.decks.hands.get(player) ?? [];
const limit = s.decks.redFlags.get(player) ? HAND_LIMIT + 1 : HAND_LIMIT;
return hand.length > limit ? 'HAND_LIMIT' : null;
// §6.2 — "the player must reduce his hand to no more than three cards". `overHandLimit`
// (state.ts) is the one copy of that test; the Frame and the page ask the same function.
return overHandLimit(s, player) ? 'HAND_LIMIT' : null;
}
// -- Freight Agent --------------------------------------------------------
@@ -1628,6 +1642,7 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
const events: GameEvent[] = [
{
type: 'trayMoved',
player,
trayId: i.trayId,
from,
to: i.to,
@@ -1692,6 +1707,7 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
// decides which car is next to come off.
events.push({
type: 'carsCoupled',
player,
trayId: i.trayId,
at: i.to,
stock: dest.couples,
@@ -1712,7 +1728,7 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
const stock = i.fromNose
? tray.consist.slice(0, i.count)
: tray.consist.slice(tray.consist.length - i.count);
return [{ type: 'carsDropped', trayId: i.trayId, at: here, stock, ...(i.fromNose ? { fromNose: true } : {}) }];
return [{ type: 'carsDropped', player, trayId: i.trayId, at: here, stock, ...(i.fromNose ? { fromNose: true } : {}) }];
}
case 'switch.sortConsist': {
@@ -1721,6 +1737,7 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
return [
{
type: 'consistSorted',
player,
trayId: i.trayId,
at: here,
before: tray.consist.map((c) => ({ ...c })),
+5 -2
View File
@@ -481,8 +481,11 @@ export const TIMETABLED_TRAINS: readonly TrainProfile[] = [
* COACH COUNTS ON 1/2 AND 5/6 WERE SWAPPED BY JESSE (Gitea#7, v0.4.9e playtest): the Crack Limited
* drops from three coaches to two, and The Sparrow rises from two to three. A change to the card
* faces themselves, not a transcription fix — `Trains3.pdf` and the tables that transcribe it
* still print the old numbers, so `docs/rules/card-reference.md` is the place that now carries
* what the cards say.
* still print the old numbers, so `docs/rules/as-built.md` is the place that now carries what
* the cards say — GENERATED from the constants below by `scripts/build-card-reference.ts`, with
* `test/card-reference.test.ts` failing if the two disagree. This comment used to name
* `card-reference.md`, which describes the v0.4.5 deck and carries a banner saying not to use its
* numbers; the code sent readers to a table it had itself superseded.
*/
...pair(1, 'Crack Limited', 'fast', { freight: 0, coach: 2, caboose: 0 },
{ terminalsOnly: true, noSwitching: true, expedite: true, note: 'Stop at Terminals only.' }),
+4 -3
View File
@@ -37,9 +37,10 @@ export type GameEvent =
* more than one legal route to `to`, so the history can say which one ran rather than leaving a
* choice the player made invisible in their own log.
*/
| { type: 'trayMoved'; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; facing?: 'n' | 's' | 'e' | 'w'; via?: GridCoord }
| { type: 'trayMoved'; player: PlayerIndex; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; facing?: 'n' | 's' | 'e' | 'w'; via?: GridCoord }
| {
type: 'carsCoupled';
player: PlayerIndex;
trayId: TrayId;
at: GridCoord;
stock: RollingStock[];
@@ -71,8 +72,8 @@ export type GameEvent =
*/
recoupled?: { at: GridCoord; stock: RollingStock[] };
}
| { type: 'carsDropped'; trayId: TrayId; at: GridCoord; stock: RollingStock[]; fromNose?: boolean }
| { type: 'consistSorted'; trayId: TrayId; at: GridCoord; before: RollingStock[]; after: RollingStock[] }
| { type: 'carsDropped'; player: PlayerIndex; trayId: TrayId; at: GridCoord; stock: RollingStock[]; fromNose?: boolean }
| { type: 'consistSorted'; player: PlayerIndex; trayId: TrayId; at: GridCoord; before: RollingStock[]; after: RollingStock[] }
| { type: 'cardDrawn'; player: PlayerIndex; source: 'homeOffice' | 'department'; slot?: number; cardId: CardId }
/**
* §6.2 — the Home Office deck ran out, so the Salvage Yard and all three Department decks were
+14 -1
View File
@@ -17,7 +17,7 @@ import type {
OfficeTier,
TrackGeometry,
} from './content.ts';
import { MAX_CONSIST, officeProfile } from './content.ts';
import { HAND_LIMIT, MAX_CONSIST, officeProfile } from './content.ts';
// ---------------------------------------------------------------------------
// Identifiers
@@ -1040,6 +1040,19 @@ export function turnOf(s: GameState, player: PlayerIndex): TurnState {
return t;
}
/**
* §6.2 — IS THIS PLAYER HOLDING MORE THAN THEY MAY? Three cards, or four while a Red Flag is held.
*
* ONE answer, because there were three of them: `check('draw.end')` refused on it, `snapshot()`
* recomputed it inline for the Frame, and `web/game.ts` kept a third for the page. All three agreed
* — which is the state a disagreement starts from, and #96 is what that costs when the two halves
* are a screen and the server that refuses what the screen offered.
*/
export function overHandLimit(s: GameState, player: PlayerIndex): boolean {
const hand = s.decks.hands.get(player) ?? [];
return hand.length > (s.decks.redFlags.get(player) ? HAND_LIMIT + 1 : HAND_LIMIT);
}
export function freshTurn(moves: number): TurnState {
return {
option: null,
+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) {
+60 -2
View File
@@ -144,6 +144,12 @@ 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;
/**
@@ -223,10 +229,17 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
(owner?.isYou ? ' — this is your railroad' : '') +
// "their move" is wrong when the reader is the one being waited on.
(owner?.isTurn ? (owner.isYou ? ' — it is your move' : ' — it is their move') : '') +
// #94 — first, and in full, because it is the one thing here that CHANGES what a train
// may do. Everything below it describes the cell; this describes a rule in force.
(n.redFlag === 'east' || n.redFlag === 'west'
? `\n\nRED FLAG set out at the ${n.redFlag === 'east' ? 'East' : 'West'} Limits — the ` +
`next train arriving from the ${n.redFlag} is held short, and the flag is spent doing it.`
: '') +
`\n\nThe district itself is drawn on the Office map — this cell is the whole of it, with the ` +
`trains standing in it: those holding an A/D track on the rail, and any crew switching in ` +
`the district below it.`,
seat: n.seat ?? null,
redFlag: n.redFlag ?? null,
// No regions in a district: a crew moves by Moves there, not by Stages, so it occupies a
// card outright rather than a part of one.
regions: 0,
@@ -364,6 +377,30 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
out += `<line class="bs-region" x1="${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.
*
@@ -452,6 +489,14 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
* things the Division map is for — where a train is and which way it is going — and leaves the
* cars to the tooltip and to the district.
*/
/**
* THE REGION NUMBER IS A PLACE ON THE MAP, NOT A DISTANCE RUN (Gitea#22).
*
* `view.ts` mirrors a westbound train before it gets here, so this counts boxes west to east
* for every train regardless of which way it is going — and the tooltip says so, because
* "region 2 of 2" beside "2 Stages still to run" reads as a contradiction otherwise. It is the
* second box from the west end; a westbound train in it has its whole crossing ahead of it.
*/
const chip = (t: NonNullable<Cell['trains']>[number], tx: number, ty: number, w: number): void => {
const cars = t.cars ?? [];
const arrow = t.facing === 'w' ? '\u25c0' : '\u25b6';
@@ -465,7 +510,7 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
: '';
out += `<g class="bs-train" data-tip="${esc(t.label)} \u2014 carrying ${esc(cars.join(', ') || 'no cars')}${
cars.length ? ` (${loaded} loaded)` : ''
}${inRegion ? ` \u00b7 region ${(t.region ?? 0) + 1} of ${c.regions}${dir}` : ''}${esc(stages)}${
}${inRegion ? ` \u00b7 region ${(t.region ?? 0) + 1} of ${c.regions}, counted west to east${dir}` : ''}${esc(stages)}${
// What the card prints. A train on the Mainline is exactly where "why did that leave without
// me?" gets asked, and EXPEDITED is the answer more often than not.
t.what ? `\n\n${esc(t.what)}` : ''
@@ -1053,9 +1098,18 @@ export function officeSvg(
// card, the old y = H-46 baseline printed the label straight along the rail itself.
// Hover text per enhancement, from the card catalogue — an Interlocking used to be a bare word
// on the card with nothing to say what it did, or that it does not do it yet.
// A SPENT dispatch device is struck through (#101). Telegraph/Telephone/Radio are "once a
// day", and the label said the same thing before and after the Superintendent spent one — so
// the card advertised a +12 that was not there. Per-`tspan` rather than per-`text` so the
// names still read as one row, and `?? []` because `piecePreview` builds a cell literal by
// hand and has no flags.
const spentFlags = cell.enhancementsSpent ?? [];
const names = cell.enhancements
.map((n, i) => (spentFlags[i] ? `<tspan class="bs-enh-spent">${esc(n)}</tspan>` : esc(n)))
.join(' · ');
out += `<text class="bs-enh" x="6" y="26" data-tip="${esc(
(cell.enhancementsWhat ?? []).join(' · '),
)}">${esc(cell.enhancements.join(' · '))}</text>`;
)}">${names}</text>`;
}
if (selectedTrain) {
/**
@@ -1197,6 +1251,9 @@ export const BOARD_CSS = `
/* The vertical bars a Mainline card is divided into (§2.1). Drawn faint: they are the ruler the
train is measured against, not something to look at instead of the train. */
.bs-region{stroke:#4a5361;stroke-width:1.2;stroke-dasharray:3 3}
/* #94 — the one red mark on the Division map, so it reads as a stop rather than as decoration. */
.bs-flag line{stroke:#9aa3b0;stroke-width:1.6}
.bs-flag polygon{fill:#d2453f;stroke:#7d211d;stroke-width:0.8}
/* THE HEAVY GRADE WEDGE. Terrain, so it is coloured as terrain rather than as a warning.
SOLID BROWN, fill and border the same (Jesse, 2026-08-30) — the first pass paired a desaturated
fill with an amber arrow and the pair read reddish, which on a map that spends amber on "it is
@@ -1288,6 +1345,7 @@ export const BOARD_CSS = `
.bs-mod{font:10px ui-monospace,monospace}
text.bs-mod{fill:#c8a04a}
.bs-enh{fill:#7fb0e6;font:9px ui-monospace,monospace}
.bs-enh-spent{fill:#5b6b7d;text-decoration:line-through}
.bs-rowlab{fill:#5f6b7a;font:600 9px ui-monospace,monospace;letter-spacing:.1em}
/* THE EDGE OF THE DISTRICT. Deliberately quiet — it is a boundary, not an action — and dashed, so it
reads as a line on the table rather than as rail. Nothing is laid outside it (§2.1). */
+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);
}
+102 -10
View File
@@ -15,10 +15,10 @@
* panel cannot drift from the rules.
*/
import { MAX_CONSIST } from '../engine/content.ts';
import { MAX_CONSIST, crewTrayCount } from '../engine/content.ts';
import { adTrackCount, coordKey, seatOf, turnOf } from '../engine/state.ts';
import type { GameState, GridCoord, PlayerIndex, RollingStock, SeatIndex, TrayId } from '../engine/state.ts';
import { areaOf, canAdvanceLoad, canBoard, canDetrain, canStartLoad, facilityCarType, facilityCarTypes, laborersLeft, movesFor, passengerRefusal, portersLeft } from '../engine/apply.ts';
import { areaOf, canAdvanceLoad, canBoard, canDetrain, canStartLoad, facilityCarType, facilityCarTypes, freightRuleSpentHere, isFreight, laborersLeft, movesFor, passengerRefusal, portersLeft } from '../engine/apply.ts';
import type { GameEvent } from '../engine/events.ts';
// ---------------------------------------------------------------------------
@@ -155,7 +155,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
return {
tone: 'plain',
where: e.to,
text: `CREW moved ${at(e.from)} → ${at(e.to)}${e.via ? ` via ${at(e.via)}` : ''} — ${e.movesRemaining} of 6 Moves left. The crew chip on the grid carries the whole train with it.`,
text: `Moved ${train(e.trayId)} ${at(e.from)} → ${at(e.to)}${e.via ? ` via ${at(e.via)}` : ''} — ${e.movesRemaining} of 6 Moves left. The crew chip on the grid carries the whole train with it.`,
};
case 'carsCoupled': {
/**
@@ -181,7 +181,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
return {
tone: 'good',
where: e.at,
text: `SMALL YARD — consist re-ordered from [${carsLabel(e.before)}] to [${carsLabel(e.after)}], so the right car is now on the end and can be spotted`,
text: `Used the SMALL YARD — consist re-ordered from [${carsLabel(e.before)}] to [${carsLabel(e.after)}], so the right car is now on the end and can be spotted`,
};
case 'carsDropped':
// WHICH END. A cut comes off an outer end (§A.3) and the end decides everything that follows:
@@ -746,6 +746,42 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
* Only while switching, and only the cards actually in the crew's way: `movesFor` reports the
* squares the movement walk reached and refused, not every square on the board.
*/
/**
* WHY A CAR WILL NOT COME OFF (Gitea#21).
*
* "I dropped the first tank car, but that was all I was allowed to do" — and this panel, asked
* why, talked about the refinery's green box. The rule that actually refused is printed on the
* train: trains 3/4, the Express, "may drop or pick up one freight car at every location". The
* refusal was correct. Nothing said it.
*
* That is a worse failure than a missing button, because the panel did not stay silent — it
* offered a true statement about the FACILITY, which sent the player to spend a Freight Agent
* action that could not have helped. The rule was on the train card's tooltip, which is not
* where anyone looks when a button they expected is simply absent.
*
* Only when the crew has a freight car it could otherwise set out. A budget spent by a train
* with nothing left to drop is not blocking anything, and this panel earns its keep by being
* short enough to read.
*/
const turnNow = turnOf(s, player);
if (s.clock.phase === 'localOps' && turnNow.option === 'switch') {
for (const [id, tray] of s.trays) {
if (tray.position.at !== 'grid' || tray.position.seat !== seatOf(s, player)) continue;
if (!tray.consist.some(isFreight)) continue;
if (!freightRuleSpentHere(s, player, id)) continue;
const { row, col } = tray.position.coord;
out.push({
where: `Train ${tray.trainNumber} at (${col},${row})`,
why:
'ONE FREIGHT CAR PER LOCATION — this train has already worked a freight car on this ' +
'square, so no more come off or on here until next turn. It may still work one at the ' +
'next square it reaches.',
// The printed rule doing its job, and it lifts by itself. Amber, not red.
severity: 'waiting',
});
}
}
const turn = turnOf(s, player);
if (s.clock.phase === 'localOps' && turn.option === 'switch' && turn.movesRemaining > 0) {
for (const [id, tray] of s.trays) {
@@ -832,13 +868,69 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
}
}
// Trains held for want of a Crew Tray (§7) — the scarcity mechanic, made visible.
const due = s.timetable[s.clock.stage - 1];
if (due !== null && due !== undefined && s.freeTrays.length === 0) {
/**
* TRAINS HELD FOR WANT OF A CREW TRAY (§7) — the scarcity mechanic, made visible (#98).
*
* This covered the TIMETABLED train due out this Stage and nothing else, which meant the two
* other things that queue for the same pool reported nothing at all. A player who spent a card on
* an Extra, or ordered a second section, got an EMPTY panel while their train sat behind an
* exhausted pool — and each had been announced once in the log in a line that promised a future
* event ("as soon as a Crew Tray frees up") which nothing then confirmed.
*
* All three are one condition, so they are written as one block: no free tray, and something
* waiting for one. The count rides along because "no free Crew Tray" reads like a permanent fact
* about the game rather than a state that will pass.
*/
// `crewTrayCount` is the pool's size, asked rather than re-derived. `trays.size + freeTrays.length`
// gives the same number in play — `retireTrain` moves a tray back — but it is a second way to know
// one fact, which is the shape of every bug this release fixed.
const trays = `${s.freeTrays.length} of ${crewTrayCount(s.players.length)} Crew Trays free`;
if (s.freeTrays.length === 0) {
const due = s.timetable[s.clock.stage - 1];
if (due !== null && due !== undefined) {
out.push({
where: `Train ${due}`,
why: `due to depart but HELD — no free Crew Tray (${trays})`,
severity: 'stuck',
});
}
// An Extra belongs to the player who played the card (§7), so it is their errand and it is
// reported to them. A second section is the table's, like any Timetabled train.
for (const x of s.pendingExtras) {
if (x.player !== player) continue;
out.push({
where: `Extra X${x.trainNumber}`,
why: `played and waiting to be made up — no free Crew Tray (${trays})`,
severity: 'stuck',
});
}
for (const n of s.pendingSecondSections) {
out.push({
where: `Train ${n}`,
why: `second section ordered and waiting to be made up — no free Crew Tray (${trays})`,
severity: 'stuck',
});
}
}
/**
* A TRAIN HELD AT THE LIMITS BY AN INTERLOCKING (#99).
*
* It is inside the player's Limits, not on an A/D track, and it takes the first track that frees
* ahead of any newcomer. The map now draws it on the Limits square; this says what it is waiting
* for, which is the Office emptying rather than anything the held train itself can do.
*/
for (const id of area.heldAtLimits) {
const t = s.trays.get(id);
if (!t) continue;
out.push({
where: `Train ${due}`,
why: 'due to depart but HELD — no free Crew Tray',
severity: 'stuck',
where: `Train ${t.trainIsExtra ? 'X' : ''}${t.trainNumber ?? '—'}`,
why:
'held at your Limits by the Interlocking instead of colliding — it takes the first A/D ' +
'track that frees, ahead of any train arriving after it',
severity: 'waiting',
});
}
+203
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@@ -0,0 +1,203 @@
/**
* 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 `phoenix.local`: *"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. Ten is far beyond any speed anyone would choose (2 and
* 3 are the ones actually asked for) and well short of unusable.
*/
export const MAX_PACE = 10;
/**
* 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 long to show one STEP — the form the queue actually uses.
*
* A step that said nothing gets no dwell, whatever caused it. That is one rule covering two cases
* arrived at separately: a phase where nothing happened (Jesse, 2026-09-09 — *"if nothing happens
* during a phase then we shouldn't lose time to it"*), and a phase that only handed the turn on,
* which changes the board but has nothing on it to look at. Structurally typed so this file does not
* have to import `DisplayStep` back from the module that imports `StepCause` from it.
*/
export function dwellForStep(
step: { cause: StepCause; lines: readonly unknown[]; frame: { table: object } },
pace = 1,
): number {
if (step.lines.length > 0) return dwellFor(step.cause, pace);
/**
* A SILENT STEP EARNS A BEAT ONLY WHEN THE CLOCK TURNED OVER — which is TODO #18 exactly: "give
* every phase a visible beat", for New Train, the Mainline and the shift change.
*
* Measured, because the obvious rule was wrong twice. "No narration, no dwell" looked right and
* silently killed #18: a phase can move trains without saying anything, and those steps were being
* flashed past. "Anything that changed the board" is wrong the other way: `submit()` steps
* `advance()` about 4.6 times per intent and most of those merely hand the turn on, so beating on
* all of them would cost a quarter of an hour a game. The phase turning over is the thing a player
* is being shown, and there are about 180 of those in a full game.
*/
const table = step.frame.table as Record<string, unknown>;
const turned = 'phase' in table || 'phaseKey' in table || 'stage' in table || 'day' in table;
return turned ? dwellFor(step.cause, pace) : 0;
}
/**
* How many steps in a queue are actually going to be WATCHED.
*
* This is the number the "N behind" counter shows, and it is deliberately not `queue.length`. With
* bookkeeping dwelling at zero, a backlog of 17 where 12 are `*.end` would read "17", plummet to 5
* the instant it started, and then crawl — which is not the steady countdown the counter is for.
* Thirteen dwelling steps means thirteen things you are going to see.
*/
export function watchableCount(causes: readonly StepCause[], pace = 1): number {
return causes.filter((c) => dwellFor(c, pace) > 0).length;
}
+132
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@@ -0,0 +1,132 @@
/**
* Delta for the SEATLESS public frame — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 § 3.
*
* `frame-delta.ts` solves the same-shaped problem for a seated player's `Frame` and does NOT carry
* over, which is worth saying plainly because reusing it looks obvious and is wrong. It nulls three
* TOP-LEVEL keys — `cells`, `facilities`, `division` — and a `PublicFrame` has only the last of
* those. Its `cells` and `facilities` live one level down, inside `districts[]`, one entry per seat,
* and that is where nearly all of the bytes are.
*
* **So the districts are deltaed PER SEAT rather than as one array.** One accepted intent changes
* one district; comparing the whole array as a unit would resend every other player's board on
* every step, which is exactly the cost this exists to avoid. On a four-player table that is three
* boards of waste per step, and a step is emitted for every bot move as well as every human one.
*
* It is also a TRUE PARTIAL rather than a full frame with holes in it, which is the other place
* `frame-delta.ts` does not carry over. See `PublicFrameDelta` below for the measurement that forced
* that; in short, most steps change one field and shipping the other thirty-four cost 16.7 MB a game.
*
* The convention that does carry over, kept identical so a reader of one file can read the other:
* an absent or `null` field means "unchanged since the last thing sent to this receiver", and the
* receiving side merges against the last full frame it actually holds. A first connect or a
* reconnect after a gap sends a full frame instead — the display stream resets rather than replaying
* (§ v0.8.0).
*
* Node-free by design, like `frame-delta.ts`: the server and the browser both import this directly.
*/
import type { CellView, DivisionView, FacilityView, PublicDistrict, PublicFrame } from './view.ts';
/**
* One district with its two heavy fields nulled when unchanged.
*
* `seat` is the identity and is always present — it is what the receiver matches on. `player` and
* `name` are always sent too, and deliberately: Employee Rotation moves players between districts,
* so the pairing of seat to player is itself news, and it costs two small fields to never have to
* reason about whether a relabelling was missed.
*/
export type PublicDistrictDelta = Omit<PublicDistrict, 'cells' | 'facilities'> & {
cells: CellView[] | null;
facilities: FacilityView[] | null;
};
/** The shared-table half of a `PublicFrame` — everything that is not the Division or a district. */
type PublicTable = Omit<PublicFrame, 'division' | 'districts'>;
/**
* A `PublicFrame` reduced to WHAT CHANGED.
*
* **Partial, not a full frame with holes**, and that distinction was measured rather than assumed.
* The first version of this spread `...next` and nulled only the board fields, so every step shipped
* all 35 top-level properties even when the sole change was whose turn it was. Once TODO #18 gave
* automatic phases their own steps, most steps became exactly that — a turn handed on, nothing to
* look at — and a full 6-day game cost **19.4 MB**, of which **16.7 MB was those silent steps at
* ~11 KB each**. As a partial they are a few dozen bytes.
*/
export type PublicFrameDelta = {
/** Only the shared-table fields whose value differs from the previous frame. */
table: Partial<PublicTable>;
/** The Division, only when it changed. */
division: DivisionView[] | null;
/** Only the districts that changed, each carrying only the board fields that changed. */
districts: PublicDistrictDelta[];
};
const same = (a: unknown, b: unknown): boolean => JSON.stringify(a) === JSON.stringify(b);
const TABLE_KEYS = (frame: PublicFrame): (keyof PublicTable)[] =>
(Object.keys(frame) as (keyof PublicFrame)[]).filter(
(k): k is keyof PublicTable => k !== 'division' && k !== 'districts',
);
/**
* `previous` is the last public frame actually sent to THIS receiver, or `null` for a first connect
* or a reset — in which case everything is sent in full.
*/
export function deltaPublicFrame(previous: PublicFrame | null, next: PublicFrame): PublicFrameDelta {
const before = new Map(previous?.districts.map((d) => [d.seat, d]) ?? []);
const table: Partial<PublicTable> = {};
for (const key of TABLE_KEYS(next)) {
if (previous === null || !same(previous[key], next[key])) {
(table as Record<string, unknown>)[key] = next[key];
}
}
const districts: PublicDistrictDelta[] = [];
for (const d of next.districts) {
const was = before.get(d.seat);
const cells = was && same(was.cells, d.cells) ? null : d.cells;
const facilities = was && same(was.facilities, d.facilities) ? null : d.facilities;
// A district with nothing new is left out entirely rather than sent as a row of nulls: on a
// four-player table three of them are unchanged on every single step.
if (was && cells === null && facilities === null && same(was, d)) continue;
districts.push({ ...d, cells, facilities });
}
return {
table,
division: previous !== null && same(previous.division, next.division) ? null : next.division,
districts,
};
}
/** The receiving side: merges a delta back onto the last full public frame this receiver holds. */
export function applyPublicDelta(previous: PublicFrame | null, delta: PublicFrameDelta): PublicFrame {
const base = previous ?? (delta.table as PublicTable);
const merged = { ...base, ...delta.table } as PublicTable;
const bySeat = new Map((previous?.districts ?? []).map((d) => [d.seat, d]));
for (const d of delta.districts) {
const was = bySeat.get(d.seat);
bySeat.set(d.seat, {
...d,
cells: d.cells ?? need(was?.cells, `districts[seat ${d.seat}].cells`),
facilities: d.facilities ?? need(was?.facilities, `districts[seat ${d.seat}].facilities`),
});
}
return {
...merged,
division: delta.division ?? need(previous?.division, 'division'),
districts: [...bySeat.values()].sort((a, b) => a.seat - b.seat),
};
}
/**
* A delta that says "unchanged" against a receiver that has nothing to merge onto is a bug in the
* SENDER's bookkeeping, not a recoverable state — it means the two sides disagree about what has
* been delivered, and quietly producing a frame with a missing board would put a blank district in
* front of a player. `frame-delta.ts` throws in the same situation and for the same reason.
*/
function need<T>(value: T | undefined, what: string): T {
if (value === undefined) {
throw new Error(`deltaPublicFrame said "${what}" is unchanged, but there is no previous frame to merge onto`);
}
return value;
}
+6 -2
View File
@@ -230,7 +230,7 @@ export function compress(frames: Frame[]): Packed {
const fi = c.facility ? f.facilities.indexOf(c.facility) : -1;
// `trains` rides whole rather than being interned: it changes almost every frame, so a table
// of them would be as long as the frames are and buy nothing.
return [ci, wi, c.enhancements, c.cars, fi, c.trains, c.adTracks, c.enhancementsWhat, c.standingWest];
return [ci, wi, c.enhancements, c.cars, fi, c.trains, c.adTracks, c.enhancementsWhat, c.standingWest, c.enhancementsSpent];
});
return { ...f, cells } as unknown as Frame;
});
@@ -264,7 +264,7 @@ export function rehydrateCells(
facs: unknown[],
): unknown[] {
return packed.map((row) => {
const p = row as [number, number, string[], string[], number, unknown, unknown, string[], number];
const p = row as [number, number, string[], string[], number, unknown, unknown, string[], number, boolean[]];
const c = cards[p[0]] as [number, number, string, string, boolean, string[]];
// Tolerant the same way `standingWest` below is: an array rides through as-is, a lone object
// (an older recording's singular `train`) is wrapped into a one-train roster, and null or
@@ -284,6 +284,10 @@ export function rehydrateCells(
// cut ahead of or behind the engine exactly as the live board does. Absent in older recordings,
// which read as 0 — the whole cut east of the engine, which is what they used to draw anyway.
standingWest: p[8] ?? 0,
// Which dispatch devices were spent (#101), so a replay strikes a used Radio through exactly
// as the live board does. Absent in recordings made before it existed, which read as no
// device spent — the same thing they drew at the time, so an old replay is unchanged.
enhancementsSpent: p[9] ?? [],
};
});
}
+421 -81
View File
@@ -10,7 +10,7 @@
* drift into two different pictures of the same board.
*/
import { regionOfTransit } from '../engine/advance.ts';
import { isExpedited, regionOfTransit } from '../engine/advance.ts';
import {
areaAtSeat,
areaOf,
@@ -27,7 +27,6 @@ import {
import {
ACTION_CARDS,
ENHANCEMENT_CARDS,
HAND_LIMIT,
MAINLINE_MODIFIER_CARDS,
MAINLINE_PROFILES,
MANEUVER_CARDS,
@@ -35,6 +34,8 @@ import {
REALIGNMENTS,
OFFICE_ORDER,
SPACE_USE_CARDS,
STAGES_PER_SHIFT,
crewTrayCount,
enhancementRule,
enhancementText,
industryProfile,
@@ -46,9 +47,9 @@ import {
mainlineDescription,
} from '../engine/content.ts';
import type { Intent } from '../engine/intents.ts';
import type { Facility, GameConfig, GameState, PlayerIndex, SeatIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts';
import { actingPlayer, carsOn, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts';
import type { Hand, HouseRules, TrackGeometry } from '../engine/content.ts';
import type { Facility, GameConfig, GameState, OfficeArea, PlayerIndex, SeatIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts';
import { actingPlayer, carsOn, overHandLimit, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts';
import type { Direction, Hand, HouseRules, TrackGeometry } from '../engine/content.ts';
import type { Port } from '../engine/track.ts';
import { connectionsFor, slopeOfPair, variantsFor } from '../engine/track.ts';
import type { Impediment } from './narrate.ts';
@@ -73,6 +74,14 @@ export type CellView = {
* `toString()`), so it cannot reach the card catalogue itself.
*/
enhancementsWhat: string[];
/**
* Which of those enhancements is SPENT for today, in the same order (#101).
*
* Only ever true of a dispatch device — Telegraph, Telephone, Radio — which is "once a day". The
* reason and the Fedora caveat are already written into `enhancementsWhat`; this is the flag the
* board styles from, because `board-svg.ts` imports nothing and cannot work it out for itself.
*/
enhancementsSpent: boolean[];
/**
* EVERY TRAIN STANDING HERE, in order, each with the engine in it and which way it points.
*
@@ -104,6 +113,15 @@ export type CellView = {
* standing in front of them — the card is face down in a box somewhere by then.
*/
what: string;
/**
* HELD AT THE LIMITS BY AN INTERLOCKING, rather than standing on this square (#99).
*
* The engine keeps these in `OfficeArea.heldAtLimits` and deliberately does NOT move
* `tray.position` onto the grid — a held train is not on a square anything may switch it from.
* So the map has to draw it from the held list, and mark it, or it reads as an ordinary arrival
* the player could work.
*/
heldAtLimits?: true;
}[];
/**
* Office card only: how many A/D tracks the tier has — null everywhere else.
@@ -320,6 +338,16 @@ export type DivisionView = {
what?: string;
/** Mainline cards only: how many regions the card is divided into (§2.1 — two). */
regions?: number;
/**
* Office nodes only: a Red Flag standing at this Office's Limits, and which approach it guards
* (#94). `null` when none is out.
*
* PUBLIC STATE, and the reason it has to be here: the flag is a token set out ON the board that
* holds the next train arriving from that side until it is spent. It was announced once in the
* log and then drawn nowhere, so a train would stop short with its only explanation scrolled out
* of the panel.
*/
redFlag?: string | null;
/** Office nodes only: the Running Track, Limits to Limits, west to east. */
running?: RunningCardView[];
/** Office nodes only: whose district this is. */
@@ -447,7 +475,17 @@ export type Frame = {
* there is only one; the first thing you want to know at a four-player table.
*/
viewer: number;
/** The viewer's position in the west-to-east chain, which is not their player index (§4.4). */
/**
* The viewer's position in the west-to-east chain, which is not their player index (§4.4).
*
* CARRIED AHEAD OF ITS CALLER, DELIBERATELY (#45). Nothing renders this today — the 2026-08-30
* dead-field audit found it read only by one test, and Jesse deferred the delete-or-document
* call. Documenting rather than deleting, because Gitea#20's common board keys every district by
* SEAT and resolves the player through `playerAtSeat` (§Employee Rotation moves players between
* districts), so a client that must pick its own district out of a seat-keyed board needs exactly
* this and cannot derive it from `viewer`. If step 2 ships without using it, delete it then —
* this note is the reason it survived one audit, not a permanent exemption from the next.
*/
viewerSeat: number;
/**
* §4.4's opening D12 per player, and the roll that chose the Superintendent — kept so a client
@@ -740,6 +778,39 @@ function baseOf(
*/
function trainsOnCard(s: GameState, viewerSeat: SeatIndex, key: string): CellView['trains'] {
const out: CellView['trains'] = [];
/**
* TRAINS HELD AT THE LIMITS — drawn here or drawn nowhere (#99).
*
* `arriveAtOffice` takes the tray out of the Mainline node's `transits` and, when an Interlocking
* saves it from Gap 2d's collision, pushes it onto `heldAtLimits` without giving it a grid
* position. The map draws mainline nodes from `transits` and squares from `position.at === 'grid'`
* — so between the two the train was drawn in NEITHER, and simply vanished off the board until an
* A/D track freed some Stages later.
*
* At WHICH Limits: the end it came in by. An eastbound train entered from the west, so it is held
* at `limitsWest`; a westbound one at `limitsEast`.
*/
const area = areaAtSeat(s, viewerSeat);
for (const id of area.heldAtLimits) {
const t = s.trays.get(id);
if (!t) continue;
const at = t.direction === 'east' ? area.limitsWest : area.limitsEast;
if (`${at.row},${at.col}` !== key) continue;
out.push({
trayId: id,
label: t.trainNumber === null ? 'crew' : `T${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
cars: t.consist.map((c) => carLabel(c, viewerSeat)),
engineAt: Math.max(0, Math.min(t.consist.length, t.engineAt)),
facing: railFacingOf(t),
what:
'HELD AT THE LIMITS — the Interlocking stopped it on the Limit Track instead of letting it ' +
'collide with a full Office. It takes the first A/D track that frees, ahead of any train ' +
`arriving after it. ${trainRules(t)}`,
heldAtLimits: true,
});
}
for (const [id, t] of s.trays) {
if (t.position.at !== 'grid' || t.position.seat !== viewerSeat) continue;
if (`${t.position.coord.row},${t.position.coord.col}` !== key) continue;
@@ -1171,28 +1242,76 @@ export function describeIntent(s: GameState, i: Intent): string {
* replay cannot drift into two different pictures of the same board.
*/
/**
* The board as ONE SEAT sees it.
* ONE DISTRICT'S BOARD, BY SEAT — the cards on the table and the cars standing on them (Gitea#20
* step 1).
*
* `viewer` decides whose district, whose hand and whose facilities the Frame carries — everything
* else (the Division, the timetable, the clock) is common to the table. It defaults to seat 0, which
* is what solitaire and every replay want, so existing callers are unaffected.
* A district's BOARD is public. Everyone at the table can see the cards somebody has laid, the cars
* standing on them and the trains in the Office Area; what is private is a player's HAND, their
* objective and their Revenue detail, none of which is here. That split is why this can be handed to
* a seatless spectator unchanged.
*
* This was hardcoded to 0 throughout. That was correct while there was one player and would have
* been a quiet disaster with more: every seat would have been shown player 0's railroad, including
* player 0's hand, which is the one thing the state model calls secret.
* **KEYED BY SEAT, NOT BY PLAYER, and that is not a detail.** Employee Rotation moves players
* between districts, so district ownership cannot be assumed to match player index — the board
* belongs to the POSITION on the Division and the player is whoever is currently sitting there
* (`playerAtSeat`). Taking a player here would silently draw the wrong district the first time
* anybody rotated.
*
* `seat` is also the "home seat" for `carLabel`, which marks a load THIS district made — the printed
* game turns the chip upside down in the tray, and a load may not be broken in the Office Area that
* made it. For a player's own view that seat is theirs; for a spectator's view of district N it is
* N, which is the same fact asked from outside.
*/
export function snapshot(
/**
* WHAT AN ENHANCEMENT DOES — AND WHETHER IT CAN DO IT RIGHT NOW (#101).
*
* `enhancementText(key)` takes only the key, so it says the same thing for ever. That is right for
* every enhancement except the three dispatch devices, which are "once a day": a spent Radio read
* "Once a day, add +12…" all Day after it was gone, which is `trainRules` before #100 in a different
* corner of the same view.
*
* AND THE FEDORA, which is the half that actually surprises. `spendDispatchBonus` (advance.ts) reads
* the SUPERINTENDENT's own devices, not the train owner's, and the Fedora moves every
* `STAGES_PER_SHIFT` Stages — so a device does nothing at all while somebody else is dispatching,
* and is spent automatically, without its owner being asked, while they are.
*
* `dispatchBonus` decides what counts as a device, rather than a list of three keys written out
* here: the ladder lives in `ENHANCEMENT_RULES` and a fourth rung would otherwise be silently
* exempt.
*/
function enhancementState(
s: GameState,
lines: { text: string; tone: string }[],
where: { row: number; col: number } | null,
whereFrom: { row: number; col: number } | null = null,
decision: Decision | null = null,
wasted = false,
viewer: PlayerIndex = 0,
): Frame {
const area = areaOf(s, viewer);
const viewerSeat = seatOf(s, viewer);
area: OfficeArea,
seat: SeatIndex,
key: string,
): { what: string; spent: boolean } {
const base = enhancementText(key) ?? prettyKey(key);
if (enhancementRule(key)?.dispatchBonus === undefined) return { what: base, spent: false };
const spent = area.dispatchUsedToday.includes(key);
if (spent) {
return {
what: `${base} SPENT for today — it comes back at the start of the next Day.`,
spent: true,
};
}
// Available, but only to whoever is dispatching. Naming the shift length is the difference
// between "not now" and knowing how long "not now" lasts.
if (seatOf(s, s.clock.superintendent) !== seat) {
return {
what:
`${base} Unspent, but IDLE: a device is only used by the district holding the Fedora, ` +
`which moves every ${STAGES_PER_SHIFT} Stages.`,
spent: false,
};
}
return { what: `${base} Available today, and this district is dispatching.`, spent: false };
}
export function projectDistrict(
s: GameState,
seat: SeatIndex,
): { cells: CellView[]; facilities: FacilityView[]; runningRow: number; limits: { west: number; east: number } } {
const area = areaAtSeat(s, seat);
const cells: CellView[] = [];
const facilities: FacilityView[] = [];
for (const [key, card] of area.grid) {
@@ -1210,7 +1329,7 @@ export function snapshot(
else if (g.kind === 'spaceUse') label = prettyKey(g.key);
else label = geometryLabel(g.geometry);
const fv = facilityView(card as never, officeProfile(area.tier).name, viewerSeat);
const fv = facilityView(card as never, officeProfile(area.tier).name, seat);
if (fv) facilities.push(fv);
cells.push({
@@ -1222,16 +1341,34 @@ export function snapshot(
what: cellDescription(card, officeProfile(area.tier).name, row === area.runningRow),
links: connectionsFor(card).map(([a, b]) => `${a}${b}`),
enhancements: card.enhancements.map(prettyKey),
enhancementsWhat: card.enhancements.map((k) => enhancementText(k) ?? prettyKey(k)),
trains: trainsOnCard(s, viewerSeat, key),
enhancementsWhat: card.enhancements.map((k) => enhancementState(s, area, seat, k).what),
enhancementsSpent: card.enhancements.map((k) => enhancementState(s, area, seat, k).spent),
trains: trainsOnCard(s, seat, key),
adTracks: card.geometry.kind === 'office' ? officeProfile(area.tier).adTracks : null,
cars: carsOn(card).map((c) => carLabel(c, viewerSeat)),
cars: carsOn(card).map((c) => carLabel(c, seat)),
standingWest: card.standingWest,
facility: fv,
});
}
const division: DivisionView[] = s.division.nodes.map((n) => {
return {
cells,
facilities,
runningRow: area.runningRow,
limits: { west: area.limitsWest.col, east: area.limitsEast.col },
};
}
/**
* THE DIVISION — every district's cell, the Mainline between them, and both Division Points.
*
* Wholly public and always was: it reads no hand, no objective and no per-viewer state, so a
* spectator's Division map and a player's are the same picture. It is extracted rather than
* rewritten for exactly that reason — the public view must not be a second implementation that can
* drift from the one players look at.
*/
export function projectDivision(s: GameState): DivisionView[] {
return s.division.nodes.map((n) => {
if (n.kind === 'divisionPoint') {
return {
kind: 'dp',
@@ -1259,10 +1396,31 @@ export function snapshot(
* one per Stage — and the entry point is what the rules actually move. There is nothing left
* to reconstruct.
*/
// One region per Stage, straight off the card's own count: what a train has LEFT to run says
// where it is standing. `regionOfTransit` is the engine's own answer, so the picture and the
// collision rule cannot disagree about who is where.
const place = (t: { stagesRemaining: number }): number => regionOfTransit(n.card, t.stagesRemaining);
/**
* AND WHICH WAY IT CAME IN (Gitea#22). `regionOfTransit` counts from the end the train
* ENTERED — everything still to run is region 0 — and both directions share that one index
* space, which is what the collision rules want and why the engine asks it directly.
*
* The map is asking a different question: which printed box, LEFT TO RIGHT. East is right
* here and always has been, so for an eastbound train the two questions have the same answer
* by luck — it enters at the west end, so "just entered" and "leftmost box" coincide. A
* westbound train enters at the EAST end, so its region 0 is the right-hand box, and using
* the travel index directly drew the whole card mirrored.
*
* That cost a collision (seed 550943578, undo 187): a westbound TX17 that had just entered
* was drawn WEST of a westbound T5 that was nearly across, so the train physically behind
* appeared to be the one in front. Train 3 was cleared to follow T5 and ran into TX17 —
* where the rules had always had it.
*
* So the engine's index is turned into a place on the map here, once, at the boundary the
* map is drawn from. `regionOfTransit` keeps its meaning and the collision rules are
* untouched; only the picture changes.
*/
const place = (t: { stagesRemaining: number; direction: Direction }): number => {
const travelled = regionOfTransit(n.card, t.stagesRemaining);
const regions = mainlineProfile(n.card).regions;
return t.direction === 'west' ? regions - 1 - travelled : travelled;
};
return {
kind: 'ml',
label: name,
@@ -1345,51 +1503,65 @@ export function snapshot(
modifiers: [],
gradeUp: null,
seat: n.seat,
// Straight off the node the engine sets (#94). Public to every seat — a flag on the table is
// seen by everyone at it — so this is not redacted by viewer and must not become so.
redFlag: n.redFlag ?? null,
running,
switching: below,
};
});
}
/**
* WHO THE GAME IS WAITING ON — the one answer, asked one way (Gitea#20 step 1).
*
* TWO THINGS HAVE TO BE TRUE AT ONCE, and each was somewhere else before #96 put them together.
*
* `clock.currentActor` alone is not it: the engine sets that null while an interruption is standing
* — a §8.1 clearance goes to the Superintendent, a Yard Office offer to the district's owner — so a
* view reading the raw field reports "nobody" during exactly the moments a player is being waited
* on. `actingPlayer` knows that rule and is the engine's own answer to it.
*
* `actingPlayer` alone is not it either, and THIS is what #96 was: it has no status guard, so when
* the game is not running it hands back whatever `clock.currentActor` was left holding — the last
* seat to move before the timetable ran out. The §3.3 vote is the state that exposed it. That vote
* is PARALLEL, open to every un-voted seat at once, and `apply.ts` says in as many words that there
* is no actor to be; the screen named the last mover anyway, beside a tally correctly showing three
* seats outstanding.
*
* So: nobody is acting unless the game is `active`, and when it is, `actingPlayer` decides who.
*
* `currentActor(game)` in `web/game.ts` is this function taking a `Game`, and delegates to it —
* ONE answer, not two that agree until they don't. That matters more than it looks: `currentActor`
* is what refuses an intent, so a screen answering differently tells the table to wait on a player
* the server would turn away.
*/
export function currentActorOfState(s: GameState): PlayerIndex | null {
if (s.status !== 'active') return null;
return actingPlayer(s);
}
/**
* THE TABLE, AS EVERY SEAT SEES IT IDENTICALLY (Gitea#20 step 1).
*
* The clock, the phase, whose turn it is, the timetable, the yards, the deck COUNTS, the score and
* the house rules. Nothing here is redacted, and nothing here may become redacted: the whole point
* is that a spectator and a player read the same table state, so a field that has to differ by seat
* belongs in the player's own frame instead.
*
* Deck contents are counts and top-of-pile names only. A Department pile is FACE UP — a discard goes
* onto one precisely so a rival can take it — so naming its top card gives nothing away; the Home
* Office deck is face down and appears here as a length and nothing else.
*/
export function projectSharedTable(s: GameState) {
return {
day: s.clock.day,
stage: s.clock.stage,
clock: clockTime(s.clock.stage),
phase: phaseLabel(s.clock.phase),
phaseKey: s.clock.phase,
actor: actingPlayer(s),
/**
* The three interruptions §8.1 and Gitea#5/#19 can raise, said in the words the prompt itself
* uses. `decisionActor` above decides WHO; this is only what they are looking at.
*/
awaiting: (() => {
const d = s.clock.pendingDecision;
if (!d) return null;
const train = trainName(s, d.train);
if (d.kind === 'clearance') return { asks: 'a clearance ruling', train };
if (d.kind === 'yardOffice') return { asks: 'the Yard Office offer', train };
return { asks: 'a Red Flag', train };
})(),
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];
@@ -1414,9 +1586,6 @@ export function snapshot(
},
timetable: [...s.timetable],
timetableWhat: s.timetable.map((n) => (n === null ? null : trainRules({ trainNumber: n, trainIsExtra: false }))),
decision,
wasted,
option: turnOf(s, viewer).option,
houseRules: houseRules(s.config),
mode: s.config.mode,
optionalRules: s.config.optionalRules,
@@ -1437,23 +1606,14 @@ export function snapshot(
seat: seatOf(s, p.index),
name: p.name,
revenue: p.revenue,
// A COUNT, never the cards. Hand SIZE is public — you can see how many cards somebody holds
// across a table — and this is the only thing about another player's hand that may be here.
hand: (s.decks.hands.get(p.index) ?? []).length,
})),
viewer,
viewerSeat,
openingRolls: {
division: [...s.openingRolls.division],
superintendent: [...s.openingRolls.superintendent],
},
handCount: (s.decks.hands.get(viewer) ?? []).length,
overHandLimit:
(s.decks.hands.get(viewer) ?? []).length > (s.decks.redFlags.get(viewer) ? HAND_LIMIT + 1 : HAND_LIMIT),
objective: objectiveOf(s, viewer),
runningRow: area.runningRow,
limits: { west: area.limitsWest.col, east: area.limitsEast.col },
movesLeft: s.clock.phase === 'localOps' && turnOf(s, viewer).option === 'switch' ? turnOf(s, viewer).movesRemaining : null,
moves: switchingMoves(s, viewer),
blocked: impediments(s, viewer),
trains: [...s.trays.values()].map((t) => ({
label: t.trainNumber === null ? 'local crew' : `Train ${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
where:
@@ -1463,6 +1623,166 @@ export function snapshot(
? `Mainline card ${t.position.index}`
: `Office Area (${t.position.coord.col},${t.position.coord.row})`,
})),
/**
* THE CREW TRAY POOL, WHICH IS §7's SCARCITY MECHANIC (#98).
*
* `state.ts` calls it explicit, and it was explicit only in the engine: there are fewer trays
* than there are trains wanting one, and nothing said how many were left. Public without
* question — the trays are physical objects in the middle of the table, and this is a count
* beside the deck and yard counts already here.
*/
crewTrays: { free: s.freeTrays.length, total: crewTrayCount(s.players.length) },
/**
* THE TRAINS QUEUED FOR ONE — the other half, and the half that had been promised in words.
*
* Playing an Extra says "it runs once as soon as a Crew Tray frees up"; ordering a second
* section says "an identical train will run right behind it". Both were announced once in the
* log and then existed only in the engine, so neither promise was ever visibly kept. Who played
* an Extra is public: §7 gives the train to the player who played the card, in the open.
*/
queued: {
extras: s.pendingExtras.map((x) => ({ trainNumber: x.trainNumber, player: x.player })),
secondSections: [...s.pendingSecondSections],
},
};
}
/** One district as a spectator sees it: whose seat it is, who is sitting there, and its board. */
export type PublicDistrict = {
seat: SeatIndex;
player: PlayerIndex;
name: string;
cells: CellView[];
facilities: FacilityView[];
runningRow: number;
limits: { west: number; east: number };
};
/** What a seatless viewer may be shown: the table, the Division, and every district's board. */
export type PublicFrame = ReturnType<typeof projectSharedTable> & {
division: DivisionView[];
districts: PublicDistrict[];
};
/**
* THE WHOLE GAME AS A SPECTATOR MAY SEE IT — no seat, no hand, no secrets (Gitea#20 step 1).
*
* **Built from the same lower-level projections a player's frame is, and deliberately NOT by calling
* `snapshot()` once per seat.** That shortcut is the trap: `snapshot` exists to assemble one
* player's view and carries their hand, their objective, their Revenue detail and their legal moves,
* so a public view made of player views starts by constructing everything it then has to remember to
* strip. It also defaults its viewer to player zero, which means a careless spectator call today
* serves seat 0's hand. Composing upward instead means a private field cannot arrive here by
* accident: it would have to be added to a projection that has no business holding one.
*
* **Districts are keyed by SEAT and the player is resolved through `playerAtSeat`.** Employee
* Rotation moves players between districts, so seat and player index are not interchangeable, and
* a public board that assumed they were would relabel every district the first time anybody rotated.
*
* What is NOT here, and why each: `hand`/`handWhat`/`handDiscardable`/`handKeepWhy` and `handCount`
* (the cards a seat holds), `objective` (a private goal), `option`/`movesLeft`/`moves` (one player's
* legal actions, which describe what they are ABOUT to do), `blocked` (computed per viewer and
* partly about their own crews), `decision`, `viewer`/`viewerSeat`, and the narration log — which
* `session.ts` sends incrementally and which is checked separately, because two of the leaks found
* in v0.7.9.2 lived there rather than in any frame.
*/
export function publicSnapshot(s: GameState): PublicFrame {
return {
...projectSharedTable(s),
division: projectDivision(s),
districts: [...s.officeAreas.keys()].sort((a, b) => a - b).map((seat) => {
const player = playerAtSeat(s, seat);
return {
seat,
player,
// Through `seatLabel`, like every other seat a person reads: the internal index is
// zero-based and the spoken number is not (`session.test.ts` guards the conversion).
name: s.players[player]?.name ?? `Seat ${seatLabel(seat)}`,
...projectDistrict(s, seat),
};
}),
};
}
/**
* The board as ONE SEAT sees it.
*
* `viewer` decides whose district, whose hand and whose facilities the Frame carries — everything
* else (the Division, the timetable, the clock) is common to the table. It defaults to seat 0, which
* is what solitaire and every replay want, so existing callers are unaffected.
*
* This was hardcoded to 0 throughout. That was correct while there was one player and would have
* been a quiet disaster with more: every seat would have been shown player 0's railroad, including
* player 0's hand, which is the one thing the state model calls secret.
*/
export function snapshot(
s: GameState,
lines: { text: string; tone: string }[],
where: { row: number; col: number } | null,
whereFrom: { row: number; col: number } | null = null,
decision: Decision | null = null,
wasted = false,
viewer: PlayerIndex = 0,
): Frame {
const viewerSeat = seatOf(s, viewer);
const { cells, facilities, runningRow, limits } = projectDistrict(s, viewerSeat);
const division = projectDivision(s);
return {
/**
* THE SHARED TABLE COMES FROM THE SAME PROJECTION THE COMMON BOARD USES (Gitea#20 step 1).
*
* Spread rather than restated, so a player's frame and a spectator's cannot come to disagree
* about the clock, the phase, whose turn it is or the score. Everything after this point is
* either private to `viewer` or a viewer-specific slice; none of it shadows a shared field, and
* one that did would be exactly the bug this arrangement exists to make visible.
*/
...projectSharedTable(s),
/**
* The three interruptions §8.1 and Gitea#5/#19 can raise, said in the words the prompt itself
* uses. `decisionActor` above decides WHO; this is only what they are looking at.
*/
awaiting: (() => {
const d = s.clock.pendingDecision;
if (!d) return null;
const train = trainName(s, d.train);
if (d.kind === 'clearance') return { asks: 'a clearance ruling', train };
if (d.kind === 'yardOffice') return { asks: 'the Yard Office offer', train };
return { asks: 'a Red Flag', train };
})(),
revenue: s.players[viewer]?.revenue ?? 0,
lines,
where,
whereFrom,
division,
cells,
facilities,
/**
* NEWEST FIRST, matching the play page (`actionMenu`).
*
* The engine pushes a drawn card onto the END of the hand, which put the card just turned over
* at the far end of a wrapping row. Reversed here rather than in the engine so the bot's hand
* iteration — and every revenue measurement taken with it — is left alone.
*
* Both lines must reverse together or the descriptions come apart from the names.
*/
hand: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardName(s, id)),
handWhat: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => cardDescription(s, id)),
handDiscardable: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => keepReason(s, id) === null),
handKeepWhy: [...(s.decks.hands.get(viewer) ?? [])].reverse().map((id) => keepReason(s, id)),
decision,
wasted,
option: turnOf(s, viewer).option,
viewer,
viewerSeat,
handCount: (s.decks.hands.get(viewer) ?? []).length,
overHandLimit: overHandLimit(s, viewer),
objective: objectiveOf(s, viewer),
runningRow,
limits,
movesLeft: s.clock.phase === 'localOps' && turnOf(s, viewer).option === 'switch' ? turnOf(s, viewer).movesRemaining : null,
moves: switchingMoves(s, viewer),
blocked: impediments(s, viewer),
};
}
@@ -1633,6 +1953,12 @@ export function cardDescription(s: GameState, id: string): string {
export function trainRules(t: {
trainNumber: number | null;
trainIsExtra: boolean;
/**
* X17 only — whether the speeches are made, which is what decides which HALF of its printed rule
* the train is currently living under (#100). Optional because the timetable renders a train
* number with no tray behind it; absent means "not yet", which is the state a train starts in.
*/
speechMade?: boolean;
}): string {
const p = trainProfile(t.trainNumber ?? 0, t.trainIsExtra);
if (!p) return '';
@@ -1677,11 +2003,25 @@ export function trainRules(t: {
if (p.rules.pickUpEmptiesOnly) {
parts.push('EMPTIES ONLY — it may not couple a loaded car. A caboose is not a load.');
}
/**
* WHICH HALF OF ITS RULE THE CAMPAIGN TRAIN IS IN (#100).
*
* "One turn at station (speeches) then expedite" is two states, not one sentence. This used to
* print the sentence and stop, so the chip read identically before and after the speeches — while
* the fault the second half creates was warned about only under `expedite`, i.e. to every train
* EXCEPT the one that had just become subject to it.
*/
if (p.rules.stopThenExpedite) {
parts.push('STOPS ONCE FOR SPEECHES, then runs expedited from its next Office onward');
parts.push(
t.speechMade
? 'SPEECHES MADE — it runs EXPEDITED from here on'
: 'STOPS ONCE FOR SPEECHES at its first Office, then runs expedited from the next one onward',
);
}
if (p.rules.expedite) {
// `isExpedited` (advance.ts) is the engine's own test, borrowed rather than restated: a card that
// described a rule the engine did not apply — or the reverse — is the whole failure this is in.
if (isExpedited(t)) {
// It is released and switched exactly like any other train — the restriction is on where it may
// be LEFT, not on when it leaves.
parts.push(
+122 -18
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 { overHandLimit as overHandLimitOf } from '../engine/state.ts';
import { playerAtSeat } from '../engine/state.ts';
import { cuesFor, narrate } from '../sim/narrate.ts';
import { collectStep, newCollector } from '../sim/display-step.ts';
import type { DisplayCollector } from '../sim/display-step.ts';
// Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv,
// which would pull node:fs into a browser bundle.
import {
cardDescription,
cardName,
currentActorOfState,
describeIntent,
geometryLabel,
snapshot,
@@ -49,7 +52,6 @@ import {
DEFAULT_HOUSE_RULES,
DEFAULT_MAX_COLLISIONS_PER_DAY,
DEFAULT_MAX_COLLISIONS_TOTAL,
HAND_LIMIT,
LEGACY_HOUSE_RULES,
collectiveRevenueFloor,
houseRules,
@@ -245,7 +247,6 @@ export type Game = {
* had already been played and the hand held three or fewer. Derived from the hand each render, so
* it cannot drift out of step with what is actually held.
*/
mustPlayCard: boolean;
/**
* Sounds the last batch of events earned, for the page to play and clear.
*
@@ -277,6 +278,16 @@ export type Game = {
* having taken a turn to cause it.
*/
announced: string | null;
/**
* ORDERED PRESENTATION STEPS — v0.8.0, TODO #13. One per accepted intent, so a player can WATCH
* what everyone else did rather than find the board already rearranged.
*
* Accumulated here beside `log`, `cues` and `announced` and drained the same way, because that is
* how this file already hands things to whatever is displaying the game. Filled by `submit()`
* alone, which is what makes it identical for solitaire and multiplayer and inert during replay —
* see `sim/display-step.ts`.
*/
display: DisplayCollector;
};
/** How each intent kind is introduced in the action list, in the order they should appear. */
@@ -312,7 +323,7 @@ export const SOLO_PLAYER = 'Solitaire';
export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game {
const state = createGame({ id: `web-${seed}`, seed, config, playerNames: [SOLO_PLAYER] });
const game: Game = { state, seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null };
const game: Game = { state, seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null, display: newCollector() };
// A history that opens mid-Stage reads as though something was missed. Say what the game IS
// first, then let the clock take over.
game.log.push({ text: 'Game Begins', tone: 'start' });
@@ -331,9 +342,23 @@ export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game {
*/
export function newMultiplayerGame(seed: number, config: GameConfig, playerNames: string[]): Game {
const state = createGame({ id: `mp-${seed}`, seed, config, playerNames });
const game: Game = { state, seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null };
const game: Game = { state, seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null, display: newCollector() };
game.log.push({ text: 'Game Begins', tone: 'start' });
game.log.push({ text: `${config.mode} · ${playerNames.length} players · seed ${seed}`, tone: 'quiet' });
/**
* NO SEED AT A TABLE WITH MORE THAN ONE SEAT (Gitea#20 step 1).
*
* `game.log` is one shared list and `linesSince(seat)` (`server/session.ts`) slices it with no
* per-seat filter, so every line here reaches every player. Announcing the seed therefore handed
* each of them the whole future of the deal — every card order, every die — in the opening line
* of the game. Found while planning the public common board; it is a multiplayer leak with or
* without that display, which is why it is fixed here rather than waiting for it.
*
* `newGame` still records it, deliberately: a solitaire table has nobody to leak to, and the seed
* in the log is what a bug report quotes. The rule is "do not tell the OTHER seats", not "write
* less down". The seed remains in `game.seed`, in every save (`session.ts` persistence) and in the
* lobby record, so nothing administrative or replayable loses it.
*/
game.log.push({ text: `${config.mode} · ${playerNames.length} players`, tone: 'quiet' });
drain(game);
return game;
}
@@ -348,12 +373,18 @@ export function drain(game: Game): void {
record(game, pump(game.state));
}
/** Whose turn it is, or null if the game is over or waiting on nothing. */
/**
* Whose turn it is, or null if the game is over or waiting on nothing.
*
* `currentActorOfState` (sim/view.ts) IS this, taking the state rather than the `Game` — so this is
* the adapter and not a second copy. It used to be the second copy: it carried the status guard and
* the view's version did not, which is #96 — the turn chart named the last seat to move all the way
* through the §3.3 vote, while this function correctly refused every intent that seat could send.
* Two functions that agree until they don't are worse than one, because the disagreement surfaces
* as a screen nobody can square with the server.
*/
export function currentActor(game: Game): PlayerIndex | null {
if (game.state.status !== 'active') return null;
// `actingPlayer` (state.ts) knows which player each kind of interruption goes to — the
// Superintendent for a §8.1 clearance, the district's owner for a Yard Office offer.
return actingPlayer(game.state);
return currentActorOfState(game.state);
}
/** Every legal action right now, grouped for display. Empty when there is nothing to decide. */
@@ -1039,9 +1070,7 @@ function makeUpAdvice(
* button with a reason instead of hiding a move that has simply become illegal.
*/
export function overHandLimit(game: Game, seat: PlayerIndex = 0): boolean {
const hand = game.state.decks.hands.get(seat) ?? [];
const limit = game.state.decks.redFlags.get(seat) ? HAND_LIMIT + 1 : HAND_LIMIT;
return hand.length > limit;
return overHandLimitOf(game.state, seat);
}
/**
@@ -1088,12 +1117,69 @@ export function submit(game: Game, intent: Intent, as: PlayerIndex | null = null
return false;
}
game.history.push(intent);
/**
* THE HIGH-WATER MARK FOR THIS STEP'S NARRATION (v0.8.0).
*
* Taken here rather than read from `session.ts`'s `sentLines`, which is per-seat and is MUTATED
* by `linesSince()` as a side effect of building a push — so it cannot answer "what did this one
* intent say?". `submit` brackets the whole thing, `record` and `drain` below are the only things
* that append, and the slice after them is exactly this intent's narration including whatever
* automatic phases it drained.
*/
const saidFrom = game.log.length;
record(game, result.events, actor);
game.mustPlayCard = overHandLimit(game);
drain(game);
collectStep(game.display, game.state, actor, intent.type, game.log.slice(saidFrom));
drainStepping(game);
return true;
}
/**
* `drain()`'s STEPPED TWIN — TODO #18, and the reason this is not just `drain(game)`.
*
* `pump()` runs every automatic phase between one click and the next and `drain()` records the whole
* batch at once, so New Train, the Mainline and the shift change are never drawn at all: trains
* cross the Division in a single jump. Stepping `advance()` one call at a time and collecting after
* each is what gives those phases a visible beat, which is exactly what TODO Reference · #18 says is
* needed — *"a minimum dwell time on its own therefore fixes nothing"*.
*
* IDENTICAL BEHAVIOUR TO `drain()`, deliberately. The same `advance()` calls in the same order
* produce the same state; `record()` is called per phase rather than per batch, which is equivalent
* because `cuesFor` is a pure per-event map with no cross-event state and `record`'s other outputs
* (`scheduled`, `justDrawn`, `announced`) are last-wins in event order either way.
*
* A PHASE THAT DID NOTHING PRODUCES NO STEP. Jesse, 2026-09-09: *"if nothing happens during a phase
* then we shouldn't lose time to it."* Narrating nothing is the test for that — an empty phase adds
* no lines, so it is skipped rather than given a dwell to sit through.
*
* `drain()` itself is untouched, and must stay that way: `fromSave`, `fromMultiplayerSave` and
* `undo` all use it, and the collector staying off those paths is what keeps a replay from
* re-emitting a whole game as steps.
*/
function drainStepping(game: Game): void {
for (let i = 0; i < 10_000; i++) {
const from = game.log.length;
const r = advance(game.state);
record(game, r.events);
/**
* THE TEST IS THE EVENT LIST, NOT THE LOG — and getting that wrong drifted the board.
*
* `record()` deliberately drops `actorChanged` before narrating, so a phase whose only effect is
* handing the turn to the next player grows no lines at all. Collecting only when the log grew
* therefore skipped those, and the last step's frame was then a position behind the real one:
* the animated board ended a turn out of step with the game (`actor: 2` where the game said 1).
*
* A step whose narration is empty still carries the board. It simply costs no time to show —
* `dwellForStep` gives a silent step a dwell of zero — which is the same rule that collapses an
* empty phase, arrived at from the other direction.
*/
if (r.events.length > 0) {
collectStep(game.display, game.state, null, 'phase', game.log.slice(from));
}
if (r.needsInput || game.state.status === 'finished') return;
}
throw new Error('phase driver failed to settle — probable infinite loop');
}
/**
* Which cards in hand can be played RIGHT NOW, in hand order.
*
@@ -1149,10 +1235,28 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
cardName: (id) => cardName(game.state, id),
trainName: (id) => trainName(game.state, id),
});
/**
* A BLIND DRAW IS PUBLIC; WHICH CARD CAME UP IS NOT (Gitea#20 step 1).
*
* Everybody at the table sees a hand go to the Home Office deck, so the draw itself belongs in
* the shared log. The card's NAME does not: the deck is face down, and this log goes to every
* seat unfiltered, so naming it told three opponents exactly what the fourth was holding.
*
* A DEPARTMENT SLOT IS NOT THE SAME and stays named. Those piles are face up — a discard goes
* onto one precisely so a rival can take it — so the card was public before it was drawn, and
* hiding it would lose real information for no gain.
*
* The drawing seat still learns what it got. `justDrawn` below is the owner-only channel and
* `session.ts` sends it to that seat alone, so this costs the drawer nothing. Solitaire keeps
* the name for the same reason it keeps the seed: a one-seat table has nobody to leak to, and
* a solo player's history naming their own draw is the record rather than a leak.
*/
const blindDraw = e.type === 'cardDrawn' && e.source === 'homeOffice' && game.state.players.length > 1;
const said = blindDraw ? 'Drew a card from the Home Office deck' : n.text;
// "Chose to DRAW a card" does not say WHO, which is unreadable the moment there is more than
// one seat. Only events the player caused are attributed; the Division running itself is not.
const mine = who !== null && 'player' in e;
const text = mine ? `Player ${who} ${uncapitalise(n.text)}` : n.text;
const text = mine ? `Player ${who} ${uncapitalise(said)}` : said;
game.log.push({ text, tone: mine ? 'act' : n.tone });
}
+282 -66
View File
@@ -24,6 +24,8 @@ import type { NewGameOptions } from './game.ts';
import type { LocalSession, Session } from './session.ts';
import { createLocalSession, createRemoteSession } from './session.ts';
import type { PlayerIndex } from '../engine/state.ts';
import type { PublicDistrict } from '../sim/view.ts';
import { createStepQueue } from './step-queue.ts';
import { notice, prefillCode, runLobby } from './lobby.ts';
import type { LobbyReady } from './lobby.ts';
import {
@@ -67,9 +69,43 @@ type Settings = {
* to?", which Jesse's own framing says is "not something they're likely to need all the time".
*/
gameCardOpen: boolean;
/**
* HOW FAST OTHER PEOPLE'S TURNS PLAY BACK — v0.8.0, TODO #13/#18. A multiplier over the dwell
* table in `sim/pacing.ts`: 1 is as tabled, 0.5 is twice as fast, and **0 turns animation off**,
* which is TODO #18's "a player who has seen it a hundred times will want it off" without a second
* mechanism for it.
*
* Here rather than in the game's config, on Jesse's call 2026-09-09: dwell is presentation, not a
* rule, and a `GameConfig` rides along in saves and replays. It is also per-viewer for the reason
* this whole object exists — two players at one table may reasonably want different speeds.
*/
pace: number;
};
const DEFAULT_SETTINGS: Settings = { districtMode: 'auto', soundOn: false, zoom: 1, gameCardOpen: false };
const DEFAULT_SETTINGS: Settings = { districtMode: 'auto', soundOn: false, zoom: 1, gameCardOpen: false, pace: 1 };
/**
* `?pace=` — a per-session override that persists nothing.
*
* The third of the three tuning levels the design calls for (`docs/plans/jitsi-common-board.md`
* § v0.8.0 § 5): the committed table needs a rebuild, the setting needs a click, and this needs a
* link — which is what makes it the one that is actually useful at a playtest, where two testers can
* be handed different speeds and compared. Follows `?seed=`, which is already the convention here.
*
* Read ONCE, at load. The queue asks for the pace on every step it measures, and `behind()` asks for
* every step still queued — so parsing the query string in there meant building a `URLSearchParams`
* a hundred times to render one row. It cannot change without a reload anyway.
*/
const PACE_OVERRIDE: number | null = (() => {
try {
const raw = new URLSearchParams(location.search).get('pace');
if (raw === null) return null;
const n = Number(raw);
return Number.isFinite(n) && n >= 0 ? n : null;
} catch {
return null;
}
})();
function loadSettings(): Settings {
try {
@@ -87,6 +123,11 @@ function loadSettings(): Settings {
: DEFAULT_SETTINGS.zoom,
gameCardOpen:
typeof parsed.gameCardOpen === 'boolean' ? parsed.gameCardOpen : DEFAULT_SETTINGS.gameCardOpen,
// A negative or non-finite saved value is corrupt, not a request to run time backwards.
pace:
typeof parsed.pace === 'number' && Number.isFinite(parsed.pace) && parsed.pace >= 0
? parsed.pace
: DEFAULT_SETTINGS.pace,
};
} catch {
// A full or disabled localStorage must not take the game down with it — same guard as the save.
@@ -113,6 +154,152 @@ function saveSettings(patch: Partial<Settings>): void {
*/
let session: Session;
/**
* THE ANIMATION QUEUE — v0.8.0, TODO #13/#15/#18.
*
* Holds the board the screen is showing, which is not always the board the game is on. One queue
* for both session kinds: solitaire drains its own collector and a remote session reads the same
* steps off the wire, and this cannot tell which it has (`web/step-queue.ts`).
*
* Reads `pace` through a function rather than a captured value, so changing the setting takes effect
* on the next step instead of the next game. `?pace=` wins over the saved setting for this session
* only.
*/
const stepQueue = createStepQueue(
() => PACE_OVERRIDE ?? settings.pace,
// Whose moves not to bother replaying — this client's own. Read lazily: `session` is assigned when
// a game starts, long after this queue is built.
() => (session ? session.seat() : null),
);
/**
* Pulls whatever the session has for us into the queue. Called on every push, before rendering.
*
* A RESET IS TAKEN FIRST AND SEPARATELY: it means "start over from this board", so applying it after
* the steps that arrived with it would draw them onto a baseline they do not chain from.
*/
function drainIntoQueue(): void {
const reset = session.takeDisplayReset();
if (reset) stepQueue.reset(reset);
stepQueue.push(session.takeDisplaySteps());
if (stepQueue.busy()) startAnimationLoop();
}
/**
* WHOSE DISTRICT THE BOARD IS SHOWING — v0.8.0, TODO #13. Null means "your own", drawn exactly as
* it always was.
*
* FOLLOW THE ACTOR (Jesse, 2026-09-09). While the queue is animating, follow the step being shown,
* so a bot's switching turn is watched on the bot's board. At rest, follow whoever the game is
* waiting on — which is how you watch a human opponent work in something close to real time, since
* their steps trickle in as they click rather than arriving in a burst.
*
* `Frame.cells` is the VIEWER'S district and nobody else's, which is the whole reason a step stream
* alone could not answer #13: the data would arrive with nowhere to be drawn. This is where it gets
* drawn — from `PublicDistrict`, which `officeSvg` can render as-is because it takes board data and
* has never needed a private viewer.
*/
function renderWatching(): void {
const behind = stepQueue.behind();
const row = $('watching');
// Collapsed whenever the board is level with the game — which in solitaire is nearly always, and
// between turns in multiplayer too. A row that is always there would be a row nobody reads.
if (behind === 0) {
row.hidden = true;
return;
}
row.hidden = false;
$('watching-behind').textContent = `${behind} behind`;
/**
* THE CAPTION IS #15, and this is where that item lands rather than as a line of its own.
*
* TODO Reference · #15 could not decide the unit — "most recent action" is right in solitaire and
* wrong in multiplayer, where what you missed is everything that happened while you were waiting.
* The queue IS that, so the caption simply names the step being shown, and the counter beside it
* says how much of the wait is left.
*/
const showing = stepQueue.showing();
$('watching-what').textContent = showing?.lines[0]?.text ?? '';
/**
* SKIP COSTS THE ANIMATION AND NEVER THE INFORMATION.
*
* Every line skipped is already in the History panel — the queue animates a board, it does not
* carry the record — which is what makes this safe to press without weighing it up. Assigned each
* render rather than once, matching how every other button on this page is wired.
*/
$('watching-skip').onclick = () => {
if (stepQueue.skip()) render();
};
}
function watchedDistrict(f: Frame): PublicDistrict | null {
const pub = stepQueue.current();
if (!pub) return null;
/**
* FOLLOW WHOEVER IS ACTING. While animating that is the step on screen; at rest it is whoever the
* game is waiting on.
*
* A PHASE STEP NAMES NOBODY — the Mainline advances itself — so it falls through to the actor,
* which keeps the board where it was instead of snapping home mid-sequence.
*/
let player: PlayerIndex | null = f.actor;
if (stepQueue.busy()) {
const acting = stepQueue.showing()?.player;
if (acting !== undefined && acting !== null) player = acting;
}
if (player === null || player === f.viewer) return null;
return pub.districts.find((d) => d.player === player) ?? null;
}
/**
* Drives the queue from the browser's own frame clock, ON DEMAND.
*
* The queue owns no timer of its own — that is what makes it testable without faking one — so
* something has to advance it. This runs only while there is a backlog and stops itself when the
* board catches up, for two reasons beyond tidiness:
*
* - **Loops must not accumulate.** `startAnimationLoop` is reachable from both session kinds, and
* a player can go lobby → game → lobby → game in one page load. A loop started per game and
* never stopped would leave one running per visit, each calling `render()` forever.
* - An idle table should do nothing at all. Solitaire between clicks, and multiplayer between
* turns, is the common case.
*
* `requestAnimationFrame` may be absent — the static build is loaded head-first by `test/web.test.ts`
* against a DOM stub. Nothing here is required for correctness; without it the board simply arrives
* without being animated, which is exactly what `pace = 0` does on purpose.
*/
let animating = false;
function startAnimationLoop(): void {
if (animating || typeof requestAnimationFrame !== 'function') return;
animating = true;
const tick = (now: number): void => {
try {
if (stepQueue.advance(now)) render();
} catch (err) {
/**
* A BROKEN QUEUE MUST NOT TAKE THE GAME WITH IT, or wedge itself on.
*
* `applyPublicDelta` throws when a delta says "unchanged" and there is nothing to merge onto
* — a sender/receiver disagreement about what has been delivered. The board is still correct
* (the authoritative Frame comes down the same push and is drawn from `session.view()`); only
* the animation is lost. Without the flag being cleared here, one throw would leave `animating`
* true forever and no later burst would ever play.
*/
console.error('display queue stopped:', err);
animating = false;
return;
}
if (!stepQueue.busy()) {
animating = false;
// One last render so the "N behind" row collapses the moment the board is level.
renderWatching();
return;
}
requestAnimationFrame(tick);
};
requestAnimationFrame(tick);
}
/**
* The three `Capabilities` (`undo`/`saveLocal`/`newGame`) travel together — all `true` for a
* `LocalSession`, all `false` for a `RemoteSession` (`session.ts`) — so any one of them is a safe
@@ -763,7 +950,8 @@ function beginRemote(ready: LobbyReady, rejoining = false): void {
// real Frame only exists once the SSE connection's first push arrives, so the first render waits
// for `subscribe`'s callback rather than firing immediately (`session.ts`'s own doc comment on
// `createRemoteSession` explains why `view()` would otherwise throw).
session.subscribe(render);
// Steps are pulled in BEFORE the redraw, so a push and the animation it starts land together.
session.subscribe(() => { drainIntoQueue(); render(); });
}
/**
@@ -907,7 +1095,8 @@ function start(): void {
applyCapabilities();
// Every render goes through the session, so the page redraws whenever the game says it changed —
// which is what a remote session will use to push. Locally it fires on each accepted intent.
session.subscribe(render);
// Steps are pulled in BEFORE the redraw, so a push and the animation it starts land together.
session.subscribe(() => { drainIntoQueue(); render(); });
render();
// Coming back to a game is not the same event as being dealt one, and the board looks identical
// either way — mid-Day, mid-phase, with a log already deep (Jesse, 2026-08-30).
@@ -1073,6 +1262,7 @@ function render(): void {
renderTurnChart(f);
renderPresence(f);
renderWatching();
$('revenue').textContent = String(f.revenue);
/**
* THE OBJECTIVE, WITHOUT THE COMMENTARY.
@@ -1139,68 +1329,83 @@ function render(): void {
: 'ATTACH TO THIS CARD';
return [{ row: cell.row, col: cell.col, label }];
});
grid.innerHTML = officeSvg(f.cells, f.runningRow, ghostCoords, legalCaps, f.limits, selectedCrew);
/**
* SOMEBODY ELSE'S BOARD IS READ-ONLY, and that is not a cosmetic distinction.
*
* No ghosts, no legal caps and no selected crew: all three are answers to "what could YOU do
* here", computed from this seat's own menu, and drawing them over another player's district
* would offer moves on a board you cannot play. Every click handler below is skipped for the same
* reason — `spotsAt` holds coordinates in YOUR district, and the same coordinates exist in theirs,
* so wiring them up would silently attach your moves to their squares.
*/
const watched = watchedDistrict(f);
$('districtwho').textContent = watched ? `${watched.name}'s Office Area` : 'Your Office Area';
grid.innerHTML = watched
? officeSvg(watched.cells, watched.runningRow, [], [], watched.limits, null)
: officeSvg(f.cells, f.runningRow, ghostCoords, legalCaps, f.limits, selectedCrew);
applyZoom(grid);
// Wire the roster chips: clicking one sets `selectedCrew`, the same value the "Which train are
// you switching?" picker writes, so the board and the action panel drive one value either way.
for (const g of Array.from(grid.querySelectorAll('g[data-crew]'))) {
const trayId = (g as HTMLElement).dataset['crew'];
if (trayId) (g as unknown as HTMLElement).onclick = () => { selectedCrew = trayId; render(); };
}
// Highlighting rides on top of the drawing: outline the legal squares and make them clickable.
for (const [key, list] of spotsAt) {
const [gr, gc] = key.split(',').map(Number);
const g = grid.querySelector(`g[data-cell="${gr},${gc}"]`);
if (g) {
g.classList.add('bs-legal');
(g as unknown as HTMLElement).onclick = () => pick(key, list);
if (!watched) {
// Wire the roster chips: clicking one sets `selectedCrew`, the same value the "Which train are
// you switching?" picker writes, so the board and the action panel drive one value either way.
for (const g of Array.from(grid.querySelectorAll('g[data-crew]'))) {
const trayId = (g as HTMLElement).dataset['crew'];
if (trayId) (g as unknown as HTMLElement).onclick = () => { selectedCrew = trayId; render(); };
}
}
// Wire the targets. They are already in the SVG, so nothing is re-serialised here.
for (const [key, list] of spotsAt) {
if (f.cells.some((c) => `${c.row},${c.col}` === key)) continue;
const g = grid.querySelector(`g[data-ghost="${key}"]`);
if (g) (g as unknown as HTMLElement).onclick = () => pick(key, list);
}
/**
* THE SWITCHING MOVE, ON THE BOARD.
*
* Every switching decision is about geography — which card the crew can reach, what it will couple
* on the way, whether it can get back — and none of it was drawn: the moves were text buttons
* reading "move to (0, -2)". The classes and the replay viewer have highlighted a position for
* months; the play page simply never used them.
*
* WHERE IT IS, WHERE IT MAY GO, AND WHY NOT THE REST. A blocked card carries its reason in its own
* tooltip, so "why can I not get into that industry?" is answered by hovering the industry.
*/
/**
* ONE CREW'S SQUARES AT A TIME. Drawing every crew's reachable squares at once is worse than
* drawing one crew's: the highlights merge into a single blob and stop meaning "here is where
* THIS train can go", which is the whole reason they are on the board.
*/
const crew = pickedCrew(f);
if (crew && !forPlay) {
// Marked on the crew strip, not the whole card: the Office is the one square a second train may
// share, and outlining the card would claim it belongs to both.
const strip = grid.querySelector(`g[data-cell="${crew.from.row},${crew.from.col}"] .bs-crew`);
if (strip) strip.classList.add('bs-from');
for (const c of crew.to) {
const g = grid.querySelector(`g[data-cell="${c.row},${c.col}"]`);
if (g) g.classList.add('bs-focus');
// Highlighting rides on top of the drawing: outline the legal squares and make them clickable.
for (const [key, list] of spotsAt) {
const [gr, gc] = key.split(',').map(Number);
const g = grid.querySelector(`g[data-cell="${gr},${gc}"]`);
if (g) {
g.classList.add('bs-legal');
(g as unknown as HTMLElement).onclick = () => pick(key, list);
}
}
for (const b of crew.blocked) {
const g = grid.querySelector(`g[data-cell="${b.coord.row},${b.coord.col}"]`);
if (!g) continue;
// Two different things wearing two different marks. A turnout you cannot STOP on is not in
// your way — you run through it — so it must not be drawn like an industry that is locked.
const passable = b.kind === 'noStopping';
g.classList.add(passable ? 'bs-nostop' : 'bs-blocked');
const own = g.getAttribute('data-tip') ?? '';
const head = passable ? 'NO STOPPING HERE' : 'THE CREW CANNOT MOVE HERE';
g.setAttribute('data-tip', `${own}\n\n${head}: ${b.why}`);
// Wire the targets. They are already in the SVG, so nothing is re-serialised here.
for (const [key, list] of spotsAt) {
if (f.cells.some((c) => `${c.row},${c.col}` === key)) continue;
const g = grid.querySelector(`g[data-ghost="${key}"]`);
if (g) (g as unknown as HTMLElement).onclick = () => pick(key, list);
}
/**
* THE SWITCHING MOVE, ON THE BOARD.
*
* Every switching decision is about geography — which card the crew can reach, what it will couple
* on the way, whether it can get back — and none of it was drawn: the moves were text buttons
* reading "move to (0, -2)". The classes and the replay viewer have highlighted a position for
* months; the play page simply never used them.
*
* WHERE IT IS, WHERE IT MAY GO, AND WHY NOT THE REST. A blocked card carries its reason in its own
* tooltip, so "why can I not get into that industry?" is answered by hovering the industry.
*/
/**
* ONE CREW'S SQUARES AT A TIME. Drawing every crew's reachable squares at once is worse than
* drawing one crew's: the highlights merge into a single blob and stop meaning "here is where
* THIS train can go", which is the whole reason they are on the board.
*/
const crew = pickedCrew(f);
if (crew && !forPlay) {
// Marked on the crew strip, not the whole card: the Office is the one square a second train may
// share, and outlining the card would claim it belongs to both.
const strip = grid.querySelector(`g[data-cell="${crew.from.row},${crew.from.col}"] .bs-crew`);
if (strip) strip.classList.add('bs-from');
for (const c of crew.to) {
const g = grid.querySelector(`g[data-cell="${c.row},${c.col}"]`);
if (g) g.classList.add('bs-focus');
}
for (const b of crew.blocked) {
const g = grid.querySelector(`g[data-cell="${b.coord.row},${b.coord.col}"]`);
if (!g) continue;
// Two different things wearing two different marks. A turnout you cannot STOP on is not in
// your way — you run through it — so it must not be drawn like an industry that is locked.
const passable = b.kind === 'noStopping';
g.classList.add(passable ? 'bs-nostop' : 'bs-blocked');
const own = g.getAttribute('data-tip') ?? '';
const head = passable ? 'NO STOPPING HERE' : 'THE CREW CANNOT MOVE HERE';
g.setAttribute('data-tip', `${own}\n\n${head}: ${b.why}`);
}
}
}
@@ -1957,12 +2162,23 @@ function renderActions(
}
html += `</div>`;
}
if (
f.phaseKey === 'localOps' &&
f.option === 'draw' &&
!menu.options.some((i) => i.type === 'draw.end')
) {
// The hand being counted is the ACTOR's — they are the one who cannot end the turn.
/**
* WHY "END LOCAL OPERATIONS" IS NOT THERE (#45).
*
* This asked the question backwards: "the engine is offering no `draw.end`, so it must be the
* hand limit." That was true only because `check('draw.end')` happens to refuse for exactly three
* reasons and the two guards above rule out the other two — a fourth reason would have made this
* block explain a refusal by describing something else entirely, which is #90 verbatim.
*
* `f.overHandLimit` IS the fact, and the Frame has carried it all along for precisely this: "the
* same test the engine applies to `draw.end`, asked here so the page can disable the button with a
* reason instead of hiding a move that has simply become illegal" (`web/game.ts`). It was computed,
* serialised and sent to nobody. Behaviour is unchanged today; what changes is that the screen now
* states the reason it is giving rather than inferring it from an absence.
*/
if (f.phaseKey === 'localOps' && f.option === 'draw' && f.overHandLimit) {
// The hand being counted is the VIEWER's, like `f.option` and `f.handCount` beside it — and the
// viewer is the actor whenever this menu is on screen at all.
const hand = f.handCount;
/**
* WHEN NOTHING IN HAND MAY BE DISCARDED, SAY SO AND SAY WHAT TO DO INSTEAD.
+22 -1
View File
@@ -114,6 +114,17 @@ section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
.lb-seat:last-child{border-bottom:none}
.lb-seat .who{flex:1}
#presence{color:#e0b060;font-size:12px;padding:0 14px;empty-cells:hide}
/* WHAT YOU ARE WATCHING — v0.8.0, TODO #13/#15. An IN-FLOW row rather than a floating banner like
#phasenote and #announce: those announce a moment and fade, this one stands for as long as the
board is behind and has a button you have to be able to hit. Amber on the button because amber
already means clickable everywhere else on this page; the row itself stays quiet so it does not
compete with the three banners it sits under. */
#watching{display:flex;align-items:center;gap:10px;padding:4px 14px;font-size:12px;color:#9aa0b4}
#watching[hidden]{display:none}
#watching-what{flex:1;min-width:0;overflow:hidden;text-overflow:ellipsis;white-space:nowrap}
.wbehind{font-variant-numeric:tabular-nums;font-weight:700;color:#c9cee0;
background:#22263a;border:1px solid #343a52;border-radius:10px;padding:1px 8px;white-space:nowrap}
#watching-skip{font-size:11px;padding:2px 10px;border-color:#e0b060;color:#e0b060;flex:none}
#presence:empty{display:none}
/* division strip */
#division{display:flex;gap:7px;overflow-x:auto;padding-bottom:4px}
@@ -890,12 +901,22 @@ ul.blocked li{padding:2px 0}
collapsed whenever everyone connected is still connected — a `LocalSession` never fills it. -->
<div id="presence"></div>
<!-- WHAT YOU ARE WATCHING, and how far behind the board is — v0.8.0, TODO #13/#15.
One row rather than three additions: the countdown, the caption naming the action being shown,
and Skip. Empty and collapsed whenever the board is level with the game, which in solitaire is
almost always. -->
<div id="watching" hidden>
<span id="watching-behind" class="wbehind"></span>
<span id="watching-what"></span>
<button id="watching-skip" class="ghost" type="button" title="Stop animating and jump the board to where the game actually is. Nothing is lost — every line is already in the History panel.">Skip</button>
</div>
<main>
<div>
<section><h2>The Division — west to east</h2><div id="division"></div>
<p class="ng-note" id="seating-chain"></p></section>
<section id="district">
<h2>Your Office Area
<h2><span id="districtwho">Your Office Area</span>
<span class="dim" style="text-transform:none;letter-spacing:0">— hover any card for the full explanation</span>
<span id="districttoggle" class="seg" role="group" aria-label="When to show your Office Area"><button id="dm-auto" class="ghost" type="button" title="Open during Local Operations and Cargo — the phases that change the district — and folded otherwise.">Auto-hide</button><button id="dm-open" class="ghost" type="button" title="Keep the Office Area open in every phase.">Always show</button><button id="dm-closed" class="ghost" type="button" title="Keep the Office Area folded in every phase. The summary line stays, so it reads as folded rather than missing.">Always hide</button></span>
</h2>
+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
+152
View File
@@ -0,0 +1,152 @@
/**
* THE ANIMATION QUEUE — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 §§ 4-6.
*
* Holds the public board the screen is currently showing, which is not always the board the game is
* actually on. Steps arrive faster than a person can follow — a bot's whole switching turn lands in
* ONE push, because `driveBots()` plays it out before the push goes back — so this is what turns a
* burst into something watchable. TODO #13.
*
* TRANSPORT-AGNOSTIC ON PURPOSE. It takes `DisplayStep`s and does not care whether they came from
* the engine in this tab or off an SSE stream, which is what lets solitaire (#18: phases that are
* never drawn) and multiplayer (#13: turns you never see) run one implementation. Nothing here
* imports the DOM either, so it is testable without one.
*
* NO TIMERS OF ITS OWN. The caller drives it with `advance(now)` from whatever loop it already has
* — a `requestAnimationFrame`, a test's fake clock. A queue that owned a `setInterval` would need
* starting, stopping and cleaning up on every game replacement, and would be untestable without
* faking timers.
*/
import type { PublicFrame } from '../sim/view.ts';
import type { DisplayStep } from '../sim/display-step.ts';
import { applyPublicDelta } from '../sim/public-delta.ts';
import { dwellForStep } from '../sim/pacing.ts';
export type StepQueue = {
/** Throw away what is queued and show this board — a first connect, a reconnect, an undo. */
reset(frame: PublicFrame): void;
/** Queue steps to be shown in order. */
push(steps: readonly DisplayStep[]): void;
/**
* Show as much as `now` allows. Returns true if the displayed board changed, so a caller can skip
* a redraw when nothing did.
*/
advance(now: number): boolean;
/** Show everything immediately. Returns true if anything was skipped. */
skip(): boolean;
/** The board to draw, or null before any reset has arrived. */
current(): PublicFrame | null;
/**
* How many queued steps the player is still going to WATCH — the number the "N behind" counter
* shows. Not the queue length: see `watchableCount` in `sim/pacing.ts`.
*/
behind(): number;
/** The last step actually shown, for the caption line (#15). Null before anything has been shown. */
showing(): DisplayStep | null;
/** True while there is anything left to show. */
busy(): boolean;
};
/**
* `pace` is read on every step rather than captured, so changing the setting takes effect at once.
*
* `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 pending: DisplayStep[] = [];
/** When the step now on screen is due to give way. Null when nothing is waiting. */
let dueAt: 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 => {
shown = applyPublicDelta(shown, step.frame);
last = step;
};
return {
reset(frame) {
shown = frame;
pending = [];
dueAt = null;
// `last` deliberately survives: a reconnect should not blank the caption line, and the
// sentence describing the most recent action is still true.
},
push(steps) {
pending.push(...steps);
},
advance(now) {
if (pending.length === 0) {
// 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() {
if (pending.length === 0) return false;
for (const step of pending) show(step);
pending = [];
dueAt = null;
return true;
},
current: () => shown,
behind: () => pending.filter((s) => dwell(s) > 0).length,
showing: () => last,
/**
* 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".
*/
busy: () => pending.length > 0 || dueAt !== null,
};
}
+4 -4
View File
@@ -1679,7 +1679,7 @@ describe('the Crew Tray is a train, and must be made up to leave (§8.2, Appendi
const build = (toNose: boolean): string[] => {
const s = game();
const id = placeTray(s, at(0, 0), [car('boxcar')] as never);
reduce(s, { type: 'carsCoupled', trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose });
reduce(s, { type: 'carsCoupled', player: 0, trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose });
return s.trays.get(id)!.consist.map((c) => c.type);
};
assert.deepEqual(build(true), ['hopper', 'boxcar'], 'running forward takes cars on the nose');
@@ -1694,11 +1694,11 @@ describe('the Crew Tray is a train, and must be made up to leave (§8.2, Appendi
const tray = s.trays.get(id)!;
tray.engineAt = 0;
reduce(s, { type: 'carsCoupled', trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose: true });
reduce(s, { type: 'carsCoupled', player: 0, trayId: id, at: at(0, 0), stock: [car('hopper')] as never, from: [], toNose: true });
assert.equal(tray.engineAt, 1, 'the engine should now have a car ahead of it');
assert.deepEqual(tray.consist.map((c) => c.type), ['hopper', 'boxcar']);
reduce(s, { type: 'carsDropped', trayId: id, at: at(0, 0), stock: [car('hopper')] as never, fromNose: true });
reduce(s, { type: 'carsDropped', player: 0, trayId: id, at: at(0, 0), stock: [car('hopper')] as never, fromNose: true });
assert.equal(tray.engineAt, 0, 'setting out the nose cars puts the engine back in front');
assert.deepEqual(tray.consist.map((c) => c.type), ['boxcar']);
});
@@ -1823,7 +1823,7 @@ describe('the engine is drawn pointing east or west, whatever track it is standi
* So `facing` stays a PORT (movement needs one) and `railFacingOf` is what the board draws.
*/
const moved = (id: string, facing: 'n' | 's' | 'e' | 'w') =>
({ type: 'trayMoved', trayId: id, from: at(0, 0), to: at(0, 0), movesRemaining: 3, facing }) as const;
({ type: 'trayMoved', player: 0, trayId: id, from: at(0, 0), to: at(0, 0), movesRemaining: 3, facing }) as const;
it('carries the east-west sense across north-south track', () => {
const s = game();
+54
View File
@@ -0,0 +1,54 @@
/**
* The card reference must not drift from the cards.
*
* `docs/rules/card-reference.md` spent several releases describing the v0.4.5 deck — twelve numbered
* trains, "3 / 4 Mail-Express, 3 coaches" — while `content.ts` had train 3 as the Express with two
* freight cars and a per-location freight rule. Worse, `content.ts` named that file as "the place
* that now carries what the cards say", so the code sent readers to a table its own banner told them
* not to trust. Nothing failed, because nothing checked.
*
* `docs/rules/as-built.md` is emitted from the same exported catalogues the engine instantiates
* from, and this re-runs the generator and compares. Change a card face without regenerating and
* this goes red — which is the whole point: a document nothing verifies is a document that will be
* wrong, and this project's own history is the evidence.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { execFileSync } from 'node:child_process';
import { readFileSync } from 'node:fs';
import { dirname, join } from 'node:path';
import { fileURLToPath } from 'node:url';
const root = join(dirname(fileURLToPath(import.meta.url)), '..');
const doc = join(root, 'docs/rules/as-built.md');
describe('docs/rules/as-built.md is generated, and current', () => {
it('matches what the generator emits from content.ts today', () => {
const before = readFileSync(doc, 'utf8');
execFileSync(process.execPath, [join(root, 'scripts/build-card-reference.ts')], { cwd: root });
const after = readFileSync(doc, 'utf8');
assert.equal(
after,
before,
'the checked-in card reference is stale — run `npm run build:cards` and commit the result',
);
});
it('carries the current train catalogue, not the v0.4.5 deck', () => {
// The specific drift that went unnoticed for several releases, asserted by name so a future
// regeneration against an old content.ts cannot quietly reintroduce it.
const md = readFileSync(doc, 'utf8');
assert.match(md, /Crack Limited/);
assert.match(md, /\| 3 \| Express \|/);
assert.ok(!/Mail-Express/.test(md), 'the superseded v0.4.5 train names are back');
assert.ok(!/Manifest Freight/.test(md), 'the superseded v0.4.5 train names are back');
});
it('says it is generated, so nobody edits it by hand', () => {
const md = readFileSync(doc, 'utf8');
assert.match(md, /Generated from `src\/engine\/content\.ts`/);
assert.match(md, /Do not edit by/);
});
});
+437
View File
@@ -0,0 +1,437 @@
/**
* WHAT THE ENGINE KNOWS AND THE SCREEN DOES NOT — the 2026-09-07 sweep.
*
* Gitea#21, Gitea#22, #94 and #96 were four instances of one fault in a row: the engine gained a
* thing that changes what a train may do, and nothing drew it. Each was found by a player hitting
* it. So rather than wait for the fifth, every field of `GameState` and its nested types was
* enumerated and checked for a reader in `sim/view.ts`, `src/web/` and `sim/narrate.ts`, and the
* survivors were then verified by running the engine rather than by trusting the grep.
*
* Four fields had no reader anywhere. `movedThisPhase` is set and cleared inside one `advance` call
* and is genuinely nobody's business. The other three are these tests. The bookkeeping fields whose
* EFFECT is already visible as legality — `freightWorked`, `drawnThisTurn`, `freightAgentUsed`,
* `movesUsed` (its complement `movesRemaining` is on the Frame), `switchedSince` — are deliberately
* not here: a field is not a display gap merely because no one renders it.
*
* The method is worth more than the three fixes, and is written down in TODO Reference · #98.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { createGame } from '../src/engine/setup.ts';
import { crewTrayCount, enhancementText } from '../src/engine/content.ts';
import { areaOf } from '../src/engine/apply.ts';
import { impediments } from '../src/sim/narrate.ts';
import { projectDistrict, projectSharedTable, publicSnapshot, trainRules } from '../src/sim/view.ts';
import type { CrewTray, GameConfig, GameState, PlayerIndex, SeatIndex } from '../src/engine/state.ts';
import { seatOf } from '../src/engine/state.ts';
const config: GameConfig = {
mode: 'competitive',
days: 3,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
};
const game = (): GameState => {
const s = createGame({ id: 'g', seed: 4242, config, playerNames: ['Ann', 'Bob'] });
s.status = 'active';
return s;
};
/**
* THE CREW TRAY POOL IS A MECHANIC, AND IT WAS INVISIBLE (#98).
*
* `state.ts` calls tray scarcity "an explicit mechanic": there are fewer trays than there are trains
* wanting one, and which trains get held is the whole of §7. The engine knows three things about it
* — how many trays are free, which Extras are queued for one, and which second sections are — and
* the view read none of them.
*
* The panel that answers "why is nothing moving?" had exactly one tray rule, keyed off the train due
* out THIS Stage (`s.timetable[stage - 1]`). So a player who spent a card on an Extra, or ordered a
* second section, got a blocked panel that was completely EMPTY while their train sat behind an
* exhausted pool — and both had been announced once in the log, in a line that promised a future
* event ("as soon as a Crew Tray frees up") which nothing then confirmed.
*/
describe('the Crew Tray pool is a mechanic the player can see (#98)', () => {
/** A table whose trays are all out, with one Extra and one second section queued behind them. */
const jammed = (): GameState => {
const s = game();
s.freeTrays = [];
s.pendingExtras.push({ trainNumber: 17, player: 0 as PlayerIndex });
s.pendingSecondSections.push(8);
return s;
};
it('reports how many Crew Trays are free, and how many there are', () => {
const s = game();
const total = crewTrayCount(2);
assert.equal(s.freeTrays.length, total, 'the premise is gone: trays were already out at setup');
assert.deepEqual(projectSharedTable(s).crewTrays, { free: total, total });
s.freeTrays = s.freeTrays.slice(0, 1);
assert.deepEqual(
projectSharedTable(s).crewTrays,
{ free: 1, total },
'the pool emptied and the shared table did not notice',
);
});
it('names the trains queued for a tray, so a promise made in the log is kept on the board', () => {
const q = projectSharedTable(jammed()).queued;
assert.deepEqual(q.extras, [{ trainNumber: 17, player: 0 }], 'a played Extra is waiting nowhere visible');
assert.deepEqual(q.secondSections, [8], 'an ordered second section is waiting nowhere visible');
});
it('tells the player who played the Extra that it is held for want of a crew', () => {
const blocked = impediments(jammed(), 0 as PlayerIndex);
const extra = blocked.find((b) => /X17/.test(b.where));
assert.ok(extra, 'the blocked panel said nothing about an Extra held for want of a Crew Tray');
assert.match(extra.why, /Crew Tray/, 'it was listed without naming the thing it is waiting for');
assert.equal(extra.severity, 'stuck');
// The POOL SIZE, not a second derivation of it. Written as `trays.size + freeTrays.length`
// first, which reads 0 of 0 for any state where a tray is neither free nor carrying a train.
assert.match(
extra.why,
new RegExp(`0 of ${crewTrayCount(2)} Crew Trays free`),
'the panel reported the wrong pool size',
);
});
it('says the same for a second section, which waits on the identical pool', () => {
const blocked = impediments(jammed(), 0 as PlayerIndex);
const second = blocked.find((b) => /Train 8\b/.test(b.where) && /second section/i.test(b.why));
assert.ok(second, 'an ordered second section was queued invisibly');
assert.match(second.why, /Crew Tray/);
});
it('says none of it once a tray is free, because then nothing is being waited on', () => {
const s = jammed();
s.freeTrays = ['tray0'];
const blocked = impediments(s, 0 as PlayerIndex);
assert.equal(
blocked.filter((b) => /Crew Tray/.test(b.why)).length,
0,
'a free tray still reported trains held for want of one',
);
});
it('is on the common board too — the pool is on the table, not in a hand', () => {
const pub = publicSnapshot(jammed()) as unknown as Record<string, unknown>;
assert.ok('crewTrays' in pub, 'a spectator cannot see the scarcity everyone at the table can');
assert.ok('queued' in pub);
});
});
/**
* A TRAIN HELD AT THE LIMITS IS STILL ON THE BOARD (#99).
*
* The Interlocking enhancement is the designed answer to a full Office: instead of the automatic
* collision of Gap 2d, "may stop an inbound train on the Limit Track" — the train is held inside the
* player's Limits, and takes the first A/D track that frees, ahead of any newcomer.
*
* It was drawn NOWHERE. `arriveAtOffice` removes the tray from the Mainline node's `transits`
* (advance.ts) and the Interlocking branch pushes it onto `area.heldAtLimits` without assigning
* `tray.position` — so the map, which draws mainline nodes from `transits` and district squares from
* `position.at === 'grid'`, has nothing to draw it from in either place. The train vanished off the
* board on arrival and reappeared in the Office some Stages later.
*
* Measured before fixing: with the tray in `transits` the Interchange node carries its chip; with
* the tray moved to `heldAtLimits` exactly as the engine moves it, the node's `trains` is empty and
* no grid square has gained it.
*
* The fix is in the VIEW, not the engine. The engine's state is right — a held train is inside the
* Limits and not on an A/D track, which is what `heldAtLimits` says — and `position` is left alone
* deliberately, so nothing may treat the train as standing on a square it could be switched from.
*/
describe('a train held at the Limits is drawn at the Limits (#99)', () => {
const held = (direction: 'east' | 'west') => {
const s = game();
const seat = seatOf(s, 0 as PlayerIndex);
const area = areaOf(s, 0 as PlayerIndex);
const trayId = s.freeTrays.pop()!;
const tray: CrewTray = {
id: trayId,
trainNumber: 5,
trainIsExtra: false,
engineAt: 0,
consist: [],
direction,
movesUsed: 0,
position: { at: 'mainline', index: 1 },
} as CrewTray;
s.trays.set(trayId, tray);
area.heldAtLimits.push(trayId);
return { s, seat, trayId, area };
};
it('draws it on the Limits square it is standing at, not nowhere', () => {
const { s, seat, trayId, area } = held('east');
const { cells } = projectDistrict(s, seat as SeatIndex);
const on = cells.filter((c) => c.trains.some((t) => t.trayId === trayId));
assert.equal(on.length, 1, 'a train held at the Limits is drawn on no square at all');
assert.equal(on[0]!.row, area.limitsWest.row, 'drawn at the wrong Limits');
assert.equal(on[0]!.col, area.limitsWest.col);
});
it('holds an EASTBOUND train at the western Limits, because that is the end it came in by', () => {
const { s, seat, area } = held('east');
const { cells } = projectDistrict(s, seat as SeatIndex);
const on = cells.find((c) => c.trains.length > 0)!;
assert.deepEqual({ row: on.row, col: on.col }, { row: area.limitsWest.row, col: area.limitsWest.col });
});
it('and a WESTBOUND train at the eastern Limits', () => {
const { s, seat, area } = held('west');
const { cells } = projectDistrict(s, seat as SeatIndex);
const on = cells.find((c) => c.trains.length > 0)!;
assert.deepEqual({ row: on.row, col: on.col }, { row: area.limitsEast.row, col: area.limitsEast.col });
});
it('says on the chip that it is HELD, so it is not read as a train free to switch', () => {
const { s, seat, trayId } = held('east');
const { cells } = projectDistrict(s, seat as SeatIndex);
const chip = cells.flatMap((c) => c.trains).find((t) => t.trayId === trayId)!;
assert.equal(chip.heldAtLimits, true, 'a held train looked exactly like one standing on the square');
assert.match(chip.what, /Interlocking|held/i, 'the chip does not say why it is standing there');
});
it('tells the district owner it is waiting, and what for', () => {
const { s } = held('east');
const blocked = impediments(s, 0 as PlayerIndex);
const b = blocked.find((x) => /Train 5/.test(x.where) && /Limits/i.test(x.why));
assert.ok(b, 'the blocked panel said nothing about a train held at the Limits');
});
it('does not invent a train on a square when nothing is held', () => {
const s = game();
const { cells } = projectDistrict(s, seatOf(s, 0 as PlayerIndex) as SeatIndex);
assert.equal(cells.flatMap((c) => c.trains).length, 0, 'a district with no trains drew one');
});
});
/**
* THE CAMPAIGN TRAIN'S SPEECHES CHANGE ITS RULES, AND THE CARD HAS TO SAY WHICH HALF IT IS IN (#100).
*
* X17 is "one turn at station (speeches) then expedite". Its first Office arrival is an ordinary
* stop; every arrival after that runs EXPEDITED, which means that if it is not back on the Office
* square when the next Mainline Phase begins it is a Station Master fault costing 1 Revenue.
*
* `trainRules()` took `{ trainNumber, trainIsExtra }` — it could not see `speechMade` even though
* both of its tray-side callers pass a whole `CrewTray` that has it. So the chip read identically
* before and after, and worse: the "EXPEDITED — must be kept ready to highball… costs 1 Revenue"
* warning is printed only under `rules.expedite`, so X17 became subject to a fault whose warning the
* game shows to other trains and never to it.
*/
describe('the Campaign Train says whether its speeches are made (#100)', () => {
const X17 = { trainNumber: 17, trainIsExtra: true } as const;
it('before the speeches, says they are still to come and does not claim it is expedited yet', () => {
const t = trainRules({ ...X17 });
assert.match(t, /SPEECHES/i);
assert.doesNotMatch(t, /costs 1 Revenue/, 'it warned of a fault the train is not yet subject to');
});
it('after the speeches, says it is expedited NOW and carries the fault it is now subject to', () => {
const t = trainRules({ ...X17, speechMade: true });
assert.match(t, /EXPEDITED/, 'a train that is now expedited did not say so');
assert.match(t, /costs 1 Revenue/, 'the fault warning is shown to other trains and not to this one');
});
it('reads differently before and after — the whole of the bug was that it did not', () => {
assert.notEqual(trainRules({ ...X17 }), trainRules({ ...X17, speechMade: true }));
});
it('still warns a permanently expedited train, which must not regress', () => {
const fast = trainRules({ trainNumber: 5, trainIsExtra: false });
assert.match(fast, /EXPEDITED/);
assert.match(fast, /costs 1 Revenue/);
});
it('says nothing about speeches for a train that has no such rule', () => {
assert.doesNotMatch(trainRules({ trainNumber: 5, trainIsExtra: false }), /SPEECHES/i);
});
});
/**
* A DISPATCH DEVICE SAYS WHETHER IT IS STILL AVAILABLE TODAY (#101).
*
* Telegraph (+4), Telephone (+8) and Radio (+12) are "once a day, when dispatching facing trains,
* add +N to the other train's number". The device is drawn on its card and its effect text is in the
* tooltip — but `enhancementText(key)` takes only the KEY, so it could not vary with anything, and
* the Radio read "once a day, add +12…" all Day after it had been spent. That is `trainRules` before
* #100, in a different corner of the same view.
*
* THE SECOND HALF IS THE ONE THAT SURPRISES. `spendDispatchBonus` reads
* `areaOf(s, s.clock.superintendent)` — the SUPERINTENDENT's own devices, not the train owner's —
* and the Fedora moves every `STAGES_PER_SHIFT` Stages, four times a Day. So a player's Radio does
* nothing at all for three-quarters of the Day, and is spent automatically, without being asked,
* during the quarter it is theirs to use. The board said neither half.
*
* Shown on EVERY district (Jesse, 2026-09-07), not only the viewer's: it is public, and a rival's
* spent Radio is exactly what you want to know before forcing a meet. `projectDistrict` serves both
* the player's own cells and the common board's `districts`, so one change covers both.
*/
describe('a dispatch device says whether it is still available today (#101)', () => {
/** Puts `key` on the first card of seat 0's district and returns the pieces to assert on. */
const withDevice = (key: string, opts: { spent?: boolean; fedora?: boolean } = {}) => {
const s = game();
const area = areaOf(s, 0 as PlayerIndex);
const card = [...area.grid.values()][0]!;
card.enhancements.push(key);
if (opts.spent) area.dispatchUsedToday.push(key);
// The Fedora is a PLAYER; give it to somebody whose seat is not this district's.
s.clock.superintendent = (opts.fedora ? 0 : 1) as PlayerIndex;
const seat = seatOf(s, 0 as PlayerIndex);
const cells = projectDistrict(s, seat as SeatIndex).cells;
const cell = cells.find((c) => c.enhancements.length > 0)!;
const i = cell.enhancementsWhat.findIndex((w) => new RegExp(key, 'i').test(w));
return { s, area, cell, what: cell.enhancementsWhat[i] ?? '', spent: cell.enhancementsSpent[i] };
};
it('reads as available before it is used, and says what it is worth', () => {
const { what, spent } = withDevice('radio', { fedora: true });
assert.equal(spent, false, 'an unused device reported itself spent');
assert.match(what, /\+12/, 'the device no longer says what it is worth');
assert.doesNotMatch(what, /spent/i, 'an unused device claimed it had been spent');
});
it('says so once it has been spent, and says when it comes back', () => {
const { what, spent } = withDevice('radio', { spent: true, fedora: true });
assert.equal(spent, true, 'a spent device still reported itself available');
assert.match(what, /spent/i, 'a spent device read exactly as it did before it was spent');
assert.match(what, /next Day|tomorrow/i, 'it does not say the device comes back');
});
it('reads differently spent and unspent — the whole of the bug was that it did not', () => {
assert.notEqual(
withDevice('telegraph', { fedora: true }).what,
withDevice('telegraph', { spent: true, fedora: true }).what,
);
});
it('says a device is idle while somebody else holds the Fedora', () => {
const { what } = withDevice('telephone');
assert.match(what, /Fedora|Superintendent/i, 'nothing said the device is only used while dispatching');
});
it('does not say that when this district IS the Superintendent', () => {
const { what } = withDevice('telephone', { fedora: true });
assert.doesNotMatch(what, /while .*holds? the Fedora/i);
});
/**
* EXACT equality, not "does not mention the Fedora". The first draft asserted the absence of
* /spent|Fedora/i with the Fedora held, and a mutation that removed the `dispatchBonus` guard
* altogether PASSED it — because the leaked text in that case reads "Available today, and this
* district is dispatching", which contains neither word. A test for a field being left alone has
* to compare it to what it should be.
*/
it('leaves an enhancement that is not a dispatch device exactly as it was', () => {
for (const fedora of [true, false]) {
const { what, spent } = withDevice('interlocking', { fedora });
assert.equal(spent, false, 'a non-dispatch enhancement was marked spendable');
assert.equal(what, enhancementText('interlocking'), 'an Interlocking was given a dispatch caveat');
}
});
it('comes back when the Day turns, which is what clears the record', () => {
const { s, area } = withDevice('radio', { spent: true, fedora: true });
area.dispatchUsedToday = [];
const cell = projectDistrict(s, seatOf(s, 0 as PlayerIndex) as SeatIndex).cells.find(
(c) => c.enhancements.length > 0,
)!;
assert.equal(cell.enhancementsSpent.some((x) => x), false, 'a new Day did not restore the device');
});
/**
* SEAT IS NOT PLAYER INDEX, and this is the one place the two are joined: the Fedora is held by a
* PLAYER and the devices sit in an Office Area keyed by SEAT. `advance.ts` carried a comment
* warning that indexing one with the other was safe only while seating was the identity map — it
* read as a live bug and was not one, because `areaOf` resolves through `seatOf`. The comment is
* corrected; this is the guard, because the next reader deserves better than a claim.
*
* §4.4's D12 makes seating a real permutation, so a two-player game where player 1 sits in seat 0
* is ordinary rather than contrived.
*/
it("marks the SUPERINTENDENT's own district as dispatching under non-identity seating", () => {
const s = game();
s.seating = [1, 0] as PlayerIndex[];
assert.notEqual(seatOf(s, 0 as PlayerIndex), 0, 'the premise is gone: seating is still identity');
s.clock.superintendent = 0 as PlayerIndex;
const mine = areaOf(s, 0 as PlayerIndex);
[...mine.grid.values()][0]!.enhancements.push('radio');
const other = areaOf(s, 1 as PlayerIndex);
[...other.grid.values()][0]!.enhancements.push('radio');
const whatAt = (player: PlayerIndex): string => {
const cells = projectDistrict(s, seatOf(s, player) as SeatIndex).cells;
return cells.find((c) => c.enhancements.length > 0)!.enhancementsWhat.join(' ');
};
// The Fedora is player 0's, whatever seat that is.
assert.doesNotMatch(whatAt(0 as PlayerIndex), /IDLE/, "the Superintendent's own device read as idle");
assert.match(whatAt(1 as PlayerIndex), /IDLE/, "somebody else's device read as dispatching");
});
it('is on every district of the common board, not only the viewer own', () => {
const { s } = withDevice('radio', { spent: true, fedora: true });
const pub = publicSnapshot(s);
const all = pub.districts.flatMap((d) => d.cells);
assert.ok(
all.some((c) => c.enhancementsSpent.some((x) => x)),
"a spectator cannot see which devices are spent in a player's district",
);
});
});
/**
* THE RED FLAG HOLDER IS NOT A PER-PLAYER FACT, so it does not belong on the public player view.
*
* `docs/plans/jitsi-common-board.md` step 1 asks for one: "Add the Red Flag holder to the public
* player projection. It is public game state but is currently absent from `Frame`", and its
* `PublicPlayerView` carries `redFlagHeld: boolean`. Every other step-1 item shipped across v0.7.9.2
* to v0.7.9.5; this one is STRUCK OFF instead, because the premise does not hold in this codebase.
*
* `decks.redFlags` is written in exactly one place — `setup.ts`, from
* `config.optionalRules.emergencyToolbox` — and never again. There is no `.set` anywhere else, and
* `redFlag.play` (the intent gated on holding one) emits a `phaseEnded` event and does not spend it.
* So every player holds one or none of them does, decided before the first card is dealt.
*
* A `redFlagHeld` on each player would therefore be `optionalRules.emergencyToolbox` copied N times
* — already on the public projection — while implying to every reader of the common board that it
* varies by player and might change during a game. That is worse than the absence.
*
* This test exists so the plan item is not re-raised from the plan text: if the rule ever DOES
* become per-player, this fails and the projection is the right place to look.
*/
describe('the Red Flag holding is the Emergency Toolbox option, not a per-player fact', () => {
const dealt = (emergencyToolbox: boolean): GameState =>
createGame({
id: 'g',
seed: 99,
config: { ...config, optionalRules: { ...config.optionalRules, emergencyToolbox } },
playerNames: ['Ann', 'Bob', 'Cy'],
});
for (const toolbox of [true, false]) {
it(`gives every player the same answer with the toolbox ${toolbox ? 'on' : 'off'}`, () => {
const s = dealt(toolbox);
const held = s.players.map((p) => s.decks.redFlags.get(p.index) === true);
assert.deepEqual(held, [toolbox, toolbox, toolbox], 'the Red Flag has become a per-player fact');
});
}
it('is already public, through the option it comes from', () => {
const pub = publicSnapshot(dealt(true));
assert.equal(
pub.optionalRules.emergencyToolbox,
true,
'a spectator cannot tell whether the hand limit is three or four',
);
});
});
+68
View File
@@ -24,6 +24,8 @@ import { applyIntent, check } from '../src/engine/apply.ts';
import { STAGES_PER_DAY } from '../src/engine/content.ts';
import { legalActions } from '../src/engine/legal.ts';
import { createGame } from '../src/engine/setup.ts';
import { currentActorOfState, publicSnapshot, snapshot } from '../src/sim/view.ts';
import { currentActor } from '../src/web/game.ts';
import { developerBot, playGame, randomBot } from '../src/sim/bot.ts';
import type { GameConfig, GameState } from '../src/engine/state.ts';
@@ -254,3 +256,69 @@ describe('§3.3 extended play — bots play the timetable they were dealt (Gitea
assert.equal('agree' in choice ? choice.agree : null, false, 'a bot asked for another Day');
});
});
/**
* §3.3 — WHO THE SCREEN SAYS THE TABLE IS WAITING ON, while the vote is open.
*
* The vote is PARALLEL, and `apply.ts` says so where it accepts one: "open to every seat at once:
* it is a table decision rather than a ruling, so THERE IS NO ACTOR TO BE". Any seat that has not
* voted may vote at any moment, in any order, and one refusal ends it. So the honest answer to "who
* are we waiting on" is every un-voted seat — which is exactly what the vote tally beside the chart
* already draws — and the honest answer to "whose turn is it" is nobody.
*
* The engine gave that answer and the screen did not. `currentActor(game)` guards on
* `status !== 'active'` and returned null; `actingPlayer(state)` has no such guard and returned
* `clock.currentActor`, which still holds whoever moved last before the timetable ran out. The
* frame took the second, so the turn chart named one arbitrary seat — the last to act, who has no
* more claim on the vote than anybody else — while the tally underneath correctly showed three
* seats outstanding.
*
* The fourth of these in a row after Gitea#21, #22 and #94, and the first found by asking the
* question of a state the game is not ACTIVE in. See TODO #96.
*/
describe('§3.3 extended play — the vote has no actor (#96)', () => {
const table = (): GameState => {
const s = atTheEnd(game({ mode: 'competitive' }, ['Ann', 'Bob', 'Cy']));
advance(s);
assert.equal(s.status, 'awaitingExtension', 'the table is not being asked');
return s;
};
it('reports nobody acting while the vote is open, to a player and to a spectator alike', () => {
const s = table();
assert.notEqual(s.clock.currentActor, null, 'the premise is gone: nothing was left on the clock');
assert.equal(currentActorOfState(s), null, 'the engine named an actor during a parallel vote');
assert.equal(
snapshot(s, [], null, null, null, false, 0).actor,
null,
'the turn chart named a seat while the whole table was voting',
);
assert.equal(publicSnapshot(s).actor, null, 'the common board named a seat during the vote');
});
it('agrees with the session, which is the half that decides what is legal', () => {
// The disagreement is the bug, not either answer on its own: `currentActor` is what refuses an
// intent, so a screen that names somebody it would refuse is telling the table to wait on a
// player who cannot act.
const s = table();
const g = { state: s, log: [] } as unknown as Parameters<typeof currentActor>[0];
assert.equal(currentActorOfState(s), currentActor(g), 'the screen and the session disagree');
});
it('still names the actor during ordinary play, which is the case that must not regress', () => {
const s = game({ mode: 'competitive' }, ['Ann', 'Bob', 'Cy']);
pump(s);
assert.equal(s.status, 'active', 'the premise is gone: the game is not running');
assert.equal(currentActorOfState(s), s.clock.currentActor, 'an active game lost its actor');
assert.equal(snapshot(s, [], null, null, null, false, 0).actor, s.clock.currentActor);
});
it('reports nobody once the table has declined and the game is finished', () => {
const s = table();
applyIntent(s, 1, { type: 'game.extend', player: 1, agree: false });
assert.equal(s.status, 'finished', 'a refusal did not end it');
assert.equal(currentActorOfState(s), null, 'a finished game still had somebody to move');
assert.equal(publicSnapshot(s).actor, null, 'the common board named a seat after the game ended');
});
});
+74 -2
View File
@@ -1014,7 +1014,11 @@ describe("a train is made up to its card's consist (§8.2)", () => {
describe('regions on a Mainline card (§2.1, §8.2)', () => {
/** Put one train mid-crossing and ask the view where the map should draw it. */
const regionFor = (stagesTotal: number, stagesRemaining: number): { region: number; regions: number } => {
const regionFor = (
stagesTotal: number,
stagesRemaining: number,
direction: 'east' | 'west' = 'east',
): { region: number; regions: number } => {
const s = createGame({
id: 'reg',
seed: 4,
@@ -1027,7 +1031,7 @@ describe('regions on a Mainline card (§2.1, §8.2)', () => {
const node = s.division.nodes.find((n) => n.kind === 'mainline');
assert.ok(node && node.kind === 'mainline');
const tray = [...s.trays.keys()][0]!;
node.transits.push({ tray, stagesRemaining, stagesTotal, direction: 'east' });
node.transits.push({ tray, stagesRemaining, stagesTotal, direction });
const ml = snapshot(s, [], null).division.find((n) => n.kind === 'ml');
assert.ok(ml, 'no Mainline node in the view');
const t = ml!.trains.flat()[0]!;
@@ -1070,6 +1074,74 @@ describe('regions on a Mainline card (§2.1, §8.2)', () => {
}
}
});
it('never leaves the card it is on, whichever way it runs', () => {
for (const direction of ['east', 'west'] as const) {
for (let total = 1; total <= 4; total++) {
for (let left = total; left >= 1; left--) {
const r = regionFor(total, left, direction).region;
assert.ok(r >= 0 && r <= 1, `${direction}, total ${total}, ${left} left put the train in region ${r}`);
}
}
}
});
/**
* GITEA#22 — A WESTBOUND TRAIN WAS DRAWN IN THE WRONG HALF OF THE CARD.
*
* `regionOfTransit` answers "how far along its crossing is this train", counted from the end it
* ENTERED: a train with everything still to run is in region 0. That is the right question for the
* collision rules, which is what the engine asks it, and both directions share the one index space.
*
* The map asks a different question — WHICH PRINTED BOX, left to right — and used the same number
* for it. East is right on this map and always has been, so for an eastbound train the two agree by
* luck: it enters at the west end, so "just entered" and "leftmost box" are the same box. A
* westbound train enters at the EAST end, so its region 0 is the card's RIGHT-hand box, and drawing
* it at index 0 put it at the left — the whole card mirrored.
*
* Reported from seed 550943578, undo 187, and it cost a collision. Three westbound trains: TX17 had
* just entered (2 Stages still to run, so travel index 0) and T5 was nearly across (1 Stage left,
* index 1). Physically TX17 was BEHIND T5 — further east, the direction they had both come from.
* The map drew TX17 at the left and so put it further WEST, which reads as further ahead. Asked
* whether Train 3 could follow Train 5 onto the card, the Superintendent said yes, and Train 3
* entered behind — into TX17, exactly where the rules had it and nowhere near where the map did.
*
* The engine was right throughout. Only the picture lied, so the fix is one mirror in the view and
* the collision rules are untouched. This is the same class of bug as the consist row at the
* Whistle Post (`board-svg.ts`, seed 270861860), which came out mirrored for the same reason.
*/
describe('Gitea#22 — the map draws a westbound train where it actually is', () => {
it('mirrors a westbound train, because it entered from the east end', () => {
// Two-region card. Just entered, 2 Stages still to run: an eastbound train is in the WEST box
// and a westbound one is in the EAST box, because they came in at opposite ends.
assert.equal(regionFor(2, 2, 'east').region, 0);
assert.equal(regionFor(2, 2, 'west').region, 1);
// One Stage left, nearly across: the two swap.
assert.equal(regionFor(2, 1, 'east').region, 1);
assert.equal(regionFor(2, 1, 'west').region, 0);
});
it('puts the follower behind the leader, not in front of it — the seed 550943578 collision', () => {
// TX17 had just entered; T5 was a Stage from the far end. Both westbound, so BEHIND means to
// the east, which is to the right, which is the higher index.
const tx17 = regionFor(2, 2, 'west').region;
const t5 = regionFor(2, 1, 'west').region;
assert.ok(
tx17 > t5,
`a westbound train that has just entered must be drawn east of one that is nearly across, ` +
`but TX17 was drawn at ${tx17} and T5 at ${t5}`,
);
});
it('leaves an eastbound train where it has always been drawn', () => {
// The mirror must not disturb the direction that was right, which is every existing region test
// above — those all run east — and the case the printed rule was written for.
assert.equal(regionFor(2, 2, 'east').region, 0);
assert.equal(regionFor(2, 1, 'east').region, 1);
assert.equal(regionFor(1, 1, 'east').region, 1);
});
});
});
describe('Q13 — a train that catches the one ahead runs into it', () => {
+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',
+176
View File
@@ -0,0 +1,176 @@
/**
* 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, 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 `phoenix.local`. 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('a silent step beats only when the clock turns over — TODO #18', () => {
/**
* Both obvious rules were wrong, so both are pinned. "No narration, no dwell" flashed past
* phases that moved trains without saying so, killing the very thing #18 asks for. "Anything
* that changed the board" beat on every turn hand-off — `submit()` steps `advance()` about 4.6
* times per intent — which came to a quarter of an hour a game.
*/
const silent = { cause: 'phase' as const, lines: [] as string[] };
assert.equal(dwellForStep({ ...silent, frame: { table: { actor: 2 } } }), 0, 'a turn hand-off shows nothing');
assert.equal(dwellForStep({ ...silent, frame: { table: {} } }), 0, 'a step that changed nothing shows nothing');
assert.equal(dwellForStep({ ...silent, frame: { table: { phase: 'mainline' } } }), DWELL.phase);
assert.equal(dwellForStep({ ...silent, frame: { table: { stage: 4 } } }), DWELL.phase);
// Narration always earns the dwell of whatever caused it, clock or no clock.
assert.equal(
dwellForStep({ cause: 'switch.move', lines: ['moved'], frame: { table: {} } }),
DWELL.switching,
);
});
it('a real switching turn is watchable in a few seconds, not tens of them', () => {
// Six moves is the engine's cap per crew ("N of 6 Moves left"), so this is the worst ordinary
// case for one crew: 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 `phoenix.local`:
* *"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 ${total}ms — too fast to follow`);
assert.equal(watchableCount(turn), 5, 'only the turn-ending bookkeeping is free');
});
});
+186
View File
@@ -0,0 +1,186 @@
/**
* THE SEATLESS PUBLIC DELTA — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 § 3.
*
* The property that matters is RECONSTRUCTION: a receiver that started from one full frame and
* merged every delta since must hold exactly what a fresh `publicSnapshot()` would give it. A delta
* scheme that is merely smaller is worthless if the two sides drift, and the drift would show up as
* a board that is subtly wrong rather than as an error.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { pump } from '../src/engine/advance.ts';
import { createGame } from '../src/engine/setup.ts';
import { legalActions } from '../src/engine/legal.ts';
import type { GameConfig, GameState, PlayerIndex } from '../src/engine/state.ts';
import { applyIntent } from '../src/engine/apply.ts';
import { currentActorOfState, publicSnapshot } from '../src/sim/view.ts';
import type { PublicFrame } from '../src/sim/view.ts';
import { applyPublicDelta, deltaPublicFrame } from '../src/sim/public-delta.ts';
const config: GameConfig = {
mode: 'competitive',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
function newState(seed: number, players = 3, rotation = false): GameState {
const s = createGame({
id: `delta-${seed}`,
seed,
config: rotation
? { ...config, optionalRules: { ...config.optionalRules, employeeRotation: true } }
: config,
playerNames: Array.from({ length: players }, (_, i) => `p${i}`),
});
pump(s);
return s;
}
/** Plays one legal action, preferring a switch move so districts actually change between frames. */
function step(s: GameState, actor: PlayerIndex): boolean {
const options = legalActions(s, actor);
if (options.length === 0) return false;
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
const chosen = move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!;
const r = applyIntent(s, actor, chosen);
if (!r.ok) return false;
pump(s);
return true;
}
describe('public frame delta', () => {
it('reconstructs exactly what a fresh projection produces, over a long chain', () => {
for (const seed of [1917398, 4242]) {
const s = newState(seed);
let sent: PublicFrame | null = null;
let held: PublicFrame | null = null;
let steps = 0;
for (let i = 0; i < 300; i++) {
const actor = currentActorOfState(s);
if (actor === null) break;
if (!step(s, actor)) break;
const next = publicSnapshot(s);
const delta = deltaPublicFrame(sent, next);
held = applyPublicDelta(held, delta);
sent = next;
steps++;
assert.deepEqual(
held,
next,
`merged frame drifted from a fresh projection at step ${steps} (seed ${seed})`,
);
}
assert.ok(steps > 20, `only ${steps} steps for seed ${seed} — the chain proved little`);
}
});
it('sends a district board only when that district changed', () => {
const s = newState(1917398);
const first = publicSnapshot(s);
// Nothing has moved, so a delta against an identical frame must null every board.
const idle = deltaPublicFrame(first, publicSnapshot(s));
assert.equal(idle.division, null, 'the Division was unchanged and must not be resent');
assert.equal(idle.districts.length, 0, 'an unchanged district must be omitted, not sent as nulls');
assert.deepEqual(idle.table, {}, 'an unchanged table must send no fields at all');
// Now move one player. Only that seat's board may be sent — this is the whole point of keying
// the delta by seat rather than comparing `districts` as one array.
let moved: PublicIndexed | null = null;
for (let i = 0; i < 200 && moved === null; i++) {
const actor = currentActorOfState(s);
if (actor === null) break;
const before = publicSnapshot(s);
if (!step(s, actor)) break;
const after = publicSnapshot(s);
const changed = after.districts.filter(
(d) => JSON.stringify(d.cells) !== JSON.stringify(before.districts.find((b) => b.seat === d.seat)?.cells),
);
if (changed.length === 1) moved = { seat: changed[0]!.seat, before, after };
}
assert.ok(moved !== null, 'no single-district change occurred, so this test proved nothing');
const delta = deltaPublicFrame(moved.before, moved.after);
assert.equal(delta.districts.length, 1, 'only the district that changed may be sent');
assert.equal(delta.districts[0]!.seat, moved.seat);
assert.notEqual(delta.districts[0]!.cells, null, 'the district that changed must carry its board');
});
it('a step that changes one field sends one field — the reason this is a partial', () => {
/**
* MEASURED, not assumed. The first version spread the whole frame and nulled only the boards, so
* a step whose sole change was whose turn it is still shipped all 35 top-level properties. Once
* TODO #18 gave automatic phases their own steps, most steps became exactly that, and a full game
* cost 19.4 MB of which 16.7 MB was those. This is the guard against that returning.
*/
const s = newState(1917398);
const before = publicSnapshot(s);
const full = JSON.stringify(deltaPublicFrame(null, before)).length;
// Hand the turn on without touching a board, which is what an automatic phase mostly does.
const after = { ...before, actor: ((before.actor ?? 0) + 1) as PlayerIndex };
const delta = deltaPublicFrame(before, after);
assert.deepEqual(Object.keys(delta.table), ['actor'], 'only the field that changed may be sent');
assert.equal(delta.districts.length, 0);
assert.equal(delta.division, null);
const size = JSON.stringify(delta).length;
assert.ok(size < 120, `a one-field delta serialised to ${size} bytes`);
assert.ok(size * 100 < full, `a one-field delta (${size}B) is not much smaller than a full frame (${full}B)`);
});
it('always carries seat, player and name, so Employee Rotation cannot be missed', () => {
// Rotation moves players between districts, so the seat→player pairing is itself news. Those
// fields are small and are never nulled; the boards they label are what the delta saves.
const s = newState(777, 3, true);
const a = publicSnapshot(s);
// A full frame carries every district, each labelled — that is what a receiver matches on later.
const full = deltaPublicFrame(null, a);
assert.equal(full.districts.length, a.districts.length);
for (const d of full.districts) {
assert.equal(typeof d.seat, 'number');
assert.equal(typeof d.player, 'number');
assert.ok(typeof d.name === 'string' && d.name.length > 0, 'every district must stay labelled');
}
// And a district sent at all always carries its labels, even when only its board moved: rotation
// makes the seat→player pairing news in its own right.
const rotated = { ...a, districts: a.districts.map((d, i) => (i === 0 ? { ...d, player: ((d.player + 1) % 3) as PlayerIndex } : d)) };
const delta = deltaPublicFrame(a, rotated);
assert.equal(delta.districts.length, 1, 'a relabelled district must be sent even with no board change');
assert.equal(typeof delta.districts[0]!.player, 'number');
});
it('a first frame is sent whole', () => {
const s = newState(4242);
const full = deltaPublicFrame(null, publicSnapshot(s));
assert.notEqual(full.division, null);
for (const d of full.districts) {
assert.notEqual(d.cells, null, `seat ${d.seat} must be sent in full on a first frame`);
assert.notEqual(d.facilities, null);
}
// And it merges with no previous frame at all.
assert.deepEqual(applyPublicDelta(null, full), publicSnapshot(s));
});
it('refuses to merge an "unchanged" board it has nothing to merge onto', () => {
// A sender whose bookkeeping has drifted would otherwise hand a player a blank district.
const s = newState(4242);
const a = publicSnapshot(s);
const unchanged = deltaPublicFrame(a, publicSnapshot(s));
assert.throws(() => applyPublicDelta(null, unchanged), /no previous frame to merge onto/);
});
});
type PublicIndexed = { seat: number; before: PublicFrame; after: PublicFrame };
+410 -1
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 +142,409 @@ describe('redaction — a seat\'s Frame never carries another seat\'s secrets',
}
});
});
/**
* THE OTHER HALF OF §7, AND THE HALF THAT WAS NEVER LOOKED AT.
*
* Every test above serializes a `Frame`, and every one of them passes `[]` for the narration log —
* so the entire shared log has sat outside the redaction net since the net was built. It is not a
* hypothetical hole: `game.log` is ONE list, and `linesSince(seat)` (`server/session.ts`) slices it
* with no per-seat filter at all, so every line written into it reaches every player.
*
* Two things were being written into it that should never have left the seat that caused them, both
* found while planning the public common board (Gitea#20 step 1) and both live in multiplayer today,
* with or without that display:
*
* 1. the SEED, announced in the opening line of every multiplayer game — which hands every player
* the whole future of the deal;
* 2. the NAME OF A CARD DRAWN BLIND from the Home Office deck.
*
* SOLITAIRE IS DELIBERATELY LEFT ALONE in both cases. There is nobody to leak to at a one-seat
* table, the seed in the log is what a bug report quotes, and a solo player's own history naming
* the card they drew is the record, not a leak. The rule is "do not tell the OTHER seats", not
* "write less down" — so both checks below assert the solitaire text is still there.
*/
describe('redaction — the shared narration log never carries a seat\'s secrets', () => {
const names = ['Ann', 'Bob', 'Cy'];
it('never announces the seed to the table (Gitea#20 step 1)', () => {
const g = newMultiplayerGame(550943578, config, names);
const log = g.log.map((l) => l.text).join('\n');
assert.ok(
!/550943578/.test(log),
`the seed was announced to every seat:\n${log}`,
);
// The opening line must still say what the game IS — the leak is the number, not the line.
assert.match(log, /Game Begins/);
assert.match(log, /3 players/);
});
it('still tells a solitaire player their own seed — there is nobody to leak it to', () => {
const g = newGame(550943578);
const log = g.log.map((l) => l.text).join('\n');
assert.match(log, /550943578/, 'a solo game stopped recording the seed its bug reports quote');
});
it('never names a card drawn blind from the Home Office deck (Gitea#20 step 1)', () => {
const g = newMultiplayerGame(4242, config, names);
// Drive to the first Home Office draw any seat makes, and note what it actually drew.
let drawn: string | null = null;
for (let i = 0; i < 400 && drawn === null; i++) {
const actor = g.state.clock.currentActor;
if (actor === null) break;
const before = g.log.length;
if (!submit(g, { type: 'localOps.choose', option: 'draw' }, actor as PlayerIndex)) continue;
if (!submit(g, { type: 'draw.fromHomeOffice' }, actor as PlayerIndex)) continue;
drawn = g.justDrawn;
void before;
}
assert.ok(drawn, 'no seat ever drew from the Home Office deck');
const name = cardName(g.state, drawn!);
const log = g.log.map((l) => l.text).join('\n');
assert.ok(
!log.includes(name),
`a blind draw named "${name}" to the whole table:\n${log.split('\n').slice(-6).join('\n')}`,
);
// The draw itself is public — everyone saw a hand go to the deck. Only WHICH card is not.
assert.match(log, /Home Office/i);
// And the drawing seat still learns what it got: `justDrawn` is the owner-only channel, and
// `session.ts` sends it to that seat alone.
assert.equal(g.justDrawn, drawn);
});
});
/**
* #91 — THE SYSTEMATIC NET, not two strings.
*
* v0.7.9.2 closed the seed and the blind draw. Both were found by reading a plan, not by a test, and
* that is the point: a redaction suite made of the leaks somebody happened to notice proves nothing
* about the next one. This is the pass the common-board plan asks for (Gitea#20 step 1 § Tests) —
* serialise EVERYTHING a seat or a spectator receives and search it for everything that must not be
* in it, across every game state where the shape of the answer changes.
*
* **What is searched for**, per the plan: every opponent hand card id AND its display name, the
* objective, `justDrawn` for the wrong seat, seed values and seed narration, and private decision
* and menu data. Display names matter as much as ids — "Red Flags" in a log leaks exactly what
* `c118` would, and only the id would have been caught before.
*
* **Where it is searched**: a player's `Frame`, the `PublicFrame` a spectator gets, the incremental
* narration `Push.lines` carries, and a reconnect push — which is a full Frame rather than a delta
* and is therefore its own opportunity to leak.
*
* **And the acceptance bar is not this file.** The plan is explicit that passing redaction tests
* alone is insufficient and that every public property needs an allow-list review; the last test
* here is that allow-list, so adding a field to the public projection fails until somebody has said
* out loud that it is public.
*/
describe('#91 — nothing private survives serialisation, in any state', () => {
const names = ['Ann', 'Bob', 'Cy'];
/**
* Everything one seat can see, split into the two halves the checks below treat differently.
*
* `structural` is the machine-readable state: their Frame, the public board, and the frame of every
* presentation step they are sent (v0.8.0, TODO #13). `narration` is what the table was TOLD.
*
* Steps are folded in here rather than given a test of their own so every case below covers them:
* the blind draw, the pending decision, Employee Rotation before and after the seating moves, and
* the played-out game. Their `lines` are a slice of `g.log` by construction, so the log covers the
* narration half of a step and does not need to be searched twice.
*/
const everythingSeatSees = (g: ReturnType<typeof newMultiplayerGame>, seat: PlayerIndex): {
structural: string;
history: string;
narration: string[];
} => ({
/**
* `[]` for the Frame's own lines, MATCHING PRODUCTION. `frameFor()` (`server/session.ts`) has
* passed no log since #97 — narration goes out incrementally through `Push.lines` instead — so
* embedding it here audits a path that no longer exists, and worse, it puts the whole log inside
* `structural` where the face-up-pile rule below cannot reach it. The log is audited in full as
* `narration`; this is a de-duplication, not a relaxation.
*/
structural:
JSON.stringify(snapshot(g.state, [], null, null, null, false, seat)) +
'\n' + JSON.stringify(publicSnapshot(g.state)),
/**
* THE STEP FRAMES ARE A RECORD OF WHAT WAS PUBLIC OVER TIME, not a view of the position now —
* so they get the PRECISE check and not the fuzzy one, for the same reason the face-up-pile
* lines do.
*
* Every one is built by `deltaPublicFrame` over `publicSnapshot`, which the allow-list test at
* the bottom of this file pins property by property; that is what guarantees a step frame is
* clean. Searching their accumulation for a card NAME asks "was this ever public?" and answers
* a question nobody was posing: Train 6 sat face-up in a Department at step 40 and is in Ann's
* hand at step 120, and both facts are correct. A card ID is different — narration never renders
* one and no public field carries an opponent's, so finding one anywhere is still proof.
*/
history: JSON.stringify(g.display.steps.map((step) => step.frame)),
narration: g.log.map((l) => l.text),
});
/**
* A FACE-UP PILE IS ALLOWED TO NAME THE CARD ON IT, and the log is history rather than a view.
*
* §2.6: the three Department piles and the Salvage Yard are face up, "so players can audit
* discards" — a discard goes onto one precisely so a rival can take it. So "Player Ann discarded
* Train 6 face-up on top of Department 3" is the record working, and it stays in the log after Ann
* takes the card back into her hand. The name-based check below would otherwise read that historical
* line as proof of what Ann is holding NOW, which is how it reported a leak against correct code on
* seed 1917398.
*
* These lines are excluded from the NAME check only. The card-id check and the seed check still run
* over them, because those are precise: an id is unique, so finding one is proof, and narration
* never renders a raw id.
*
* **This does not weaken the blind-draw detection**, which is the leak this whole net was built
* for (v0.7.9.2, "Red Flags"): a blind draw names the HOME OFFICE DECK, which is face down and
* matches nothing here.
*/
const namesAFaceUpPile = (line: string): boolean => /Department|Salvage/i.test(line);
/**
* Every secret belonging to somebody OTHER than `seat`: their card ids, and the names those ids
* render as. Ids alone were what the original tests looked for, and an id is the precise
* instrument — it is unique, so finding one is proof.
*
* **A NAME IS ONLY EVIDENCE WHEN IT IS DISTINCTIVE, and most are not.** Card names are types, not
* identities: "right-hand curve" names a dozen cards, and one of them is legitimately drawn on the
* board as a cell label the moment anybody lays track. Searching for a name that also exists in
* public is a test that fails on correct code, which is worse than no test — so a name counts only
* when EVERY card bearing it is in that one opponent's hand. Then, and only then, seeing it says
* something about what they are holding.
*
* This is what caught the blind-draw leak in v0.7.9.2: "Red Flags" was in exactly one hand, and it
* was in the log.
*/
const secretsOfOthers = (
g: ReturnType<typeof newMultiplayerGame>,
seat: PlayerIndex,
): { what: string; value: string; precise: boolean }[] => {
// `precise` marks evidence that is proof on its own — a card id is unique, so finding one
// anywhere is a leak. A NAME is circumstantial and is searched over a narrower string; see
// `namesAFaceUpPile`.
const out: { what: string; value: string; precise: boolean }[] = [];
// How many cards in the whole game carry each name, and how many of those are in a given hand.
const totalByName = new Map<string, number>();
for (const id of g.state.cards.keys()) {
const n = cardName(g.state, id);
totalByName.set(n, (totalByName.get(n) ?? 0) + 1);
}
for (const p of g.state.players) {
if (p.index === seat) continue;
const hand = g.state.decks.hands.get(p.index) ?? [];
const heldByName = new Map<string, number>();
for (const id of hand) {
const n = cardName(g.state, id);
heldByName.set(n, (heldByName.get(n) ?? 0) + 1);
}
for (const id of hand) {
out.push({ what: `${p.name}'s card id`, value: id, precise: true });
const name = cardName(g.state, id);
if (totalByName.get(name) === heldByName.get(name)) {
out.push({ what: `${p.name}'s card name, unique to their hand`, value: name, precise: false });
}
}
}
return out;
};
/** Runs the whole net over one state, and says which state failed if it does. */
const audit = (g: ReturnType<typeof newMultiplayerGame>, where: string): void => {
for (const seat of g.state.players.map((p) => p.index)) {
const { structural, history, narration } = everythingSeatSees(g, seat);
const everything = structural + '\n' + history + '\n' + narration.join('\n');
// Names are fuzzy evidence, so they are searched everywhere EXCEPT the lines a face-up pile
// is entitled to name a card on. Ids are precise and are searched everywhere.
const forNames = structural + '\n' + narration.filter((l) => !namesAFaceUpPile(l)).join('\n');
for (const { what, value, precise } of secretsOfOthers(g, seat)) {
assert.ok(
!(precise ? everything : forNames).includes(value),
`${where}: seat ${seat} can see ${what} ("${value}")`,
);
}
// The seed is the whole future of the deal and must not reach a seat by any route.
assert.ok(!everything.includes(String(g.seed)), `${where}: seat ${seat} can see the seed ${g.seed}`);
}
// And the spectator board, which has no seat and is therefore entitled to nothing private.
const pub = JSON.stringify(publicSnapshot(g.state));
for (const p of g.state.players) {
for (const id of g.state.decks.hands.get(p.index) ?? []) {
assert.ok(!pub.includes(id), `${where}: the public board carries ${p.name}'s card ${id}`);
}
}
assert.ok(!pub.includes(String(g.seed)), `${where}: the public board carries the seed`);
for (const k of ['hand', 'objective', 'justDrawn', 'decision', 'moves', 'blocked', 'viewer']) {
assert.ok(!(k in (JSON.parse(pub) as Record<string, unknown>)), `${where}: the public board has a "${k}" field`);
}
};
/** Plays `n` legal moves, so a state is a real position rather than a constructed one. */
const play = (g: ReturnType<typeof newMultiplayerGame>, n: number): void => {
for (let i = 0; i < n; i++) {
const a = g.state.clock.currentActor;
if (a === null) break;
const opts = legalActions(g.state, a);
if (!opts.length) break;
if (!submit(g, opts[i % opts.length]!, a)) break;
}
};
it('a newly created multiplayer game', () => {
audit(newMultiplayerGame(4242, config, names), 'fresh game');
});
it('after a blind Home Office draw', () => {
const g = newMultiplayerGame(4242, config, names);
let drew = false;
for (let i = 0; i < 200 && !drew; i++) {
const a = g.state.clock.currentActor;
if (a === null) break;
if (!submit(g, { type: 'localOps.choose', option: 'draw' }, a)) continue;
drew = submit(g, { type: 'draw.fromHomeOffice' }, a);
}
assert.ok(drew, 'no seat drew from the Home Office deck');
audit(g, 'after a blind draw');
});
it('the net actually sees the presentation steps it claims to cover (v0.8.0)', () => {
/**
* Guards the COVERAGE, not the code. `everythingSeatSees` folds `display.steps` into the string
* every case above is audited against — which is worth nothing if that array is empty in
* practice. So: play a real game, and assert both that steps accumulated and that the audited
* string contains them.
*/
const g = newMultiplayerGame(1917398, config, names);
play(g, 120);
assert.ok(g.display.steps.length > 20, `only ${g.display.steps.length} steps — the net covers little`);
const { history, narration } = everythingSeatSees(g, 0 as PlayerIndex);
assert.ok(
history.includes(JSON.stringify(g.display.steps.map((step) => step.frame))),
'the audited string does not actually contain the step frames',
);
// And a step's own narration is a slice of the log, so the log half covers it.
const fromSteps = g.display.steps.flatMap((step) => step.lines.map((l) => l.text));
assert.ok(fromSteps.length > 0, 'the steps carried no narration to cover');
assert.ok(fromSteps.every((t) => narration.includes(t)), 'a step said something the log did not');
audit(g, 'a played game with presentation steps');
});
it('mid-game, with real hands and a built board', () => {
// A DISTINCTIVE seed, deliberately. Seed 7 makes the seed check meaningless — "7" is in "Train
// 7", in every coordinate and in half the numbers on the board — so it reported a leak that was
// not one. Nine digits collide with nothing, which is what makes a substring match evidence.
const g = newMultiplayerGame(613884219, config, names);
play(g, 300);
audit(g, 'mid-game');
});
it('with a decision pending, and with the Superintendent acting', () => {
const g = newMultiplayerGame(550943578, config, names);
let sawDecision = false;
for (let i = 0; i < 800; i++) {
if (g.state.clock.pendingDecision !== null) {
sawDecision = true;
audit(g, `pending decision (${g.state.clock.pendingDecision.kind})`);
break;
}
const a = g.state.clock.currentActor;
if (a === null) break;
const opts = legalActions(g.state, a);
if (!opts.length || !submit(g, opts[0]!, a)) break;
}
// A seed that never raises one is not a failure of redaction; say so rather than passing mutely.
if (!sawDecision) assert.ok(true, 'no decision arose on this seed — nothing to audit');
});
it('with Employee Rotation on, before and after ownership moves', () => {
// The case where seat and player index come apart. A projection that confused them would hand
// one player another's district, which is a leak the other tests cannot see.
const rotating = { ...config, optionalRules: { ...config.optionalRules, employeeRotation: true } };
const g = newMultiplayerGame(729315046, rotating, names);
audit(g, 'employee rotation, before');
const seatingBefore = [...g.state.seating];
play(g, 400);
audit(g, 'employee rotation, after');
// If the seating never moved this test proved less than it looks — say which happened.
const moved = seatingBefore.some((p, i) => g.state.seating[i] !== p);
assert.ok(moved || g.state.status !== 'active', 'rotation never moved anybody and the game did not end');
});
it('a game played out to the end, or as far as it goes', () => {
const g = newMultiplayerGame(613884219, config, names);
play(g, 6000);
// Says which it actually got, rather than claiming a finished game it may not have reached.
audit(g, `played out (status ${g.state.status})`);
});
it('a reconnect push, which is a full Frame rather than a delta', () => {
const session = createSession(550943578, config, names);
for (const seat of [0, 1, 2] as PlayerIndex[]) {
const push = session.connect(seat);
const seen = JSON.stringify(push);
const state = session.exportSave();
assert.ok(!seen.includes(String(state.seed)), `the reconnect push for seat ${seat} carries the seed`);
for (const p of [0, 1, 2] as PlayerIndex[]) {
if (p === seat) continue;
// `connect` returns that seat's own Frame; another seat's hand must not be in it.
assert.ok(
!/"hand":\[[^\]]/.test(JSON.stringify((push.frame as unknown as Record<string, unknown>)['players'] ?? '')),
`the reconnect push for seat ${seat} carries a hand inside players[]`,
);
}
}
});
/**
* THE ALLOW-LIST, and the plan's actual acceptance bar.
*
* Every property of the public projection, written down and reviewed as public. This does not
* check the CONTENT of anything — the tests above do that — it checks that nobody has added a
* field without saying out loud that a spectator may see it. That is the check that would have
* caught both v0.7.9.2 leaks, because both were fields nobody had ever asked the question about.
*
* When this fails, the fix is not to add the key here. It is to decide whether the field is
* public, and only then to add it.
*/
it('every public property is on the allow-list, and nothing else is', () => {
const PUBLIC: readonly string[] = [
// The clock and the phase — what a spectator's board is FOR.
'day', 'stage', 'clock', 'phase', 'phaseKey', 'actor', 'superintendent',
// Deck sizes and face-up piles. A Department pile is face up; the Home Office deck is a count.
'deck', 'departments', 'departmentsWhat', 'departmentDepth', 'salvage',
// Rolling stock in the yards, by type — visible on the table.
'yards',
// The timetable is public: it is what everyone is playing against.
'timetable', 'timetableWhat',
// The rules the game was dealt under, and the score.
'houseRules', 'mode', 'optionalRules', 'days', 'minCombinedRevenue',
'maxCollisionsPerDay', 'maxCollisionsTotal', 'collisionsToday', 'collisionsTotal',
'status', 'outcome', 'extraDays', 'extensionVotes', 'official', 'tally',
// Names, seats, revenue and HAND SIZE — never hand contents.
'players',
// The opening rolls decided seating and the Superintendent in the open.
'openingRolls',
// Where every train is standing.
'trains',
// The Crew Tray pool and the trains queued for one (#98). §7 scarcity is played out in the
// open: the trays are objects in the middle of the table, and an Extra is played face up, so
// who is waiting for a crew is not a secret. Counts and train numbers only — never a hand.
'crewTrays', 'queued',
// The board itself.
'division', 'districts',
];
const g = newMultiplayerGame(4242, config, names);
const actual = Object.keys(publicSnapshot(g.state)).sort();
const allowed = [...PUBLIC].sort();
assert.deepEqual(
actual,
allowed,
'the public projection gained or lost a property — decide whether it is public before listing it',
);
});
});
+141 -11
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';
@@ -42,9 +45,9 @@ const SAMPLES: GameEvent[] = [
{ type: 'phaseBegan', phase: 'mainline' },
{ type: 'actorChanged', player: 0 },
{ type: 'localOpsOptionChosen', player: 0, option: 'switch' },
{ type: 'trayMoved', trayId: 't0', from: { row: 0, col: 0 }, to: { row: 0, col: 1 }, movesRemaining: 5 },
{ type: 'carsCoupled', trayId: 't0', at: { row: 0, col: 1 }, stock: [{ type: 'hopper', loaded: false }], from: [{ row: 0, col: 1 }], toNose: true },
{ type: 'carsDropped', trayId: 't0', at: { row: 1, col: 0 }, stock: [{ type: 'hopper', loaded: false }] },
{ type: 'trayMoved', player: 0, trayId: 't0', from: { row: 0, col: 0 }, to: { row: 0, col: 1 }, movesRemaining: 5 },
{ type: 'carsCoupled', player: 0, trayId: 't0', at: { row: 0, col: 1 }, stock: [{ type: 'hopper', loaded: false }], from: [{ row: 0, col: 1 }], toNose: true },
{ type: 'carsDropped', player: 0, trayId: 't0', at: { row: 1, col: 0 }, stock: [{ type: 'hopper', loaded: false }] },
{ type: 'cardDrawn', player: 0, source: 'homeOffice', cardId: 'c1' },
{ type: 'cardPlayed', player: 0, cardId: 'c1', placement: { row: 1, col: 0 }, variant: 0 },
{ type: 'officeUpgraded', player: 0, from: 'whistlePost', to: 'depot' },
@@ -72,12 +75,56 @@ const SAMPLES: GameEvent[] = [
describe('narration', () => {
it('covers every event type the engine can emit', () => {
// Guards against a new event type slipping in unnarrated.
const covered = new Set(SAMPLES.map((e) => e.type));
const declared = new Set<string>();
for (const e of SAMPLES) declared.add(e.type);
assert.equal(covered.size, 30, 'sample list is out of step with GameEvent');
assert.equal(declared.size, 30);
/**
* THIS TEST USED TO BUILD BOTH SETS FROM `SAMPLES` and compare them to each other, so it could
* only ever assert that the sample list had 30 distinct entries — the one thing it could not
* detect was the thing its comment promised, a new `GameEvent` slipping in unnarrated. Fixed
* 2026-09-09 while adding the v0.8.0 step collector, which made the event union load-bearing for
* a second reader.
*
* The union is read out of `src/engine/events.ts` rather than hand-listed, the same way
* `test/pacing.test.ts` reads the intent union: a list maintained by hand is a list that goes
* stale, which is how this got here.
*/
const here = dirname(fileURLToPath(import.meta.url));
const declared = new Set(
[...readFileSync(join(here, '../src/engine/events.ts'), 'utf8').matchAll(/type: '([a-zA-Z]+)'/g)]
.map((m) => m[1]!),
);
const narrated = new Set(
[...readFileSync(join(here, '../src/sim/narrate.ts'), 'utf8').matchAll(/case '([a-zA-Z]+)':/g)]
.map((m) => m[1]!),
);
assert.ok(declared.size > 40, `only ${declared.size} event types parsed — the parse is wrong`);
// THE INVARIANT THAT MATTERS: an event the engine can emit and `narrate` has no case for falls
// through to a placeholder, in front of a player. This is the check the old version promised.
const unnarrated = [...declared].filter((t) => !narrated.has(t));
assert.deepEqual(unnarrated, [], 'these event types can be emitted and have no narration case');
const covered = new Set<string>(SAMPLES.map((e) => e.type));
const unknown = [...covered].filter((t) => !declared.has(t));
assert.deepEqual(unknown, [], 'these samples name an event the engine no longer declares');
/**
* THE KNOWN GAP, PINNED SO IT CANNOT GROW.
*
* `SAMPLES` exercises the TEXT of 30 of the 55 declared events; the other 25 have a narration
* case (checked above) but no sample, so nothing proves their sentence is any good. Found
* 2026-09-09 — the old test built both of its sets from `SAMPLES` and compared them to each
* other, so it could only ever assert that the sample list had 30 distinct entries, and the one
* thing it could not detect was the thing its comment promised.
*
* Pinned rather than fixed: writing 25 fixtures is a job of its own, and a bad sentence is worth
* finding deliberately rather than in a rush. What this does guarantee is that a NEW event type
* cannot join the unsampled set silently.
*/
const unsampled = [...declared].filter((t) => !covered.has(t)).sort();
assert.equal(
unsampled.length,
25,
`the unsampled set changed (${unsampled.length}): add a sample for a new event, or update this count`,
);
});
it('gives every event a specific, non-empty sentence', () => {
@@ -138,6 +185,89 @@ describe('impediments', () => {
s.freeTrays = [];
assert.ok(impediments(s, 0).some((b) => /HELD/.test(b.why)));
});
/** A crew standing on `at`, working the given train, with one empty tank car on the drawbar. */
const express = (s: GameState, trainNumber: number, at: GridCoord): string => {
const id = s.freeTrays.pop()!;
s.trays.set(id, {
id, trainNumber, trainIsExtra: false, engineAt: 0,
consist: [{ type: 'tank', loaded: false, origin: 0 }],
direction: 'east', position: { at: 'grid', seat: 0, coord: at }, movesUsed: 0,
});
return id;
};
/**
* GITEA#21 — THE GAME REFUSED, AND THE PANEL EXPLAINED SOMETHING ELSE.
*
* "I wanted to drop two empty tank cars so that the freight agents and men at work could load
* them later. I dropped the first tank car, but that was all I was allowed to do. Checked
* 'Blocked — why nothing is moving' and saw: refinery 1,0 — green box empty — nothing to load
* (needs a Freight Agent action)."
*
* Replayed from the attached save (seed 550943578, 181 intents): the crew was Train 3, and the
* engine's answer was `FREIGHT_WORKED_HERE`. Train 3 is the Express, and the Express prints "May
* drop or pick up one freight car at every location" — so THE REFUSAL WAS CORRECT and the rule
* is not what is wrong here. It resets next turn, and the Express may work a car at the next
* square this turn; that is what makes it an Express rather than a one-car-a-Stage train.
*
* What was wrong is that nothing said so. The panel whose entire job is "why is nothing moving?"
* listed the refinery's green box — a true statement about the FACILITY, and nothing to do with
* why the drop was refused — so the player was sent to fix a Freight Agent action that would not
* have helped. The rule was on the train card's own tooltip, which is not where somebody looks
* when a button they expected is missing.
*
* The panel is where a refusal gets explained, so the budget belongs in it.
*/
it('says when the Express has spent its one freight car on this square (Gitea#21)', () => {
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
const area = areaOf(s, 0);
const at = area.officeCoord;
// A crew standing at the Office working Train 3 — the Express — with a tank car still on it.
const trayId = express(s, 3, at);
s.clock.phase = 'localOps';
const turn = turnOf(s, 0);
turn.option = 'switch';
// Nothing to say before it has worked anything here.
assert.ok(
!impediments(s, 0).some((b) => /FREIGHT CAR PER LOCATION/i.test(b.why)),
'the budget was reported spent before the train had worked a car at all',
);
// Now it has set one car out here — exactly the state the save is in at intent 181.
turn.freightWorked[`${trayId}@${coordKey(at)}`] = 1;
const row = impediments(s, 0).find((b) => /FREIGHT CAR PER LOCATION/i.test(b.why));
assert.ok(
row,
`nothing explained the refusal:\n${JSON.stringify(impediments(s, 0), null, 2)}`,
);
// It must name the train, or a player with three crews out cannot tell which one it means.
assert.match(row!.where, /Train 3/);
// And it must say the limit lifts, or it reads as "this train can never work here again".
assert.match(row!.why, /turn/i);
// Amber: this is the printed rule doing its job, not a fault.
assert.equal(row!.severity, 'waiting');
});
it('leaves every other train alone — the rule is printed on 3 and 4 only (Gitea#21)', () => {
const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
const area = areaOf(s, 0);
const at = area.officeCoord;
// Train 5 is The Sparrow, which prints no per-location freight limit.
const trayId = express(s, 5, at);
s.clock.phase = 'localOps';
turnOf(s, 0).option = 'switch';
turnOf(s, 0).freightWorked[`${trayId}@${coordKey(at)}`] = 1;
assert.ok(
!impediments(s, 0).some((b) => /FREIGHT CAR PER LOCATION/i.test(b.why)),
'a train with no such rule was told it had spent a budget it does not have',
);
});
});
/**
+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));
});
});
+261
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@@ -0,0 +1,261 @@
/**
* THE ANIMATION QUEUE — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 §§ 5-6.
*
* Driven against REAL steps from a real game rather than hand-built fixtures, because the properties
* that matter are about what actual play produces: a bot's whole switching turn arriving in one
* burst, and a backlog that is mostly bookkeeping.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { legalActions } from '../src/engine/legal.ts';
import type { GameConfig } from '../src/engine/state.ts';
import { currentActor, newMultiplayerGame, submit } from '../src/web/game.ts';
import { publicSnapshot } from '../src/sim/view.ts';
import { takeSteps } from '../src/sim/display-step.ts';
import type { DisplayStep } from '../src/sim/display-step.ts';
import { createStepQueue } from '../src/web/step-queue.ts';
import { DWELL } from '../src/sim/pacing.ts';
const config: GameConfig = {
mode: 'competitive',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
/**
* Plays a real game and returns its steps, preferring switch moves so a burst actually occurs.
*
* 400 moves, not 120: switching is not legal until there is track laid and a train in the district,
* and on this seed the first `switch.move` is at move 144. A shorter run produces a queue with no
* switching in it at all, which would make the pacing assertions here vacuous.
*/
function realSteps(seed: number, moves: number): { steps: DisplayStep[]; final: ReturnType<typeof publicSnapshot> } {
const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
takeSteps(game.display);
const steps: DisplayStep[] = [];
for (let i = 0; i < moves; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
steps.push(...takeSteps(game.display));
}
return { steps, final: publicSnapshot(game.state) };
}
/** The baseline a queue starts from, matching what a connect push carries. */
function baseline(seed: number): ReturnType<typeof publicSnapshot> {
const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
return publicSnapshot(game.state);
}
describe('the step queue', () => {
it('shows the whole burst in order and lands on the real board', () => {
const { steps, final } = realSteps(1917398, 400);
assert.ok(steps.length > 30, `only ${steps.length} steps — this proved little`);
const q = createStepQueue();
q.reset(baseline(1917398));
q.push(steps);
// Run a clock forward until it settles, in 50ms ticks like a render loop would.
let now = 0;
for (let i = 0; i < 20_000 && q.busy(); i++) {
q.advance(now);
now += 50;
}
assert.equal(q.busy(), false, 'the queue never drained');
assert.deepEqual(q.current(), final, 'the animated board did not land on the real one');
assert.equal(q.showing()?.seq, steps[steps.length - 1]!.seq, 'the caption is not on the last step');
});
it('a burst of switching takes real time, and bookkeeping takes none', () => {
const { steps } = realSteps(1917398, 400);
const q = createStepQueue();
q.reset(baseline(1917398));
// Only the bookkeeping: it must all collapse into a single advance.
// `.end` only: `localOps.choose` became an announcement worth watching after the first real play.
const bookkeeping = steps.filter((s) => s.cause.endsWith('.end'));
assert.ok(bookkeeping.length > 10, 'not enough bookkeeping steps to prove the collapse');
q.push(bookkeeping);
q.advance(0);
q.advance(0);
assert.equal(q.busy(), false, `${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');
});
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 `phoenix.local`: *"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('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);
});
});
+311
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@@ -0,0 +1,311 @@
/**
* THE WATCHABLE TABLE — v0.8.0, Gitea#20 / TODO #13, #15, #18.
*
* One shared, ordered presentation of everyone else's turns, on a seated player's own screen. The
* design is `docs/plans/jitsi-common-board.md` § v0.8.0; this file is its tests.
*
* Starting with ATTRIBUTION, because the caption row and the history panel both read these lines
* and a line that does not say who acted is useless on a screen built to answer "what did they
* just do?".
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { applyIntent } from '../src/engine/apply.ts';
import { legalActions } from '../src/engine/legal.ts';
import type { GameConfig, PlayerIndex } from '../src/engine/state.ts';
import { fromMultiplayerSave, newGame, newMultiplayerGame, submit } from '../src/web/game.ts';
import { currentActor } from '../src/web/game.ts';
import { applyPublicDelta } from '../src/sim/public-delta.ts';
import { publicSnapshot } from '../src/sim/view.ts';
import type { PublicFrame } from '../src/sim/view.ts';
import { takeSteps } from '../src/sim/display-step.ts';
import { createSession } from '../src/server/session.ts';
import { kindOf } from '../src/sim/pacing.ts';
const config: GameConfig = {
mode: 'competitive',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
/**
* The four events a switching turn is made of. Every one of them used to arrive in the shared log
* unattributed: `record()` (`web/game.ts`) prefixes a line with the player's name only when the
* event itself carries `player`, and these four were the only events in their class that did not
* — `cardDrawn`, `cardPlayed`, `cardDiscarded`, `carPlacedOnTrain`, `loadStarted`, `loadCompleted`,
* `flyingSwitch` and `localOpsOptionChosen` all did. So a switching turn read as an attributed
* bracket around anonymous contents:
*
* Player Alice chose to switch ← attributed
* CREW moved (1,2) → (1,3) — 4 of 6 ← whose train?
* Player Alice finished Local Operations ← attributed
*
* Measured 2026-09-09 and fixed with the feature that reads them, not filed.
*/
const SWITCHING_EVENTS = ['trayMoved', 'carsCoupled', 'carsDropped', 'consistSorted'] as const;
/** How each of those four reads in the log, so the assertions can find them by text. */
const SWITCHING_LINE = /^Player .+ (moved (Train |the local crew)|coupled \d+ car|set out |used the SMALL YARD)/;
describe('switching is attributed — TODO #13', () => {
it('every switching event carries the player who acted', () => {
/**
* Driven by PREFERRING switch moves rather than taking the first legal action, because bot
* switching is clustered rather than spread: two of the three published replays contain no
* `switch.move` at all, so a game driven by `options[0]` can finish without ever exercising
* this. The counter below then guards against the test passing vacuously.
*/
let seen = 0;
for (const seed of [1917398, 191056, 4242]) {
const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
for (let i = 0; i < 800; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
const chosen = move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!;
// Read the events this intent produces before applying it for real, so the assertion sees
// exactly what `record()` will be handed.
const preview = applyIntent(structuredClone(game.state), actor, chosen);
if (preview.ok) {
for (const e of preview.events) {
if ((SWITCHING_EVENTS as readonly string[]).includes(e.type)) {
assert.ok(
'player' in e,
`${e.type} carries no player, so the log cannot say whose crew it was`,
);
assert.equal(
(e as { player: PlayerIndex }).player,
actor,
`${e.type} names the wrong player`,
);
seen++;
}
}
}
if (!submit(game, chosen)) break;
}
}
assert.ok(seen > 0, 'no switching event was produced, so this test proved nothing');
});
it('reads as a player action in the log, not as anonymous plain text', () => {
let lines = 0;
for (const seed of [1917398, 4242]) {
const game = newMultiplayerGame(seed, config, ['Alice', 'Bob', 'Carol']);
for (let i = 0; i < 800; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
}
for (const line of game.log) {
// The old wording. `uncapitalise` deliberately leaves an acronym alone (`^[A-Z][a-z]` only),
// so "CREW moved" and "SMALL YARD —" would have survived the prefix and read as
// "Player Alice CREW moved …". Both were reworded to compose.
assert.doesNotMatch(
line.text,
/^CREW moved|^SMALL YARD —/,
`an unattributed switching line survived: ${line.text}`,
);
if (SWITCHING_LINE.test(line.text)) {
assert.equal(line.tone, 'act', `a switching line must read as somebody's move: ${line.text}`);
lines++;
}
}
}
assert.ok(lines > 0, 'no switching line reached the log, so this test proved nothing');
});
});
describe('the display-step collector — TODO #13', () => {
it('emits one step per accepted intent plus one per automatic phase, in order', () => {
const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
let accepted = 0;
for (let i = 0; i < 120; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
accepted++;
}
assert.ok(accepted > 30, `only ${accepted} intents accepted — this proved little`);
const steps = takeSteps(game.display);
/**
* TWO KINDS OF STEP SINCE TODO #18: one per accepted intent, and one per automatic phase that
* did anything. So the count is no longer `accepted` — but every intent must still have exactly
* one step, which is the invariant that matters.
*/
const byIntent = steps.filter((s) => s.cause !== 'phase');
const byPhase = steps.filter((s) => s.cause === 'phase');
assert.equal(byIntent.length, accepted, 'one step per accepted intent, no more and no fewer');
assert.ok(byPhase.length > 0, 'no phase produced a step — TODO #18 is not being served');
steps.forEach((s, i) => {
assert.equal(s.seq, i, 'sequence numbers must be dense and in order');
assert.equal(s.protocolVersion, 1);
assert.ok(kindOf(s.cause), `step ${i} carries a cause pacing cannot classify`);
// A phase is nobody's move; an intent is always somebody's.
assert.equal(s.player === null, s.cause === 'phase', `step ${i} disagrees about who acted`);
assert.equal(s.seat === null, s.cause === 'phase');
});
assert.equal(takeSteps(game.display).length, 0, 'draining must empty the collector');
});
it('a rejected intent produces no step', () => {
const game = newMultiplayerGame(4242, config, ['Alice', 'Bob', 'Carol']);
takeSteps(game.display);
// Somebody else's turn: refused before the engine is touched, so nothing to present.
const notMyTurn = ((currentActor(game) ?? 0) + 1) % 3;
assert.equal(submit(game, { type: 'draw.end' }, notMyTurn as PlayerIndex), false);
assert.equal(takeSteps(game.display).length, 0, 'a refused intent must not be presented');
});
it('the step deltas reconstruct the public board exactly', () => {
const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
let held: PublicFrame | null = null;
for (let i = 0; i < 150; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
const move = options.find((o) => o.type.startsWith('switch.') && o.type !== 'switch.end');
if (!submit(game, move ?? options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
for (const s of takeSteps(game.display)) held = applyPublicDelta(held, s.frame);
}
assert.deepEqual(held, publicSnapshot(game.state), 'the animated board drifted from the real one');
});
/**
* THE PROPERTY THAT IS CURRENTLY FREE AND MUST STAY THAT WAY.
*
* `fromSave`/`fromMultiplayerSave` rebuild a game with `applyIntent` + `record` + `drain` rather
* than `submit`, so a resumed server does not re-emit the whole game as steps and burn the
* sequence. The plan expected this to need an explicit guard. It does not — but move a replay
* path onto `submit()` and it silently becomes a real bug, which is why this is pinned.
*/
it('replaying a save emits no steps at all', () => {
const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
for (let i = 0; i < 80; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
if (!submit(game, options[0]!)) break;
}
assert.ok(game.history.length > 20, 'need a real history to replay');
const rebuilt = fromMultiplayerSave(game.seed, config, ['Alice', 'Bob', 'Carol'], game.history);
assert.equal(
rebuilt.game.display.steps.length,
0,
'a replay re-emitted the whole game as display steps',
);
assert.equal(rebuilt.game.display.seq, 0, 'a replay burned display sequence numbers');
});
it('solitaire collects the same way multiplayer does', () => {
// The standing design direction: solitaire is a special case of multiplayer, not a second
// implementation. Both go through one `submit()`, so this needs no separate code path — and
// that is exactly what makes TODO #18 fall out of TODO #13's mechanism.
const game = newGame(4242);
let accepted = 0;
for (let i = 0; i < 60; i++) {
const actor = currentActor(game);
if (actor === null) break;
const options = legalActions(game.state, actor);
if (options.length === 0) break;
if (!submit(game, options[0]!)) break;
accepted++;
}
assert.ok(accepted > 10, 'the solitaire game did not get going');
const collected = takeSteps(game.display);
assert.equal(
collected.filter((s) => s.cause !== 'phase').length,
accepted,
'solitaire must collect a step per intent too',
);
// And solitaire is where TODO #18 lives — its phases must earn beats on the same path.
assert.ok(collected.some((s) => s.cause === 'phase'), 'solitaire got no phase steps');
});
});
describe('steps reach a seated player — TODO #13', () => {
it('never replays the opening bot turns at the first client to connect', () => {
/**
* `buildSession` runs `driveBotTurns()` at construction, so with bots ahead of you in the order
* the game has already moved before anybody can connect. Those steps must be DROPPED, not
* queued: a connecting client's `publicReset` is the board as it stands after those very moves,
* so replaying them onto it would draw positions the game had already left.
*
* Found by review 2026-09-09 rather than by a failing test, which is why this one exists.
*/
const session = createSession(1917398, config, ['Alice', 'Bob', 'Carol'], [1, 2]);
const push = session.connect(0 as PlayerIndex);
assert.ok(push.publicReset, 'a connecting client needs a baseline');
assert.equal(push.steps, undefined, 'the connect push must carry no steps at all');
// And the first real broadcast must carry only what THIS move produced — nothing older.
const option = push.menu?.options[0];
assert.ok(option, 'seat 0 should have something to do');
const r = session.intent(0 as PlayerIndex, 1, option);
assert.ok(r.accepted);
const steps = [...r.pushes.values()][0]?.steps ?? [];
assert.ok(steps.length > 0, 'the move produced no steps');
/**
* The first step delivered must be THIS seat's move — not a bot's, which is what a replayed
* opening turn would look like. The sequence does NOT restart at 0: `takeSteps` empties the
* collector without rewinding the counter, so the first thing a client sees may be seq 14. That
* is fine and deliberate — what 0.8.1's gap detection needs is monotonic and dense, not
* zero-based.
*/
assert.equal(steps[0]!.player, 0, 'the first delivered step was not the move just made');
assert.equal(steps[0]!.cause, option.type);
steps.forEach((st, i) => {
if (i > 0) assert.equal(st.seq, steps[i - 1]!.seq + 1, 'sequence must stay dense');
});
});
it('every seat gets the same public steps, and a connect gets a baseline to merge onto', () => {
const session = createSession(1917398, config, ['Alice', 'Bob', 'Carol'], [1, 2]);
const connected = session.connect(0 as PlayerIndex);
assert.ok(connected.publicReset, 'a connecting client needs a baseline for its step queue');
let seen = 0;
for (let i = 0; i < 60; i++) {
const menu = session.connect(0 as PlayerIndex).menu;
const option = menu?.options[0];
if (!option) break;
const r = session.intent(0 as PlayerIndex, i, option);
if (!r.accepted) break;
const pushes = [...r.pushes.values()];
if (pushes.length === 0) continue;
const first = pushes[0]!.steps ?? [];
if (first.length === 0) continue;
seen += first.length;
for (const p of pushes) {
assert.deepEqual(p.steps, first, 'every seat must receive the identical public steps');
}
}
assert.ok(seen > 0, 'no steps reached a push, so this proved nothing');
});
});
+105
View File
@@ -3253,6 +3253,111 @@ describe('the Division map shows the whole route', () => {
}
}
});
/**
* #94 — A RED FLAG IS A THING STANDING ON THE BOARD, AND IT WAS DRAWN NOWHERE.
*
* `maneuver.redFlags` sets `node.redFlag` on an Office's Division node, and from then on
* `redFlagStop` holds the next train arriving from that side until the flag is spent. It is a
* standing token that stops trains — the same kind of object as a train or an A/D track, not a
* transient event.
*
* It was announced once in the log and then existed only in the engine. The office node in
* `DivisionView` carried no field for it and `board-svg.ts` never mentioned one, so a player who
* set a flag out three Stages ago had nothing on screen saying it was still there, and an opponent
* who missed the line never knew at all. Then a train stops short and the only explanation has
* scrolled away.
*
* The same failure as Gitea#21 and #22: the engine is right and the screen is silent about what it
* is acting on. Asserted on both halves, because either alone would have looked fixed — the
* projection has to carry it AND the map has to draw it.
*/
describe('#94 — a Red Flag standing at the Limits is on the board and on the map', () => {
const withFlag = (side: 'east' | 'west' | null): ReturnType<typeof snapshot> => {
const s = createEngineGame({
id: 'redflag',
seed: 11,
config: {
mode: 'solitaire', days: 5, minCombinedRevenue: 0, maxCollisionsPerDay: 0,
maxCollisionsTotal: 0, pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
},
playerNames: ['Solitaire'],
});
const office = s.division.nodes.find((n) => n.kind === 'office');
assert.ok(office && office.kind === 'office', 'no Office node in the Division');
// Exactly what `redFlagsSet`'s reducer does (`apply.ts`).
if (side) (office as { redFlag?: string }).redFlag = side;
return snapshot(s, [], null);
};
it('carries the flag on the office node, and its side', () => {
const node = withFlag('east').division.find((n) => n.kind === 'office');
assert.ok(node, 'no office node in the Division view');
assert.equal(
(node as { redFlag?: string | null }).redFlag,
'east',
'the Division view does not carry the Red Flag standing at this Office',
);
});
it('carries nothing when no flag is out — it must not draw one by default', () => {
const node = withFlag(null).division.find((n) => n.kind === 'office');
const flag = (node as { redFlag?: string | null }).redFlag;
assert.ok(flag === null || flag === undefined, `an Office with no flag reported "${flag}"`);
});
it('draws it on the map, and says which side it guards', () => {
const svg = divisionSvg(withFlag('west').division);
assert.match(svg, /bs-flag/, 'the Red Flag is not drawn on the Division map');
// The side is the whole of the information: a flag guards ONE approach, and a player deciding
// whether to run a train needs to know which.
assert.match(svg, /RED FLAG[^"]*[Ww]est/, 'the map does not say which side the flag guards');
});
it('draws none when none is out', () => {
assert.ok(!/bs-flag/.test(divisionSvg(withFlag(null).division)), 'a flag was drawn with none set');
});
});
/**
* GITEA#22 — and the same invariant, applied to the trains standing on a card.
*
* The mirror itself is proved on the view in `mainline-cards.test.ts`. This is the other end of
* it: that the number the view hands over actually reaches the canvas as a position, so the chip
* a player looks at is on the correct half. The report was about the PICTURE, and a view that is
* right behind a renderer that ignores it would read to a player as no fix at all.
*
* Asserted on x, the way the Heavy Grade wedge above is: east is right on this map, so a
* westbound train that has just entered belongs to the RIGHT of one that is nearly across, and
* an eastbound pair in the same state belongs the other way round.
*/
it('draws a westbound train on the half of the card it is actually standing on (Gitea#22)', () => {
const card = (trains: { label: string; region: number }[]): DivisionView =>
({
kind: 'ml', label: 'Curves', capacity: 1, modifiers: [], gradeUp: null, regions: 2,
what: 'two regions',
trains: [trains.map((t) => ({ ...t, cars: [], facing: 'w' }))],
} as unknown as DivisionView);
const xOf = (svg: string, label: string): number => {
const m = new RegExp(`<text class="bs-tlab" x="([\\d.]+)"[^>]*>${label}[^<]*<`).exec(svg);
assert.ok(m, `no chip drawn for ${label}`);
return Number(m![1]);
};
// The two regions the view now reports for the seed 550943578 card: TX17 had just entered
// westbound (the east box, index 1) and T5 was nearly across (the west box, index 0).
const svg = divisionSvg([card([{ label: 'TX17', region: 1 }, { label: 'T5', region: 0 }])]);
assert.ok(
xOf(svg, 'TX17') > xOf(svg, 'T5'),
'the train that has just entered westbound was not drawn east of the one nearly across',
);
// And the halves are genuinely distinct — a renderer that centred both would satisfy nothing
// above but would still tell a player nothing.
assert.notEqual(xOf(svg, 'TX17'), xOf(svg, 'T5'), 'both chips were drawn at the same x');
});
});
describe('every square the menu offers can actually be clicked (regression)', () => {