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@@ -19,6 +19,812 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
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|
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---
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||||
|
||||
## 0.8.0.10 — 2026-09-15
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|
||||
Three reports from the first multiplayer playtest of v0.8.0.9 — one player and three bots — each traced
|
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to its cause before it was fixed.
|
||||
|
||||
### The Superintendent is no longer asked about a train BEHIND the one departing (Gitea#26)
|
||||
|
||||
*"Two westbound trains: X15 is further west on Mainline cards than X18. And I still get a Superintendent
|
||||
must rule... held X15 and then collision happened. X18 destroyed, but X15 fine."*
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||||
|
||||
**Reproduced by replaying the exported save.** At move 78, X15 was highballing west out of seat 3's
|
||||
Office while X18, also westbound, was still crossing the card to its EAST — behind it. Every Office was a
|
||||
Whistle Post, so the Subdivision ran the whole railroad, and `evaluateClearance` counted every train in it
|
||||
without asking which side of the departing train it stood on. The ruling was meaningless; holding X15
|
||||
kept the Whistle Post's only A/D track full, and X18 arrived into it and was destroyed. Unasked, X15 —
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the lower number, so the first to move — would have left and freed the track.
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||||
|
||||
§8.1 asks about a train the departing one would FOLLOW and one moving TOWARDS it, and both are ahead of
|
||||
it. So a train on a card strictly behind the departing train's own card is no longer counted, in either
|
||||
pass: a following train behind is no concern, and an oncoming one behind is moving away. A train on the
|
||||
SAME card is still counted, exactly as before — which of two trains sharing a card is in front is
|
||||
`entryConflict`'s region question. The other two rulings in the save (moves 37 and 530) were correct and
|
||||
are unchanged.
|
||||
|
||||
A test had the fault written into it: its "train ahead" of an eastbound train was the first Mainline card
|
||||
in the Division, which is west of the Office. It now stands on a card the train would follow, and three
|
||||
new cases pin the rule: a same-direction train behind is not put to the Superintendent, an opposite-
|
||||
direction train behind does not bar the departure, and a same-direction train ahead still is. The tally
|
||||
test's seed moved from 42 to 44, because the collision seed 42 was chosen for was this bug.
|
||||
|
||||
### Games in progress — MANY WILL NOT RESUME
|
||||
|
||||
**This release changes when the engine asks for a ruling**, so a save holding a ruling it would no longer
|
||||
ask for stops replaying at that move: `mainline.clearance` is refused with `NO_PENDING_DECISION`. The
|
||||
server then refuses to resume that game and logs the move it stopped at, leaving the save untouched —
|
||||
putting v0.8.0.9 back would resume it. **Measured:** 40 four-seat co-op games recorded by bots under
|
||||
v0.8.0.9 and replayed under this release — 28 stop, usually 5–40% of the way in, most at a ruling on a
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||||
train behind (about ten rulings a game were being asked). The exported playtest game stops at move 78.
|
||||
**Jesse's call (2026-09-15): no games in progress need keeping, so the fix ships as it is,** with no
|
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per-game switch preserving the old rule.
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||||
|
||||
### Six more from the same playtest (Gitea#27–#32)
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||||
**A Realignment says which card it converted (#27).** *"It stated Mainline card 3 converted to plains. It
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should state that the mainline card 3 curves was converted to plains."* The event carried only what the
|
||||
card became, so the line could not name what it had been; `mainlineModified` now carries `from` as well —
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||||
events are derived by replaying a save and never stored, so widening one strands nothing — and it reads
|
||||
"Realignment: Mainline card 3, Curves, converted to Plains".
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||||
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||||
**And the map flashes it (#28).** *"Is it possible to flash the mainline card when it gets changed by
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realignment?"* The one play that changes the Division itself was invisible on the map of it.
|
||||
`changedDivisionCards` compares the two public boards the animation queue already holds — the same way a
|
||||
pile is lit — so the pulse lands with the step that shows the change rather than when the intent arrived,
|
||||
and it is shown to the player who made it too, unlike a lit pile. `prefers-reduced-motion` turns it off.
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||||
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||||
**The history stops running ahead of the board (#29).** *"Does history display immediately for all bot
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||||
turns... is it possible to stall history so it stays in sync with the number behind?"* A push carries its
|
||||
narration and its steps together, so every line of a bot's turn was in the panel before the board had
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||||
drawn any of it. The queue now reports how many lines belong to steps not yet shown, and the panel holds
|
||||
back exactly those, revealing each as its step goes up. Skip still shows everything at once.
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||||
|
||||
**A ruling reads as the office's (#30).** *"If a player makes a move as a superintendent instead of as
|
||||
themselves maybe it could say 'Superintendent Player Tom'."* The three moves made by holding the office
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||||
rather than in turn — §8.1's clearance, §11's Yard Office offer, §Q's Red Flag prompt — are prefixed that
|
||||
way. `clearanceGiven` carries no player at all (the office made it, whoever holds it), so the acting seat
|
||||
is what names it.
|
||||
|
||||
**And it names them once (#31).** *"It gives the player's name and then their player number together."*
|
||||
`record()` prefixes the acting player's NAME for every event carrying `player`, and five narration lines
|
||||
embedded `Player <index>` themselves — phase ended, actor changed, the Red Flag ruling, the extension vote
|
||||
and the Yard Office ruling. The name is the log's job; the sentence is the narration's. A test now scans a
|
||||
played game's whole log for a bare player index.
|
||||
|
||||
**A multiplayer game can be saved as a file (#32).** *"In the StartOS actions for the save game, I get a
|
||||
string I can copy. Most of the time, I want to just save it as a JSON file."* Not possible in the action
|
||||
itself: an action result member is text only — copyable, QR or masked, with nested groups — and the SDK
|
||||
has no file member. So it is done where it can be: the play page's "Save replay" button was shown only in
|
||||
solitaire, because a server-backed session has no local save to hand it. `GET /api/save?token=…` — the
|
||||
same seat token `/api/stream` and `/api/intent` use, not the administrative secret — hands a seated player
|
||||
their own game, and the button now appears in multiplayer.
|
||||
|
||||
### "Waiting on" follows the move on screen (Gitea#25)
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||||
*"Playing against 3 bots — waiting on always says me, even when it is someone else's turn."*
|
||||
|
||||
The server plays every bot move the moment a human's turn ends, so the LIVE game is almost always waiting
|
||||
on the human — while the screen is still replaying those bots step by step. The turn chart and the
|
||||
Division map's move marker read the live actor, and contradicted the playback row naming the bot actually
|
||||
moving. `actorOnScreen` (`web/step-queue.ts`) answers with the player of the step on screen while the
|
||||
board is catching up, and the live actor once it has; during playback the chart also leaves off a live
|
||||
"asks … ruling" note that belongs to a position the screen has not reached. Five tests pin it.
|
||||
|
||||
### The name on the Division map is readable again (Gitea#24)
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||||
|
||||
*"When it shows your player, the font is unreadable... the bold font makes it look fuzzy, and the letters
|
||||
blur together."*
|
||||
|
||||
A name takes the class `bs-turn` while it is that player's move — and `.bs-turn` is also the Division
|
||||
map's turn ARROW, which strokes its shape 2.4px grey with no fill. The name's own rule changed only the
|
||||
fill, so every letter was outlined in grey. It showed for the viewing player almost constantly because of
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||||
Gitea#25: the map believed it was nearly always their move. `.bs-name` now sets `stroke:none`.
|
||||
|
||||
---
|
||||
|
||||
## 0.8.0.9 — 2026-09-15
|
||||
|
||||
**The developer bot, re-measured decision by decision — and an engine 2.8× faster.** Across the changes
|
||||
adopted below, each paired against the bot before it, the bot went from about −0.3 revenue a game to
|
||||
about 4.8: the switching planner +2.89, taking a face-up card only if it could be played +1.52, the
|
||||
deliberate New Train fallback +0.32, and laying track by what the district can do afterwards +0.12.
|
||||
|
||||
### Games in progress
|
||||
|
||||
**Resume.** No rule changed, and no legality check changes its answer. The engine's speed-ups were proven
|
||||
to leave play identical — every event and intent of 32 seeded games hashed before and after each step —
|
||||
and `test/route-cache.test.ts` pins the new check/commit split. Only the developer bot plays differently,
|
||||
and a bot's past moves are already in the save.
|
||||
|
||||
### The bot plans its switching turn instead of choosing one Move at a time
|
||||
|
||||
The switching branch was a ladder of rules picking ONE Move, and its own comment named the gap: "a
|
||||
strong player would use the six Moves to re-order the consist — that is the game's central switching
|
||||
puzzle, and this bot does not attempt it." `sim/switch-planner.ts` attempts it, for one turn.
|
||||
|
||||
**Why search is fair.** A switching turn draws no card and rolls no die, so trying sequences on a copy
|
||||
of the game is what a player does by looking at the board. The score reads only what a player can see
|
||||
— the district, the cars on the trains, the facilities — and never the deck. Jesse's line
|
||||
(2026-09-14): no non-player advantage for the bot.
|
||||
|
||||
**Why not every sequence.** Measured over 30 switching turns from bot games: a median turn reaches
|
||||
229 distinct positions, but 11 of 30 passed 20,000, because **setting cars out costs no Move** and a
|
||||
crew can leave them in a great many places. So the search keeps the best 48 positions at each step
|
||||
and stops at 3,000 tried; small turns are searched completely inside that.
|
||||
|
||||
**The score is of where the turn ends**, starting from Jesse's ruling that players deliver and pick up
|
||||
cars even when it delays trains. A car an industry can work is +1 (+0.25 past its box count); a car it
|
||||
cannot is −0.5 on its track; a finished car left on it −0.15; a wanted car aboard +0.35 or staged on
|
||||
plain track +0.2; a coach kept with its train +0.3, stranded −0.3; anything fouling the Office −3; a
|
||||
train away from the Office −0.25, −1 more if expedited; a train §8.2 would refuse (`badlyMadeUp`, now
|
||||
exported rather than copied) −0.6. A load made in this district scores nothing at a receiver here.
|
||||
|
||||
**The copy is partial.** `forkForSwitching` copies only the arrays a switching intent writes — cars
|
||||
standing on cards, industry tracks, the district's A/D and held lists, the trays' consists, this turn
|
||||
and the tally — and shares everything else. It began as a `structuredClone` of the district, which a
|
||||
profile put at **44% of all planning time**; the targeted copy made a position about three times
|
||||
cheaper to try. `test/switch-planner.test.ts`
|
||||
proves across seeded games that planning leaves the real game byte-identical, and that every plan
|
||||
replays through `applyIntent` on a FULL copy to the exact position it promised.
|
||||
|
||||
**Measured, 1600 paired seeds: +2.89 ± 0.18 revenue a game (t = 15.79)**, 733 seeds better, 21 worse.
|
||||
|
||||
| | rules | planner |
|
||||
| --- | --- | --- |
|
||||
| revenue | −0.05 | 2.83 |
|
||||
| freight loads + unloads | 0.22 | 1.53 |
|
||||
| collisions | 0.12 | 0.12 |
|
||||
| Cargo phases with a car spotted | 5% | 18% |
|
||||
| … with green box, car and Laborer at one industry | 3% | 11% |
|
||||
|
||||
**Split by source over 400 seeds**, because the biggest wins were rescues: freight **+1.21** (t = 13.9),
|
||||
passengers +0.26, expedite faults **+1.07** (19 of 400 games faulted under the rules, none under the
|
||||
planner — TODO #53, closed by this), collisions unchanged. **Without the fault rescue it is still
|
||||
+1.45 ± 0.12 (t = 12.2)** — the switching itself got better, not just the catastrophes rarer. It also
|
||||
sets out half as many cars (3.6 against 7.0): the ladder was setting cars down and picking them up.
|
||||
|
||||
**The worst seeds, traced.** Two of the three lost to "no free A/D track" collisions with both tracks
|
||||
already held by trains standing at the Office — not trains left away, which is what the score's
|
||||
`trainAway` weight would have explained. The third never had a coach train at the Office in a
|
||||
Load/Unload phase at all: a different switching turn draws different cards, and the game diverges.
|
||||
Neither is a scoring defect found; the full-Office collisions are worth watching.
|
||||
|
||||
**How far to search.** The search size was measured rather than guessed, paired over 400 seeds against
|
||||
the 3000-position, beam-48 search the gain above was measured with:
|
||||
|
||||
| budget / beam | revenue against 3000/48 | median / worst per turn |
|
||||
| --- | --- | --- |
|
||||
| 3000 / 48 | — | 150 ms / 445 ms |
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||||
| **2000 / 32 (adopted)** | −0.02 ± 0.01 (t = −1.68), inside the noise | **69 ms / 222 ms** |
|
||||
| 1000 / 24 | −0.06 ± 0.02 (t = −2.65) | 53 ms / 104 ms |
|
||||
|
||||
Times are from 51 switching turns with other simulations sharing the CPU, so read them as relative.
|
||||
|
||||
**A switching-only legal list.** `legal.ts` now exports `legalSwitchingActions`, the switching half of
|
||||
the Local Operations candidates run through the same `check`, in the same order — so the planner stops
|
||||
paying for every draw and Freight Agent candidate at each position it tries. A test asserts it equals
|
||||
`legalActions`' switching subset across real games. It contains no rule; `check` still decides.
|
||||
|
||||
**Nothing the simulation tests measure moved backwards.** `sim.test.ts` passes all 35 tests with the
|
||||
planner as the default, floors unchanged.
|
||||
|
||||
**Cost.** A turn is planned once and then played a step per decision, replanned if the position is
|
||||
ever not the one expected. At a live table that is a synchronous pause inside `driveBots`, well inside
|
||||
Jesse's bar of half a second before a switch.
|
||||
|
||||
**The price is test time.** A standard solitaire game takes ~400 ms with the planner against ~108 ms
|
||||
without, and `npm test` — which plays well over a thousand bot games in `sim.test.ts` — went from about
|
||||
150 s to **8 min 6 s** (992 of 992 passing, measured with nothing else running). What is left of a
|
||||
planned turn's time is the engine itself: applying a move is about half of it and `check` a third.
|
||||
|
||||
**And the take rule tripled it again.** With both defaults in, `npm test` passes 992 of 992 in
|
||||
**21 min 21 s** with nothing else running — the bigger districts the take rule builds (14 → 24 cards,
|
||||
29 cards played a game) make every game longer to play and every switching turn wider to search.
|
||||
|
||||
`noPlanSwitching=1` is the ablation.
|
||||
|
||||
### Track goes where it lets the district do something
|
||||
|
||||
Jesse's third area, after switching and industries: track for the run-around. With the draw no longer
|
||||
wasted, ~13 of ~16 pieces a game were still being laid by the draw turn's fallback at the first legal
|
||||
square, and both fixes to that fallback failed (holding −0.83, `bestTrackLay`'s own score +0.07). So the
|
||||
limit was the scoring: `bestTrackLay` scores the PIECE, and cannot tell one that opens an industry site
|
||||
or closes a run-around from one that fills a square.
|
||||
|
||||
`bestValuedLay` scores the LAYOUT the piece would leave instead. Each legal lay is placed on a copy of
|
||||
the district exactly as the reducer places it — `protoCard` and `extendLimitsIfNeeded`, now exported
|
||||
rather than copied — and worth the change it makes to `layoutValue`: industry sites a crew can reach
|
||||
(`canPlaceAt`), a closed run-around (the bot's own `descendFrom` walk), ways off the main and reachable
|
||||
siding, a Running Track straight for Interlocking, and a penalty for a turnout on the main whose leg
|
||||
joins nothing. `bestTrackLay`'s slot takes the best lay that gains something; the fallback still lays as
|
||||
often as before — holding starved the district — but the best lay rather than the first.
|
||||
|
||||
**+0.118 ± 0.029 revenue a game (t = 4.14) over 6400 paired seeds**, 1,667 better against 1,430 worse.
|
||||
It needed that many: 400 seeds read +0.17 (t = 1.48) and 1600 read +0.14 (t = 2.58). What it builds is
|
||||
the larger change — **closed run-arounds in 22 of 60 districts against 9**, industries 1.78 → 1.87, freight
|
||||
2.54 → 2.65, collisions unchanged, the district 24.2 → 21.9 cards because squares stop being filled with
|
||||
pieces that build nothing. No slower: a standard game measured faster, the smaller districts leaving
|
||||
less to search. `noValueLays=1` is the ablation.
|
||||
|
||||
**Why so many run-arounds buy so little.** Traced over 40 games: the planner uses the loop — a move ends
|
||||
on it in 63 of 131 plans where one exists, 35 run it both ways — but its planned gain per turn is the
|
||||
same with a run-around as without (0.28 against 0.27). A run-around is for putting a train's cars in a
|
||||
different order, which pays off in the turns AFTER; a one-turn planner cannot value it. That is TODO #105.
|
||||
|
||||
**How 6400 seeds were measured.** `compare.ts` keeps every game's full statistics for both sides, and the
|
||||
run was stopped for low memory — as was a first lean attempt, by the machine's background-task guard
|
||||
rather than by the process: a probe showed no leak (heap flat at 9 MB after GC across 300 paired games).
|
||||
The figure above comes from a paired script with the same seeds and configuration that keeps only each
|
||||
seed's revenue difference, run in resumable foreground chunks; its first 1600 seeds read +0.143, matching
|
||||
`compare.ts`'s +0.14.
|
||||
|
||||
### The engine walks each position's routes once — 2.8× faster, every game identical
|
||||
|
||||
Jesse's call (2026-09-15): speed up the engine's move checking and applying first, because the live
|
||||
server runs the same `legalActions` and `applyIntent` for every bot and every player. A CPU profile
|
||||
with inlining off put the route walk (`reachableDestinations`) at a third of all time and garbage
|
||||
collection at another third, and most of the walking was repeated work.
|
||||
|
||||
- **A route cache scoped to one unchanged position** (`withRouteCache`, `apply.ts`). `legal.ts` walked a
|
||||
tray's routes to list its moves, `check` walked them again for every one of those moves, and
|
||||
`execute` walked the chosen move a third time. Now a legal-action listing, and the check-and-execute
|
||||
of one intent, walk each route once. The cache is keyed to the state object and the walk's inputs
|
||||
and dropped before `reduce` changes anything, so a hit is exactly what a fresh walk returns.
|
||||
- **`applyIntent` = `prepareIntent` + `commitEvents`.** The planner decides every candidate against one
|
||||
position inside one cache and commits each to its own copy; deciding on the copy had re-walked every
|
||||
route the listing had just walked.
|
||||
- **Less garbage in the walk itself** (`exploreMoves`): the blocked-square explanations are not built
|
||||
when only destinations are wanted, the queue is read by index instead of `shift()`, and "has this route
|
||||
been here" reads the route's own path instead of copying a Set at every step.
|
||||
|
||||
**A standard solitaire bot game, 561 ms → 203 ms; a short one, 141 ms → 65 ms.** Proved identical by
|
||||
hashing every event and intent of 32 seeded games (20 solo standard, 6 three-player standard, 6
|
||||
two-player short) before and after each change, and pinned by `test/route-cache.test.ts`, which checks
|
||||
at every decision of a seeded game that `prepareIntent` writes nothing and that committing its events
|
||||
to a copy equals `applyIntent` in place.
|
||||
|
||||
### The test suite is split
|
||||
|
||||
Jesse (2026-09-15): `npm test` runs after every change, so it has to stay fast; reducing the simulations'
|
||||
game counts is not acceptable. `npm test` now runs every file except `test/sim.test.ts`, and
|
||||
`npm run test:sim` runs the bot simulations on their own, typechecked first.
|
||||
|
||||
**Measured with nothing else running, after the engine speed-up: `npm test` 958 of 958 in 1 min 45 s;
|
||||
`npm run test:sim` 35 of 35 in 6 min 58 s** — against 21 min 21 s for the two together before it.
|
||||
|
||||
### Where industries go was not the problem — there was nowhere, and the draw was going in circles
|
||||
|
||||
The next thing Jesse named after switching was where industries and enhancements go, then track for the
|
||||
run-around. Measured before touching either, 30 standard games, and it turned both round:
|
||||
|
||||
- **The bot places an industry every time it legally can.** It held an industry card at 1,441 draw
|
||||
decisions and a legal square existed at 24 of them (2%); it played the industry at all 24 and never
|
||||
discarded one that had somewhere to go. 0.70 industries stand on a board at game end.
|
||||
- **Why there was nowhere.** An industry is a plain east-west piece that must join existing track and
|
||||
may not sit on the Running Track. Asked of `check` square by square, the closest a held card got was
|
||||
NOT_CONNECTED 1,681 times, OUTSIDE_LIMITS 398, legal 28 — never locked out. Printed districts show why:
|
||||
the row beside the main fills with 45° curves and turnouts whose east-west ends face occupied squares.
|
||||
- **And track was not the lever either — its supply was.** At 1,334 decisions holding an industry with
|
||||
no site, a track lay was legal at only 54; a lay that would open a site existed at 22 and the bot
|
||||
already chose one at 17. The hand had no track in it.
|
||||
- **Because the draw was cycling.** The bot took 20.1 timetabled trains and 11.9 industries a game off
|
||||
the Departments and discarded 20.2 and 11.8: `takingRank` ranked a face-up train 2 whether or not the
|
||||
A/D cap would let it be played, and a face-up industry 1 whether or not it had a site (one did at 0.17
|
||||
of those takes). The same card was taken again 28.8 times a game, against 19.6 blind draws.
|
||||
|
||||
### The bot takes a face-up card only if it could play it
|
||||
|
||||
`takingRank` now ranks a face-up train card 0 when the A/D cap would hold it, and a face-up industry 0
|
||||
when it is locked out or has no legal site — both asked of the rules the play itself is checked by
|
||||
(`trainWouldOverfillTheOffice`, and `isLockedOut` with `canPlaceAt` in `industrySiteExists`). Nothing
|
||||
here is hidden information: the Departments are face up.
|
||||
|
||||
**+1.52 ± 0.10 revenue a game (t = 15.59)** over 1600 paired seeds, measured as the ablation
|
||||
`noPlayableTakes=1` against the new default: 880 seeds worse without it, 211 better. (The first
|
||||
400-seed read was +1.63 ± 0.19.) Cards played 15.8 → 29.0 a game and the district grows 14.2 → 24.2
|
||||
cards, because the draws it stopped wasting now bring in track: trains scheduled 1.74 → 2.30, freight
|
||||
1.51 → 2.54, passengers 1.89 → 2.94. **Collisions rose, 0.12 → 0.24**, with the extra trains — see
|
||||
TODO #106.
|
||||
|
||||
### Rejected: holding track the run-around scoring declined
|
||||
|
||||
Traced first: of ~16.4 track pieces a standard game lays, only ~3.3 came from `bestTrackLay`. The
|
||||
draw turn's "play what is in hand" fallback laid the other ~13 at the FIRST legal square — pieces
|
||||
`bestTrackLay` had just declined, including 4.0 turnouts and 4.3 straights a game on the main and 1.5
|
||||
turnouts a row off it. The candidate let the fallback lay track only when nothing else could bring the
|
||||
hand under the limit. **−0.83 ± 0.16 (t = −5.17)**, 172 worse against 90 better: the district fell
|
||||
24.1 → 11.7 cards and freight 2.41 → 1.77. `bestTrackLay` declines most pieces, so holding them
|
||||
starves the district — #59's finding, again, with a fuller hand to hold them in.
|
||||
|
||||
### Rejected: laying fallback track where it scores best instead of first
|
||||
|
||||
The other half of the same trace: keep laying the ~13 fallback pieces a game, but at `bestTrackLay`'s
|
||||
best-scoring square (bonus or not) rather than the first legal one. **+0.07 ± 0.13 (t = 0.60), inside
|
||||
the noise**; freight 2.41 → 2.56 but the district 24.1 → 21.0 cards. With both halves measured, the
|
||||
limit is `bestTrackLay`'s SCORING — it cannot tell a piece that opens an industry site or advances a
|
||||
run-around from one that fills a square — not which branch places the piece. Code removed.
|
||||
|
||||
### The bot stops running Second Sections by accident
|
||||
|
||||
TODO #106 traced under today's defaults: of 20 "no free A/D track" collisions in 60 standard games, no
|
||||
train had been held before any of them and only 8 of the destroyed were Extras. Six destroyed a train of
|
||||
the same number as a Second Section run within two Stages, and **all 26 Second Sections the bot ran were
|
||||
an accident**: when no car was on offer, the New Train phase fell back to `options[0]`, and `legalActions`
|
||||
lists `newTrain.secondSection` ahead of the Extra starts — so a waiting Extra became a doubled train due
|
||||
out, into an Office that never had an A/D track to spare. The fallback now takes a car, a pass or the
|
||||
Extra's start, and never a Second Section or a Red Flag merely because it was listed first.
|
||||
|
||||
**+0.32 ± 0.09 revenue a game (t = 3.64)** over 400 paired seeds, 30 better against 12 worse; collisions
|
||||
0.24 → 0.19. `noDeliberateNewTrain=1` is the ablation.
|
||||
|
||||
**Found on the way, for Jesse — a rules question, not changed.** Q9 defines the Second Section as a card
|
||||
played on a train due out and `content.ts` gives `SECOND_SECTION` one copy, but `buildDeck` never deals it
|
||||
and `check` asks for no card, so any player can run one for free on every train due out.
|
||||
|
||||
### Rejected: planning two switching turns ahead (TODO #105)
|
||||
|
||||
Built as `planTwoTurns`: keep the six best ends of a switching turn, remove the trains that highball in
|
||||
the Mainline Phase in between (on the Office square and made up — their cars leave with them), reset the
|
||||
Moves, plan the next turn from each, and choose by the position after departures plus 0.8 of what the
|
||||
next turn adds. **−0.28 ± 0.11 (t = −2.58)**; corrected to charge the expedite fault the gap cannot undo
|
||||
and a Stage for every train left away, **−0.14 ± 0.06 (t = −2.36)** — 400 paired seeds each. A second turn
|
||||
has little to find: only 49% of switching turns keep their train for the next, a further turn could have
|
||||
spotted just 0.7 of the 6.1 wanted cars a game that leave aboard departing trains, and trains left away
|
||||
cost Stages walking crews home. Dropped at Jesse's call; the measurements are in TODO #105.
|
||||
|
||||
### Rejected: starting an Extra the Office cannot take where its run never arrives
|
||||
|
||||
TODO #106, re-measured under today's defaults: 20 collisions in 60 standard games (−1.67 revenue a
|
||||
game), every one "no free A/D track", and 26 Extras forced out by a full hand of them. The bot also took
|
||||
the first legal start for EVERY Extra — the western Division Point, 158 of 158 — so the candidate chose,
|
||||
when the committed trains exceeded the A/D tracks, a start whose run never reaches the Office: an Extra
|
||||
runs away from its start (`resolveExtraStart`), and at the Interchange one way may miss the Office.
|
||||
**+0.10 ± 0.05 (t = 1.82), 395 of 400 seeds identical**: such a start was on offer at 1 of 25 over-cap
|
||||
starts — most Divisions have no Interchange, and a Division Point always runs through the Office. Code
|
||||
removed.
|
||||
|
||||
### Rejected: refusing to draw into a forced Extra
|
||||
|
||||
With the take rule in, the bot's worst seeds all lost to "no free A/D track". Traced: every one of 23
|
||||
train plays past the A/D cap in 40 games was an EXTRA, played because the hand held four of them and
|
||||
the only legal action was `card.play` — §6.2 makes a player over the limit reduce the hand, and an Extra
|
||||
may never be discarded (`keepReason`), so the cap in `choose` yields rather than leave nothing legal.
|
||||
The candidate declined to choose the draw option with a full hand of such cards when switching or the
|
||||
Freight Agent was on offer. **−0.03 ± 0.11 (t = −0.30), inside the noise**: collisions fell
|
||||
0.26 → 0.20, and development fell with them (cards played 29.0 → 25.6) — the Stage spent avoiding the
|
||||
draw was a Stage not spent building. Code removed; the trap itself is real and filed.
|
||||
|
||||
### Rejected: discarding the card least likely to become playable
|
||||
|
||||
When a discard was forced, the candidate picked WHICH card by a keep-value (next Office tier, then
|
||||
Enhancements, track, trains, and industries with no site or Modifiers with no industry last), weighted
|
||||
so no pile preference could overturn it. **−1.16 ± 0.12 (t = −9.27)**, 16 better against 119 worse,
|
||||
cards played 15.7 → 10.4. Not traced; the likeliest reason is that the weight overrode `bestDiscard`'s
|
||||
pile choice, which exists to avoid burying a face-up card the bot wants. Code removed.
|
||||
|
||||
### Flying Switch is searched, and cannot be measured
|
||||
|
||||
The planner now considers Flying Switch alongside Moves, set-outs and sorts — its partial copy of the
|
||||
game carries the hand and the Salvage Yard, which `spendCard` writes, and spending the card costs a
|
||||
tenth of a point so it is played only when it buys something. **Over 400 paired seeds it changed
|
||||
nothing, because the card is dealt 0 copies** (not in sheet 5; Jesse, 2026-08-26): across 30 standard
|
||||
games no Flying Switch was ever drawn. TODO #58's "never fires" is therefore a deck fact, not a bot
|
||||
one. On by default, so the planner uses the card the day it is dealt again.
|
||||
|
||||
### Rejected: letting the planned gain decide whether to switch at all
|
||||
|
||||
Whether a Stage goes to switching is decided by `usefulSwitching`, a yes/no reading of the district.
|
||||
The candidate replaced it with the planner's own answer — plan the turn on a fork before the option is
|
||||
chosen, and switch only if it gains at least a threshold. Paired over 400 seeds against the planner:
|
||||
|
||||
| threshold | revenue | seeds better / worse / identical |
|
||||
| --- | --- | --- |
|
||||
| 0.5 | **−0.33 ± 0.06 (t = −5.06)** | 15 / 70 / 315 |
|
||||
| 0.25 | −0.01 ± 0.05 (t = −0.21) | 21 / 22 / 357 |
|
||||
| 0.1 | +0.06 ± 0.03 (t = 1.79) | 20 / 13 / 367 |
|
||||
|
||||
At 0.5 it refuses turns that only COLLECT — a wanted car picked up scores +0.35 — and those pickups feed
|
||||
the deliveries after them. Below that it agrees with `usefulSwitching` almost everywhere, because that
|
||||
rule already says yes exactly when there is a car to deliver or lift, which is when a plan gains. The
|
||||
decision that would matter is switching against DRAWING or the Freight Agent, and the bot has no value
|
||||
for either to compare with; that is the next piece of work, not a threshold. It also cost a full
|
||||
search at nearly every Local Operations decision. Code removed.
|
||||
|
||||
### Rejected: discounting a car its industry cannot work yet
|
||||
|
||||
A spotted car scored half when its shipper had no load staged or its receiver's red box was full.
|
||||
**−0.29 ± 0.05 (t = −5.52)** over 400 seeds, 47 worse against 4 better; green boxes stocked fell
|
||||
15% → 11% of Cargo phases. The reason is the order the bot works in: the Freight Agent stocks a box
|
||||
only once a car is spotted to receive it (`canStockProductively`), so an industry is "not ready"
|
||||
precisely because nothing has been delivered — the discount withheld the delivery that makes it ready.
|
||||
Code removed.
|
||||
|
||||
---
|
||||
|
||||
## 0.8.0.8 — 2026-09-10
|
||||
|
||||
**A played train does not come back. Gitea#23, ruled and closed.**
|
||||
|
||||
Jesse, on the question v0.8.0.7 filed rather than answered: *"Once you've played a regularly
|
||||
scheduled train and it's in the salvage deck, that train is already on the timetable. It does not
|
||||
make sense to put that back into a reshuffled home deck to get played again. By contrast, a regularly
|
||||
scheduled train that's in a discard pile could potentially get reused later, and so should have that
|
||||
capability. Extras run one time and then they're done — if they are in the Salvage deck, they should
|
||||
get shuffled back in so that they could get run again."*
|
||||
|
||||
**The test is WHERE the card is, not only what it is** — which is the part worth writing down, because
|
||||
it is exactly the rule a later tidy-up would "simplify" into filtering by card kind everywhere. The
|
||||
same train card is spent in the Salvage Yard and still runnable in a Department:
|
||||
|
||||
| card | where | on a reshuffle |
|
||||
| --- | --- | --- |
|
||||
| timetabled train | Salvage Yard — it was **played**, its number is on the timetable | stays out |
|
||||
| timetabled train | a Department — **discarded**, never played, slot still open | comes back |
|
||||
| Extra | anywhere | comes back; an Extra is one run, not a standing slot |
|
||||
| everything else | anywhere | comes back, as before |
|
||||
|
||||
### And the duplicate that started it
|
||||
|
||||
`trainScheduled` was pushing a synthetic `train-<number>` into the Salvage Yard **beside the real
|
||||
card `cardPlayed` had already put there** — measured: four scheduled trains left eight entries in a
|
||||
pile holding four cards. Nothing read that id. It inflated the pile's depth, displayed as "a card"
|
||||
because no such card exists, and would have been swept into the draw deck to be drawn as an id with
|
||||
nothing behind it. Removed, which retires the whole phantom-id class rather than papering over it —
|
||||
so v0.8.0.7's `cardName()` resolver for `train-<n>` is gone too, along with its test. Dead code kept
|
||||
for an id that can no longer exist is worse than no code.
|
||||
|
||||
### Games in progress
|
||||
|
||||
**Resume.** No predicate changed its answer — nothing that was legal became illegal, and a draw is a
|
||||
draw whatever is on top of the deck. What differs is the Salvage Yard's depth, which was
|
||||
double-counting, and what a reshuffle would recover. Reshuffles are effectively unreachable in
|
||||
ordinary play: eight games driven to 4000 moves across eight seeds produced zero.
|
||||
|
||||
Closes #23.
|
||||
|
||||
---
|
||||
|
||||
## 0.8.0.7 — 2026-09-10
|
||||
|
||||
### The Salvage Yard was face up and had nothing to say
|
||||
|
||||
*"Why is salvage deck not face up? I should see the card played onto salvage."* It always was — the
|
||||
tile reads the top card. It just said **"a card"**.
|
||||
|
||||
`apply.ts` pushes a **synthetic id** on `trainScheduled`:
|
||||
|
||||
```ts
|
||||
s.decks.salvageYard.push(`train-${e.trainNumber}`);
|
||||
```
|
||||
|
||||
Nothing in `s.cards` matches that, so `cardName()` fell through to its "a card" default — and since a
|
||||
train is scheduled several times a Day, that id is on top of the pile most of the time. Measured
|
||||
before touching anything: a session's Salvage tile read `"a card"` from the opening frame through 60
|
||||
pushes, never once changing, while its depth climbed from 2 to 8.
|
||||
|
||||
`cardName()` resolves `train-<n>` now, so the tile reads **Train 3**, **Train 2** as cards land.
|
||||
Resolved in `sim/view.ts` because this is a NAME, which is that file's job.
|
||||
|
||||
**The engine half is filed, not fixed — Gitea#23.** `reshuffleIfDepleted()` sweeps the Salvage Yard
|
||||
back into the draw deck, so a synthetic id can be shuffled in and drawn into a hand as an id with no
|
||||
card behind it. Not reachable in ordinary play: eight games driven to 4000 moves across eight seeds
|
||||
produced **zero** reshuffles. There are two defensible fixes and the choice turns on what that
|
||||
synthetic id is *for*, which is not a call to make in passing while fixing a label.
|
||||
|
||||
### Phases scale with the speed control again — at a third of the rate
|
||||
|
||||
*"Phases displayed on the upper line go by too quickly still. Should be 4 times as long — at a guess.
|
||||
Maybe use the speed multiplier for that too?"*
|
||||
|
||||
Two complaints from opposite directions, and the answer is between them. v0.8.0.3 **pinned** phases at
|
||||
their tabled beat because scaling them walled off a player's own turn — *"that makes no sense"*. At
|
||||
10× that pinned beat is too short to read the sentence on it.
|
||||
|
||||
So they scale, damped to a third of the rate: **1× unchanged, 10× lands exactly on the four-times
|
||||
guess**, 20× gives 4400ms. The cost stays bounded because phase beats cluster rather than accumulate
|
||||
— measured over 60 pushes, a push carries **1.0 phase beat on average and 4 at worst**, so the wait
|
||||
after a move is ~2.4s typical and ~10s at its very worst, against the minutes a full multiplier would
|
||||
have cost. A player's own move still outlasts a phase beat at every speed, which is the ordering that
|
||||
matters.
|
||||
|
||||
---
|
||||
|
||||
## 0.8.0.6 — 2026-09-10
|
||||
|
||||
Playing v0.8.0.5: *"saw bot's office area now — much better."* Three things still wrong, and one of
|
||||
them was mine hiding inside the fix for another.
|
||||
|
||||
### Your move is put away while the board is catching up
|
||||
|
||||
*"Your actions should be hidden while catching up."* Two reasons, and the second is the one that
|
||||
changed my mind about a decision taken early in v0.8.0 ("never block input"). The board on screen is
|
||||
behind the game, so a move offered there is a move against a position that has already moved on — the
|
||||
menu is computed from the CURRENT state and would be acted on while looking at an older one. And the
|
||||
screen had grown to four things competing at once: the district, the history, the catching-up row,
|
||||
and now a lit pile. Taking the action list out of that competition, while there is nothing to decide
|
||||
anyway, is the cheapest way to quieten it.
|
||||
|
||||
Not a block: Skip is one click away at the left of the row, so the wait stays voluntary. The buttons
|
||||
are replaced by the reason they are gone.
|
||||
|
||||
### …which could have locked a player out of their own game
|
||||
|
||||
Hiding actions behind `busy()` makes that flag the thing standing between a player and their turn —
|
||||
and **without `requestAnimationFrame` nothing ever advances the queue, so `busy()` would never
|
||||
clear.** The action list would have been hidden permanently, with Skip the only way to play.
|
||||
|
||||
Caught by `test/web.test.ts`, whose DOM stub has no `rAF` — the same stub that has been proving this
|
||||
page still starts since long before any of this existed. Two fallbacks now: no `rAF` means draw
|
||||
everything at once (exactly what `pace = 0` does deliberately), and a queue that throws empties
|
||||
itself rather than stranding the player. `test/step-queue.test.ts` pins that a never-advanced queue
|
||||
is still skippable.
|
||||
|
||||
### The lit pile was never brief — it was too quiet
|
||||
|
||||
*"Never saw decks lighting up… caught one flash deck light up for just a very brief moment, but
|
||||
couldn't see that with what bot was doing in office area and history and catch up area all at same
|
||||
time."*
|
||||
|
||||
Measured before changing anything: at 10× a pile stays lit for **6997ms**, just under seven seconds.
|
||||
So the highlight was not brief at all. It was a single 0.45s flash-in over a dark green fill, easy to
|
||||
miss entirely while looking at the district — a state that settles stops asking to be looked at. It
|
||||
pulses now for as long as the move is up, with a ring and a glow. The reduced-motion fallback is loud
|
||||
in a different way rather than simply still, since motion is the whole point here.
|
||||
|
||||
### The ceiling was not theoretical
|
||||
|
||||
*"At 10× — still a bit fast, but followable."* 10× was the top of the ladder, so the control's
|
||||
slowest setting was not slow enough for the person using it. `PACE_LEVELS` now runs to 20 and
|
||||
`MAX_PACE` with it. A control whose limit is reached in ordinary use has the wrong limit, not the
|
||||
right one held firmly.
|
||||
|
||||
---
|
||||
|
||||
## 0.8.0.5 — 2026-09-10
|
||||
|
||||
**Somewhere to look.** Jesse, playing v0.8.0.4 at 10×: *"many operations still occurred too fast for
|
||||
me to see."* At 10× an action holds the screen for seven seconds, so this was never about duration —
|
||||
it was that a bot drawing a card changes one number in a panel nobody is watching, and the board sits
|
||||
unchanged for those seven seconds. **Raising the dwell was the wrong lever, and it had been pulled
|
||||
three times.** His diagnosis was the right one: mark WHERE, not longer.
|
||||
|
||||
### The Home Office deck was never drawn
|
||||
|
||||
`f.deck` has carried the face-down count since the Frame existed and **nothing in `src/web/` read
|
||||
it** — the exact display gap `test/display-gaps.test.ts` was written to sweep for, surviving in the
|
||||
one panel that draws every other pile. It is a tile now, first in the row, because that is the order
|
||||
a card travels: out of the deck, into a hand, then onto a Department or the Salvage Yard. Face down,
|
||||
so its card slot says so rather than naming one — not knowing what is on top is the point of the
|
||||
pile.
|
||||
|
||||
### What lights, and why that is exactly what is public
|
||||
|
||||
The piles a move touched are now lit for as long as that move is on screen. **Derived, never sent**:
|
||||
the client already holds the frame before a step and the frame after it, so `changedPiles()` is a
|
||||
diff. Nothing is added to the protocol, nothing can drift out of step with the projection, and the
|
||||
0.8.1 seatless board gets it for free.
|
||||
|
||||
Measured across four seeds rather than reasoned about, and pinned by a test that requires each case
|
||||
to have actually occurred rather than passing on whichever the bot happened to play:
|
||||
|
||||
| action | lights | why that is public |
|
||||
| --- | --- | --- |
|
||||
| `draw.fromHomeOffice` | the deck | the count, never the card — a blind draw stays the drawer's |
|
||||
| `draw.fromDepartment` | that Department, and the deck when it refills | the pile is face up, so the card taken is public |
|
||||
| `card.discard` | that Department | face up, and which pile it went on is the point |
|
||||
| `card.play` | the Salvage Yard | where a played card that did not stay on the board lands |
|
||||
| switching, new trains | nothing here | they move the board, which the district panel already follows |
|
||||
| `*.end`, `localOps.choose` | nothing | no card moved |
|
||||
|
||||
**It is a state, not a flash**, and that distinction is the whole reason it works. The timetable's
|
||||
existing `.tt-slot.fresh` animates for a fixed 1.5s — right for a die roll nobody is waiting on, and
|
||||
wrong here, because a step can hold for seven seconds and the animation would be long over before
|
||||
the pause it belongs to. A brief flash-in marks the moment; the lit border and background stay for
|
||||
exactly as long as the step is up.
|
||||
|
||||
**Not for your own moves.** You drew that card — the same rule that already gives your own steps no
|
||||
dwell.
|
||||
|
||||
---
|
||||
|
||||
## 0.8.0.4 — 2026-09-09
|
||||
|
||||
**Housekeeping: the test server's name is out of the ten places this session put it.**
|
||||
|
||||
Both of this project's repositories allow anonymous clone — checked, not assumed: `info/refs` for
|
||||
`git-upload-pack` answers 200 for `station-master` and for `station-master-startos` alike, while
|
||||
`git-receive-pack` answers 401. So everything committed here is public, and the standing rule is that
|
||||
tracked files carry placeholders rather than real hosts.
|
||||
|
||||
Ten mentions added while building v0.8.0 are now "the test server" or "the target hardware":
|
||||
`CHANGELOG.md`, `docs/plans/jitsi-common-board.md` (three identical deferral banners), `sim/pacing.ts`,
|
||||
`test/pacing.test.ts` and `test/step-queue.test.ts`. Prose and comments only — no behaviour, and the
|
||||
quotes they carry are unchanged, because what a player said about bot pacing is the part worth
|
||||
keeping.
|
||||
|
||||
**What is deliberately left, and why it is not an oversight:**
|
||||
|
||||
- **Nineteen older mentions**, in entries about v0.7.5, v0.7.6 and v0.7.8 and in `TODO.md`. Rewriting
|
||||
a changelog after the fact makes the record less true, and these describe verification that
|
||||
genuinely happened on that machine.
|
||||
- **`scripts/deploy-web.ts` is FUNCTIONAL, not prose.** It carries the host as the default for
|
||||
`FB_URL`, so a placeholder there would break the deploy for the person the default exists to serve.
|
||||
Same for the public address it publishes to. If those should move to required environment variables
|
||||
with no default, that is a change to how deploying works and wants deciding on its own rather than
|
||||
being smuggled in beside a comment sweep.
|
||||
|
||||
---
|
||||
|
||||
## 0.8.0.3 — 2026-09-09
|
||||
|
||||
Three things from playing v0.8.0.2, all of them about the row rather than the mechanism.
|
||||
|
||||
### Skip was at the wrong end of the row
|
||||
|
||||
Jesse: *"the skip button should be on the far left, in front of where it says [the count], so it's
|
||||
always close to where people are looking."* It was on the far right, and a player's eye is on the
|
||||
countdown. Moved.
|
||||
|
||||
### The caption said what, but never who
|
||||
|
||||
*"I saw 2 behind, 1 behind, and then it was caught up, but it didn't tell me what the actual action
|
||||
was, like who I was waiting on or what they were doing. I knew I was behind, but I wasn't sure what I
|
||||
was supposed to be looking for."*
|
||||
|
||||
The caption was there. It was the wrong half of the sentence. **Measured over 40 turns of a real
|
||||
3-seat game, half the waiting is automatic phases** — 21.0s of phases against 21.7s of other players —
|
||||
and a phase narrates as "Mainline", which is accurate and no answer at all to "who am I waiting on".
|
||||
A phase now introduces itself: **"The Division: ▸ Mainline phase"**. A player's move already carries
|
||||
its name from `record()`, so it is left alone rather than stuttering it twice.
|
||||
|
||||
**And the row was hiding a step early.** It was shown only while `behind > 0` — which goes false the
|
||||
moment the LAST step of a burst goes up, so the one step a player was most likely to be reading about
|
||||
lost its caption. It now stays up while the queue is still showing something, and reads "catching up"
|
||||
once nothing is queued behind.
|
||||
|
||||
### The speed control was stretching the clock, not just the other players
|
||||
|
||||
*"After my turn, when I actually execute my turn, I'm still subject to that same delay before it
|
||||
moves on. That makes no sense. Since I've just done my turn, I don't need to wait after it."*
|
||||
|
||||
He was right, and it was not his move being replayed — own moves have cost nothing since v0.8.0.1. It
|
||||
was the automatic phases behind it, which were scaling with `pace` along with everything else. At 5×
|
||||
that put **105 seconds of clock-ticking** into the game, all of it after a player's own move and none
|
||||
of it anything to watch.
|
||||
|
||||
**`pace` now scales a player's move and leaves a phase at its tabled beat.** The control is labelled
|
||||
as how long another player's move is held, and that is now what it does. A phase still gets its beat
|
||||
(TODO #18) and still vanishes entirely at `pace = 0`, because off has to mean off.
|
||||
|
||||
---
|
||||
|
||||
## 0.8.0.2 — 2026-09-09
|
||||
|
||||
Two things found by playing v0.8.0.1 on the test server, neither of them in the mechanism itself.
|
||||
|
||||
### `?pace=` never worked, and a whole game was played at the wrong speed
|
||||
|
||||
Jesse: *"I'm playing at pace = 7, and the bots are still moving too fast for me to follow."* At 7×
|
||||
a switching move holds for seven seconds, so that could not be calibration — and it was not. **He was
|
||||
at 1× the entire time.**
|
||||
|
||||
`index.html`'s two doors are `./play.html?lobby` and `./play.html?solitaire`. Arriving through the
|
||||
splash therefore **replaces** the query string, and `location.search` on the play page is `?lobby` —
|
||||
so `PACE_OVERRIDE` was null and it fell back to the stored setting of 1. v0.8.0 shipped `?pace=` as
|
||||
the only way to change speed and the game's own front door destroyed it. Verified rather than
|
||||
assumed: the queue at pace 7 holds a bot's turn for 32.9s with the bot's district up for 24.5s, so
|
||||
the mechanism was right and the value never arrived.
|
||||
|
||||
Fixed twice over, because one of them is the durable answer:
|
||||
|
||||
- **A speed control on the play screen**, beside zoom — `− 1× +`, persisted per viewer, reading
|
||||
through to the queue on the very next move. `PACE_LEVELS` is `0, 0.5, 1, 2, 3, 5, 7, 10`: off is
|
||||
the first rung (TODO #18's "a player who has seen it a hundred times will want it off") and the
|
||||
ladder reaches the speeds people actually reach for. At the top, a six-move switching turn takes a
|
||||
full minute to watch.
|
||||
- **The doors now carry `pace` through**, so the URL lever is honest for handing two playtesters
|
||||
different speeds — the only thing it was ever for. When one is present the control says
|
||||
`7× (URL)` and disables itself rather than showing buttons that do nothing.
|
||||
|
||||
`PACE_LEVELS` lives in `sim/pacing.ts` with `DWELL` and `MAX_PACE`, not in `main.ts` — the whole
|
||||
tuning surface in one file, and testable, which a constant inside the page entry point is not.
|
||||
|
||||
**The committed default is unchanged at 1×.** What it should be is a question for a game played at a
|
||||
speed that actually took effect.
|
||||
|
||||
### "0 today, 2 in all" — the Day-end dialog contradicted itself Jesse, at the end of a Day 1 with
|
||||
two collisions in it: *"It shows a total of two collisions, but zero today. Since we just finished day
|
||||
one, that does seem to be a contradiction."* Unrelated to v0.8.0 — this has been wrong since the
|
||||
dialog was built for Gitea#10, and nobody had played a Day with a collision in it and then read the
|
||||
summary.
|
||||
|
||||
#### One line of ordering
|
||||
|
||||
`advance.ts`, at the rollover:
|
||||
|
||||
```ts
|
||||
s.clock.day += 1;
|
||||
s.collisionsToday = 0;
|
||||
```
|
||||
|
||||
And `noteDayEnd()` fires when `f.day` goes UP — so the dialog reporting the Day that just finished is
|
||||
drawn from the very frame in which that Day's count was zeroed. It printed the *new* Day's zero beside
|
||||
a running total that could not possibly agree with it. Reproduced on four of five seeds before
|
||||
touching anything: Day 1 ended with `today=3 total=3`, and the dialog read `today=0 total=3`.
|
||||
|
||||
**Not derivable on the client, which is why the fix is in the engine.** A Day turns over inside the
|
||||
phases that run themselves, so in multiplayer the push announcing the new Day is the same push that
|
||||
carries the reset — a client may never see the ended Day's final count to remember it. So
|
||||
`collisionsPrevDay` is captured in state at the rollover, immediately before the reset, and rides on
|
||||
the frame like the other two counts.
|
||||
|
||||
#### And "today" was the wrong word anyway
|
||||
|
||||
Even with the right number, a dialog headed "Day 1 has ended" should not say "today" — by then
|
||||
"today" is Day 2. It now names the Day: **"Collisions: 2 on Day 1, 2 in all."** The end-of-game
|
||||
results screen passes no Day and keeps "today", where the Day has not turned over and the word is
|
||||
accurate.
|
||||
|
||||
`test/redaction.test.ts`'s allow-list did its job on the way through: adding a public property failed
|
||||
the suite until it was declared out loud.
|
||||
|
||||
---
|
||||
|
||||
## 0.8.0.1 — 2026-09-09
|
||||
|
||||
**Bot play was way too fast.** v0.8.0 was installed on the test server 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
|
||||
|
||||
@@ -56,7 +56,8 @@ deliberately no longer names one: it went stale for six releases.
|
||||
Balance is *not* where it should be, and this file no longer quotes a figure for it. It used to say
|
||||
"the developer bot averages 7.0 Revenue against a target of 20", which stopped being true the moment
|
||||
the transit rule it names was defaulted to off — that rule was worth ~5.4 of the 7.0, for traffic
|
||||
nobody had to work. Measured at the current defaults the bot means about **zero**.
|
||||
nobody had to work. Measured at the current defaults the bot meant about **zero** until it began
|
||||
planning its switching turns (2026-09-14), which put it near **2.8**.
|
||||
|
||||
The three rates — passenger per coach, freight per load, train per transit — are **settings fixed when
|
||||
the game is dealt**, along with the opening hand and where an Extra may start, so the economy can be
|
||||
@@ -102,7 +103,8 @@ separate thing: it assembles the static SITE into `dist/`.)
|
||||
|
||||
```sh
|
||||
npm install
|
||||
npm test # node --test
|
||||
npm test # node --test, everything except the bot simulations — run after every change
|
||||
npm run test:sim # test/sim.test.ts, the bot simulations (~7 min) — run after a bot or balance change
|
||||
npm run typecheck # tsc --noEmit
|
||||
```
|
||||
|
||||
|
||||
@@ -81,7 +81,7 @@ Not items. Things that are true of every change, and that have gone wrong when s
|
||||
5. **Replays and saved games** — #14 #47 #48 #49 #50 #51 #52
|
||||
6. **Rules** — #12 #80 #82 #83 #85
|
||||
7. **Play balance** — #61 #62 #63 #64 #67 #68 #69 #70 #71 #72 #73 #66 #65 #74
|
||||
8. **The bot** — #41 #57 #59 #53 #54 #58 #55 #56 #60
|
||||
8. **The bot** — #104 #105 #106 #41 #57 #59 #54 #58 #55 #56 #60
|
||||
9. **Code health and housekeeping** — #46 #45 #84 #87
|
||||
10. **Documentation and assets** — #15a #86 #88
|
||||
|
||||
@@ -100,20 +100,119 @@ Everything else in this file waits behind a release; this waits behind an aftern
|
||||
**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.
|
||||
specific paths below have not been exercised at a table.
|
||||
|
||||
**The gate moved.** It was "before 0.8.0 starts"; 0.8.0 shipped anyway, through v0.8.0.8, so the
|
||||
session now runs against that build and covers what it added as well. See **Preparing the session**
|
||||
below — written 2026-09-10 because the measurement it rests on is the whole point: **three of the
|
||||
four things this section is named for do not happen by themselves.**
|
||||
|
||||
### Preparing the session
|
||||
|
||||
**MEASURED, 2026-09-10, across ten full competitive games driven to completion.** What a table will
|
||||
meet without trying, and what it will not:
|
||||
|
||||
| interruption | fires in | so |
|
||||
| --- | --- | --- |
|
||||
| Superintendent clearance (§8.1) | **9/10 games** | you will meet it; just play |
|
||||
| a train held at the Limits | 7/10 | ditto |
|
||||
| Extras started and queued | 10/10 | ditto |
|
||||
| collisions | 7/10 | ditto |
|
||||
| Red Flags set / spent | 7/10, 6/10 | ditto |
|
||||
| **the Yard Office offer** | **0/10** | must be set up |
|
||||
| **the Red Flag hold and its prompt** | **0/10** | must be set up |
|
||||
| **extended play (`dayExtended`)** | **0/10** | must be set up |
|
||||
|
||||
Those last three are exactly what #39 and #35 are NAMED for. They are not broken — they are
|
||||
conditional, and the conditions are these, read out of `advance.ts` rather than guessed:
|
||||
|
||||
- **Yard Office** (`advance.ts` ~1290) needs the destination district to contain a card carrying the
|
||||
`yardOffice` **enhancement**, AND an arriving train with **no coach** in its consist, AND a usable
|
||||
route. The bot never builds one, so **somebody has to build a Yard Office and then let a freight
|
||||
train arrive.**
|
||||
- **Red Flag hold** (`advance.ts` ~1232) needs the destination player to be **holding the Red Flags
|
||||
maneuver card**, AND an arrival that would genuinely collide — §8.3's own two ways: no free A/D
|
||||
track, or cars fouling the Running Track. So: **hold that card and let your A/D tracks fill.**
|
||||
- **Extended play** needs the timetable to RUN OUT, which a five-Day game does not do. Deal it with
|
||||
**`days: 1`** — that is exactly what the 2026-08-29 API verification did, and why it got there.
|
||||
|
||||
**What the session needs**
|
||||
|
||||
- **Two people, two browsers, two devices.** #35's remaining gap is specifically what a SECOND
|
||||
player sees while waiting on a first, and whether "waiting on Carol" still reads once Carol has
|
||||
closed her laptop. That cannot be tested alone, and it is the half that has never been done.
|
||||
- **Two games, not one.** A short `days: 1` game to reach the extension vote, and an ordinary game
|
||||
for everything else — with somebody deliberately building a Yard Office and holding Red Flags.
|
||||
- **#42a is separate and takes five minutes**, solitaire, one person: click every field on the setup
|
||||
screen and confirm the dealt game matches what was chosen.
|
||||
|
||||
**The caution this section exists because of.** #35's own Reference entry records that the
|
||||
2026-08-29 verification passed over the HTTP API — **which renders no dialog** — and that is exactly
|
||||
why the v0.7.9 bug survived: the vote sat underneath a modal results dialog whose only control was
|
||||
Close. What was proven was that the SERVER supports extended play, not that a player can reach it.
|
||||
Read that into every "verified on `phoenix.local`" line in this file, and into everything v0.8.0
|
||||
added, all of which is verified by test and simulation and none of it by eye.
|
||||
|
||||
**What v0.8.0 added to this list**, none of it played by a person for a whole game and none with a
|
||||
second human: the watchable board and its ordered steps, the speed control, the pile highlighting and
|
||||
the Home Office deck tile, "Your Move" being put away while catching up, the Day-end collision line,
|
||||
and the Salvage Yard naming its top card.
|
||||
|
||||
### The checklist
|
||||
|
||||
Grouped by what has to be set up, with the item each observation closes. Nothing here needs a
|
||||
developer present; what it needs is somebody writing down what they saw.
|
||||
|
||||
**Game A — `days: 1`, two humans, two browsers.** Reaches the extension vote in one Day.
|
||||
|
||||
- [ ] The vote appears **in front of both players**, not underneath the results dialog (#35 — this is
|
||||
the exact shape of the bug v0.7.9 fixed).
|
||||
- [ ] While one player has not voted, the other's turn chart says **who** it is waiting on (#35).
|
||||
- [ ] **Close the second laptop mid-vote.** Does the first player learn why nothing is happening, and
|
||||
does "waiting on Carol" still read once Carol is gone? (#35 — never tested.)
|
||||
- [ ] Reopen it. The history panel comes back **populated**, not empty, and the board is current
|
||||
(the v0.7.9.5 reconnect fix, never seen by a person).
|
||||
- [ ] Vote yes. The extra Day begins and the official result is **unchanged** from when the
|
||||
timetable ran out (#35).
|
||||
|
||||
**Game B — ordinary length, two humans, bots to fill.** Everything else.
|
||||
|
||||
- [ ] Somebody **builds a Yard Office** and lets a freight train (no coach) arrive at it. The offer
|
||||
interrupts the Mainline Phase and asks a question mid-thought — is it legible, and does it say
|
||||
which train? (#39)
|
||||
- [ ] Somebody **holds the Red Flags card** while their A/D tracks are full, so an arrival would
|
||||
collide. The hold is offered out of phase (#39).
|
||||
- [ ] A **loaded Extra** is made up and run (#39 — the third of its three).
|
||||
- [ ] Watch a bot take a whole turn: does the district follow it, does the lit pile catch the eye,
|
||||
does the caption say who and what? (v0.8.0)
|
||||
- [ ] Find the speed that suits you and say what it is — it becomes the committed default.
|
||||
- [ ] Let the board fall behind, then press **Skip**. Nothing is lost; the history has it all.
|
||||
- [ ] End a Day with a collision on it: the summary reads "N on Day D, N in all" and cannot
|
||||
contradict itself (v0.8.0.2).
|
||||
|
||||
**Solitaire, five minutes, alone.**
|
||||
|
||||
- [ ] Click through **every field** on the setup screen and confirm the dealt game matches what was
|
||||
chosen (#42a).
|
||||
|
||||
**Whatever else happens.** The two bugs that came out of the 0.7.4-0.7.9 runs were both things
|
||||
nobody set out to test. Write down anything that reads wrong, even where the rule underneath is
|
||||
right — most of this release's defects were legible-but-wrong rather than broken.
|
||||
|
||||
- [ ] **#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,
|
||||
packed, and running on `phoenix.local` — and nobody has met any of them at a board. **Two are
|
||||
interruptions that stop the Mainline Phase and put a question in front of somebody
|
||||
mid-thought**, which is exactly the kind of thing only play reveals. See **Reference · #39**.
|
||||
mid-thought**, which is exactly the kind of thing only play reveals. **Neither of those two
|
||||
happens by itself — 0/10 games. See Preparing the session above for what to set up.** See
|
||||
**Reference · #39**.
|
||||
|
||||
- [ ] **#35** — **Extended play has never been played at a real table.** It was verified over the HTTP
|
||||
API, which renders no dialog — and when a human first reached it in a browser it was unusable
|
||||
(fixed in v0.7.9). The multiplayer vote has still never been driven through two browsers: what a
|
||||
second player sees while waiting, and whether "waiting on Carol" reads once Carol has closed her
|
||||
laptop, are unanswered. See **Reference · #35**.
|
||||
laptop, are unanswered. **Needs a `days: 1` game — the timetable does not run out in five
|
||||
Days, so extended play fired in 0/10 measured games.** See **Reference · #35**.
|
||||
|
||||
- [ ] **#42a** — **Nobody has clicked through the solitaire setup screen's own fields** and confirmed
|
||||
the dealt game matches what was chosen. It took three attempts to become reachable at all —
|
||||
@@ -368,21 +467,37 @@ v0.7.9's collision-floor change (#61).
|
||||
The developer bot exists to measure the game, not to be a good opponent — so a bot weakness matters
|
||||
when it stops a measurement being trustworthy. **Read #57 before tuning any weights.**
|
||||
|
||||
**Since 2026-09-14 the bot plans its whole switching turn** (`sim/switch-planner.ts`, +2.89 revenue a
|
||||
game), **takes a face-up card only if it could play it** (+1.52), and **since 2026-09-15 lays track by
|
||||
what the district can do afterwards** (`bestValuedLay`, +0.12 over 6400 seeds, run-arounds 9/60 → 22/60). Jesse's goal for it is better decisions in simulated runs AND at a real table, with no
|
||||
non-player advantage — it reads the board, never the deck.
|
||||
|
||||
- [ ] **#104** — Weigh a switching turn against drawing and the Freight Agent. Letting the planned gain
|
||||
gate switching on its own measured nothing (0.1, 0.25) or worse (0.5): `usefulSwitching` already
|
||||
says yes exactly when a plan gains. What would matter is a VALUE for the other two options to
|
||||
compare against, which the bot does not have. See **Reference · #104**.
|
||||
|
||||
- [ ] **#106** — The Extra trap: a full hand of Extras the A/D cap is holding back cannot be discarded,
|
||||
so the next draw forces one into a full Office. All 23 train plays past the cap in 40 games were
|
||||
this. Avoiding the draw measured nothing (−0.03) because it stalled development. See
|
||||
**Reference · #106**.
|
||||
|
||||
- [ ] **#105** — Plan across more than one turn. Jesse is in favour, one turn first to see the impact —
|
||||
which is now measured. Deferred for a conversation, not declined. See **Reference · #105**.
|
||||
|
||||
- [ ] **#41** — The bot never plays Red Flags — zero in 200 games since Gitea#19, and that is deck
|
||||
luck rather than unwillingness. It takes the danger prompt unconditionally; what it never does
|
||||
is plant a flag ON PURPOSE to buy a Stage for switching, which needs it to know it wants time.
|
||||
See **Reference · #41**.
|
||||
|
||||
- [ ] **#57** — The bot's priorities are not the problem — measured across ten heuristic variations.
|
||||
**Read this before tuning weights**; it is the argument that the ceiling is elsewhere. See
|
||||
**Reference · #57**.
|
||||
**Read this before tuning weights**; it is the argument that the ceiling is elsewhere. **Part of
|
||||
"elsewhere" was choosing one Move at a time**: planning the whole switching turn was worth
|
||||
+2.89 (t = 15.8) in the 2026-09-14 bot-tuning round. See **Reference · #57**.
|
||||
|
||||
- [ ] **#59** — The run-around is out of reach of any bot, and the deck is why — measured five ways.
|
||||
See **Reference · #59**.
|
||||
|
||||
- [ ] **#53** — The bot does not know to bring an expedited train back to the station. See **Reference
|
||||
· #53**.
|
||||
|
||||
- [ ] **#54** — The bot cannot spot a car at a stub industry, and the cut-ordering rules made that
|
||||
visible. See **Reference · #54**.
|
||||
|
||||
@@ -1424,6 +1539,12 @@ measuring deck luck rather than reachability, and its comment now says so.
|
||||
|
||||
#### #57 — THE BOT'S PRIORITIES ARE NOT THE PROBLEM — measured.
|
||||
|
||||
**2026-09-14 — confirmed, and one ceiling found.** Reordering priorities still moves nothing; what
|
||||
moved the bot was SEARCH. `sim/switch-planner.ts` plans the whole switching turn against a score of
|
||||
where it ends, and measured +2.89 ± 0.18 (t = 15.79) over 1600 paired seeds — freight loads and
|
||||
unloads 0.22 → 1.53, Cargo phases with a car spotted 5% → 18%. The "8% of Cargo phases" below was a
|
||||
fact about how the bot switched, not only about the deck. See `CHANGELOG.md`, 0.8.0.9.
|
||||
|
||||
**THE BOT'S PRIORITIES ARE NOT THE PROBLEM — measured.** Ten heuristic variations, each paired
|
||||
|
||||
over 400+ seeds. Every reordering of what the bot prefers came out inside the noise; the only
|
||||
@@ -1449,6 +1570,21 @@ prioritised better. What is left is the economy itself, which is a deck question
|
||||
|
||||
#### #59 — THE RUN-AROUND IS OUT OF REACH OF ANY BOT, AND THE DECK IS WHY — measu…
|
||||
|
||||
**2026-09-14 — part of "the deck is why" was the bot's own draw.** It was taking ~32 face-up trains and
|
||||
industries a game it could not play and discarding them again, so the hand rarely held track. Taking
|
||||
only playable cards (now the default) grew districts 14 → 24 cards and run-arounds 3/60 → 9/60. And
|
||||
~13 of the ~16 track pieces a game were being laid by the draw turn's "play what is in hand" fallback
|
||||
at the first legal square, not by `bestTrackLay`; holding them (−0.83) and placing them by
|
||||
`bestTrackLay`'s score (+0.07, noise) both failed, so the next limit is that SCORING — it cannot tell a
|
||||
piece that opens an industry site or advances a run-around from one that fills a square. The deck
|
||||
measurements below were taken before any of this and should be re-read with it in mind.
|
||||
|
||||
**2026-09-15 — the scoring, fixed.** `bestValuedLay` scores the layout a lay leaves (reachable industry
|
||||
sites, a closed run-around, ways off the main) instead of the piece: closed run-arounds in 22 of 60
|
||||
districts against 9, +0.118 ± 0.029 revenue (t = 4.14, 6400 seeds). The run-around is now reachable
|
||||
without changing the deck; what is left is a bot that can USE one, which needs more than one turn of
|
||||
planning (#105).
|
||||
|
||||
**THE RUN-AROUND IS OUT OF REACH OF ANY BOT, AND THE DECK IS WHY — measured, five ways.**
|
||||
|
||||
"Teach the bot to plan across turns" was tried properly and does not work. Every attempt is
|
||||
@@ -1490,6 +1626,8 @@ the end of the game, drawing the fault **26 times**. Not an engine bug — the m
|
||||
exactly as designed — but a clear next bot heuristic: prefer ending a switching turn with any
|
||||
expedited crew back on the Office square, at least once it has finished the work it went out for.
|
||||
|
||||
**CLOSED 2026-09-14** — see **Done · 53**.
|
||||
|
||||
#### #54 — THE BOT CANNOT SPOT A CAR AT A STUB INDUSTRY, and the cut-ordering rul…
|
||||
|
||||
**THE BOT CANNOT SPOT A CAR AT A STUB INDUSTRY, and the cut-ordering rules made that visible.**
|
||||
@@ -1511,6 +1649,12 @@ pass should not read the drop as a deck problem.
|
||||
|
||||
#### #58 — The bot cannot get a crew next to an industry, so Flying Switch never…
|
||||
|
||||
**2026-09-14 — the premise is now a deck fact.** Flying Switch is dealt **0 copies** (not in sheet 5;
|
||||
Jesse, 2026-08-26), so no bot can fire it: across 30 standard games none was ever drawn. The switching
|
||||
planner searches the card by default, so it will be used the day it is dealt again. The reachability
|
||||
sweep's exemption in `sim.test.ts` stays until then.
|
||||
|
||||
|
||||
**The bot cannot get a crew next to an industry, so Flying Switch never fires.** Industries are
|
||||
|
||||
now stub-only and the bot places 2.23 a game (was 3.84), in districts averaging under two rows
|
||||
@@ -1558,6 +1702,114 @@ of zero" over 400 games — but at 400 games the standard error is ±0.33, so a
|
||||
have looked like nothing. They are nearly free to re-run now and at least one may have been
|
||||
discarded wrongly.
|
||||
|
||||
#### #104 — WEIGH SWITCHING AGAINST THE OTHER TWO OPTIONS, not against a threshold.
|
||||
|
||||
Measured 2026-09-14, paired over 400 seeds against the planner: switching only when the planned gain
|
||||
clears a threshold scored −0.33 at 0.5 (t = −5.06), −0.01 at 0.25, +0.06 at 0.1 (t = 1.79). At 0.5 it
|
||||
refuses turns that only collect cars, which feed later deliveries; below that it agrees with
|
||||
`usefulSwitching`. The choice that is still made by a fixed ladder is WHICH of §6's three options a
|
||||
Stage goes to, and the planner can now put a number on one of them. The other two need numbers of
|
||||
their own — what a draw is worth given the hand and the Departments, what stocking a box is worth given
|
||||
the cars spotted — before the three can be compared. Also: planning at every Local Operations decision
|
||||
costs a full search each time, so any version of this has to stay cheap.
|
||||
|
||||
**2026-09-15 — measured the ceiling first: there is almost none.** At 907 real Local Operations choices
|
||||
(75 standard games, seeds outside the usual measurement range), every legal option was tried and the rest
|
||||
of the game played out by today's bot, 4 times each with the HIDDEN parts reshuffled — the Home Office
|
||||
deck order and future rolls — and the same reshuffles for every option, so the comparison is paired.
|
||||
Grouped by the rule that made the choice, the value of each alternative against it:
|
||||
|
||||
| the ladder chose | times | switch instead | draw instead | Freight Agent instead |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| draw — nothing urgent, develop | 494 | +0.08 ± 0.12 | — | +0.02 ± 0.04 |
|
||||
| Freight Agent — feed the pipeline | 147 | +0.07 ± 0.06 | −0.01 ± 0.04 | — |
|
||||
| switch — a train with work at the Office | 108 | — | −0.17 ± 0.10 | −0.25 ± 0.08 |
|
||||
| draw — an Office upgrade in hand | 100 | +0.21 ± 0.16 (6) | — | −0.08 ± 0.06 |
|
||||
| switch — walk the crew home | 47 | — | +0.22 ± 0.14 | −0.15 ± 0.08 |
|
||||
| draw — a train card in hand | 11 | — | — | −0.45 ± 0.24 |
|
||||
|
||||
No rule has an alternative that is significantly better; where the table leans, the ladder is usually
|
||||
the one that is right. So given how the bot plays each option once chosen, the choice itself is close to
|
||||
optimal, and value functions for draw and Freight Agent have little to find. The one lean worth a look if
|
||||
this is reopened is walking a stranded crew home (+0.22, t ≈ 1.6). The rollout tool is analysis only —
|
||||
the bot never sees a rollout.
|
||||
|
||||
#### #106 — THE EXTRA TRAP — why the cap on committed trains still lets an Office overfill.
|
||||
|
||||
**2026-09-15 — re-measured under today's defaults, and most of it is not the Extra trap.** 20 "no free
|
||||
A/D track" collisions in 60 standard games, −1.67 revenue a game. No train was held (§8.2 or clearance) in
|
||||
the Stage before any of them, and only 8 of the 20 trains destroyed were Extras. **Six destroyed a train
|
||||
of the same number as a Second Section run within the previous two Stages — and all 26 Second Sections
|
||||
the bot ran in those games were an accident:** the New Train phase's "no car on offer" fallback takes
|
||||
`options[0]`, and `legalActions` lists `newTrain.secondSection` ahead of the Extra starts, so whenever an
|
||||
Extra was waiting to start the bot doubled the train due out instead. The Office never had an A/D track
|
||||
to spare for one.
|
||||
|
||||
**A RULES QUESTION FOR JESSE, found on the way — not a bot matter.** Q9 (`implications.md`) defines the
|
||||
Second Section as a CARD "played on a train that is due out", and `content.ts` defines `SECOND_SECTION`
|
||||
with 1 copy — but `buildDeck` never deals it, and `check`'s `newTrain.secondSection` asks for no card in
|
||||
hand. So any player may run a Second Section for free on every train due out. Either the card should be
|
||||
dealt and required, or the free action is the intended rule and Q9's wording is stale.
|
||||
|
||||
Also measured and removed: starting an over-cap Extra where its run never reaches the Office (+0.10,
|
||||
t = 1.82) — such a start was on offer at 1 of 25 over-cap starts.
|
||||
|
||||
**The accident is fixed** (2026-09-15, default): the New Train fallback takes a car, a pass or the
|
||||
Extra's start, never `options[0]` — +0.32 ± 0.09 (t = 3.64), collisions 0.24 → 0.19. **Still open under
|
||||
this item:** the forced Extra itself (a full, undiscardable hand of Extras), and the Second Section card
|
||||
question above.
|
||||
|
||||
`choose` removes train-card plays from the options when `trainWouldOverfillTheOffice`, but yields if
|
||||
that would leave nothing legal. It does leave nothing legal in one ordinary position: the hand is over
|
||||
the limit (§6.2 requires reducing it) and every card in it is an Extra, which `keepReason` forbids
|
||||
discarding. Measured 2026-09-14 after the face-up take rule: 23 of 196 train plays in 40 games were past
|
||||
the cap, every one "play what is in hand" with four Extras held, and the worst seeds each lost 3-4
|
||||
collisions to it. Declining the draw option in that position measured −0.03 ± 0.11 — collisions fell
|
||||
0.26 → 0.20 but cards played fell 29.0 → 25.6. Better answers to try: play the Extra at the least
|
||||
dangerous moment rather than the first, count WHEN each committed train is due at the Office instead of
|
||||
how many there are, or keep the hand from filling with Extras in the first place.
|
||||
|
||||
#### #105 — PLAN ACROSS TURNS — the evidence so far, for the conversation.
|
||||
|
||||
For: one-turn planning already reaches most switching work (Cargo phases with a car spotted 5% → 18%),
|
||||
and what it cannot do is exactly what spans a Stage — leave a car on a spur for the next crew, or start
|
||||
a run-around and finish it later. The planner already scores staged wanted cars (+0.2), which is a
|
||||
first, crude step in that direction.
|
||||
|
||||
Against, for now: everything between two switching turns is not the player's — a Mainline Phase, trains
|
||||
arriving, a Load/Unload phase — so a second turn cannot be searched the way the first is without either
|
||||
simulating those phases (arrivals are on the public timetable, but cars on arriving trains are not
|
||||
known) or scoring the position between turns more cleverly. And search cost is already what sets the
|
||||
test suite's running time. Cheapest next step if taken up: a better score for "what the next turn can
|
||||
still reach", not a deeper search.
|
||||
|
||||
**2026-09-15 — the run-around measurement that bears on this.** A candidate that lays track by what the
|
||||
district can do afterwards (`valueLays`) more than doubled closed run-arounds, 9/60 → 22/60, yet moved
|
||||
revenue only +0.14 ± 0.06 (t = 2.58, 1600 seeds). Traced over 40 games: the one-turn planner DOES use
|
||||
the loop — 63 of 131 plans in a district with one end a move on it, 35 run it both ways — but its planned
|
||||
gain per turn is the same with a run-around as without (0.28 against 0.27). A run-around is for putting a
|
||||
train's cars in a different order, which pays off in the turns after; a planner that looks one turn
|
||||
ahead has no way to value it.
|
||||
|
||||
**2026-09-15 — two-turn planning, built and measured: it does not pay.** `planTwoTurns` kept the six best
|
||||
ends of a switching turn, removed the trains that would highball in the Mainline Phase in between (on the
|
||||
Office square and made up — their cars leave with them), reset the Moves, planned the next turn from each,
|
||||
and chose by the position after departures plus 0.8 of what the next turn adds. Nothing hidden is read.
|
||||
|
||||
| version | revenue, 400 paired seeds | what went wrong |
|
||||
| --- | --- | --- |
|
||||
| first | −0.28 ± 0.11 (t = −2.58) | an expedited train left away drew 31 faults in one game: the fault is charged in the gap, which the discounted next turn "recovered"; trains left away 5.3 a game against 3.1 |
|
||||
| with the gap fault charged in full and 0.5 a Stage per train left away | −0.14 ± 0.06 (t = −2.36) | trains still left away 4.8 a game; the "crew must get back to the Office" choice 4.2 a game against 2.7 |
|
||||
|
||||
Why a second turn has so little to find, measured over 30 standard games:
|
||||
- only **49%** of switching turns have the same train in the district at the next Local Operations choice;
|
||||
- **6.1 wanted cars a game** do leave aboard departing trains — but a further switching turn from those
|
||||
exact positions could have spotted only **0.7** of them: most were never deliverable;
|
||||
- the one-turn planner already gains no more with a run-around than without (0.28 against 0.27).
|
||||
And what a second turn COSTS is a Stage: trains left away have to be walked home, and those choices come
|
||||
out of drawing and the Freight Agent (cards played 28.8 → 28.3). A multi-turn bot would have to weigh
|
||||
switching against the other two options — which is #104, not a deeper search.
|
||||
|
||||
### Code health and housekeeping
|
||||
|
||||
#### #46 — tsc --noUnusedLocals finds 29 unused declarations across 14 files, and…
|
||||
@@ -1801,6 +2053,15 @@ where it belongs, and it is still open.
|
||||
Closed items, kept because several are the only record of a ruling or a lesson. Newest first within
|
||||
each group.
|
||||
|
||||
### Closed in the 2026-09-14 bot-tuning round (unreleased)
|
||||
|
||||
53. ~~**The bot did not know to bring an expedited train back to the station.**~~ — done 2026-09-14,
|
||||
not by a heuristic of its own but as a consequence of planning the switching turn: the planner's
|
||||
score charges an expedited train left away from the Office a full Revenue point, which is what Q3
|
||||
charges. Over 400 paired seeds, 19 games drew expedite faults under the rule ladder and **none**
|
||||
under the planner, worth +1.07 a game (t = 3.83) — the two worst cases had drawn 45 and 42 faults
|
||||
in a single game. See `CHANGELOG.md`, 0.8.0.9.
|
||||
|
||||
### 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;
|
||||
|
||||
@@ -361,14 +361,15 @@ Introduce dedicated allow-listed types. Do not derive them with `Omit<Frame, ...
|
||||
> **Read those two, not this**, when building steps 2-7. The differences that matter:
|
||||
>
|
||||
> - **The shape is FLAT, not grouped.** There is no `clock`, `config`, `scoring` or `deckCounts`
|
||||
> object. Their contents sit at the top level. **All 37 properties, which is the same list as
|
||||
> object. Their contents sit at the top level. **All 38 properties, which is the same list as
|
||||
> `test/redaction.test.ts`'s allow-list** — `day`, `stage`, `clock` (a time string), `phase`,
|
||||
> `phaseKey`, `actor`, `superintendent`, `deck`, `departments`, `departmentsWhat`,
|
||||
> `departmentDepth`, `salvage`, `yards`, `timetable`, `timetableWhat`, `houseRules`, `mode`,
|
||||
> `optionalRules`, `days`, `minCombinedRevenue`, `maxCollisionsPerDay`, `maxCollisionsTotal`,
|
||||
> `collisionsToday`, `collisionsTotal`, `status`, `outcome`, `extraDays`, `extensionVotes`,
|
||||
> `collisionsToday`, `collisionsPrevDay`, `collisionsTotal`, `status`, `outcome`, `extraDays`,
|
||||
> `extensionVotes`,
|
||||
> `official`, `tally`, `players`, `openingRolls`, `trains`, `crewTrays`, `queued`, `division`,
|
||||
> `districts`. The first 35 come from `projectSharedTable`; `division` and `districts` are added
|
||||
> `districts`. The first 36 come from `projectSharedTable`; `division` and `districts` are added
|
||||
> by `PublicFrame` itself.
|
||||
> - **`protocolVersion` was NOT built** and exists nowhere in the repo. **Decided 2026-09-09: add it
|
||||
> in step 2.** `display.json` carries its own `schemaVersion`, and the SSE wire format is a second,
|
||||
@@ -887,7 +888,7 @@ Cover:
|
||||
## Step 5 — Minimal visual-only Jitsi engine
|
||||
|
||||
> **v0.9.0 — DEFERRED (2026-09-09).** Steps 5-7 are the Jitsi publisher and are explicitly held
|
||||
> off until 0.8.0 ships and Chromium has been measured on `phoenix.local`. Nothing below has been
|
||||
> off until 0.8.0 ships and Chromium has been measured on the target hardware. Nothing below has been
|
||||
> re-verified against the current code; it was written 2026-08-27. Two things will have moved by
|
||||
> the time it is picked up: the control channel is **SSE + POST, not a WebSocket** (§ THE RELEASE
|
||||
> SPLIT), and adding Chromium takes the `.s9pk` from 63 MB to several hundred against a package
|
||||
@@ -1027,7 +1028,7 @@ Port/adapt the sibling repository’s proven tests for:
|
||||
## Step 6 — Chromium publisher supervisor
|
||||
|
||||
> **v0.9.0 — DEFERRED (2026-09-09).** Steps 5-7 are the Jitsi publisher and are explicitly held
|
||||
> off until 0.8.0 ships and Chromium has been measured on `phoenix.local`. Nothing below has been
|
||||
> off until 0.8.0 ships and Chromium has been measured on the target hardware. Nothing below has been
|
||||
> re-verified against the current code; it was written 2026-08-27. Two things will have moved by
|
||||
> the time it is picked up: the control channel is **SSE + POST, not a WebSocket** (§ THE RELEASE
|
||||
> SPLIT), and adding Chromium takes the `.s9pk` from 63 MB to several hundred against a package
|
||||
@@ -1160,7 +1161,7 @@ Use fake child processes and fake control sockets to test:
|
||||
## Step 7 — Configuration, lifecycle, packaging, and observability
|
||||
|
||||
> **v0.9.0 — DEFERRED (2026-09-09).** Steps 5-7 are the Jitsi publisher and are explicitly held
|
||||
> off until 0.8.0 ships and Chromium has been measured on `phoenix.local`. Nothing below has been
|
||||
> off until 0.8.0 ships and Chromium has been measured on the target hardware. Nothing below has been
|
||||
> re-verified against the current code; it was written 2026-08-27. Two things will have moved by
|
||||
> the time it is picked up: the control channel is **SSE + POST, not a WebSocket** (§ THE RELEASE
|
||||
> SPLIT), and adding Chromium takes the `.s9pk` from 63 MB to several hundred against a package
|
||||
|
||||
+4
-2
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "station-master",
|
||||
"version": "0.8.0",
|
||||
"version": "0.8.0.10",
|
||||
"private": true,
|
||||
"type": "module",
|
||||
"description": "Station Master — a railroad operations game",
|
||||
@@ -10,7 +10,9 @@
|
||||
"scripts": {
|
||||
"typecheck": "tsc --noEmit",
|
||||
"pretest": "tsc --noEmit && node scripts/build-web.ts",
|
||||
"test": "node --test test/*.test.ts test/**/*.test.ts",
|
||||
"test": "node --test $(ls test/*.test.ts test/**/*.test.ts | grep -v '^test/sim.test.ts$')",
|
||||
"pretest:sim": "tsc --noEmit",
|
||||
"test:sim": "node --test test/sim.test.ts",
|
||||
"build:web": "node scripts/build-web.ts",
|
||||
"serve:web": "node scripts/build-web.ts && npx --yes http-server dist -p 8080 -c-1",
|
||||
"deploy:web": "node scripts/deploy-web.ts",
|
||||
|
||||
+36
-1
@@ -94,6 +94,18 @@ function nodeIndexOfOffice(s: GameState, seat: SeatIndex): number {
|
||||
|
||||
const step = (d: Direction): number => (d === 'east' ? 1 : -1);
|
||||
|
||||
/** The Division node a train is standing on — its Office, its Mainline card, or its Division Point. */
|
||||
function nodeIndexOfTray(s: GameState, tray: CrewTray): number | null {
|
||||
const at = tray.position;
|
||||
if (at.at === 'grid') return nodeIndexOfOffice(s, at.seat);
|
||||
if (at.at === 'mainline') return at.index;
|
||||
if (at.at === 'divisionPoint') {
|
||||
const side = at.side;
|
||||
return s.division.nodes.findIndex((n) => n.kind === 'divisionPoint' && n.side === side);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// advance
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -522,8 +534,11 @@ type MoveOutcome = 'moved' | 'held' | 'needsClearance';
|
||||
*
|
||||
* This is reachable purely through switching. A train arrives made up, and only comes apart because
|
||||
* the player took cars onto the nose or picked up a cut in a run-around.
|
||||
*
|
||||
* Exported for the switching planner (`sim/switch-planner.ts`), which has to know whether a plan
|
||||
* leaves a train unable to run — and must ask this rule rather than keep a copy of it.
|
||||
*/
|
||||
function badlyMadeUp(tray: CrewTray): string | null {
|
||||
export function badlyMadeUp(tray: CrewTray): string | null {
|
||||
const n = tray.consist.length;
|
||||
if (n === 0) return null;
|
||||
const pulling = tray.engineAt === 0;
|
||||
@@ -1064,10 +1079,27 @@ function evaluateClearance(
|
||||
* constrained. Each Office upgrade to a Control Point splits one in two and buys capacity.
|
||||
*/
|
||||
const subdivision = subdivisions(s).find((group) => group.includes(targetIndex)) ?? [targetIndex];
|
||||
/**
|
||||
* ONLY WHAT IS AHEAD (Gitea#26). §8.1 asks about a train the considered train would FOLLOW, and one
|
||||
* moving TOWARDS it — both of which are ahead of it. A Subdivision runs the length of every Whistle
|
||||
* Post between two Control Points, so it can hold a train BEHIND the one departing: in the reported
|
||||
* game X15 highballed west from an Office while X18, also westbound, was still crossing the card to its
|
||||
* east. Counting X18 put a meaningless ruling to the Superintendent; holding X15 kept the Whistle Post's
|
||||
* one A/D track full, and X18 arrived into it and was destroyed. A train behind and moving away is no
|
||||
* threat at all.
|
||||
*
|
||||
* "Behind" is strictly behind the card the departing train stands on. A train on that same card is still
|
||||
* counted, exactly as before: which of two trains sharing a card is in front is `entryConflict`'s region
|
||||
* question, and this is not the place to answer it.
|
||||
*/
|
||||
const from = nodeIndexOfTray(s, tray);
|
||||
const behind = (onCard: number): boolean =>
|
||||
from !== null && from >= 0 && (tray.direction === 'east' ? onCard < from : onCard > from);
|
||||
const occupants: { tray: TrayId; onCard: number }[] = [];
|
||||
for (const i of subdivision) {
|
||||
const n = s.division.nodes[i];
|
||||
if (!n || n.kind !== 'mainline') continue;
|
||||
if (behind(i)) continue;
|
||||
for (const t of n.transits) if (t.tray) occupants.push({ tray: t.tray, onCard: i });
|
||||
}
|
||||
|
||||
@@ -1638,6 +1670,9 @@ function shiftChange(s: GameState, events: GameEvent[]): AdvanceResult {
|
||||
|
||||
s.clock.day += 1;
|
||||
s.clock.stage = 1;
|
||||
// Captured BEFORE the reset: the Day-end dialog reports the Day that just finished, and it is
|
||||
// drawn from the frame this rollover produces. See `collisionsPrevDay` in `state.ts`.
|
||||
s.collisionsPrevDay = s.collisionsToday;
|
||||
s.collisionsToday = 0;
|
||||
events.push({ type: 'stageBegan', day: s.clock.day, stage: 1 });
|
||||
rotateSeats(s, events);
|
||||
|
||||
+109
-13
@@ -1508,17 +1508,48 @@ export function selectDestination(
|
||||
return chosen ?? atTo[0];
|
||||
}
|
||||
|
||||
/**
|
||||
* ROUTES, WALKED ONCE PER POSITION.
|
||||
*
|
||||
* A route walk (`reachableDestinations`) was a third of all simulation time, and most of it was the
|
||||
* same walk repeated: `legal.ts` walks a tray's routes to list its moves, then `check` walks them again
|
||||
* for every one of those moves, and `applyIntent` walks the chosen one a third time in `execute`.
|
||||
* Profiled 2026-09-14 with inlining off: `reachableDestinations` 34% inclusive, garbage collection 34%.
|
||||
*
|
||||
* So while one position is being examined — a legal-action listing, or the check and execute of one
|
||||
* intent — a walk is kept and reused. Both scopes read the state and never write it, the key names
|
||||
* everything the walk depends on besides that state, and the cache is keyed to the state OBJECT and
|
||||
* cleared when the scope ends, so a hit returns exactly what a fresh walk would have. Nothing may
|
||||
* mutate a returned route; nothing does.
|
||||
*/
|
||||
let routeCache: { state: GameState; routes: Map<string, MoveDestination[]> } | null = null;
|
||||
|
||||
export function withRouteCache<T>(s: GameState, fn: () => T): T {
|
||||
if (routeCache) return fn();
|
||||
routeCache = { state: s, routes: new Map() };
|
||||
try {
|
||||
return fn();
|
||||
} finally {
|
||||
routeCache = null;
|
||||
}
|
||||
}
|
||||
|
||||
function destinationsFor(
|
||||
s: GameState,
|
||||
player: PlayerIndex,
|
||||
trayId: TrayId,
|
||||
from: GridCoord,
|
||||
reverse: boolean,
|
||||
) {
|
||||
): MoveDestination[] {
|
||||
const cache = routeCache?.state === s ? routeCache.routes : null;
|
||||
const key = cache ? `${player}|${trayId}|${from.row},${from.col}|${reverse ? 1 : 0}` : '';
|
||||
const hit = cache?.get(key);
|
||||
if (hit) return hit;
|
||||
|
||||
const tray = s.trays.get(trayId)!;
|
||||
const facing = facingPort(s, trayId);
|
||||
const exit: Port = reverse ? reversePort(s, player, from, facing) : facing;
|
||||
return reachableDestinations(
|
||||
const routes = reachableDestinations(
|
||||
{
|
||||
area: areaOf(s, player),
|
||||
occupancy: occupancyFor(s, player, trayId),
|
||||
@@ -1528,6 +1559,8 @@ function destinationsFor(
|
||||
from,
|
||||
exit,
|
||||
);
|
||||
cache?.set(key, routes);
|
||||
return routes;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1856,7 +1889,15 @@ function execute(s: GameState, player: PlayerIndex, i: Intent): GameEvent[] {
|
||||
? REALIGNMENTS.find((r) => r.from === node.card)?.to
|
||||
: undefined;
|
||||
return [
|
||||
{ type: 'mainlineModified', player, cardId: i.cardId, node: i.node, key, ...(became ? { became } : {}) },
|
||||
{
|
||||
type: 'mainlineModified',
|
||||
player,
|
||||
cardId: i.cardId,
|
||||
node: i.node,
|
||||
key,
|
||||
...(node?.kind === 'mainline' ? { from: node.card } : {}),
|
||||
...(became ? { became } : {}),
|
||||
},
|
||||
];
|
||||
}
|
||||
|
||||
@@ -2242,7 +2283,8 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
// Everything swept comes back as ONE pile, then §4.6-4.7's opening is re-run: three cards
|
||||
// turned face up as the Departments, the rest face down as the Home Office deck. The
|
||||
// Departments start one deep again, exactly as at setup.
|
||||
s.decks.salvageYard = [];
|
||||
// The spent trains stay where they are; everything else in the Yard has just been swept up.
|
||||
s.decks.salvageYard = s.decks.salvageYard.filter((id) => isSpentTimetabledTrain(s, id));
|
||||
s.decks.departments = [[], [], []];
|
||||
const order = [...e.order];
|
||||
for (const pile of s.decks.departments) {
|
||||
@@ -2473,7 +2515,15 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
case 'trainScheduled':
|
||||
s.timetable[e.slot] = e.trainNumber;
|
||||
s.rngState = e.rngState;
|
||||
s.decks.salvageYard.push(`train-${e.trainNumber}`);
|
||||
/**
|
||||
* THE CARD IS ALREADY IN THE SALVAGE YARD — `cardPlayed` put it there, by its real id.
|
||||
*
|
||||
* This used to push a second, SYNTHETIC `train-<number>` beside it, so scheduling four trains
|
||||
* left eight entries in a pile holding four cards. Nothing ever read that id: it inflated the
|
||||
* pile's depth, it displayed as "a card" because no such card exists, and
|
||||
* `reshuffleIfDepleted` would have swept it into the draw deck to be drawn as an id with
|
||||
* nothing behind it. Removed 2026-09-10 (Gitea#23).
|
||||
*/
|
||||
break;
|
||||
|
||||
case 'carPlacedOnTrain': {
|
||||
@@ -2693,7 +2743,8 @@ export function reduce(s: GameState, e: GameEvent): void {
|
||||
* index is out of range, which `check` reports rather than silently defaulting — a wrong
|
||||
* orientation is a different card, not a detail.
|
||||
*/
|
||||
function protoCard(
|
||||
/** Exported for the same reason as `extendLimitsIfNeeded`: the bot builds the card a lay would place exactly as the reducer does. */
|
||||
export function protoCard(
|
||||
kind: { kind: string; geometry?: string; facility?: string; hand?: string },
|
||||
variant: number | undefined,
|
||||
): TrackCard | null {
|
||||
@@ -2930,9 +2981,34 @@ function spendCard(s: GameState, player: PlayerIndex, cardId: CardId): void {
|
||||
* that has genuinely used every card ends on `DECK_EMPTY` rather than reshuffling an empty pile.
|
||||
* Cards played onto the board are NOT recovered: they are on the table, which is where they belong.
|
||||
*/
|
||||
/**
|
||||
* §6.2, AND THE RULING THAT SETTLES IT — Jesse, 2026-09-10 (Gitea#23).
|
||||
*
|
||||
* "Once you've played a regularly scheduled train and it's in the salvage deck, that train is
|
||||
* already on the timetable. It does not make sense to put that back into a reshuffled home deck to
|
||||
* get played again. By contrast, a regularly scheduled train that's in a discard pile could
|
||||
* potentially get reused later, and so should have that capability. Extras run one time and then
|
||||
* they're done — if they are in the Salvage deck, they should get shuffled back in so that they
|
||||
* could get run again."
|
||||
*
|
||||
* So the test is WHERE the card is, not only what it is. A timetabled train in the SALVAGE YARD was
|
||||
* played: its number is on the timetable and cannot be scheduled twice, so the card is spent and
|
||||
* stays out. The same card sitting in a DEPARTMENT was discarded, never played, and its slot is
|
||||
* still open — so it comes back with everything else. An Extra is a single run rather than a
|
||||
* standing slot, so a played one is free to be run again.
|
||||
*/
|
||||
function isSpentTimetabledTrain(s: GameState, id: CardId): boolean {
|
||||
return s.cards.get(id)?.kind.kind === 'timetabledTrain';
|
||||
}
|
||||
|
||||
function reshuffleIfDepleted(s: GameState, taking: number): GameEvent | null {
|
||||
if (s.decks.homeOffice.length > taking) return null;
|
||||
const collected = [...s.decks.salvageYard, ...s.decks.departments.flat()];
|
||||
const collected = [
|
||||
// The Salvage Yard, less the trains whose slots are already filled — see above.
|
||||
...s.decks.salvageYard.filter((id) => !isSpentTimetabledTrain(s, id)),
|
||||
// Every Department in full: a discarded train was never played, so it is still runnable.
|
||||
...s.decks.departments.flat(),
|
||||
];
|
||||
if (collected.length === 0) return null;
|
||||
const rng = createRng(s.rngState);
|
||||
return { type: 'deckReshuffled', order: rng.shuffle(collected), rngState: rng.getState() };
|
||||
@@ -3059,7 +3135,8 @@ function applyModifier(area: OfficeArea, coord: GridCoord, modifier: ModifierKin
|
||||
* §8.1 and §10 both reason about "the track between the train and the Limits", Interlocking holds
|
||||
* an arrival AT the Limits, and running past a player's Limits is what makes a collision his fault.
|
||||
*/
|
||||
function extendLimitsIfNeeded(area: OfficeArea, placed: GridCoord): void {
|
||||
/** Exported so the bot can score a lay on a copy of the district by the engine's own rule, not a copy of it. */
|
||||
export function extendLimitsIfNeeded(area: OfficeArea, placed: GridCoord): void {
|
||||
if (placed.row !== area.runningRow) return;
|
||||
|
||||
if (placed.col <= area.limitsWest.col) {
|
||||
@@ -3253,16 +3330,35 @@ function limitsCard(): TrackCard {
|
||||
// Public entry point
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
export function applyIntent(s: GameState, player: PlayerIndex, i: Intent): ApplyResult {
|
||||
const code = check(s, player, i);
|
||||
if (code) return { ok: false, code, message: `${i.type} rejected: ${code}` };
|
||||
/**
|
||||
* THE FIRST HALF OF `applyIntent`: decide, without changing anything.
|
||||
*
|
||||
* `check` and `execute` read the same unchanged position, so its routes are walked once between them
|
||||
* (`withRouteCache`). Never writes `s`. Split out for a caller that decides many intents against ONE
|
||||
* position and applies each to a COPY of it — the switching planner — which can then share that
|
||||
* position's routes across every candidate instead of re-walking them on each copy.
|
||||
*/
|
||||
export function prepareIntent(s: GameState, player: PlayerIndex, i: Intent): ApplyResult {
|
||||
const prepared = withRouteCache(s, (): { code: RejectionCode } | { events: GameEvent[] } => {
|
||||
const code = check(s, player, i);
|
||||
return code ? { code } : { events: execute(s, player, i) };
|
||||
});
|
||||
if ('code' in prepared) return { ok: false, code: prepared.code, message: `${i.type} rejected: ${prepared.code}` };
|
||||
return { ok: true, events: prepared.events };
|
||||
}
|
||||
|
||||
const events = execute(s, player, i);
|
||||
/** THE SECOND HALF: fold events `prepareIntent` produced into a state equal to the one it read. */
|
||||
export function commitEvents(s: GameState, events: readonly GameEvent[]): void {
|
||||
for (const e of events) reduce(s, e);
|
||||
// Gitea#16 — the intent half of the fold; `advance` does the phase driver's half. See `tally.ts`
|
||||
// for why it cannot simply live inside `reduce`.
|
||||
for (const e of events) tallyEvent(s, e);
|
||||
return { ok: true, events };
|
||||
}
|
||||
|
||||
export function applyIntent(s: GameState, player: PlayerIndex, i: Intent): ApplyResult {
|
||||
const r = prepareIntent(s, player, i);
|
||||
if (r.ok) commitEvents(s, r.events);
|
||||
return r;
|
||||
}
|
||||
|
||||
export { isOperationalRail, destinationsFor };
|
||||
|
||||
@@ -87,7 +87,13 @@ export type GameEvent =
|
||||
| { type: 'deckReshuffled'; order: CardId[]; rngState: number }
|
||||
/** `variant` is the chosen orientation (Gap 11); it must be replayable, so it rides the event. */
|
||||
| { type: 'cardPlayed'; player: PlayerIndex; cardId: CardId; placement?: GridCoord; variant?: number }
|
||||
| { type: 'mainlineModified'; player: PlayerIndex; cardId: CardId; node: number; key: string; became?: string }
|
||||
/**
|
||||
* `from` is the card's kind BEFORE the change, carried so the log can say what was realigned
|
||||
* rather than only what it turned into (playtest, 2026-09-15: "it should state that the mainline
|
||||
* card 3 curves was converted to plains"). Events are derived by replaying a save, never stored,
|
||||
* so widening one strands nothing on disk.
|
||||
*/
|
||||
| { type: 'mainlineModified'; player: PlayerIndex; cardId: CardId; node: number; key: string; from?: string; became?: string }
|
||||
/** §Q (Gitea#19) — a flag planted on one side of a district's Limits. */
|
||||
| { type: 'redFlagsSet'; player: PlayerIndex; cardId: CardId; seat: SeatIndex; side: Direction }
|
||||
/** §Q (Gitea#19) — the flag stopped a train and came down with it. One card, one train. */
|
||||
|
||||
+76
-58
@@ -14,7 +14,7 @@
|
||||
|
||||
import type { CarType, Hand, TrackGeometry } from './content.ts';
|
||||
import { enhancementRule, mainlineProfile } from './content.ts';
|
||||
import { check, areaOf, destinationsFor } from './apply.ts';
|
||||
import { check, areaOf, destinationsFor, withRouteCache } from './apply.ts';
|
||||
import type { Intent } from './intents.ts';
|
||||
import type { GameState, GridCoord, PlayerIndex } from './state.ts';
|
||||
import { coordKey, seatOf } from './state.ts';
|
||||
@@ -53,7 +53,80 @@ const CAR_TYPES: readonly CarType[] = ['coach', 'boxcar', 'reefer', 'hopper', 't
|
||||
|
||||
/** Every intent `player` may legally submit right now. */
|
||||
export function legalActions(s: GameState, player: PlayerIndex): Intent[] {
|
||||
return candidates(s, player).filter((i) => check(s, player, i) === null);
|
||||
// One position, examined many times over: its routes are walked once (`withRouteCache`).
|
||||
return withRouteCache(s, () => candidates(s, player).filter((i) => check(s, player, i) === null));
|
||||
}
|
||||
|
||||
/**
|
||||
* §6.1 — the switching half of the Local Operations candidates, in the order `legalActions` offers
|
||||
* them. Split out so the switching planner (`sim/switch-planner.ts`) can ask for just these without
|
||||
* `check` running over every draw and Freight Agent candidate at each of the thousands of positions it
|
||||
* tries — that was about a quarter of all planning time. Still no rules here: `check` decides.
|
||||
*/
|
||||
function switchCandidates(s: GameState, player: PlayerIndex): Intent[] {
|
||||
const out: Intent[] = [];
|
||||
for (const [trayId, tray] of s.trays) {
|
||||
if (tray.position.at !== 'grid' || tray.position.seat !== seatOf(s, player)) continue;
|
||||
const from = tray.position.coord;
|
||||
for (const reverse of [false, true]) {
|
||||
const dests = destinationsFor(s, player, trayId, from, reverse);
|
||||
// Grouped by destination square so `distinguishingVia` only ever compares routes that are
|
||||
// actually racing for the same button — two routes to DIFFERENT squares need no `via` to
|
||||
// tell apart, `to` already does that.
|
||||
const byCoord = new Map<string, MoveDestination[]>();
|
||||
for (const d of dests) {
|
||||
const k = coordKey(d.coord);
|
||||
(byCoord.get(k) ?? byCoord.set(k, []).get(k)!).push(d);
|
||||
}
|
||||
for (const group of byCoord.values()) {
|
||||
for (const d of group) {
|
||||
const via = group.length > 1 ? distinguishingVia(d, group) : undefined;
|
||||
out.push({ type: 'switch.move', trayId, to: d.coord, reverse, ...(via ? { via } : {}) });
|
||||
}
|
||||
}
|
||||
}
|
||||
for (let n = 1; n <= tray.consist.length; n++) {
|
||||
out.push({ type: 'switch.dropCars', trayId, count: n });
|
||||
// Off the nose as well as the tail — the only way to get cars back off the front of a train
|
||||
// that shoved a cut, and therefore the only way an engine buried mid-train reaches an end.
|
||||
out.push({ type: 'switch.dropCars', trayId, count: n, fromNose: true });
|
||||
}
|
||||
// Small Yard: enumerating every permutation would explode, so offer the useful ones —
|
||||
// bringing each car to the droppable end, plus a full reversal. `check` validates any order,
|
||||
// so a UI may submit an arbitrary permutation.
|
||||
const n = tray.consist.length;
|
||||
if (n > 1) {
|
||||
for (let k = 0; k < n; k++) {
|
||||
const order = [...Array(n).keys()].filter((x) => x !== k);
|
||||
order.push(k);
|
||||
out.push({ type: 'switch.sortConsist', trayId, order });
|
||||
}
|
||||
out.push({ type: 'switch.sortConsist', trayId, order: [...Array(n).keys()].reverse() });
|
||||
}
|
||||
}
|
||||
// Flying Switch — roll a cut into an ADJACENT industry without the engine entering it.
|
||||
for (const cardId of s.decks.hands.get(player) ?? []) {
|
||||
const k = s.cards.get(cardId)?.kind;
|
||||
if (k?.kind !== 'maneuver' || k.key !== 'flyingSwitch') continue;
|
||||
for (const [trayId, tray] of s.trays) {
|
||||
if (tray.position.at !== 'grid' || tray.position.seat !== seatOf(s, player)) continue;
|
||||
const from = tray.position.coord;
|
||||
for (const reverse of [false, true]) {
|
||||
for (const d of destinationsFor(s, player, trayId, from, reverse)) {
|
||||
for (let count = 1; count <= tray.consist.length; count++) {
|
||||
out.push({ type: 'maneuver.flyingSwitch', cardId, trayId, count, to: d.coord });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
out.push({ type: 'switch.end' });
|
||||
return out;
|
||||
}
|
||||
|
||||
/** The switching intents `player` may legally submit right now — exactly `legalActions`' switching subset. */
|
||||
export function legalSwitchingActions(s: GameState, player: PlayerIndex): Intent[] {
|
||||
return withRouteCache(s, () => switchCandidates(s, player).filter((i) => check(s, player, i) === null));
|
||||
}
|
||||
|
||||
export function isLegal(s: GameState, player: PlayerIndex, i: Intent): boolean {
|
||||
@@ -138,62 +211,7 @@ function localOpsCandidates(s: GameState, player: PlayerIndex): Intent[] {
|
||||
const area = areaOf(s, player);
|
||||
|
||||
// -- switch (§6.1)
|
||||
for (const [trayId, tray] of s.trays) {
|
||||
if (tray.position.at !== 'grid' || tray.position.seat !== seatOf(s, player)) continue;
|
||||
const from = tray.position.coord;
|
||||
for (const reverse of [false, true]) {
|
||||
const dests = destinationsFor(s, player, trayId, from, reverse);
|
||||
// Grouped by destination square so `distinguishingVia` only ever compares routes that are
|
||||
// actually racing for the same button — two routes to DIFFERENT squares need no `via` to
|
||||
// tell apart, `to` already does that.
|
||||
const byCoord = new Map<string, MoveDestination[]>();
|
||||
for (const d of dests) {
|
||||
const k = coordKey(d.coord);
|
||||
(byCoord.get(k) ?? byCoord.set(k, []).get(k)!).push(d);
|
||||
}
|
||||
for (const group of byCoord.values()) {
|
||||
for (const d of group) {
|
||||
const via = group.length > 1 ? distinguishingVia(d, group) : undefined;
|
||||
out.push({ type: 'switch.move', trayId, to: d.coord, reverse, ...(via ? { via } : {}) });
|
||||
}
|
||||
}
|
||||
}
|
||||
for (let n = 1; n <= tray.consist.length; n++) {
|
||||
out.push({ type: 'switch.dropCars', trayId, count: n });
|
||||
// Off the nose as well as the tail — the only way to get cars back off the front of a train
|
||||
// that shoved a cut, and therefore the only way an engine buried mid-train reaches an end.
|
||||
out.push({ type: 'switch.dropCars', trayId, count: n, fromNose: true });
|
||||
}
|
||||
// Small Yard: enumerating every permutation would explode, so offer the useful ones —
|
||||
// bringing each car to the droppable end, plus a full reversal. `check` validates any order,
|
||||
// so a UI may submit an arbitrary permutation.
|
||||
const n = tray.consist.length;
|
||||
if (n > 1) {
|
||||
for (let k = 0; k < n; k++) {
|
||||
const order = [...Array(n).keys()].filter((x) => x !== k);
|
||||
order.push(k);
|
||||
out.push({ type: 'switch.sortConsist', trayId, order });
|
||||
}
|
||||
out.push({ type: 'switch.sortConsist', trayId, order: [...Array(n).keys()].reverse() });
|
||||
}
|
||||
}
|
||||
// Flying Switch — roll a cut into an ADJACENT industry without the engine entering it.
|
||||
for (const cardId of s.decks.hands.get(player) ?? []) {
|
||||
const k = s.cards.get(cardId)?.kind;
|
||||
if (k?.kind !== 'maneuver' || k.key !== 'flyingSwitch') continue;
|
||||
for (const [trayId, tray] of s.trays) {
|
||||
if (tray.position.at !== 'grid' || tray.position.seat !== seatOf(s, player)) continue;
|
||||
const from = tray.position.coord;
|
||||
for (const reverse of [false, true]) {
|
||||
for (const d of destinationsFor(s, player, trayId, from, reverse)) {
|
||||
for (let count = 1; count <= tray.consist.length; count++) {
|
||||
out.push({ type: 'maneuver.flyingSwitch', cardId, trayId, count, to: d.coord });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
out.push({ type: 'switch.end' });
|
||||
out.push(...switchCandidates(s, player));
|
||||
|
||||
// -- draw (§6.2)
|
||||
out.push({ type: 'draw.fromHomeOffice' });
|
||||
|
||||
@@ -431,6 +431,7 @@ export function createGame(opts: SetupOptions): GameState {
|
||||
turns: freshTurns(playerCount, MOVES_PER_LOCAL_OPS),
|
||||
movedThisPhase: new Set(),
|
||||
collisionsToday: 0,
|
||||
collisionsPrevDay: 0,
|
||||
collisionsTotal: 0,
|
||||
status: 'active',
|
||||
outcome: null,
|
||||
|
||||
@@ -1119,6 +1119,20 @@ export type GameState = {
|
||||
movedThisPhase: Set<TrayId>;
|
||||
/** §3.4 — resets at the start of each Day; checked against `config.maxCollisionsPerDay`. */
|
||||
collisionsToday: number;
|
||||
/**
|
||||
* What `collisionsToday` held for the Day that just ENDED — captured at the rollover, immediately
|
||||
* before the reset.
|
||||
*
|
||||
* The Day-end dialog exists to report the Day that finished, and it is drawn from the frame AFTER
|
||||
* the rollover, because that is the frame whose `day` went up. So it read `collisionsToday` as 0 no
|
||||
* matter what had happened: Jesse, 2026-09-09, at the end of a Day 1 with two collisions in it —
|
||||
* "it shows a total of two collisions, but zero today ... that does seem to be a contradiction".
|
||||
*
|
||||
* NOT DERIVABLE ON THE CLIENT. A Day turns over inside the phases that run themselves, so in
|
||||
* multiplayer the push that reports the new Day is the same push that reports the reset — a client
|
||||
* may never see the ended Day's final count to remember it.
|
||||
*/
|
||||
collisionsPrevDay: number;
|
||||
/** §3.4 — never reset; checked against `config.maxCollisionsTotal`. */
|
||||
collisionsTotal: number;
|
||||
/**
|
||||
|
||||
+34
-13
@@ -377,7 +377,7 @@ export function reachableDestinations(
|
||||
start: GridCoord,
|
||||
initialExit: Port,
|
||||
): MoveDestination[] {
|
||||
return exploreMoves(ctx, start, initialExit).destinations;
|
||||
return exploreMoves(ctx, start, initialExit, false).destinations;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -434,12 +434,19 @@ export function exploreMoves(
|
||||
ctx: MoveContext,
|
||||
start: GridCoord,
|
||||
initialExit: Port,
|
||||
/**
|
||||
* False when only the destinations are wanted (`reachableDestinations`, every legality check): the
|
||||
* rejections are then not recorded at all. They never change a destination, and building them was
|
||||
* pure allocation on the hottest path in the engine.
|
||||
*/
|
||||
collectBlocks = true,
|
||||
): { destinations: MoveDestination[]; blocked: MoveBlock[] } {
|
||||
const { area, occupancy } = ctx;
|
||||
const results: MoveDestination[] = [];
|
||||
const blocked: MoveBlock[] = [];
|
||||
const noted = new Set<string>();
|
||||
const block = (coord: GridCoord, kind: MoveBlockKind, why: string): void => {
|
||||
if (!collectBlocks) return;
|
||||
const k = coordKey(coord);
|
||||
if (noted.has(k)) return;
|
||||
noted.add(k);
|
||||
@@ -459,10 +466,25 @@ export function exploreMoves(
|
||||
couples: RollingStock[];
|
||||
/** Coord key each entry in `couples` came off, aligned by index — see `routeOutcomeKey`. */
|
||||
origins: string[];
|
||||
/** Cards visited on THIS route, start included. A per-path set, not a global one — see the
|
||||
* module doc comment on `MAX_ENUMERATED_FRONTIER` for why a global one would forbid the very
|
||||
* routes this walk exists to find. */
|
||||
visited: Set<string>;
|
||||
};
|
||||
|
||||
/**
|
||||
* Has THIS route already used `to`? Per-path, not global — see the doc comment on
|
||||
* `MAX_ENUMERATED_FRONTIER` for why a global set would forbid the very routes this walk exists to
|
||||
* find.
|
||||
*
|
||||
* Read off the route's own `path` instead of a Set copied at every step, which was a large share of
|
||||
* the walk's garbage. It answers exactly as that Set did: the start square, then every square
|
||||
* enqueued along the route AFTER the first hop, including this node's own — the first hop's square
|
||||
* was never added, and `path[0]` is that square, so the scan begins at 1.
|
||||
*/
|
||||
const onRoute = (node: Frontier, to: GridCoord): boolean => {
|
||||
if (sameCoord(to, start)) return true;
|
||||
if (node.path.length > 0 && sameCoord(to, node.coord)) return true;
|
||||
for (let k = 1; k < node.path.length; k++) {
|
||||
if (sameCoord(node.path[k]!.coord, to)) return true;
|
||||
}
|
||||
return false;
|
||||
};
|
||||
|
||||
// The very first hop is checked here because `start`'s card is not itself enqueued; every later
|
||||
@@ -493,13 +515,14 @@ export function exploreMoves(
|
||||
path: [],
|
||||
couples: ownCut,
|
||||
origins: ownCut.map(() => startKey),
|
||||
visited: new Set([startKey]),
|
||||
},
|
||||
];
|
||||
let enumerated = 1;
|
||||
|
||||
while (queue.length > 0) {
|
||||
const node = queue.shift()!;
|
||||
// FIFO by index rather than `shift()`, which re-packs the array on every pop. Same order.
|
||||
let head = 0;
|
||||
while (head < queue.length) {
|
||||
const node = queue[head++]!;
|
||||
const card = cardAt(area, node.coord);
|
||||
if (!card) continue;
|
||||
|
||||
@@ -592,17 +615,15 @@ export function exploreMoves(
|
||||
// direction; it never says without repeating ground, but a train cannot occupy the same
|
||||
// track twice at once either). Per-path, not global — a DIFFERENT route may legitimately
|
||||
// pass through a card this one already used.
|
||||
const toKey = coordKey(to);
|
||||
if (node.visited.has(toKey)) continue;
|
||||
if (onRoute(node, to)) continue;
|
||||
if (enumerated >= MAX_ENUMERATED_FRONTIER) break;
|
||||
enumerated++;
|
||||
const step: MoveStep = { coord: node.coord, entry: node.entry, exit };
|
||||
const visited = new Set(node.visited);
|
||||
visited.add(toKey);
|
||||
queue.push({ coord: to, entry: opposite(exit), path: [...node.path, step], couples, origins, visited });
|
||||
queue.push({ coord: to, entry: opposite(exit), path: [...node.path, step], couples, origins });
|
||||
}
|
||||
}
|
||||
|
||||
if (!collectBlocks) return { destinations: results, blocked };
|
||||
// A card that turned out to be reachable after all is not a blocker: the walk may meet a square
|
||||
// from a bad angle first and a good one later.
|
||||
const reached = new Set(results.map((r) => coordKey(r.coord)));
|
||||
|
||||
@@ -656,6 +656,27 @@ export function startServer(opts: ServerOptions): void {
|
||||
return;
|
||||
}
|
||||
|
||||
/**
|
||||
* THIS SEAT'S OWN GAME, AS A SAVE (playtest, 2026-09-15: "most of the time, I want to go ahead and
|
||||
* just save it as a JSON file in my Downloads folder").
|
||||
*
|
||||
* The administrative export at `/api/games/<id>/save` is gated on the admin secret, which a player
|
||||
* does not have and should not need: a save is the seed and the moves, and every one of those moves
|
||||
* is already on this player's screen. So the seat's own session token is the gate, exactly as it is
|
||||
* for `/api/stream` and `/api/intent` — it proves which game and which chair, and nothing else is
|
||||
* disclosed. The page turns the JSON into a file (`main.ts`'s `downloadSave`).
|
||||
*/
|
||||
if (url.pathname === '/api/save' && req.method === 'GET') {
|
||||
const ps = sessions.get(url.searchParams.get('token') ?? '');
|
||||
const session = ps ? games.get(ps.gameId) : undefined;
|
||||
if (!ps || !session) {
|
||||
sendJson(res, 404, { error: 'no such game' });
|
||||
return;
|
||||
}
|
||||
sendJson(res, 200, { gameId: ps.gameId, save: session.exportSave() });
|
||||
return;
|
||||
}
|
||||
|
||||
if (url.pathname === '/api/stream' && req.method === 'GET') {
|
||||
const token = url.searchParams.get('token') ?? '';
|
||||
const ps = sessions.get(token);
|
||||
|
||||
+24
-2
@@ -42,6 +42,12 @@ export type DivisionRoster = {
|
||||
actor: number | null;
|
||||
/** The player this map is being drawn for. */
|
||||
viewer: number;
|
||||
/**
|
||||
* Division nodes to flash — a Mainline card that has just become a different card (Realignment).
|
||||
* Playtest, 2026-09-15: the log said a card had been converted and the map said nothing, so the one
|
||||
* play that changes the Division itself was invisible on the map of it.
|
||||
*/
|
||||
flash?: readonly number[];
|
||||
};
|
||||
|
||||
export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | null): string {
|
||||
@@ -134,6 +140,8 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
}[];
|
||||
cap: number | null;
|
||||
tip: string;
|
||||
/** Set on a card that has just changed under the players' feet — drawn with a brief pulse. */
|
||||
flash?: boolean;
|
||||
/** Which SEAT's district this cell belongs to, or null for Mainline and Division Points. */
|
||||
seat: number | null;
|
||||
/** Set on an Office cell when a roster was supplied: whose district this is. */
|
||||
@@ -168,7 +176,11 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
cells.push({ ...c, x: 0, y: 0 });
|
||||
};
|
||||
|
||||
// The node's own index, so a cell can be matched against `roster.flash`. `continue` below skips the
|
||||
// rest of the body, never this.
|
||||
let nodeIndex = -1;
|
||||
for (const n of nodes) {
|
||||
nodeIndex++;
|
||||
if (n.kind === 'office') {
|
||||
const cap = n.capacity;
|
||||
const ad = n.trains.flat();
|
||||
@@ -261,6 +273,7 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
push({
|
||||
kind: dp ? 'dp' : 'ml',
|
||||
label: n.label,
|
||||
...(roster?.flash?.includes(nodeIndex) ? { flash: true } : {}),
|
||||
sub: n.capacity === null
|
||||
? 'no limit — trains queue'
|
||||
: [free, inYard.length > 0 ? `${inYard.length} in the yard` : ''].filter(Boolean).join(' · '),
|
||||
@@ -356,7 +369,7 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
|
||||
cells.forEach((c) => {
|
||||
const full = c.cap !== null && c.trains.length >= c.cap;
|
||||
out += `<g class="bs-dcell bs-d${c.kind}${full ? ' bs-full' : ''}" data-tip="${esc(c.tip)}">`;
|
||||
out += `<g class="bs-dcell bs-d${c.kind}${full ? ' bs-full' : ''}${c.flash ? ' bs-changed' : ''}" data-tip="${esc(c.tip)}">`;
|
||||
out += `<rect x="${c.x}" y="${c.y}" width="${c.w}" height="${CH}" rx="5"/>`;
|
||||
/**
|
||||
* WHOSE IS IT, IS IT THEIR MOVE, AND IS IT MINE — answered by colour and one suffix rather
|
||||
@@ -1248,6 +1261,12 @@ export const BOARD_CSS = `
|
||||
and leave at the other, and a seated layout must not be read as a ring. */
|
||||
.bs-stop line{stroke:#e0a060;stroke-width:2.6;stroke-linecap:round}
|
||||
.bs-end{fill:#e0a060;font:10px ui-monospace,monospace;letter-spacing:.03em}
|
||||
/* A card that has just BECOME a different card (Realignment). The same amber the rest of the page
|
||||
spends on "it is happening here", pulsing only while the step that did it is on screen — so the
|
||||
change is seen on the map rather than only read in the log. */
|
||||
.bs-dcell.bs-changed rect{stroke:#e0a060;stroke-width:2.4;animation:bs-changed-pulse 1.1s ease-in-out infinite}
|
||||
@keyframes bs-changed-pulse{0%,100%{stroke-opacity:1}50%{stroke-opacity:.35}}
|
||||
@media (prefers-reduced-motion: reduce){.bs-dcell.bs-changed rect{animation:none}}
|
||||
/* The vertical bars a Mainline card is divided into (§2.1). 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}
|
||||
@@ -1329,7 +1348,10 @@ export const BOARD_CSS = `
|
||||
.bs-arrow{fill:#5f6b7a;font:10px ui-monospace,monospace}
|
||||
.bs-cn{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
|
||||
.bs-coord{fill:#5f6b7a;font:9px ui-monospace,monospace}
|
||||
.bs-name{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
|
||||
/* stroke:none (Gitea#24). A name takes the class \`bs-turn\` while it is that player's move, and \`.bs-turn\` is
|
||||
also the turn ARROW's rule, which strokes its shape 2.4px grey. Declared after it, this keeps that
|
||||
outline off the letters, which it smeared into an unreadable blur. */
|
||||
.bs-name{fill:#e6e9ee;stroke:none;font:600 11px ui-monospace,monospace}
|
||||
.bs-name.bs-you{fill:#5aa9e6}
|
||||
/* Their move — wins over .bs-you when both apply, because whose turn it is changes every few
|
||||
seconds and which railroad is yours never does.
|
||||
|
||||
+238
-16
@@ -22,6 +22,9 @@
|
||||
import {
|
||||
applyIntent,
|
||||
areaOf,
|
||||
extendLimitsIfNeeded,
|
||||
isLockedOut,
|
||||
protoCard,
|
||||
canAdvanceLoad,
|
||||
destinationsFor,
|
||||
facilityCarTypes,
|
||||
@@ -29,14 +32,15 @@ import {
|
||||
ownCutFor,
|
||||
} from '../engine/apply.ts';
|
||||
import { MAX_CONSIST, nextOfficeTier, officeProfile } from '../engine/content.ts';
|
||||
import type { CarType, Hand, TrackGeometry } from '../engine/content.ts';
|
||||
import type { CarType, FreightKind, Hand, TrackGeometry } from '../engine/content.ts';
|
||||
import type { GameEvent } from '../engine/events.ts';
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import { legalActions } from '../engine/legal.ts';
|
||||
import { connectionsFor, exitsFrom, facilityVariants, hasPort, joins, neighbour, opposite, variantsFor } from '../engine/track.ts';
|
||||
import { canPlaceAt, connectionsFor, exitsFrom, facilityVariants, hasPort, joins, neighbour, opposite, variantsFor } from '../engine/track.ts';
|
||||
import type { Port } from '../engine/track.ts';
|
||||
import { actingPlayer, coordKey, turnOf } from '../engine/state.ts';
|
||||
import type { Facility, GameState, GridCoord, OfficeArea, PlayerIndex, RollingStock, TrackCard } from '../engine/state.ts';
|
||||
import { planSwitchingTurn, switchFingerprint } from './switch-planner.ts';
|
||||
|
||||
export type BotPolicy = {
|
||||
name: string;
|
||||
@@ -106,7 +110,8 @@ function because(reason: string, intent: Intent): Intent {
|
||||
* Every flag here turns something OFF. That is the opposite of how this started — the tweaks were
|
||||
* candidates to switch on — and it is the right shape once a candidate has been adopted: what a
|
||||
* measured heuristic needs afterwards is a way to ask "is this still worth it?" when the deck or
|
||||
* the rules move under it. Both of these were worth about +1.5 revenue together when adopted; if a
|
||||
* the rules move under it. The first two were worth about +1.5 revenue together when adopted, and
|
||||
* planning the switching turn (`noPlanSwitching`) +2.89 on its own; if a
|
||||
* rebalance changes the economy, that is a claim to re-test rather than to assume.
|
||||
*
|
||||
* The candidates that did NOT survive are gone rather than left switched off: preferring coaches at
|
||||
@@ -121,9 +126,78 @@ export type BotTweaks = {
|
||||
noTrainCap?: boolean;
|
||||
/** Draw whenever nothing is urgent, as the bot did before it preferred operating. */
|
||||
noOperateFirst?: boolean;
|
||||
|
||||
/**
|
||||
* Choose switching Moves one at a time from the rule ladder, as the bot did before it planned the
|
||||
* whole turn (`switch-planner.ts`). Measured at adoption, 2026-09-14: planning was worth
|
||||
* +2.89 ± 0.18 revenue a game (t = 15.79) over 1600 paired seeds, 733 better against 21 worse.
|
||||
*/
|
||||
noPlanSwitching?: boolean;
|
||||
/**
|
||||
* Take a face-up train or industry card whether or not it could be played, as the bot did before
|
||||
* 2026-09-14. It then took 20.1 trains and 11.9 industries a game off the Departments and discarded
|
||||
* 20.2 and 11.8, retaking the same card 28.8 times a game. Asking first measured +1.52 ± 0.10
|
||||
* (t = 15.59) over 1600 paired seeds — this ablation was worse on 880 of them and better on 211.
|
||||
*/
|
||||
noPlayableTakes?: boolean;
|
||||
/**
|
||||
* Choose where track goes by `bestTrackLay`'s piece rules and the fallback's first legal square, as the
|
||||
* bot did before 2026-09-15, instead of by what the district can DO afterwards (`bestValuedLay`).
|
||||
* Scoring the layout measured +0.118 ± 0.029 (t = 4.14) over 6400 paired seeds, and closed run-arounds
|
||||
* in 22 of 60 districts against 9.
|
||||
*/
|
||||
noValueLays?: boolean;
|
||||
/**
|
||||
* Let the New Train phase's fallback take `options[0]`, as the bot did before 2026-09-15. Because
|
||||
* `legalActions` lists `newTrain.secondSection` ahead of the Extra starts, all 26 Second Sections the
|
||||
* bot ran in 60 games were that accident, and 6 of the 20 collisions followed one. Taking a car, a pass
|
||||
* or the Extra's start instead measured +0.32 ± 0.09 (t = 3.64) over 400 paired seeds.
|
||||
*/
|
||||
noDeliberateNewTrain?: boolean;
|
||||
};
|
||||
|
||||
/**
|
||||
* A switching turn planned once and then played a step per decision.
|
||||
*
|
||||
* Keyed by the tweaks object, because that is what one policy owns — the server shares a single
|
||||
* `developerBot` across every bot seat, so the plan inside it is kept per player. Each step is
|
||||
* submitted only while the position still matches the fingerprint the plan expected there; anything
|
||||
* else replans. A switching turn has no randomness, so in practice a plan is made once a turn.
|
||||
*/
|
||||
type ActivePlan = { steps: Intent[]; keys: string[]; next: number; summary: string };
|
||||
const activePlans = new WeakMap<BotTweaks, Map<PlayerIndex, ActivePlan>>();
|
||||
|
||||
function plannedSwitch(s: GameState, player: PlayerIndex, options: Intent[], tweaks: BotTweaks): Intent | null {
|
||||
let mine = activePlans.get(tweaks);
|
||||
if (!mine) activePlans.set(tweaks, (mine = new Map()));
|
||||
const here = switchFingerprint(s, player);
|
||||
let active = mine.get(player);
|
||||
if (!active || active.keys[active.next] !== here) {
|
||||
const p = planSwitchingTurn(s, player);
|
||||
active = {
|
||||
steps: p.steps,
|
||||
keys: p.keys,
|
||||
next: 0,
|
||||
summary:
|
||||
`position ${p.rootScore.toFixed(2)} → ${p.score.toFixed(2)} over ${p.expanded} positions` +
|
||||
(p.complete ? '' : ', search budget reached'),
|
||||
};
|
||||
mine.set(player, active);
|
||||
}
|
||||
if (active.next >= active.steps.length) {
|
||||
mine.delete(player);
|
||||
const end = options.find((i) => i.type === 'switch.end');
|
||||
return end ? because(`planned switching turn complete — ${active.summary}`, end) : null;
|
||||
}
|
||||
const want = JSON.stringify(active.steps[active.next]);
|
||||
const match = options.find((i) => JSON.stringify(i) === want);
|
||||
if (!match) {
|
||||
mine.delete(player);
|
||||
return null;
|
||||
}
|
||||
active.next++;
|
||||
return because(`step ${active.next} of ${active.steps.length} of a planned switching turn — ${active.summary}`, match);
|
||||
}
|
||||
|
||||
/** The bot as it plays today. Every knob off. */
|
||||
export const developerBot: BotPolicy = makeDeveloperBot({});
|
||||
|
||||
@@ -209,6 +283,13 @@ export function makeDeveloperBot(tweaks: BotTweaks): BotPolicy {
|
||||
);
|
||||
if (match) return because(`the ${w.loaded ? 'loaded' : 'empty'} ${w.type} is what a facility is short of`, match);
|
||||
}
|
||||
if (!tweaks.noDeliberateNewTrain) {
|
||||
const move =
|
||||
pickFirst(options, 'newTrain.placeCar', 'newTrain.passCar', 'newTrain.startExtra') ??
|
||||
options.find((i) => i.type !== 'newTrain.secondSection' && i.type !== 'maneuver.redFlags') ??
|
||||
options[0]!;
|
||||
return because('no car on offer is one our facilities need', move);
|
||||
}
|
||||
return because('no car on offer is one our facilities need', pickFirst(options, 'newTrain.placeCar', 'newTrain.passCar') ?? options[0]!);
|
||||
}
|
||||
|
||||
@@ -438,7 +519,7 @@ function topOfDepartment(s: GameState, slot: number): string | undefined {
|
||||
* In a competitive game the same call reads the other way round — burying a card a rival wants is an
|
||||
* attack — which is why the choice belongs to the discarding player and not to the rules.
|
||||
*/
|
||||
function bestDiscard(s: GameState, player: PlayerIndex, options: Intent[]): Intent | null {
|
||||
function bestDiscard(s: GameState, player: PlayerIndex, options: Intent[], tweaks: BotTweaks): Intent | null {
|
||||
let best: Intent | null = null;
|
||||
let bestScore = -Infinity;
|
||||
for (const i of options) {
|
||||
@@ -448,7 +529,7 @@ function bestDiscard(s: GameState, player: PlayerIndex, options: Intent[]): Inte
|
||||
// two showing whatever they happened to start with. Measured over 100 games — spreading 2.87
|
||||
// revenue, concentrating on the deepest 2.67, indifferent 2.67.
|
||||
const top = topOfDepartment(s, i.toSlot);
|
||||
const wanted = isWorthTaking(s, player, i.toSlot);
|
||||
const wanted = isWorthTaking(s, player, i.toSlot, tweaks);
|
||||
const depth = s.decks.departments[i.toSlot]?.length ?? 0;
|
||||
const score = (top === undefined ? 6 : wanted ? -10 : 2) - Math.min(depth, 4) * 0.5;
|
||||
if (score > bestScore) {
|
||||
@@ -460,10 +541,39 @@ function bestDiscard(s: GameState, player: PlayerIndex, options: Intent[]): Inte
|
||||
}
|
||||
|
||||
/** A face-up card worth spending the draw on rather than gambling on the deck. */
|
||||
function isWorthTaking(s: GameState, player: PlayerIndex, slot: number): boolean {
|
||||
return takingRank(s, player, slot) > 0;
|
||||
function isWorthTaking(s: GameState, player: PlayerIndex, slot: number, tweaks: BotTweaks): boolean {
|
||||
return takingRank(s, player, slot, tweaks) > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Could an industry of this kind be laid anywhere right now? Asked of the engine's own placement
|
||||
* rule (`canPlaceAt`) and lockout (`isLockedOut`) rather than a copy: an industry is plain east-west
|
||||
* track, so the only squares worth asking about are empty ones east or west of a card already down.
|
||||
*/
|
||||
function industrySiteExists(s: GameState, player: PlayerIndex, kind: FreightKind): boolean {
|
||||
const area = areaOf(s, player);
|
||||
if (isLockedOut(area, kind)) return false;
|
||||
const probe = {
|
||||
geometry: { kind: 'facility', facility: kind },
|
||||
baseOperationalRail: true,
|
||||
standing: [],
|
||||
standingWest: 0,
|
||||
facility: null,
|
||||
modifiers: [],
|
||||
enhancements: [],
|
||||
} as unknown as TrackCard;
|
||||
for (const key of area.grid.keys()) {
|
||||
const [row, col] = key.split(',').map(Number);
|
||||
for (const dc of [1, -1]) {
|
||||
const at = { row: row!, col: col! + dc };
|
||||
if (at.row === area.runningRow || area.grid.has(coordKey(at))) continue;
|
||||
if (canPlaceAt(area, at, probe)) return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* HOW BADLY the face-up card is wanted. 0 means not worth the draw.
|
||||
*
|
||||
@@ -471,14 +581,18 @@ function isWorthTaking(s: GameState, player: PlayerIndex, slot: number): boolean
|
||||
* happened to be scanned first — a coin flip on the card that decides whether the district ever
|
||||
* becomes a Passenger Facility at all.
|
||||
*/
|
||||
function takingRank(s: GameState, player: PlayerIndex, slot: number): number {
|
||||
function takingRank(s: GameState, player: PlayerIndex, slot: number, tweaks: BotTweaks): number {
|
||||
const id = topOfDepartment(s, slot);
|
||||
if (!id) return 0;
|
||||
const k = s.cards.get(id)?.kind;
|
||||
if (!k) return 0;
|
||||
if (k.kind === 'office') return nextOfficeTier(areaOf(s, player).tier) === k.tier ? 3 : 0;
|
||||
if (k.kind === 'timetabledTrain' || k.kind === 'extraTrain') return 2;
|
||||
if (k.kind === 'freightFacility') return 1;
|
||||
if (k.kind === 'timetabledTrain' || k.kind === 'extraTrain') {
|
||||
return !tweaks.noPlayableTakes && trainWouldOverfillTheOffice(s, player, tweaks) ? 0 : 2;
|
||||
}
|
||||
if (k.kind === 'freightFacility') {
|
||||
return !tweaks.noPlayableTakes && !industrySiteExists(s, player, k.facility) ? 0 : 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -741,6 +855,104 @@ function bestFacilityPlay(s: GameState, player: PlayerIndex, options: Intent[]):
|
||||
return best;
|
||||
}
|
||||
|
||||
/**
|
||||
* WHAT A DISTRICT'S TRACK IS WORTH FOR WHAT IT LETS HAPPEN NEXT — the default since 2026-09-15;
|
||||
* `noValueLays` turns it off.
|
||||
*
|
||||
* `bestTrackLay` scores the PIECE — its shape and where it sits — and cannot tell one that opens an
|
||||
* industry site or closes a run-around from one that merely fills a square. This scores the LAYOUT the
|
||||
* piece would leave, so a lay is worth the difference it makes. Every term is something the rules turn
|
||||
* into play: a site is somewhere a held industry can go; a run-around lets a crew pass its own cars
|
||||
* (§A.5); a way off the main is the only road to either; a Running Track straight is what Interlocking
|
||||
* needs. The weights are a starting point to measure, not a result.
|
||||
*/
|
||||
function layoutValue(area: OfficeArea): number {
|
||||
let v = 0;
|
||||
const reachable = reachableOffMain(area);
|
||||
v += Math.min(reachable.size, 12) * 0.2;
|
||||
|
||||
let ways = 0;
|
||||
let loops = 0;
|
||||
for (const side of SIDES) {
|
||||
for (const col of waysOff(area, side)) {
|
||||
ways++;
|
||||
if (descendFrom(area, col, side).rejoins.size > 0) loops++;
|
||||
}
|
||||
}
|
||||
v += [0, 1.5, 2, 2.5][Math.min(ways, 3)]!;
|
||||
if (loops > 0) v += 6 + Math.min(loops - 1, 1) * 2;
|
||||
|
||||
// Squares an industry could legally be laid on, joined to track a crew can reach.
|
||||
const probe = protoCard({ kind: 'freightFacility', facility: 'mineTipple' }, 0)!;
|
||||
const tried = new Set<string>();
|
||||
let sites = 0;
|
||||
for (const key of reachable) {
|
||||
const [row, col] = key.split(',').map(Number);
|
||||
for (const dc of [1, -1]) {
|
||||
const at = { row: row!, col: col! + dc };
|
||||
const k = coordKey(at);
|
||||
if (tried.has(k) || area.grid.has(k) || at.row === area.runningRow) continue;
|
||||
tried.add(k);
|
||||
if (canPlaceAt(area, at, probe)) sites++;
|
||||
}
|
||||
}
|
||||
v += [0, 2, 3, 3.5][Math.min(sites, 3)]!;
|
||||
|
||||
let mainStraight = false;
|
||||
for (const [key, card] of area.grid) {
|
||||
if (Number(key.split(',')[0]) !== area.runningRow || card.geometry.kind !== 'track') continue;
|
||||
if (card.geometry.geometry === 'straight') mainStraight = true;
|
||||
// A turnout on the main whose leg joins nothing is a hole in the Running Track with no road behind it.
|
||||
if (card.geometry.geometry === 'turnout') {
|
||||
const col = Number(key.split(',')[1]);
|
||||
for (const side of SIDES) {
|
||||
if (!hasPort(card, legPort(side))) continue;
|
||||
const beyond = area.grid.get(`${area.runningRow + side},${col}`);
|
||||
if (!beyond || !joins(card, legPort(side), beyond)) v -= 0.5;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (mainStraight) v += 1.5;
|
||||
return v;
|
||||
}
|
||||
|
||||
/**
|
||||
* The track lay worth most by `layoutValue`, placed on a copy of the district exactly as the reducer
|
||||
* places it (`protoCard`, `extendLimitsIfNeeded`). With `mustBuild`, only a lay that gains something is
|
||||
* offered, which is the slot `bestTrackLay` fills; without it, the best of whatever is legal, which is
|
||||
* the slot the "play what is in hand" fallback fills. Ties go to the square nearer the Office.
|
||||
*/
|
||||
function bestValuedLay(s: GameState, player: PlayerIndex, options: Intent[], mustBuild: boolean): Intent | null {
|
||||
const area = areaOf(s, player);
|
||||
const base = layoutValue(area);
|
||||
let best: Intent | null = null;
|
||||
let bestScore = -Infinity;
|
||||
for (const i of options) {
|
||||
if (i.type !== 'card.play' || i.placement === undefined) continue;
|
||||
const kind = s.cards.get(i.cardId)?.kind;
|
||||
if (kind?.kind !== 'track') continue;
|
||||
const built = protoCard(kind, i.variant);
|
||||
if (!built) continue;
|
||||
const after: OfficeArea = {
|
||||
...area,
|
||||
grid: new Map(area.grid),
|
||||
limitsWest: { ...area.limitsWest },
|
||||
limitsEast: { ...area.limitsEast },
|
||||
};
|
||||
after.grid.set(coordKey(i.placement), built);
|
||||
extendLimitsIfNeeded(after, i.placement);
|
||||
const gain = layoutValue(after) - base;
|
||||
if (mustBuild && gain <= 0.1) continue;
|
||||
const distance = Math.abs(i.placement.row - area.officeCoord.row) * 2 + Math.abs(i.placement.col - area.officeCoord.col);
|
||||
const score = gain - distance * 0.01;
|
||||
if (score > bestScore) {
|
||||
bestScore = score;
|
||||
best = i;
|
||||
}
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
function bestTrackLay(s: GameState, player: PlayerIndex, options: Intent[]): Intent | null {
|
||||
const area = areaOf(s, player);
|
||||
|
||||
@@ -1213,7 +1425,7 @@ function followThrough(
|
||||
if (!turnOf(s, player).drawnThisTurn) {
|
||||
const piles = options.filter(
|
||||
(i): i is Extract<Intent, { type: 'draw.fromDepartment' }> =>
|
||||
i.type === 'draw.fromDepartment' && isWorthTaking(s, player, i.slot),
|
||||
i.type === 'draw.fromDepartment' && isWorthTaking(s, player, i.slot, tweaks),
|
||||
);
|
||||
// Best-ranked pile rather than the first that qualifies: an Office card and a train card
|
||||
// both "qualify", and only one of them stops the collisions.
|
||||
@@ -1221,7 +1433,7 @@ function followThrough(
|
||||
// and a train card are face up together 1.6 decisions a game — but ranking them is what the
|
||||
// ranking function is for, and a coin flip on the card that decides whether the district
|
||||
// ever becomes a Passenger Facility is not worth keeping for its own sake.
|
||||
const useful = piles.sort((a, b) => takingRank(s, player, b.slot) - takingRank(s, player, a.slot))[0];
|
||||
const useful = piles.sort((a, b) => takingRank(s, player, b.slot, tweaks) - takingRank(s, player, a.slot, tweaks))[0];
|
||||
if (useful) return because('a face-up card is worth more than a blind draw right now', useful);
|
||||
const blind = options.find((i) => i.type === 'draw.fromHomeOffice');
|
||||
if (blind) return because('no face-up card is worth taking — gamble on the deck', blind);
|
||||
@@ -1282,7 +1494,7 @@ function followThrough(
|
||||
// STRAIGHTS that Enhancements require, and no Freight Facility has anywhere to go until a
|
||||
// district exists. Measured with track absent, the hand held a playable Enhancement on 4,778
|
||||
// turns and could legally place one on 33.
|
||||
const track = bestTrackLay(s, player, options);
|
||||
const track = !tweaks.noValueLays ? bestValuedLay(s, player, options, true) : bestTrackLay(s, player, options);
|
||||
if (track) return because('lay track — nothing else creates the straights Enhancements need or the spurs freight needs', track);
|
||||
|
||||
// Then real development: a card actually laid into the grid. Freight facilities are scored —
|
||||
@@ -1307,17 +1519,27 @@ function followThrough(
|
||||
s.cards.get(i.cardId)?.kind.kind !== 'track',
|
||||
);
|
||||
if (placed) return because('develop the district with a card that goes on the board', placed);
|
||||
const play = options.find((i) => i.type === 'card.play');
|
||||
const play = !tweaks.noValueLays
|
||||
? options.find((i) => i.type === 'card.play' && s.cards.get(i.cardId)?.kind.kind !== 'track') ??
|
||||
bestValuedLay(s, player, options, false)
|
||||
: options.find((i) => i.type === 'card.play');
|
||||
if (play) return because('play what is in hand', play);
|
||||
const end = options.find((i) => i.type === 'draw.end');
|
||||
if (end) return because('nothing in hand can be played anywhere legal', end);
|
||||
return because(
|
||||
'nothing playable — discard onto the Department whose face-up card is least worth keeping reachable',
|
||||
bestDiscard(s, player, options) ?? pickFirst(options, 'card.discard') ?? options[0]!,
|
||||
bestDiscard(s, player, options, tweaks) ?? pickFirst(options, 'card.discard') ?? options[0]!,
|
||||
);
|
||||
}
|
||||
|
||||
case 'switch': {
|
||||
// The planner decides the whole turn; the rules below are its fallback if the position is ever
|
||||
// not the one it planned for, and the whole of switching under `noPlanSwitching`.
|
||||
if (!tweaks.noPlanSwitching) {
|
||||
const planned = plannedSwitch(s, player, options, tweaks);
|
||||
if (planned) return planned;
|
||||
}
|
||||
|
||||
/**
|
||||
* A MOVE THAT DRAGS THE CREW'S OWN CUT BACK ON IS A WASTED MOVE, so take those off the table
|
||||
* before any heuristic gets to choose one.
|
||||
|
||||
+2
-1
@@ -23,6 +23,7 @@
|
||||
* Run with:
|
||||
* node src/sim/compare.ts 1600 noTrainCap=1 — what the A/D cap is worth today
|
||||
* node src/sim/compare.ts 1600 noOperateFirst=1 — what operating before drawing is worth
|
||||
* node src/sim/compare.ts 1600 noPlanSwitching=1 — what planning the switching turn is worth
|
||||
*
|
||||
* The flags are ABLATIONS: they turn off heuristics the bot already plays, so a negative delta is
|
||||
* the heuristic earning its place. That is what a measured bot needs going forward — the question
|
||||
@@ -221,7 +222,7 @@ export function formatPaired(r: PairedResult): string {
|
||||
* against itself and report a confident zero, which is the most expensive way this tool could fail.
|
||||
*/
|
||||
export const NUMERIC_TWEAKS = new Set<string>([]);
|
||||
export const BOOLEAN_TWEAKS = new Set(['noTrainCap', 'noOperateFirst']);
|
||||
export const BOOLEAN_TWEAKS = new Set(['noTrainCap', 'noOperateFirst', 'noPlanSwitching', 'noPlayableTakes', 'noValueLays', 'noDeliberateNewTrain']);
|
||||
|
||||
export function parseTweaks(args: string[]): BotTweaks {
|
||||
const tweaks: Record<string, number | boolean> = {};
|
||||
|
||||
+18
-12
@@ -15,7 +15,7 @@
|
||||
* panel cannot drift from the rules.
|
||||
*/
|
||||
|
||||
import { MAX_CONSIST, crewTrayCount } from '../engine/content.ts';
|
||||
import { MAINLINE_PROFILES, MAX_CONSIST, crewTrayCount } from '../engine/content.ts';
|
||||
import { adTrackCount, coordKey, seatOf, turnOf } from '../engine/state.ts';
|
||||
import type { GameState, GridCoord, PlayerIndex, RollingStock, SeatIndex, TrayId } from '../engine/state.ts';
|
||||
import { areaOf, canAdvanceLoad, canBoard, canDetrain, canStartLoad, facilityCarType, facilityCarTypes, freightRuleSpentHere, isFreight, laborersLeft, movesFor, passengerRefusal, portersLeft } from '../engine/apply.ts';
|
||||
@@ -134,7 +134,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
case 'actorChanged':
|
||||
return {
|
||||
tone: 'quiet',
|
||||
text: e.player === null ? 'No player acts — automatic phase' : `Player ${e.player} to act`,
|
||||
text: e.player === null ? 'No player acts — automatic phase' : 'to act',
|
||||
};
|
||||
|
||||
// -- local operations
|
||||
@@ -211,13 +211,19 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
? `Played ${card(e.cardId)} onto ${at(e.placement)}`
|
||||
: `Played ${card(e.cardId)}`,
|
||||
};
|
||||
case 'mainlineModified':
|
||||
case 'mainlineModified': {
|
||||
// WHICH CARD, NOT JUST WHICH WAY IT WENT. "Mainline card 3 converted to plains" left the reader
|
||||
// to remember what card 3 had been (playtest, 2026-09-15), and the card it WAS is the half that
|
||||
// says what the play was worth.
|
||||
const kindName = (k: string | undefined): string =>
|
||||
MAINLINE_PROFILES.find((m) => m.kind === k)?.name ?? k ?? 'that card';
|
||||
return {
|
||||
tone: 'plain',
|
||||
text: e.became
|
||||
? `Realignment: Mainline card ${e.node} converted to ${e.became}`
|
||||
: `Played ${e.key} on Mainline card ${e.node}`,
|
||||
? `Realignment: Mainline card ${e.node}, ${kindName(e.from)}, converted to ${kindName(e.became)}`
|
||||
: `Played ${e.key} on Mainline card ${e.node}${e.from ? ` (${kindName(e.from)})` : ''}`,
|
||||
};
|
||||
}
|
||||
case 'redFlagSpent':
|
||||
return {
|
||||
tone: 'good',
|
||||
@@ -225,8 +231,8 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
};
|
||||
case 'redFlagRuled':
|
||||
return e.flag
|
||||
? { tone: 'plain', text: `Player ${e.player} flagged the approaching train` }
|
||||
: { tone: 'plain', text: `Player ${e.player} waved the train through` };
|
||||
? { tone: 'plain', text: 'Flagged the approaching train' }
|
||||
: { tone: 'plain', text: 'Waved the train through' };
|
||||
case 'redFlagsSet':
|
||||
return {
|
||||
tone: 'good',
|
||||
@@ -496,13 +502,13 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
? { tone: 'bad', text: `${e.reason.toUpperCase()} · ${e.delta} Revenue (now ${e.total})` }
|
||||
: { tone: 'good', text: `+${e.delta} Revenue (now ${e.total}) — ${e.reason}` };
|
||||
case 'phaseEnded':
|
||||
return { tone: 'quiet', text: `Player ${e.player} finished ${phaseLabel(e.phase)}` };
|
||||
return { tone: 'quiet', text: `Finished ${phaseLabel(e.phase)}` };
|
||||
|
||||
// -- §3.3, extended play (Gitea#11)
|
||||
case 'extensionVoted':
|
||||
return e.agree
|
||||
? { tone: 'plain', text: `Player ${e.player} would play one more Day` }
|
||||
: { tone: 'plain', text: `Player ${e.player} called time — the game ends here` };
|
||||
? { tone: 'plain', text: 'Would play one more Day' }
|
||||
: { tone: 'plain', text: 'Called time — the game ends here' };
|
||||
case 'dayExtended':
|
||||
return { tone: 'clock', text: `── The table plays on: Day ${e.day} is added to the timetable ──` };
|
||||
case 'playConcluded':
|
||||
@@ -511,8 +517,8 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
// -- §11, the Yard Office (Gitea#5)
|
||||
case 'yardOfficeRuled':
|
||||
return e.take
|
||||
? { tone: 'plain', text: `Player ${e.player} sent ${train(e.trainId)} into the Yard Office` }
|
||||
: { tone: 'plain', text: `Player ${e.player} kept ${train(e.trainId)} at the Train Order Office` };
|
||||
? { tone: 'plain', text: `Sent ${train(e.trainId)} into the Yard Office` }
|
||||
: { tone: 'plain', text: `Kept ${train(e.trainId)} at the Train Order Office` };
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+101
-12
@@ -37,7 +37,9 @@ export type StepKind = 'switching' | 'action' | 'phase' | 'bookkeeping';
|
||||
* 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".
|
||||
* 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
|
||||
@@ -46,8 +48,17 @@ export type StepKind = 'switching' | 'action' | 'phase' | 'bookkeeping';
|
||||
export const DWELL: Record<StepKind, number> = {
|
||||
/** A train physically moving on the board. The thing worth watching, and protected accordingly. */
|
||||
switching: 1000,
|
||||
/** A card, a car or a load changing hands somewhere visible. */
|
||||
action: 250,
|
||||
/**
|
||||
* A card, a car or a load changing hands somewhere visible — and the announcement of what a
|
||||
* player is about to do.
|
||||
*
|
||||
* WAS 250ms, WHICH WAS WRONG, and wrong in the way that mattered most: an early-game bot turn has
|
||||
* no switching in it at all, so it was six steps of 250ms and 0ms — **750ms for a whole turn**.
|
||||
* Jesse, from the first real play on the test server: *"bot play was way too fast. I briefly saw
|
||||
* that it was the bot's office area then their turn was done."* His instruction had been "start at
|
||||
* 1s and tune down", and that was applied only to switching while this number was invented.
|
||||
*/
|
||||
action: 700,
|
||||
/**
|
||||
* An automatic phase that DID something — TODO #18.
|
||||
*
|
||||
@@ -107,9 +118,17 @@ export function kindOf(cause: StepCause): StepKind {
|
||||
case 'redFlag.play':
|
||||
return 'action';
|
||||
|
||||
// Ending a phase or a turn, choosing what to do, voting. The consequences are worth watching;
|
||||
// the declaration itself is not, and there are more of these than of anything else.
|
||||
/**
|
||||
* `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':
|
||||
@@ -119,9 +138,65 @@ export function kindOf(cause: StepCause): StepKind {
|
||||
}
|
||||
}
|
||||
|
||||
/** How long to show one step, in ms, at a given speed. `pace` of 0 means "do not animate at all". */
|
||||
/**
|
||||
* The widest multiplier that is a speed rather than a mistake.
|
||||
*
|
||||
* `pace` has no lower surprise — 0 means off — but an unbounded upper one does: `?pace=300` from
|
||||
* somebody typing 3.00, or a corrupt `localStorage` value, would give a switching move a five-minute
|
||||
* dwell and look exactly like a frozen board. Twenty is far past any speed anyone would choose and
|
||||
* well short of unusable.
|
||||
*
|
||||
* RAISED FROM TEN 2026-09-10, because the ceiling turned out not to be theoretical: Jesse played at
|
||||
* 10× — the top of the ladder — and reported it *"still a bit fast, but followable"*. A control whose
|
||||
* slowest setting is not slow enough for the person using it has the wrong ceiling, not the right one
|
||||
* held firmly.
|
||||
*/
|
||||
export const MAX_PACE = 20;
|
||||
|
||||
/**
|
||||
* The speeds the on-screen control offers, slowest last.
|
||||
*
|
||||
* `0` is off: every move is drawn at once, as it was before v0.8.0 — TODO #18's "a player who has
|
||||
* seen it a hundred times will want it off". The ladder runs well past 1 because that is what the
|
||||
* first real play asked for: Jesse reached for 7×, and although the `?pace=` he used never took
|
||||
* effect (the splash replaces the query string, so the play page only ever saw `?lobby`), the wish
|
||||
* was real. Watching a bot shunt cars is the point of this feature, and it is worth as long as it
|
||||
* takes.
|
||||
*/
|
||||
export const PACE_LEVELS = [0, 0.5, 1, 2, 3, 5, 7, 10, 15, 20] as const;
|
||||
|
||||
/**
|
||||
* How long to show one step, in ms, at a given speed.
|
||||
*
|
||||
* `pace` scales every tier by the same factor, so **the tiers stay in proportion at any speed** — a
|
||||
* switching move outlasts an ordinary action at 0.5× and at 3× alike. That is deliberate: the
|
||||
* relative weighting is the design (a train moving is worth more attention than a card changing
|
||||
* hands), and the multiplier is only how fast the whole thing runs. `0` means do not animate at all.
|
||||
*/
|
||||
export function dwellFor(cause: StepCause, pace = 1): number {
|
||||
return Math.round(DWELL[kindOf(cause)] * Math.max(0, pace));
|
||||
return Math.round(DWELL[kindOf(cause)] * Math.min(MAX_PACE, Math.max(0, pace)));
|
||||
}
|
||||
|
||||
/**
|
||||
* How much of the speed control a PHASE gets — damped, not the full multiplier.
|
||||
*
|
||||
* Phases were pinned at their tabled beat in v0.8.0.3, because scaling them with everything else put
|
||||
* a wall of clock-ticking after a player's own move. That was right about the cost and wrong about
|
||||
* the need: at 10× the caption row goes past faster than the sentence on it can be read. Jesse,
|
||||
* 2026-09-10: *"phases displayed on the upper line go by too quickly still. Should be 4 times as
|
||||
* long — at a guess. Maybe use the speed multiplier for that too?"*
|
||||
*
|
||||
* So they scale, at a third of the rate. That lands exactly on his guess — 10× gives a phase four
|
||||
* times its tabled beat — while leaving 1× untouched, and it stays affordable because phase beats
|
||||
* cluster rather than accumulate: measured over 60 pushes, a push carries **1.0 phase beat on
|
||||
* average and 4 at worst**, so the wait after a move goes to ~2.4s typical and ~10s at its very
|
||||
* worst rather than the minutes a full multiplier would have cost.
|
||||
*
|
||||
* Below 1× it simply follows the multiplier: somebody asking for everything faster means the phases
|
||||
* too.
|
||||
*/
|
||||
function phaseSpeed(pace: number): number {
|
||||
return pace <= 1 ? pace : 1 + (pace - 1) / 3;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -134,10 +209,25 @@ export function dwellFor(cause: StepCause, pace = 1): number {
|
||||
* 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 } },
|
||||
step: { cause: StepCause; player: number | null; lines: readonly unknown[]; frame: { table: object } },
|
||||
pace = 1,
|
||||
): number {
|
||||
if (step.lines.length > 0) return dwellFor(step.cause, pace);
|
||||
// Off means off, for the clock as much as for anybody's move.
|
||||
if (pace <= 0) return 0;
|
||||
/**
|
||||
* THE SPEED CONTROL IS ABOUT OTHER PEOPLE, NOT ABOUT THE CLOCK.
|
||||
*
|
||||
* A phase keeps its tabled beat at every speed. Measured over 40 turns of a real 3-seat game, the
|
||||
* waiting split almost evenly — 21.0s of other players against 21.0s of phases turning over — so
|
||||
* scaling both put 105 seconds of clock-ticking into a 5× game, all of it after the player's own
|
||||
* move and none of it anything to watch. Jesse, from that game: *"after my turn, when I actually
|
||||
* execute my turn, I'm still subject to that same delay before it moves on. That makes no sense."*
|
||||
*
|
||||
* The phase still gets its beat (TODO #18) — it just does not get longer because somebody wanted
|
||||
* to watch a bot shunt cars.
|
||||
*/
|
||||
const speed = step.player === null ? phaseSpeed(pace) : pace;
|
||||
if (step.lines.length > 0) return dwellFor(step.cause, speed);
|
||||
/**
|
||||
* A SILENT STEP EARNS A BEAT ONLY WHEN THE CLOCK TURNED OVER — which is TODO #18 exactly: "give
|
||||
* every phase a visible beat", for New Train, the Mainline and the shift change.
|
||||
@@ -146,12 +236,11 @@ export function dwellForStep(
|
||||
* 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.
|
||||
* all of them would cost a quarter of an hour a game.
|
||||
*/
|
||||
const table = step.frame.table as Record<string, unknown>;
|
||||
const turned = 'phase' in table || 'phaseKey' in table || 'stage' in table || 'day' in table;
|
||||
return turned ? dwellFor(step.cause, pace) : 0;
|
||||
return turned ? dwellFor(step.cause, speed) : 0;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -130,3 +130,65 @@ function need<T>(value: T | undefined, what: string): T {
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
/** A face-up or face-down pile a card can move to or from, as the display addresses it. */
|
||||
export type PileKey = 'home' | 'salvage' | `dept${number}`;
|
||||
|
||||
/**
|
||||
* WHICH PILES A STEP MOVED — derived, never sent.
|
||||
*
|
||||
* The receiver already holds the frame before a step and the frame after it, so which pile changed
|
||||
* is a diff rather than something the wire has to carry. That matters twice over: nothing is added
|
||||
* to the protocol, and it cannot drift out of step with the projection the way a hand-maintained
|
||||
* hint would.
|
||||
*
|
||||
* WHY IT IS NEEDED AT ALL. A player watching somebody else draw a card sees seven seconds of an
|
||||
* unchanged board — the step holds the screen, and the only thing that moved is a number in a panel
|
||||
* they were not looking at. Jesse, playing v0.8.0.4 at 10×: *"many operations still occurred too fast
|
||||
* for me to see"*, which was never about duration. Lighting the pile is what tells the eye where.
|
||||
*
|
||||
* WHAT EACH ACTION MOVES, measured across four seeds rather than reasoned about:
|
||||
*
|
||||
* | intent | piles |
|
||||
* | ----------------------- | -------------------------------------------------------- |
|
||||
* | `draw.fromHomeOffice` | `home` — the COUNT only; the card itself stays private |
|
||||
* | `draw.fromDepartment` | that `dept`, and `home` too when the pile refills from it |
|
||||
* | `card.discard` | that `dept` |
|
||||
* | `card.play` | `salvage`, or nothing here when it lands on the board |
|
||||
* | switching, new trains | nothing here — those show on the board itself |
|
||||
*/
|
||||
/**
|
||||
* Mainline cards that became a different card between two public boards — a Realignment, which is the
|
||||
* one play that changes the Division itself.
|
||||
*
|
||||
* Playtest, 2026-09-15: *"is it possible to flash the mainline card when it gets changed by realignment?
|
||||
* This would be more obvious to see what's happening on the map."* Detected the same way `changedPiles`
|
||||
* detects a pile moving — by comparing the two boards the queue already holds — rather than by reading
|
||||
* the event, so the flash lands with the step that shows it and not when the intent arrived.
|
||||
*/
|
||||
export function changedDivisionCards(before: PublicFrame | null, after: PublicFrame): number[] {
|
||||
if (before === null) return [];
|
||||
const out: number[] = [];
|
||||
after.division.forEach((node, i) => {
|
||||
const was = before.division[i];
|
||||
if (was && was.kind === 'ml' && node.kind === 'ml' && was.label !== node.label) out.push(i);
|
||||
});
|
||||
return out;
|
||||
}
|
||||
|
||||
export function changedPiles(before: PublicFrame | null, after: PublicFrame): PileKey[] {
|
||||
if (before === null) return [];
|
||||
const out: PileKey[] = [];
|
||||
if (before.deck !== after.deck) out.push('home');
|
||||
after.departmentDepth.forEach((depth, i) => {
|
||||
// The TOP as well as the depth: taking the face-up card and replacing it leaves the count alone
|
||||
// and changes the card everybody can see, which is the half that matters to a watcher.
|
||||
if (before.departmentDepth[i] !== depth || before.departments[i] !== after.departments[i]) {
|
||||
out.push(`dept${i}`);
|
||||
}
|
||||
});
|
||||
if (before.salvage.depth !== after.salvage.depth || before.salvage.top !== after.salvage.top) {
|
||||
out.push('salvage');
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,347 @@
|
||||
/**
|
||||
* Component 17b — planning a whole switching turn before making the first Move.
|
||||
*
|
||||
* Dev-side, like the rest of the bot. The developer bot's switching branch chooses ONE move at a time
|
||||
* from a ladder of rules, and its own comment names what that cannot do: "a strong player would use
|
||||
* the six Moves to re-order the consist — that is the game's central switching puzzle, and this bot
|
||||
* does not attempt it." This attempts it, for one turn at a time.
|
||||
*
|
||||
* WHY SEARCH IS FAIR HERE. A switching turn draws no card and rolls no die, so trying sequences on a
|
||||
* copy of the game is exactly what a player does by looking at the board. The score below reads only
|
||||
* what a player can see — the district, the cars on the trains, the facilities — and never the deck.
|
||||
*
|
||||
* WHY NOT EVERY SEQUENCE. Measured 2026-09-14 over 30 switching turns from bot games: a median turn
|
||||
* reaches 229 distinct positions, but 11 of 30 passed 20,000, because setting cars out is free and a
|
||||
* crew can leave them in a great many places. So the search keeps the best `beam` positions at each
|
||||
* step and stops at `budget` positions tried. Small turns are searched completely inside that.
|
||||
*
|
||||
* THE SCORE IS OF WHERE THE TURN ENDS, not of what it did, and it starts from Jesse's ruling
|
||||
* (2026-09-14): "players will attempt to deliver / pick up cars even if it delays trains." So a car
|
||||
* put where it can be worked is worth a point, and a train left away from the Office costs a quarter
|
||||
* of one. The weights are a starting point to measure, not a result.
|
||||
*/
|
||||
|
||||
import { areaAtSeat, areaOf, commitEvents, facilityCarTypes, prepareIntent, withRouteCache } from '../engine/apply.ts';
|
||||
import { badlyMadeUp, isExpedited } from '../engine/advance.ts';
|
||||
import { MAX_CONSIST } from '../engine/content.ts';
|
||||
import type { Intent } from '../engine/intents.ts';
|
||||
import { legalSwitchingActions } from '../engine/legal.ts';
|
||||
import { cloneTally, coordKey, seatOf, turnOf } from '../engine/state.ts';
|
||||
import type { Facility, GameState, GridCoord, PlayerIndex, RollingStock, TrackCard } from '../engine/state.ts';
|
||||
|
||||
export const SWITCH_WEIGHTS = {
|
||||
/** A car standing where its industry can load or unload it — the point of switching. */
|
||||
spot: 1.0,
|
||||
/** The same, past what the industry's boxes can work at once. */
|
||||
spotBeyondCapacity: 0.25,
|
||||
/** A car the industry cannot work, taking room on its track. */
|
||||
junkOnIndustry: -0.5,
|
||||
/** A finished car — loaded at a shipper, emptied at a receiver — still waiting to be lifted. */
|
||||
finishedLeft: -0.15,
|
||||
/** A car on one of this district's trains that some industry here would work. */
|
||||
carriedWanted: 0.35,
|
||||
/** The same car left on ordinary track, where a later turn can fetch it. */
|
||||
stagedWanted: 0.2,
|
||||
/** A coach kept with its train, or parked at the Office where §A.4 allows it. */
|
||||
coachWithTrain: 0.3,
|
||||
/** A coach left anywhere else, where no Porter can work it. */
|
||||
coachStranded: -0.3,
|
||||
/** Anything but a coach standing on the Office square — the next arrival collides (§8.3). */
|
||||
fouling: -3,
|
||||
/** A train that ends the turn away from the Office and so cannot highball next Mainline Phase. */
|
||||
trainAway: -0.25,
|
||||
/** On top of that, an expedited train — Q3 charges a Revenue point every Phase it is away. */
|
||||
expeditedAway: -1.0,
|
||||
/** A train that could not leave even from the Office — engine buried, caboose mid-train (§8.2). */
|
||||
notMadeUp: -0.6,
|
||||
/** Tie-breaks, so equal outcomes prefer the plan that does less. */
|
||||
perMove: -0.02,
|
||||
perSetOut: -0.005,
|
||||
/** A maneuver card spent — Flying Switch — so the planner plays one only when it buys something. */
|
||||
cardSpent: -0.1,
|
||||
} as const;
|
||||
|
||||
export type PlanOptions = {
|
||||
budget: number;
|
||||
beam: number;
|
||||
/**
|
||||
* Search Flying Switch alongside Moves, set-outs and sorts. On by default but UNMEASURED: the card
|
||||
* is dealt 0 copies (Jesse, 2026-08-26), so over 400 paired seeds turning it on changed nothing —
|
||||
* it is here so the planner can use the card the day it is dealt again.
|
||||
*/
|
||||
flyingSwitch?: boolean;
|
||||
};
|
||||
/**
|
||||
* Measured 2026-09-14, paired over 400 seeds against 3000/48: 2000/32 cost −0.02 ± 0.01 (t = −1.68,
|
||||
* inside the noise) at half the time per turn; 1000/24 cost −0.06 ± 0.02 (t = −2.65) for little more.
|
||||
*/
|
||||
export const DEFAULT_PLAN: PlanOptions = { budget: 2000, beam: 32, flyingSwitch: true };
|
||||
|
||||
export type SwitchPlan = {
|
||||
/** The intents to submit, in order. Empty when nothing beats stopping where the crew stands. */
|
||||
steps: Intent[];
|
||||
/** `switchFingerprint` before each step, and after the last — so a caller can tell it is on plan. */
|
||||
keys: string[];
|
||||
rootScore: number;
|
||||
score: number;
|
||||
/** Positions tried. */
|
||||
expanded: number;
|
||||
/** False when the budget ran out before the search did. */
|
||||
complete: boolean;
|
||||
};
|
||||
|
||||
/**
|
||||
* A copy of the game that a switching intent can be applied to without touching the original.
|
||||
*
|
||||
* NOT `structuredClone`, of the state or even of the district. A switching intent writes only the
|
||||
* cars standing on cards, the industry tracks, the district's A/D and held lists, the consist and
|
||||
* position of the trays standing in it, this player's turn and the tally — so exactly those arrays are
|
||||
* copied and everything else is shared by reference. Measured 2026-09-14, deep-cloning the district
|
||||
* was 44% of all planning time.
|
||||
*
|
||||
* `test/switch-planner.test.ts` proves across real games that planning leaves the original
|
||||
* byte-identical — which is what fails first if a reducer ever starts writing somewhere new, or
|
||||
* starts mutating a car or a card in place instead of replacing it.
|
||||
*/
|
||||
export function forkForSwitching(s: GameState, player: PlayerIndex): GameState {
|
||||
const seat = seatOf(s, player);
|
||||
const area = areaAtSeat(s, seat);
|
||||
const grid = new Map<string, TrackCard>();
|
||||
for (const [key, card] of area.grid) {
|
||||
const f = card.facility;
|
||||
grid.set(key, {
|
||||
...card,
|
||||
standing: [...card.standing],
|
||||
facility: f ? { ...f, industryTrack: { cars: [...f.industryTrack.cars] } } : f,
|
||||
});
|
||||
}
|
||||
const officeAreas = new Map(s.officeAreas);
|
||||
officeAreas.set(seat, {
|
||||
...area,
|
||||
grid,
|
||||
adOccupancy: [...area.adOccupancy],
|
||||
heldAtLimits: [...area.heldAtLimits],
|
||||
dispatchUsedToday: [...area.dispatchUsedToday],
|
||||
});
|
||||
const trays = new Map(s.trays);
|
||||
for (const [id, t] of s.trays) {
|
||||
if (t.position.at === 'grid' && t.position.seat === seat) trays.set(id, { ...t, consist: [...t.consist] });
|
||||
}
|
||||
const turns = new Map(s.turns);
|
||||
const turn = s.turns.get(player)!;
|
||||
turns.set(player, { ...turn, freightWorked: { ...turn.freightWorked } });
|
||||
// Flying Switch spends its card (`spendCard`): the hand map is rewritten and the Salvage Yard grows.
|
||||
const decks = { ...s.decks, hands: new Map(s.decks.hands), salvageYard: [...s.decks.salvageYard] };
|
||||
return { ...s, officeAreas, trays, turns, decks, tally: cloneTally(s.tally) };
|
||||
}
|
||||
|
||||
const carList = (xs: readonly RollingStock[]): string =>
|
||||
xs.map((c) => `${c.type}${c.loaded ? '+' : '-'}${c.origin ?? ''}`).join(',');
|
||||
|
||||
/**
|
||||
* Everything a switching intent can change, as a string — two positions with the same fingerprint
|
||||
* are the same position as far as the rest of the turn is concerned. Identical cars are not told
|
||||
* apart, which is right: no intent names a car.
|
||||
*/
|
||||
export function switchFingerprint(s: GameState, player: PlayerIndex): string {
|
||||
const seat = seatOf(s, player);
|
||||
const parts: string[] = [];
|
||||
for (const [id, t] of s.trays) {
|
||||
if (t.position.at !== 'grid' || t.position.seat !== seat) continue;
|
||||
const { row, col } = t.position.coord;
|
||||
parts.push(`${id}@${row},${col}/${t.facing}/${t.railFacing ?? ''}/${t.engineAt}:${carList(t.consist)}`);
|
||||
}
|
||||
for (const [key, card] of areaOf(s, player).grid) {
|
||||
const track = card.facility?.kind === 'freight' ? card.facility.industryTrack.cars : null;
|
||||
if (card.standing.length === 0 && card.standingWest === 0 && (track?.length ?? 0) === 0) continue;
|
||||
parts.push(`${key}=${carList(card.standing)}|${card.standingWest}|${track ? carList(track) : ''}`);
|
||||
}
|
||||
const turn = turnOf(s, player);
|
||||
parts.push(`m${turn.movesRemaining}`, JSON.stringify(turn.freightWorked), `h${(s.decks.hands.get(player) ?? []).join(',')}`);
|
||||
return parts.join(';');
|
||||
}
|
||||
|
||||
/**
|
||||
* §9.3 — an outbound industry loads EMPTY cars of its commodity, an inbound one unloads LOADED ones —
|
||||
* but never a load that was made in this same district (v0.4.9e, `LOADED_IN_THIS_DISTRICT`).
|
||||
*/
|
||||
function works(f: Facility, c: RollingStock, seat: number): boolean {
|
||||
if (f.kind !== 'freight' || !facilityCarTypes(f).includes(c.type)) return false;
|
||||
return (!c.loaded && f.allows.outbound) || (c.loaded && f.allows.inbound && c.origin !== seat);
|
||||
}
|
||||
|
||||
/**
|
||||
* The car an industry has finished with. Only decidable at a one-way industry: at one that both
|
||||
* ships and receives, a loaded car may be a delivery still waiting to be unloaded.
|
||||
*/
|
||||
function finished(f: Facility, c: RollingStock): boolean {
|
||||
if (f.kind !== 'freight' || !facilityCarTypes(f).includes(c.type)) return false;
|
||||
if (f.allows.outbound && !f.allows.inbound) return c.loaded;
|
||||
if (f.allows.inbound && !f.allows.outbound) return !c.loaded;
|
||||
return false;
|
||||
}
|
||||
|
||||
const same = (a: GridCoord, b: GridCoord): boolean => a.row === b.row && a.col === b.col;
|
||||
|
||||
/** How good this district's position is for the rest of the game, in rough Revenue points. */
|
||||
export function evaluateSwitching(s: GameState, player: PlayerIndex): number {
|
||||
const W = SWITCH_WEIGHTS;
|
||||
const area = areaOf(s, player);
|
||||
const seat = seatOf(s, player);
|
||||
const officeKey = coordKey(area.officeCoord);
|
||||
const passengerOffice = area.grid.get(officeKey)?.facility?.kind === 'passenger';
|
||||
let v = 0;
|
||||
|
||||
const withRoom: Facility[] = [];
|
||||
for (const card of area.grid.values()) {
|
||||
const f = card.facility;
|
||||
if (!f || f.kind !== 'freight') continue;
|
||||
if (f.industryTrack.cars.length < MAX_CONSIST) withRoom.push(f);
|
||||
const cap = Math.max(1, f.capacity.outbound + f.capacity.inbound);
|
||||
let working = 0;
|
||||
for (const c of f.industryTrack.cars) {
|
||||
if (works(f, c, seat)) v += ++working <= cap ? W.spot : W.spotBeyondCapacity;
|
||||
else if (finished(f, c)) v += W.finishedLeft;
|
||||
else v += W.junkOnIndustry;
|
||||
}
|
||||
}
|
||||
const wanted = (c: RollingStock): boolean => withRoom.some((f) => works(f, c, seat));
|
||||
|
||||
for (const [key, card] of area.grid) {
|
||||
if (card.facility?.kind === 'freight') continue;
|
||||
const atOffice = key === officeKey;
|
||||
for (const c of card.standing) {
|
||||
if (c.type === 'coach') v += atOffice && passengerOffice ? W.coachWithTrain : W.coachStranded;
|
||||
else if (atOffice) v += W.fouling;
|
||||
else if (wanted(c)) v += W.stagedWanted;
|
||||
}
|
||||
}
|
||||
|
||||
for (const t of s.trays.values()) {
|
||||
if (t.position.at !== 'grid' || t.position.seat !== seat) continue;
|
||||
for (const c of t.consist) {
|
||||
if (c.type === 'coach') v += passengerOffice ? W.coachWithTrain : 0;
|
||||
else if (wanted(c)) v += W.carriedWanted;
|
||||
}
|
||||
if (t.trainNumber === null) continue;
|
||||
if (!same(t.position.coord, area.officeCoord)) {
|
||||
v += W.trainAway;
|
||||
if (isExpedited(t)) v += W.expeditedAway;
|
||||
}
|
||||
if (badlyMadeUp(t)) v += W.notMadeUp;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
/**
|
||||
* For ORDERING the beam only, never for choosing the plan: a Move toward an industry changes nothing
|
||||
* the score can see until the car is set out, so without this the beam would drop the approach in
|
||||
* favour of positions that merely look tidy.
|
||||
*/
|
||||
function approach(s: GameState, player: PlayerIndex): number {
|
||||
const area = areaOf(s, player);
|
||||
const seat = seatOf(s, player);
|
||||
const targets: { at: GridCoord; f: Facility }[] = [];
|
||||
for (const [key, card] of area.grid) {
|
||||
const f = card.facility;
|
||||
if (!f || f.kind !== 'freight' || f.industryTrack.cars.length >= MAX_CONSIST) continue;
|
||||
const [row, col] = key.split(',').map(Number);
|
||||
targets.push({ at: { row: row!, col: col! }, f });
|
||||
}
|
||||
let bonus = 0;
|
||||
for (const t of s.trays.values()) {
|
||||
if (t.position.at !== 'grid' || t.position.seat !== seat) continue;
|
||||
const here = t.position.coord;
|
||||
for (const c of t.consist) {
|
||||
let nearest = Infinity;
|
||||
for (const { at, f } of targets) {
|
||||
if (works(f, c, seat)) nearest = Math.min(nearest, Math.abs(at.row - here.row) + Math.abs(at.col - here.col));
|
||||
}
|
||||
if (nearest !== Infinity) bonus += 0.1 / (1 + nearest);
|
||||
}
|
||||
}
|
||||
return bonus;
|
||||
}
|
||||
|
||||
const SEARCHED = new Set<Intent['type']>(['switch.move', 'switch.dropCars', 'switch.sortConsist']);
|
||||
|
||||
type Node = {
|
||||
s: GameState;
|
||||
steps: Intent[];
|
||||
keys: string[];
|
||||
moves: number;
|
||||
setOuts: number;
|
||||
cards: number;
|
||||
score: number;
|
||||
rank: number;
|
||||
};
|
||||
|
||||
/** The best way found to spend what is left of this switching turn. Never mutates `s`. */
|
||||
export function planSwitchingTurn(
|
||||
s: GameState,
|
||||
player: PlayerIndex,
|
||||
opts: PlanOptions = DEFAULT_PLAN,
|
||||
): SwitchPlan {
|
||||
const W = SWITCH_WEIGHTS;
|
||||
const scoreOf = (st: GameState, moves: number, setOuts: number, cards: number): number =>
|
||||
evaluateSwitching(st, player) + moves * W.perMove + setOuts * W.perSetOut + cards * W.cardSpent;
|
||||
const searched = (type: Intent['type']): boolean =>
|
||||
SEARCHED.has(type) || (opts.flyingSwitch === true && type === 'maneuver.flyingSwitch');
|
||||
|
||||
const rootKey = switchFingerprint(s, player);
|
||||
const rootScore = scoreOf(s, 0, 0, 0);
|
||||
const root: Node = { s, steps: [], keys: [rootKey], moves: 0, setOuts: 0, cards: 0, score: rootScore, rank: rootScore };
|
||||
let best = root;
|
||||
const seen = new Set([rootKey]);
|
||||
let frontier: Node[] = [root];
|
||||
let expanded = 0;
|
||||
let complete = true;
|
||||
|
||||
search: while (frontier.length > 0) {
|
||||
const next: Node[] = [];
|
||||
for (const node of frontier) {
|
||||
const movesLeft = turnOf(node.s, player).movesRemaining;
|
||||
// Every candidate is decided against THIS position, inside one route cache, and only then applied
|
||||
// to its own copy: deciding on the copy would re-walk routes the listing had just walked.
|
||||
const decided = withRouteCache(node.s, () =>
|
||||
legalSwitchingActions(node.s, player)
|
||||
.filter((i) => searched(i.type) && (i.type === 'switch.dropCars' || movesLeft >= 1))
|
||||
.map((i) => ({ i, r: prepareIntent(node.s, player, i) })),
|
||||
);
|
||||
for (const { i, r } of decided) {
|
||||
if (expanded >= opts.budget) {
|
||||
complete = false;
|
||||
break search;
|
||||
}
|
||||
expanded++;
|
||||
if (!r.ok) continue;
|
||||
const f = forkForSwitching(node.s, player);
|
||||
commitEvents(f, r.events);
|
||||
const key = switchFingerprint(f, player);
|
||||
if (seen.has(key)) continue;
|
||||
seen.add(key);
|
||||
const setOut = i.type === 'switch.dropCars';
|
||||
const moves = node.moves + (setOut ? 0 : 1);
|
||||
const setOuts = node.setOuts + (setOut ? 1 : 0);
|
||||
const cards = node.cards + (i.type === 'maneuver.flyingSwitch' ? 1 : 0);
|
||||
const score = scoreOf(f, moves, setOuts, cards);
|
||||
const child: Node = {
|
||||
s: f,
|
||||
steps: [...node.steps, i],
|
||||
keys: [...node.keys, key],
|
||||
moves,
|
||||
setOuts,
|
||||
cards,
|
||||
score,
|
||||
rank: score + approach(f, player),
|
||||
};
|
||||
if (score > best.score + 1e-9) best = child;
|
||||
next.push(child);
|
||||
}
|
||||
}
|
||||
// A stable sort, so equal ranks keep `legalActions` order and the bot stays deterministic.
|
||||
frontier = next.length > opts.beam ? next.sort((a, b) => b.rank - a.rank).slice(0, opts.beam) : next;
|
||||
}
|
||||
|
||||
return { steps: best.steps, keys: best.keys, rootScore, score: best.score, expanded, complete };
|
||||
}
|
||||
@@ -437,6 +437,8 @@ export type Frame = {
|
||||
maxCollisionsPerDay: number;
|
||||
maxCollisionsTotal: number;
|
||||
collisionsToday: number;
|
||||
/** What the Day that just ended finished on — see `collisionsPrevDay` in `engine/state.ts`. */
|
||||
collisionsPrevDay: number;
|
||||
collisionsTotal: number;
|
||||
status: GameState['status'];
|
||||
outcome: GameState['outcome'];
|
||||
@@ -1594,6 +1596,7 @@ export function projectSharedTable(s: GameState) {
|
||||
maxCollisionsPerDay: s.config.maxCollisionsPerDay,
|
||||
maxCollisionsTotal: s.config.maxCollisionsTotal,
|
||||
collisionsToday: s.collisionsToday,
|
||||
collisionsPrevDay: s.collisionsPrevDay,
|
||||
collisionsTotal: s.collisionsTotal,
|
||||
status: s.status,
|
||||
outcome: s.outcome,
|
||||
|
||||
+15
-2
@@ -1255,9 +1255,22 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
|
||||
const said = blindDraw ? 'Drew a card from the Home Office deck' : n.text;
|
||||
// "Chose to DRAW a card" does not say WHO, which is unreadable the moment there is more than
|
||||
// one seat. Only events the player caused are attributed; the Division running itself is not.
|
||||
/**
|
||||
* A RULING IS MADE AS SUPERINTENDENT, NOT AS YOURSELF (playtest, 2026-09-15: "maybe it could say
|
||||
* 'Superintendent Player Tom', so it's clear they got the move because they're Superintendent").
|
||||
* These three are the only moves a player makes out of turn, by holding the office: §8.1's
|
||||
* clearance, §11's Yard Office offer and §Q's Red Flag prompt. `clearanceGiven` carries no
|
||||
* player at all — the office made it, whoever holds it — so the actor is what names it.
|
||||
*/
|
||||
const RULINGS = ['clearanceGiven', 'yardOfficeRuled', 'redFlagRuled'];
|
||||
const ruling = RULINGS.includes(e.type) && who !== null;
|
||||
const mine = who !== null && 'player' in e;
|
||||
const text = mine ? `Player ${who} ${uncapitalise(said)}` : said;
|
||||
game.log.push({ text, tone: mine ? 'act' : n.tone });
|
||||
const text = ruling
|
||||
? `Superintendent Player ${who} ${uncapitalise(said)}`
|
||||
: mine
|
||||
? `Player ${who} ${uncapitalise(said)}`
|
||||
: said;
|
||||
game.log.push({ text, tone: mine || ruling ? 'act' : n.tone });
|
||||
|
||||
}
|
||||
game.cues.push(...cuesFor(events));
|
||||
|
||||
+198
-25
@@ -25,7 +25,8 @@ 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 { actorOnScreen, createStepQueue } from './step-queue.ts';
|
||||
import { PACE_LEVELS } from '../sim/pacing.ts';
|
||||
import { notice, prefillCode, runLobby } from './lobby.ts';
|
||||
import type { LobbyReady } from './lobby.ts';
|
||||
import {
|
||||
@@ -53,6 +54,7 @@ const REMOTE_KEY = 'station-master.remote.v1';
|
||||
/** Preset board zoom levels — a fraction applied to the rendered SVG's own pixel dimensions. */
|
||||
const ZOOM_LEVELS = [0.75, 1, 1.25, 1.5] as const;
|
||||
|
||||
|
||||
/**
|
||||
* Small persisted preferences, kept in a `localStorage` key of their own — separate from
|
||||
* `SAVE_KEY`. A save is the seed plus the intents and has to stay portable; none of this belongs
|
||||
@@ -165,7 +167,12 @@ let session: Session;
|
||||
* 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);
|
||||
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.
|
||||
@@ -177,6 +184,20 @@ function drainIntoQueue(): void {
|
||||
const reset = session.takeDisplayReset();
|
||||
if (reset) stepQueue.reset(reset);
|
||||
stepQueue.push(session.takeDisplaySteps());
|
||||
/**
|
||||
* NOWHERE TO ANIMATE MEANS DO NOT QUEUE AT ALL.
|
||||
*
|
||||
* Without `requestAnimationFrame` nothing ever advances the queue, so `busy()` would stay true for
|
||||
* good — and since "Your Move" is now put away while the board is catching up, that would hide a
|
||||
* player's own actions permanently, leaving Skip as the only way to play the game. Drawing
|
||||
* everything at once is exactly what `pace = 0` does deliberately, so that is the honest fallback
|
||||
* rather than a broken page. Caught by `test/web.test.ts`, whose DOM stub has no `rAF` — the same
|
||||
* stub that has been proving this page still starts since long before any of this existed.
|
||||
*/
|
||||
if (typeof requestAnimationFrame !== 'function') {
|
||||
stepQueue.skip();
|
||||
return;
|
||||
}
|
||||
if (stepQueue.busy()) startAnimationLoop();
|
||||
}
|
||||
|
||||
@@ -194,17 +215,23 @@ function drainIntoQueue(): void {
|
||||
* drawn — from `PublicDistrict`, which `officeSvg` can render as-is because it takes board data and
|
||||
* has never needed a private viewer.
|
||||
*/
|
||||
function renderWatching(): void {
|
||||
function renderWatching(f?: Frame): 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) {
|
||||
/**
|
||||
* VISIBLE WHILE THE BOARD IS BEHIND **OR** STILL SHOWING SOMETHING.
|
||||
*
|
||||
* It used to hide the moment `behind` hit zero — which is the moment the LAST step of a burst goes
|
||||
* up, so the one step a player was most likely to be reading about lost its caption. Collapsed
|
||||
* otherwise: in solitaire that is nearly always, and between turns in multiplayer too, and a row
|
||||
* that is always there is a row nobody reads.
|
||||
*/
|
||||
if (behind === 0 && !stepQueue.busy()) {
|
||||
row.hidden = true;
|
||||
return;
|
||||
}
|
||||
row.hidden = false;
|
||||
$('watching-behind').textContent = `${behind} behind`;
|
||||
$('watching-behind').textContent = behind === 0 ? 'catching up' : `${behind} behind`;
|
||||
/**
|
||||
* THE CAPTION IS #15, and this is where that item lands rather than as a line of its own.
|
||||
*
|
||||
@@ -213,8 +240,29 @@ function renderWatching(): void {
|
||||
* 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.
|
||||
*/
|
||||
/**
|
||||
* WHO, THEN WHAT — Jesse, 2026-09-09: *"it didn't tell me what the actual action was, like who I
|
||||
* was waiting on or what they were doing. I knew I was behind, but I wasn't sure what I was
|
||||
* supposed to be looking for."*
|
||||
*
|
||||
* The caption was there; it was the wrong half of the sentence. Half the waiting is automatic
|
||||
* phases, whose narration reads "Mainline" — accurate, and no answer at all to "who am I waiting
|
||||
* on". So the name goes first, and a phase says so in as many words rather than leaving the reader
|
||||
* to infer that nobody is acting.
|
||||
*
|
||||
* The narrated line is used as it stands otherwise, because `record()` already prefixes it with the
|
||||
* player — "Player Bot 1 moved Train 3 (−1,−2) → (−1,1)" — so a second name would stutter.
|
||||
*/
|
||||
const showing = stepQueue.showing();
|
||||
$('watching-what').textContent = showing?.lines[0]?.text ?? '';
|
||||
const said = showing?.lines[0]?.text ?? '';
|
||||
const who =
|
||||
showing === null || showing === undefined
|
||||
? ''
|
||||
: showing.player === null
|
||||
? 'The Division'
|
||||
: (f?.players[showing.player]?.name ?? `Seat ${seatLabel(showing.player)}`);
|
||||
// A player action already names its actor; a phase does not, so it is introduced.
|
||||
$('watching-what').textContent = showing?.player === null && said !== '' ? `${who}: ${said}` : said;
|
||||
/**
|
||||
* SKIP COSTS THE ANIMATION AND NEVER THE INFORMATION.
|
||||
*
|
||||
@@ -282,12 +330,25 @@ function startAnimationLoop(): void {
|
||||
*/
|
||||
console.error('display queue stopped:', err);
|
||||
animating = false;
|
||||
// Do not strand the player behind a queue that can no longer advance: jump the board to the
|
||||
// live position, which brings "Your Move" back with it.
|
||||
try {
|
||||
stepQueue.skip();
|
||||
} catch {
|
||||
/* nothing further to try — the authoritative Frame is still what the rest of the page draws */
|
||||
}
|
||||
render();
|
||||
return;
|
||||
}
|
||||
if (!stepQueue.busy()) {
|
||||
animating = false;
|
||||
// One last render so the "N behind" row collapses the moment the board is level.
|
||||
renderWatching();
|
||||
/**
|
||||
* A FULL RENDER, not just the row. The board being level again is what brings "Your Move"
|
||||
* back and clears the last lit pile, so redrawing only the catching-up row would leave the
|
||||
* action list hidden until something else happened to trigger a render — which, when the game
|
||||
* is waiting on this player, is nothing at all.
|
||||
*/
|
||||
render();
|
||||
return;
|
||||
}
|
||||
requestAnimationFrame(tick);
|
||||
@@ -432,12 +493,14 @@ function piecePreview(links: string[], label: string): string {
|
||||
* are in the Day the same way and with the same violet highlight. It used to live here alone.
|
||||
*/
|
||||
function renderTurnChart(f: Frame): void {
|
||||
const actorName = f.actor === null ? null : (f.players[f.actor]?.name ?? null);
|
||||
// The move on screen, not the live one, while the board is still catching up (Gitea#25).
|
||||
const { actor, replaying } = actorOnScreen(stepQueue, f.actor);
|
||||
const actorName = actor === null ? null : (f.players[actor]?.name ?? null);
|
||||
// Named only at a table with more than one seat: in solitaire the Fedora is always yours, and a
|
||||
// chip that can never change is a chip to read past.
|
||||
const superName =
|
||||
f.players.length > 1 ? (f.players.find((p) => p.index === f.superintendent)?.name ?? null) : null;
|
||||
$('turnchart').innerHTML = turnChartHtml(f, actorName, superName);
|
||||
$('turnchart').innerHTML = turnChartHtml(replaying ? { ...f, awaiting: null } : f, actorName, superName);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -939,6 +1002,7 @@ function beginRemote(ready: LobbyReady, rejoining = false): void {
|
||||
// banner (`#presence`), and it holds a beat so the game visibly begins.
|
||||
openHandoff();
|
||||
session = createRemoteSession(ready.token, ready.seat, abandonRemote);
|
||||
remoteToken = ready.token;
|
||||
rejoiningRemote = rejoining;
|
||||
applyCapabilities();
|
||||
// A LocalSession has data the instant it is constructed; a RemoteSession does not — its first
|
||||
@@ -1106,6 +1170,14 @@ function start(): void {
|
||||
* the lobby's job. Hidden rather than disabled: a greyed-out Undo in a multiplayer game invites the
|
||||
* question "why not?" every turn, and the honest answer is that the control does not belong there.
|
||||
*/
|
||||
/**
|
||||
* The session token of a server-backed game, or null in solitaire (playtest, 2026-09-15: "most of the
|
||||
* time, I want to go ahead and just save it as a JSON file"). It is the seat's proof of identity to
|
||||
* `/api/save`, exactly as it is to `/api/stream` — a save is the seed and the moves, every one of which
|
||||
* is already on this player's screen.
|
||||
*/
|
||||
let remoteToken: string | null = null;
|
||||
|
||||
function applyCapabilities(): void {
|
||||
const c = session.capabilities;
|
||||
const hide = (id: string, on: boolean): void => {
|
||||
@@ -1113,7 +1185,7 @@ function applyCapabilities(): void {
|
||||
if (el) el.hidden = !on;
|
||||
};
|
||||
hide('undo', c.undo);
|
||||
hide('savefile', c.saveLocal);
|
||||
hide('savefile', c.saveLocal || remoteToken !== null);
|
||||
hide('newgame', c.newGame);
|
||||
// Creating or joining ANOTHER multiplayer game from inside a running one is not a thing this
|
||||
// page offers — same reasoning as `newgame`, and the same capability answers both.
|
||||
@@ -1257,7 +1329,7 @@ function render(): void {
|
||||
|
||||
renderTurnChart(f);
|
||||
renderPresence(f);
|
||||
renderWatching();
|
||||
renderWatching(f);
|
||||
$('revenue').textContent = String(f.revenue);
|
||||
/**
|
||||
* THE OBJECTIVE, WITHOUT THE COMMENTARY.
|
||||
@@ -1286,8 +1358,10 @@ function render(): void {
|
||||
// -- division
|
||||
$('division').innerHTML = divisionSvg(f.division, {
|
||||
players: f.players,
|
||||
actor: f.actor,
|
||||
actor: actorOnScreen(stepQueue, f.actor).actor,
|
||||
viewer: f.viewer,
|
||||
// A Realignment changes the Division under everyone; flashed only while the step that did it is up.
|
||||
flash: stepQueue.busy() ? stepQueue.flashing() : [],
|
||||
});
|
||||
renderSeatingChain(f);
|
||||
applyZoom($('division'));
|
||||
@@ -1477,7 +1551,9 @@ function render(): void {
|
||||
* reach. Drawn like the hand so they read as cards, dashed and unlit because taking one is a draw
|
||||
* action rather than a click on the card itself.
|
||||
*/
|
||||
$('depts').innerHTML = pilesHtml(f);
|
||||
// The pile the move being WATCHED just touched, lit for as long as that step is on screen. Empty
|
||||
// whenever the board is level with the game, or when the move was this player's own.
|
||||
$('depts').innerHTML = pilesHtml(f, stepQueue.busy() ? stepQueue.lit() : []);
|
||||
|
||||
renderYards(f);
|
||||
|
||||
@@ -1570,7 +1646,16 @@ function render(): void {
|
||||
|
||||
// -- log
|
||||
const log = $('log');
|
||||
const allLines = session.lines();
|
||||
/**
|
||||
* THE LOG IS HELD BACK WITH THE BOARD (playtest, 2026-09-15).
|
||||
*
|
||||
* A push carries its narration and its display steps together, so every line of a bot's turn was in
|
||||
* this panel before the board had drawn a single move of it — the history ran ahead of the "N behind"
|
||||
* counter it is meant to match. Those lines are the TAIL of the log, so exactly the ones belonging to
|
||||
* steps still queued are withheld, and each appears as its step goes up.
|
||||
*/
|
||||
const heldBack = stepQueue.pendingLines();
|
||||
const allLines = heldBack > 0 ? session.lines().slice(0, -heldBack) : session.lines();
|
||||
const shownLines = allLines.slice(-60);
|
||||
/**
|
||||
* WHERE THE GAME BEGAN. In a multiplayer game the bots move the instant the host presses Start, so
|
||||
@@ -1951,6 +2036,29 @@ function renderActions(
|
||||
renderEnding(el, f);
|
||||
return;
|
||||
}
|
||||
|
||||
/**
|
||||
* YOUR MOVE IS PUT AWAY WHILE THE BOARD IS CATCHING UP — Jesse, 2026-09-10: *"your actions should
|
||||
* be hidden while catching up."*
|
||||
*
|
||||
* Two reasons, and the second is the one that changed my mind about it. The board on screen is
|
||||
* behind the game, so a move offered here is a move against a position that has already moved on —
|
||||
* the menu is computed from the CURRENT state and would be acted on while looking at an older one.
|
||||
* And the display had grown to four things demanding attention at once — the district, the history,
|
||||
* the catching-up row and now a lit pile — which is what made the pile highlight so easy to miss.
|
||||
* Taking the action list out of that competition while there is nothing to decide anyway is the
|
||||
* cheapest way to quieten it.
|
||||
*
|
||||
* NOT A BLOCK. Skip is one click away and sits at the left of the row, so the wait is always
|
||||
* voluntary; this replaces the buttons with the reason they are gone, rather than leaving a live
|
||||
* menu over a stale board.
|
||||
*/
|
||||
if (stepQueue.busy()) {
|
||||
el.innerHTML =
|
||||
'<div class="dim">Catching up on what everyone else did — your move is here when the board is ' +
|
||||
'level with the game. <b>Skip</b> jumps straight to it.</div>';
|
||||
return;
|
||||
}
|
||||
// The game is running, so the next ending — an extended Day's, or a fresh game's — is entitled to
|
||||
// put its results up unasked again (Gitea#11).
|
||||
resultsShown = false;
|
||||
@@ -2231,21 +2339,40 @@ function renderActions(
|
||||
* hundred bytes, so a finished game can be emailed or dropped on the site's replay directory —
|
||||
* where a rendered page would have been megabytes.
|
||||
*/
|
||||
function downloadSave(): void {
|
||||
// The button this fires from is hidden by `applyCapabilities()` for any session that cannot save
|
||||
// (`#savefile`), but nothing stops this function being called directly, so the guard is repeated
|
||||
// here rather than only trusted to the DOM.
|
||||
if (!isLocal(session)) return;
|
||||
const data = JSON.stringify(session.save(), null, 1);
|
||||
function writeFile(name: string, data: string): void {
|
||||
const blob = new Blob([data], { type: 'application/json' });
|
||||
const url = URL.createObjectURL(blob);
|
||||
const a = document.createElement('a');
|
||||
a.href = url;
|
||||
a.download = `station-master-seed${session.seed()}-day${session.view().day}.json`;
|
||||
a.download = name;
|
||||
a.click();
|
||||
URL.revokeObjectURL(url);
|
||||
}
|
||||
|
||||
async function downloadSave(): Promise<void> {
|
||||
const f = session.view();
|
||||
const stamp = `day${f.day}-stage${f.stage}`;
|
||||
/**
|
||||
* A SERVER-BACKED GAME HAS NO LOCAL SAVE TO HAND OVER, so it asks the server for its own — the seat's
|
||||
* token is the gate (`/api/save`), the same one the stream and every intent already use. The StartOS
|
||||
* Manage Game action cannot do this: an action result is text only, with no file member in the SDK.
|
||||
*/
|
||||
if (!isLocal(session)) {
|
||||
if (remoteToken === null) return;
|
||||
try {
|
||||
const res = await fetch(`/api/save?token=${encodeURIComponent(remoteToken)}`);
|
||||
if (!res.ok) return;
|
||||
const body = (await res.json()) as { save: unknown };
|
||||
writeFile(`station-master-${stamp}.json`, JSON.stringify(body.save, null, 1));
|
||||
} catch {
|
||||
// Offline, or the game has been ended under us: the button simply does nothing, which is the
|
||||
// same thing every other server call on this page does when the server is not there.
|
||||
}
|
||||
return;
|
||||
}
|
||||
writeFile(`station-master-seed${session.seed()}-${stamp}.json`, JSON.stringify(session.save(), null, 1));
|
||||
}
|
||||
|
||||
function save(): void {
|
||||
if (!isLocal(session)) return;
|
||||
try {
|
||||
@@ -2281,7 +2408,7 @@ document.head.appendChild(pageStyle);
|
||||
installTooltips();
|
||||
|
||||
const saveBtn = document.getElementById('savefile');
|
||||
if (saveBtn) saveBtn.onclick = downloadSave;
|
||||
if (saveBtn) saveBtn.onclick = () => void downloadSave();
|
||||
|
||||
/**
|
||||
* Forget the saved game and deal a fresh one.
|
||||
@@ -2598,6 +2725,52 @@ function runSolitaireSetup(params: URLSearchParams, hasSave = false, live: Frame
|
||||
dealBtn.onclick = () => commitNewGame(ss, seedField?.value ?? '');
|
||||
}
|
||||
|
||||
/**
|
||||
* PLAYBACK SPEED — v0.8.0.3, TODO #13.
|
||||
*
|
||||
* Persisted per viewer in `Settings`, so it survives the navigation that was eating `?pace=`. The
|
||||
* queue reads `settings.pace` through a closure on every step, so a change here takes effect on the
|
||||
* very next move rather than the next game.
|
||||
*/
|
||||
const paceSlowerBtn = document.getElementById('paceslower') as HTMLButtonElement | null;
|
||||
const paceFasterBtn = document.getElementById('pacefaster') as HTMLButtonElement | null;
|
||||
const paceLabel = document.getElementById('pacelabel');
|
||||
if (paceSlowerBtn && paceFasterBtn && paceLabel) {
|
||||
const nearestPace = (): number => {
|
||||
// A saved or URL value need not be on the ladder — `?pace=7` and a hand-edited setting are both
|
||||
// legitimate — so the buttons step from whichever preset is closest rather than refusing to move.
|
||||
const want = PACE_OVERRIDE ?? settings.pace;
|
||||
return PACE_LEVELS.reduce((best, p) => (Math.abs(p - want) < Math.abs(best - want) ? p : best), PACE_LEVELS[0]);
|
||||
};
|
||||
const paintPace = (): void => {
|
||||
const p = PACE_OVERRIDE ?? settings.pace;
|
||||
paceLabel.textContent = p === 0 ? 'off' : `${p}×`;
|
||||
const i = PACE_LEVELS.indexOf(nearestPace() as (typeof PACE_LEVELS)[number]);
|
||||
paceSlowerBtn.disabled = i >= PACE_LEVELS.length - 1;
|
||||
paceFasterBtn.disabled = i <= 0;
|
||||
// A `?pace=` in the URL wins over the setting, so say so rather than showing dead buttons.
|
||||
if (PACE_OVERRIDE !== null) {
|
||||
paceSlowerBtn.disabled = true;
|
||||
paceFasterBtn.disabled = true;
|
||||
paceLabel.textContent = `${PACE_OVERRIDE}× (URL)`;
|
||||
}
|
||||
};
|
||||
const stepPace = (by: number): void => {
|
||||
const i = PACE_LEVELS.indexOf(nearestPace() as (typeof PACE_LEVELS)[number]);
|
||||
const next = PACE_LEVELS[Math.min(PACE_LEVELS.length - 1, Math.max(0, i + by))];
|
||||
if (next === undefined) return;
|
||||
saveSettings({ pace: next });
|
||||
paintPace();
|
||||
// The row's countdown is measured in steps that will dwell, so a change to 0 empties it at once.
|
||||
renderWatching();
|
||||
};
|
||||
// Slower is a BIGGER multiplier, so "−" walks up the ladder. Labelled by what it does to the game,
|
||||
// not to the number: a player pressing "slower" wants to watch for longer.
|
||||
paceSlowerBtn.onclick = () => stepPace(1);
|
||||
paceFasterBtn.onclick = () => stepPace(-1);
|
||||
paintPace();
|
||||
}
|
||||
|
||||
const zoomOutBtn = document.getElementById('zoomout') as HTMLButtonElement | null;
|
||||
const zoomInBtn = document.getElementById('zoomin') as HTMLButtonElement | null;
|
||||
const zoomLabel = document.getElementById('zoomlabel');
|
||||
|
||||
+84
-8
@@ -52,25 +52,61 @@ export function handHtml(f: Frame, canPlay: (boolean | null)[] = []): string {
|
||||
* Only the top card may ever be drawn, so the depth is a count and not a hint: everything below it
|
||||
* is out of reach, and choosing where to discard is choosing what to put there.
|
||||
*/
|
||||
export function pilesHtml(f: Frame): string {
|
||||
const pile = (label: string, top: string, depth: number, why: string, extra = '', slot = -1): string => {
|
||||
export function pilesHtml(f: Frame, lit: readonly string[] = []): string {
|
||||
const pile = (
|
||||
key: string,
|
||||
label: string,
|
||||
top: string,
|
||||
depth: number,
|
||||
why: string,
|
||||
extra = '',
|
||||
slot = -1,
|
||||
faceDown = false,
|
||||
): string => {
|
||||
const tip = [why, extra].filter(Boolean).join(' · ');
|
||||
// A Department is a DROP TARGET for a discard. The attribute is always emitted; only the play
|
||||
// page binds a click to it, and only while a card is waiting to be discarded — so the replay
|
||||
// viewer draws exactly the same markup and nothing there is clickable.
|
||||
const target = slot >= 0 ? ` data-dept="${slot}"` : '';
|
||||
// `lit` marks the pile the move being watched just touched — see `changedPiles`.
|
||||
const cls = `handcard${faceDown ? ' facedown' : ''}${lit.includes(key) ? ' pilelit' : ''}`;
|
||||
return (
|
||||
`<div class="handcard"${target}${tip ? ` data-tip="${esc(tip)}"` : ''} tabindex="0">` +
|
||||
`<div class="${cls}"${target}${tip ? ` data-tip="${esc(tip)}"` : ''} tabindex="0">` +
|
||||
`<div class="pilehd"><span>${esc(label)}</span><span class="depth">${depth}</span></div>` +
|
||||
`<b>${esc(top)}</b></div>`
|
||||
);
|
||||
};
|
||||
return (
|
||||
/**
|
||||
* THE HOME OFFICE DECK, which the screen had never drawn.
|
||||
*
|
||||
* `f.deck` has carried the face-down count since the Frame existed and nothing read it — the
|
||||
* exact shape of display gap `test/display-gaps.test.ts` was written to sweep for, surviving in
|
||||
* the panel that draws every OTHER pile. Asked for by Jesse 2026-09-10 for a second reason: a
|
||||
* player drawing from it is the commonest move nobody can see, so it needs somewhere to flash.
|
||||
*
|
||||
* FIRST, because that is the order a card travels: out of here, into a hand, then onto a
|
||||
* Department or the Salvage Yard. Face down, so the card slot says so rather than naming a card
|
||||
* — the whole point of this pile is that nobody knows what is on top.
|
||||
*/
|
||||
pile(
|
||||
'home',
|
||||
'Home Office',
|
||||
'face down',
|
||||
f.deck,
|
||||
'The draw deck. Face down — nobody sees what is on top, and a card drawn from here is private ' +
|
||||
'to whoever drew it. When it runs out, the Salvage Yard and the Departments are swept back ' +
|
||||
'into it.',
|
||||
'',
|
||||
-1,
|
||||
true,
|
||||
) +
|
||||
f.departments
|
||||
.map((d, i) => {
|
||||
const depth = f.departmentDepth[i] ?? 0;
|
||||
const under = depth - 1;
|
||||
return pile(
|
||||
`dept${i}`,
|
||||
`Dept ${i + 1}`,
|
||||
d,
|
||||
depth,
|
||||
@@ -81,6 +117,7 @@ export function pilesHtml(f: Frame): string {
|
||||
})
|
||||
.join('') +
|
||||
pile(
|
||||
'salvage',
|
||||
'Salvage',
|
||||
f.salvage.top,
|
||||
f.salvage.depth,
|
||||
@@ -180,7 +217,7 @@ export function dayEndHtml(f: Frame): string {
|
||||
ahead +
|
||||
standingsHtml(f) +
|
||||
targetHtml(f) +
|
||||
collisionsHtml(f)
|
||||
collisionsHtml(f, ended)
|
||||
);
|
||||
}
|
||||
|
||||
@@ -238,13 +275,28 @@ function targetHtml(f: Frame): string {
|
||||
* its config and enforces neither, so reporting a collision budget there would put a rule on
|
||||
* screen that this game does not have.
|
||||
*/
|
||||
function collisionsHtml(f: Frame): string {
|
||||
function collisionsHtml(f: Frame, endedDay?: number): string {
|
||||
const scoredOnCollisions =
|
||||
(f.mode === 'competitive' || f.mode === 'coop') &&
|
||||
(f.maxCollisionsTotal > 0 || f.maxCollisionsPerDay > 0);
|
||||
return scoredOnCollisions
|
||||
? `<p>Collisions: <b>${f.collisionsToday}</b> today, <b>${f.collisionsTotal}</b> in all.</p>`
|
||||
: '';
|
||||
if (!scoredOnCollisions) return '';
|
||||
/**
|
||||
* "TODAY" IS THE WRONG WORD IN A DAY-END DIALOG, and it read as a contradiction.
|
||||
*
|
||||
* That dialog is drawn from the frame whose `day` went UP — which is the same frame in which
|
||||
* `collisionsToday` was reset — so it reported 0 however many there had been. Jesse, 2026-09-09,
|
||||
* at the end of a Day 1 with two collisions in it: "it shows a total of two collisions, but zero
|
||||
* today ... that does seem to be a contradiction."
|
||||
*
|
||||
* So when the caller knows which Day just ended it says so by name, and reads the count captured at
|
||||
* the rollover. The end-of-game results screen passes nothing and keeps "today", where the Day has
|
||||
* not turned over and the word is accurate.
|
||||
*/
|
||||
const [count, when] =
|
||||
endedDay === undefined
|
||||
? [f.collisionsToday, 'today']
|
||||
: [f.collisionsPrevDay, `on Day ${endedDay}`];
|
||||
return `<p>Collisions: <b>${count}</b> ${when}, <b>${f.collisionsTotal}</b> in all.</p>`;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -661,6 +713,30 @@ h3{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:#8b94a3;ma
|
||||
.handcard:focus{outline:2px solid #4d6fa8;outline-offset:1px}
|
||||
.cardrow.ref .handcard{background:#1c2129;border-style:dashed;border-color:#39424e;color:#b6bec9}
|
||||
.handcard.unplayable{color:#7d8794;border-color:#39424e}
|
||||
/* THE HOME OFFICE DECK. Face down, so its card slot names no card — it says so instead, in the
|
||||
dimmed voice the rest of the panel uses for "nothing to read here". */
|
||||
.handcard.facedown > b{color:#6f7885;font-style:italic;font-weight:400}
|
||||
/* THE PILE A WATCHED MOVE JUST TOUCHED (v0.8.1).
|
||||
A STATE, NOT A FLASH, and that is the whole point. The .tt-slot.fresh rule above animates for a fixed
|
||||
1.5s, which is right for a die roll nobody is waiting on — but a step can hold the screen for
|
||||
seven seconds at 10x, so a fixed animation would be over long before the pause it belongs to and
|
||||
the player would be back to staring at an unchanged board. The flash-in marks the moment; the lit
|
||||
border and background stay for exactly as long as the step is up, because the class is on the
|
||||
element only while that step is the one being shown. */
|
||||
.handcard.pilelit{border-color:#8fd6a0;background:#1d3327;box-shadow:0 0 0 2px #2f6b47,0 0 14px rgba(143,214,160,.55);
|
||||
animation:pilepulse 1.15s ease-in-out infinite}
|
||||
/* A PULSE FOR THE WHOLE DWELL, not one flash at the start. Measured: at 10x a pile stays lit for
|
||||
just under seven seconds, so the highlight was never brief — but a single 0.45s flash-in and a
|
||||
dark green fill were easy to miss entirely while watching the district. Jesse: "caught one flash
|
||||
deck light up for just a very brief moment, but couldn't see that with what bot was doing in
|
||||
office area and history and catch up area all at same time." Something still moving keeps drawing
|
||||
the eye for as long as the move is up; a state that settles stops asking to be looked at. */
|
||||
@keyframes pilepulse{0%,100%{background:#1d3327;box-shadow:0 0 0 2px #2f6b47,0 0 14px rgba(143,214,160,.45)}
|
||||
50%{background:#2f6b47;box-shadow:0 0 0 3px #8fd6a0,0 0 22px rgba(143,214,160,.85)}}
|
||||
/* Motion is the point here, so the reduced-motion fallback has to be loud in a different way rather
|
||||
than simply not moving: a solid ring and a brighter fill, held. */
|
||||
@media(prefers-reduced-motion:reduce){
|
||||
.handcard.pilelit{animation:none;background:#2f6b47;box-shadow:0 0 0 3px #8fd6a0}}
|
||||
.handcard.unplayable::after{content:"";position:absolute;inset:0;border-radius:5px;pointer-events:none;
|
||||
background:repeating-linear-gradient(45deg,transparent 0 5px,rgba(150,160,175,.20) 5px 6px)}
|
||||
/* THE CARD JUST DRAWN. It sits first in the row, and this says which one that is — three cards that
|
||||
|
||||
+13
-1
@@ -125,6 +125,7 @@ section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
|
||||
.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}
|
||||
#watching-who{color:#c9cee0;font-weight:700}
|
||||
#presence:empty{display:none}
|
||||
/* division strip */
|
||||
#division{display:flex;gap:7px;overflow-x:auto;padding-bottom:4px}
|
||||
@@ -872,6 +873,14 @@ ul.blocked li{padding:2px 0}
|
||||
<span class="zoom" title="Zoom the Division map and your Office Area. Both already scroll — this only changes their size.">
|
||||
<button id="zoomout" aria-label="Zoom out">−</button><span id="zoomlabel">100%</span><button id="zoomin" aria-label="Zoom in">+</button>
|
||||
</span>
|
||||
<!-- HOW FAST OTHER PLAYERS' TURNS PLAY BACK — v0.8.0.3, TODO #13.
|
||||
A CONTROL RATHER THAN ONLY A URL PARAMETER. `?pace=` shipped first and is unreachable through
|
||||
the front door: `index.html`'s two doors are `play.html?lobby` and `play.html?solitaire`, so
|
||||
arriving from the splash REPLACES the query string and any pace with it. Jesse played a whole
|
||||
game believing he was at 7x when he was at 1x. -->
|
||||
<span class="zoom" title="How long another player's or a bot's move is held on screen before the next one. Yours are never delayed. Off draws every move at once, as it did before v0.8.0.">
|
||||
<button id="paceslower" aria-label="Slower playback">−</button><span id="pacelabel">1×</span><button id="pacefaster" aria-label="Faster playback">+</button>
|
||||
</span>
|
||||
<button id="undo" title="Take the last action back. The save is the seed plus the moves made, so this replays the game without the last one — as far back as you like.">Undo</button>
|
||||
<button id="savefile" title="Download this game as a save file you can replay or share">Save replay</button>
|
||||
<button id="newgame" title="Set up a fresh game — the seed, the table, the opening hand and what the three economies pay. Opens the same screen a new solitaire game starts from, with your current rules filled in; your game in progress is kept until you press Deal, and Continue puts it straight back.">New game</button>
|
||||
@@ -906,9 +915,12 @@ ul.blocked li{padding:2px 0}
|
||||
and Skip. Empty and collapsed whenever the board is level with the game, which in solitaire is
|
||||
almost always. -->
|
||||
<div id="watching" hidden>
|
||||
<!-- SKIP FIRST, on the left. It sat on the far right and a player's eye is on the countdown, not at
|
||||
the other end of the row — Jesse, 2026-09-09: "the skip button should be on the far left, in
|
||||
front of where it says [the count], so it's always close to where people are looking." -->
|
||||
<button id="watching-skip" class="ghost" type="button" title="Stop animating and jump the board to where the game actually is. Nothing is lost — every line is already in the History panel.">Skip</button>
|
||||
<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>
|
||||
|
||||
@@ -40,6 +40,29 @@ if (heroImage && lightbox) {
|
||||
* other way costs a click and a lobby that says it cannot reach a server — which is legible, and
|
||||
* recoverable. So a slow or flaky probe leaves the door alone; only a definite answer closes it.
|
||||
*/
|
||||
/**
|
||||
* CARRY `?pace=` THROUGH THE DOORS — v0.8.0.3.
|
||||
*
|
||||
* Both doors are static hrefs that REPLACE the query string (`play.html?lobby`,
|
||||
* `play.html?solitaire`), so a `pace` typed on this page was silently dropped on the way in: Jesse
|
||||
* played a whole game believing he was at 7× when the play page had only ever seen `?lobby`. The
|
||||
* durable answer is the speed control on the play screen, which persists per viewer — this keeps the
|
||||
* URL lever honest for handing two playtesters different speeds, which is the only thing it was ever
|
||||
* for.
|
||||
*/
|
||||
try {
|
||||
const pace = new URLSearchParams(location.search).get('pace');
|
||||
if (pace !== null) {
|
||||
for (const door of Array.from(document.querySelectorAll('a.door'))) {
|
||||
const href = door.getAttribute('href');
|
||||
// Only the doors into the game, and only ones that have not been disabled above.
|
||||
if (href?.startsWith('./play.html?')) door.setAttribute('href', `${href}&pace=${encodeURIComponent(pace)}`);
|
||||
}
|
||||
}
|
||||
} catch {
|
||||
// A door that keeps its own href is the status quo, not a broken page.
|
||||
}
|
||||
|
||||
const mpDoor = document.getElementById('door-multiplayer');
|
||||
if (mpDoor) {
|
||||
const close = (): void => {
|
||||
|
||||
+100
-8
@@ -19,7 +19,8 @@
|
||||
|
||||
import type { PublicFrame } from '../sim/view.ts';
|
||||
import type { DisplayStep } from '../sim/display-step.ts';
|
||||
import { applyPublicDelta } from '../sim/public-delta.ts';
|
||||
import { applyPublicDelta, changedDivisionCards, changedPiles } from '../sim/public-delta.ts';
|
||||
import type { PileKey } from '../sim/public-delta.ts';
|
||||
import { dwellForStep } from '../sim/pacing.ts';
|
||||
|
||||
export type StepQueue = {
|
||||
@@ -43,22 +44,93 @@ export type StepQueue = {
|
||||
behind(): number;
|
||||
/** The last step actually shown, for the caption line (#15). Null before anything has been shown. */
|
||||
showing(): DisplayStep | null;
|
||||
/**
|
||||
* The piles the step now on screen moved, for the display to light.
|
||||
*
|
||||
* Here because this is the only place that holds both the frame before a step and the frame after
|
||||
* it — deriving it anywhere else would mean keeping a second copy of the board in step.
|
||||
*/
|
||||
lit(): readonly PileKey[];
|
||||
/** True while there is anything left to show. */
|
||||
busy(): boolean;
|
||||
/**
|
||||
* How many narrated lines belong to steps NOT yet shown.
|
||||
*
|
||||
* The log and the board are two different moments while the queue is behind: a push carries its
|
||||
* narration and its steps together, so every line of a bot's turn is in the history panel before the
|
||||
* board has drawn a single move of it (playtest, 2026-09-15: *"is it possible to stall history so it
|
||||
* stays in sync with the number behind?"*). Those lines are the TAIL of the log — they arrived last —
|
||||
* so the caller holds back exactly this many and reveals each as its step goes up.
|
||||
*/
|
||||
pendingLines(): number;
|
||||
/** Division nodes whose card changed in the step now on screen, for the map to flash. */
|
||||
flashing(): readonly number[];
|
||||
};
|
||||
|
||||
/** `pace` is read on every step rather than captured, so changing the setting takes effect at once. */
|
||||
export function createStepQueue(pace: () => number = () => 1): StepQueue {
|
||||
/**
|
||||
* WHOSE MOVE THE SCREEN IS SHOWING (Gitea#25).
|
||||
*
|
||||
* The game and the board on screen are two different moments. The server plays every bot move the
|
||||
* instant a human's turn ends (`driveBots`), so the LIVE game is nearly always waiting on the human —
|
||||
* while this queue is still replaying the bots, step by step. The turn chart and the Division map's
|
||||
* move marker read the live actor, so a table of one person and three bots said "waiting on" that
|
||||
* person throughout, against a playback row naming the bot actually moving.
|
||||
*
|
||||
* While the queue is behind or still showing a step, the answer is that step's player — `null` for an
|
||||
* automatic phase, which is "the Division is running itself". Otherwise it is the live actor, and
|
||||
* `replaying` is false so a caller can keep live-only detail, such as a ruling the game is waiting on,
|
||||
* off a screen that has not caught up with it yet.
|
||||
*/
|
||||
export function actorOnScreen(
|
||||
queue: Pick<StepQueue, 'behind' | 'busy' | 'showing'>,
|
||||
live: number | null,
|
||||
): { actor: number | null; replaying: boolean } {
|
||||
if (queue.behind() === 0 && !queue.busy()) return { actor: live, replaying: false };
|
||||
const shown = queue.showing();
|
||||
return shown === null ? { actor: live, replaying: false } : { actor: shown.player, replaying: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* `pace` is read on every step rather than captured, so changing the setting takes effect at once.
|
||||
*
|
||||
* `viewer` says which seat is watching, so THIS PLAYER'S OWN MOVES COST NO TIME. They are already on
|
||||
* screen: a seated player's own board is drawn from their authoritative `Frame`, not from the queue,
|
||||
* so holding their click for a dwell shows them nothing and delays the thing they actually want to
|
||||
* watch — the 700ms before a bot's turn starts animating is 700ms of their own move being replayed
|
||||
* at them. The step is still APPLIED, because the delta chain runs through it.
|
||||
*
|
||||
* Automatic phases have no player and are unaffected, which is what keeps TODO #18 working in
|
||||
* solitaire where every intent is the viewer's own.
|
||||
*/
|
||||
export function createStepQueue(
|
||||
pace: () => number = () => 1,
|
||||
viewer: () => number | null = () => null,
|
||||
): StepQueue {
|
||||
let shown: PublicFrame | null = null;
|
||||
let last: DisplayStep | null = null;
|
||||
let litPiles: readonly PileKey[] = [];
|
||||
let flashedCards: readonly number[] = [];
|
||||
let pending: DisplayStep[] = [];
|
||||
/** When the step now on screen is due to give way. Null when nothing is waiting. */
|
||||
let dueAt: number | null = null;
|
||||
|
||||
/** How long this step holds the screen — zero for the viewer's own moves; see above. */
|
||||
const dwell = (step: DisplayStep): number =>
|
||||
step.player !== null && step.player === viewer() ? 0 : dwellForStep(step, pace());
|
||||
|
||||
/** Applies one step to the displayed board. A step's delta chains off the previous step's frame. */
|
||||
const show = (step: DisplayStep): void => {
|
||||
const before = shown;
|
||||
shown = applyPublicDelta(shown, step.frame);
|
||||
last = step;
|
||||
/**
|
||||
* NOT FOR YOUR OWN MOVES. You drew that card; you do not need the deck flashed at you. Same rule
|
||||
* that gives your own steps no dwell — the display is for watching everybody else.
|
||||
*/
|
||||
litPiles = step.player !== null && step.player === viewer() ? [] : changedPiles(before, shown);
|
||||
// A Realignment changes the Division under everyone, so it is flashed for the player who did it
|
||||
// too — unlike a pile, which only tells the drawer what they already know.
|
||||
flashedCards = changedDivisionCards(before, shown);
|
||||
};
|
||||
|
||||
return {
|
||||
@@ -66,6 +138,9 @@ export function createStepQueue(pace: () => number = () => 1): StepQueue {
|
||||
shown = frame;
|
||||
pending = [];
|
||||
dueAt = null;
|
||||
// Nothing was watched arriving at this board, so nothing on it is lit.
|
||||
litPiles = [];
|
||||
flashedCards = [];
|
||||
// `last` deliberately survives: a reconnect should not blank the caption line, and the
|
||||
// sentence describing the most recent action is still true.
|
||||
},
|
||||
@@ -76,7 +151,10 @@ export function createStepQueue(pace: () => number = () => 1): StepQueue {
|
||||
|
||||
advance(now) {
|
||||
if (pending.length === 0) {
|
||||
dueAt = null;
|
||||
// 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
|
||||
@@ -84,7 +162,7 @@ export function createStepQueue(pace: () => number = () => 1): StepQueue {
|
||||
if (dueAt === null) {
|
||||
const first = pending.shift()!;
|
||||
show(first);
|
||||
dueAt = now + dwellForStep(first, pace());
|
||||
dueAt = now + dwell(first);
|
||||
return true;
|
||||
}
|
||||
let drew = false;
|
||||
@@ -97,7 +175,7 @@ export function createStepQueue(pace: () => number = () => 1): StepQueue {
|
||||
while (pending.length > 0 && now >= dueAt) {
|
||||
const next = pending.shift()!;
|
||||
show(next);
|
||||
dueAt = dueAt + dwellForStep(next, pace());
|
||||
dueAt = dueAt + dwell(next);
|
||||
drew = true;
|
||||
}
|
||||
if (pending.length === 0 && now >= dueAt) dueAt = null;
|
||||
@@ -113,8 +191,22 @@ export function createStepQueue(pace: () => number = () => 1): StepQueue {
|
||||
},
|
||||
|
||||
current: () => shown,
|
||||
behind: () => pending.filter((s) => dwellForStep(s, pace()) > 0).length,
|
||||
behind: () => pending.filter((s) => dwell(s) > 0).length,
|
||||
showing: () => last,
|
||||
busy: () => pending.length > 0,
|
||||
lit: () => litPiles,
|
||||
/**
|
||||
* STILL SHOWING SOMETHING, not just still holding something back.
|
||||
*
|
||||
* This was `pending.length > 0`, which went false the moment the last step of a burst was
|
||||
* shown — so the animation loop stopped and the district panel snapped back to the viewer's own
|
||||
* board without that step ever being visible. Reported from real play: "I briefly saw that it was
|
||||
* the bot's office area, then their turn was done and it pointed back to my office area."
|
||||
*
|
||||
* `dueAt` is non-null exactly while the step on screen has time left, so the two together mean
|
||||
* "there is more to come, or what is up has not had its moment yet".
|
||||
*/
|
||||
pendingLines: () => pending.reduce((n, s) => n + s.lines.length, 0),
|
||||
flashing: () => flashedCards,
|
||||
busy: () => pending.length > 0 || dueAt !== null,
|
||||
};
|
||||
}
|
||||
|
||||
+72
-1
@@ -1141,7 +1141,12 @@ describe('the history says WHY a train moved, and says it truthfully', () => {
|
||||
|
||||
// A train ahead of it in the same Subdivision, running the SAME way — §8.1's fourth condition,
|
||||
// which is the Superintendent's call rather than an absolute bar.
|
||||
const ahead = s.division.nodes.findIndex((n) => n.kind === 'mainline');
|
||||
//
|
||||
// AHEAD MEANS EAST OF THE OFFICE for this eastbound train. This used to take the FIRST Mainline card
|
||||
// in the Division, which is west of the Office — behind the train — and still expected a ruling,
|
||||
// which is exactly the fault Gitea#26 reported. The card is now one the train would actually follow.
|
||||
const office = s.division.nodes.findIndex((n) => n.kind === 'office' && n.seat === 0);
|
||||
const ahead = s.division.nodes.findIndex((n, i) => i > office && n.kind === 'mainline');
|
||||
const node = s.division.nodes[ahead];
|
||||
assert.equal(node?.kind, 'mainline');
|
||||
s.trays.set('ahead', {
|
||||
@@ -1511,3 +1516,69 @@ describe('an Extra starts where the player puts it (Gitea#4)', () => {
|
||||
assert.equal(check(s, 0, at), 'NO_EXTRA_PENDING');
|
||||
});
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('§8.1 counts only trains AHEAD of the one departing (Gitea#26)', () => {
|
||||
/**
|
||||
* REPORTED from playtesting v0.8.0.9: two westbound Extras, X15 at an Office and X18 still crossing
|
||||
* the card to its EAST. The Superintendent was asked to rule on X15 against X18 — a train behind it —
|
||||
* and holding X15 kept the Whistle Post's only A/D track full, so X18 arrived into it and was
|
||||
* destroyed. Reproduced by replaying the exported save; the positions below are that situation in a
|
||||
* one-seat Division, where every Office is a Whistle Post and the Subdivision spans them all.
|
||||
*/
|
||||
const setup = (occupant: { direction: 'east' | 'west'; side: 'east' | 'west'; number: number }) => {
|
||||
const s = game(7, { days: 5 });
|
||||
const area = areaOf(s, 0);
|
||||
const office = s.division.nodes.findIndex((n) => n.kind === 'office' && n.seat === 0);
|
||||
s.trays.set('departing', {
|
||||
id: 'departing', trainNumber: 15, trainIsExtra: true, engineAt: 0, consist: [],
|
||||
direction: 'west', facing: 'w',
|
||||
position: { at: 'grid', seat: 0, coord: area.officeCoord }, movesUsed: 0,
|
||||
});
|
||||
area.adOccupancy.push('departing');
|
||||
const card = s.division.nodes.findIndex((n, i) =>
|
||||
n.kind === 'mainline' && (occupant.side === 'east' ? i > office : i < office));
|
||||
const node = s.division.nodes[card];
|
||||
assert.equal(node?.kind, 'mainline');
|
||||
s.trays.set('other', {
|
||||
id: 'other', trainNumber: occupant.number, trainIsExtra: true, engineAt: 0, consist: [],
|
||||
direction: occupant.direction, facing: occupant.direction === 'east' ? 'e' : 'w',
|
||||
position: { at: 'mainline', index: card }, movesUsed: 0,
|
||||
});
|
||||
if (node?.kind === 'mainline') {
|
||||
node.transits.push({ tray: 'other', stagesRemaining: 2, stagesTotal: 2, direction: occupant.direction });
|
||||
}
|
||||
s.clock.phase = 'mainline';
|
||||
return s;
|
||||
};
|
||||
|
||||
it('does not put a same-direction train BEHIND the departing one to the Superintendent', () => {
|
||||
const s = setup({ direction: 'west', side: 'east', number: 18 });
|
||||
const r = advance(s);
|
||||
assert.ok(!r.events.some((e) => e.type === 'clearanceRequested'), 'a train behind was put to the Superintendent');
|
||||
assert.ok(
|
||||
r.events.some((e) => e.type === 'trainHighballed' && e.trainNumber === 15),
|
||||
'the departing train did not highball with nothing ahead of it',
|
||||
);
|
||||
assert.ok(!r.events.some((e) => e.type === 'trainsDestroyed'), 'a train was destroyed');
|
||||
});
|
||||
|
||||
it('does not bar a departure over an opposite-direction train BEHIND it, which is moving away', () => {
|
||||
const s = setup({ direction: 'east', side: 'east', number: 18 });
|
||||
const r = advance(s);
|
||||
assert.ok(
|
||||
r.events.some((e) => e.type === 'trainHighballed' && e.trainNumber === 15),
|
||||
'a train moving away behind it held the departure',
|
||||
);
|
||||
});
|
||||
|
||||
it('still puts a same-direction train AHEAD to the Superintendent', () => {
|
||||
const s = setup({ direction: 'west', side: 'west', number: 18 });
|
||||
const r = advance(s);
|
||||
assert.ok(
|
||||
r.events.some((e) => e.type === 'clearanceRequested' && e.trainId === 'departing'),
|
||||
'a train the departing one would follow was not put to the Superintendent',
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
+59
-1
@@ -159,6 +159,60 @@ describe('Local Operations: drawing (§6.2)', () => {
|
||||
assert.notEqual(s.decks.departments[1]![0], target, 'refilled with the same card');
|
||||
});
|
||||
|
||||
it('a PLAYED timetabled train never comes back, but a discarded one does — Gitea#23', () => {
|
||||
/**
|
||||
* Jesse's ruling, 2026-09-10: *"Once you've played a regularly scheduled train and it's in the
|
||||
* salvage deck, that train is already on the timetable. It does not make sense to put that back
|
||||
* into a reshuffled home deck to get played again. By contrast, a regularly scheduled train
|
||||
* that's in a discard pile could potentially get reused later, and so should have that
|
||||
* capability. Extras run one time and then they're done — if they are in the Salvage deck, they
|
||||
* should get shuffled back in so that they could get run again."*
|
||||
*
|
||||
* So the test is WHERE the card is, not only what it is: the same card is spent in the Salvage
|
||||
* Yard and still runnable in a Department. That is what this pins, because it is the kind of rule
|
||||
* a later tidy-up would happily "simplify" into filtering by card kind everywhere.
|
||||
*/
|
||||
const s = game();
|
||||
const kindOfCard = (id: string): string => s.cards.get(id)?.kind.kind ?? '?';
|
||||
const pool = [...s.decks.homeOffice];
|
||||
const trains = pool.filter((id) => kindOfCard(id) === 'timetabledTrain');
|
||||
const extras = pool.filter((id) => kindOfCard(id) === 'extraTrain');
|
||||
const others = pool.filter((id) => !['timetabledTrain', 'extraTrain'].includes(kindOfCard(id)));
|
||||
assert.ok(trains.length >= 2 && extras.length >= 1 && others.length >= 5, 'the deal lacks the cards this needs');
|
||||
|
||||
const spentTrain = trains[0]!; // played: in the Salvage Yard, its slot taken
|
||||
const discardedTrain = trains[1]!; // never played: sitting in a Department
|
||||
const playedExtra = extras[0]!; // a single run, free to run again
|
||||
|
||||
s.decks.salvageYard = [spentTrain, playedExtra, ...others.slice(0, 3)];
|
||||
s.decks.departments = [[discardedTrain], [others[3]!], [others[4]!]];
|
||||
s.decks.homeOffice = [others[5]!];
|
||||
|
||||
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
|
||||
const r = applyIntent(s, 0, { type: 'draw.fromHomeOffice' });
|
||||
assert.ok(r.ok);
|
||||
assert.ok(r.events.some((e) => e.type === 'deckReshuffled'), 'no reshuffle was emitted');
|
||||
|
||||
const recovered = new Set([...s.decks.homeOffice, ...s.decks.departments.flat()]);
|
||||
const hands = new Set([...s.decks.hands.values()].flat());
|
||||
|
||||
// THE RULING, both halves.
|
||||
assert.ok(!recovered.has(spentTrain), 'a played timetabled train was shuffled back in');
|
||||
assert.ok(!hands.has(spentTrain), 'a played timetabled train was dealt back into a hand');
|
||||
assert.ok(
|
||||
s.decks.salvageYard.includes(spentTrain),
|
||||
'a played timetabled train should stay in the Salvage Yard, not vanish',
|
||||
);
|
||||
assert.ok(
|
||||
recovered.has(discardedTrain) || hands.has(discardedTrain),
|
||||
'a DISCARDED timetabled train must come back — it was never played, so its slot is open',
|
||||
);
|
||||
assert.ok(
|
||||
recovered.has(playedExtra) || hands.has(playedExtra),
|
||||
'a played Extra must come back — an Extra is one run, not a standing slot',
|
||||
);
|
||||
});
|
||||
|
||||
it('reshuffles the Salvage Yard and Departments back in when the deck runs out', () => {
|
||||
// §6.2 — "If drawing a card has depleted the Home Office deck, immediately collect all cards
|
||||
// from the Salvage Yard and three Department decks, reshuffle, and reestablish the Home Office
|
||||
@@ -182,7 +236,11 @@ describe('Local Operations: drawing (§6.2)', () => {
|
||||
assert.ok(r.ok);
|
||||
assert.ok(r.events.some((e) => e.type === 'deckReshuffled'), 'no reshuffle was emitted');
|
||||
|
||||
assert.equal(s.decks.salvageYard.length, 0, 'the Salvage Yard must be swept');
|
||||
// Swept EXCEPT the trains whose slots are already on the timetable — see the ruling test below.
|
||||
assert.ok(
|
||||
s.decks.salvageYard.every((id) => s.cards.get(id)?.kind.kind === 'timetabledTrain'),
|
||||
'the Salvage Yard must be swept apart from spent timetabled trains',
|
||||
);
|
||||
assert.ok(s.decks.homeOffice.length > 0, 'the deck must be re-established');
|
||||
assert.ok(
|
||||
s.decks.departments.every((p) => p.length === 1),
|
||||
|
||||
+127
-7
@@ -14,7 +14,7 @@ import { readFileSync } from 'node:fs';
|
||||
import { dirname, join } from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
import { DWELL, dwellFor, dwellForStep, kindOf, watchableCount } from '../src/sim/pacing.ts';
|
||||
import { DWELL, MAX_PACE, PACE_LEVELS, dwellFor, dwellForStep, kindOf, watchableCount } from '../src/sim/pacing.ts';
|
||||
import type { StepKind } from '../src/sim/pacing.ts';
|
||||
import type { Intent } from '../src/engine/intents.ts';
|
||||
|
||||
@@ -50,7 +50,13 @@ describe('pacing — dwell by kind', () => {
|
||||
assert.equal(kindOf('draw.end'), 'bookkeeping');
|
||||
assert.equal(kindOf('loadUnload.end'), 'bookkeeping');
|
||||
assert.equal(kindOf('switch.end'), 'bookkeeping');
|
||||
assert.equal(kindOf('localOps.choose'), 'bookkeeping');
|
||||
/**
|
||||
* `localOps.choose` IS AN ANNOUNCEMENT, not bookkeeping — moved 2026-09-09 after the first real
|
||||
* play on the test server. It is the line reading "Player Bot 1 chose to SWITCH", the heading for
|
||||
* everything that follows, and at zero dwell a bot's turn began with no sign of what it was about
|
||||
* to do.
|
||||
*/
|
||||
assert.equal(kindOf('localOps.choose'), 'action');
|
||||
|
||||
assert.ok(DWELL.switching > DWELL.action, 'switching must outrank an ordinary action');
|
||||
assert.equal(DWELL.bookkeeping, 0, 'bookkeeping must cost the player no time at all');
|
||||
@@ -63,6 +69,30 @@ describe('pacing — dwell by kind', () => {
|
||||
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);
|
||||
@@ -90,6 +120,37 @@ describe('pacing — dwell by kind', () => {
|
||||
assert.equal(watchableCount(queue, 0), 0, 'with animation off, nothing is behind');
|
||||
});
|
||||
|
||||
it('offers speeds a player actually reached for, and none the code would clamp', () => {
|
||||
/**
|
||||
* Jesse played a whole game believing he was at 7× and was in fact at 1×: `?pace=` shipped as the
|
||||
* only lever, and `index.html`'s doors are `play.html?lobby` / `play.html?solitaire`, so arriving
|
||||
* from the splash REPLACES the query string. Hence a real control on the play screen, and hence
|
||||
* this ladder — which must reach the speeds people ask for and must not offer one that
|
||||
* `dwellFor` would silently clamp.
|
||||
*/
|
||||
assert.equal(PACE_LEVELS[0], 0, 'off must be the first rung — #18 wants it turned off');
|
||||
assert.ok(PACE_LEVELS.includes(1), 'the default must be on the ladder');
|
||||
assert.ok(PACE_LEVELS.includes(7), '7x was asked for by name');
|
||||
/**
|
||||
* The ceiling is not theoretical. Jesse played at 10× — the top of the ladder as it then was —
|
||||
* and called it "still a bit fast, but followable", so the ladder has to go past the speed
|
||||
* somebody actually reached for and found insufficient.
|
||||
*/
|
||||
assert.ok(PACE_LEVELS.some((p) => p > 10), 'the ladder must go beyond the speed that was too fast');
|
||||
for (const p of PACE_LEVELS) {
|
||||
assert.ok(p <= MAX_PACE, `${p}x is past MAX_PACE, so the control would lie about it`);
|
||||
assert.equal(dwellFor('switch.move', p), Math.round(DWELL.switching * p));
|
||||
}
|
||||
// Strictly increasing, so stepping the control always changes the speed.
|
||||
for (let i = 1; i < PACE_LEVELS.length; i++) {
|
||||
assert.ok(PACE_LEVELS[i]! > PACE_LEVELS[i - 1]!, 'the ladder must be strictly increasing');
|
||||
}
|
||||
// The slowest rung has to be slow enough to be worth having: six switching moves at the top of
|
||||
// the ladder is a full minute, which is the "watch them struggle" case.
|
||||
const slowest = dwellFor('switch.move', PACE_LEVELS[PACE_LEVELS.length - 1]!) * 6;
|
||||
assert.ok(slowest >= 60_000, `the slowest a switching turn can be watched is ${slowest}ms`);
|
||||
});
|
||||
|
||||
it('a silent step beats only when the clock turns over — TODO #18', () => {
|
||||
/**
|
||||
* Both obvious rules were wrong, so both are pinned. "No narration, no dwell" flashed past
|
||||
@@ -97,28 +158,87 @@ describe('pacing — dwell by kind', () => {
|
||||
* 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[] };
|
||||
const silent = { cause: 'phase' as const, player: null, lines: [] as string[] };
|
||||
assert.equal(dwellForStep({ ...silent, frame: { table: { actor: 2 } } }), 0, 'a turn hand-off shows nothing');
|
||||
assert.equal(dwellForStep({ ...silent, frame: { table: {} } }), 0, 'a step that changed nothing shows nothing');
|
||||
assert.equal(dwellForStep({ ...silent, frame: { table: { phase: 'mainline' } } }), DWELL.phase);
|
||||
assert.equal(dwellForStep({ ...silent, frame: { table: { stage: 4 } } }), DWELL.phase);
|
||||
// Narration always earns the dwell of whatever caused it, clock or no clock.
|
||||
assert.equal(
|
||||
dwellForStep({ cause: 'switch.move', lines: ['moved'], frame: { table: {} } }),
|
||||
dwellForStep({ cause: 'switch.move', player: 1, lines: ['moved'], frame: { table: {} } }),
|
||||
DWELL.switching,
|
||||
);
|
||||
});
|
||||
|
||||
it('the speed control stretches the clock at a THIRD of the rate it stretches people', () => {
|
||||
/**
|
||||
* Two complaints, one from each direction, and the answer is between them.
|
||||
*
|
||||
* v0.8.0.3, from a 5× game: *"after my turn … I'm still subject to that same delay before it
|
||||
* moves on. That makes no sense."* — phases were scaling with everything else and walling off a
|
||||
* player's own turn. So they were pinned at their tabled beat.
|
||||
*
|
||||
* v0.8.0.7, from a 10× game: *"phases displayed on the upper line go by too quickly still.
|
||||
* Should be 4 times as long — at a guess."* — pinned was too short to read the caption.
|
||||
*
|
||||
* Damped scaling satisfies both: 1× unchanged, 10× lands exactly on the four-times guess, and
|
||||
* the cost stays bounded because phase beats cluster rather than accumulate.
|
||||
*/
|
||||
const phase = { cause: 'phase' as const, player: null, lines: ['New Train'], frame: { table: { phase: 'newTrain' } } };
|
||||
const theirs = { cause: 'switch.move' as const, player: 1, lines: ['moved'], frame: { table: {} } };
|
||||
|
||||
assert.equal(dwellForStep(phase, 1), DWELL.phase, '1x must be exactly the tabled beat');
|
||||
assert.equal(dwellForStep(phase, 10), DWELL.phase * 4, '10x must be four times it, as asked for');
|
||||
|
||||
for (const pace of [2, 3, 5, 7, 10, 15, 20]) {
|
||||
const p = dwellForStep(phase, pace);
|
||||
const t = dwellForStep(theirs, pace);
|
||||
assert.ok(p > DWELL.phase, `a phase must grow at ${pace}x`);
|
||||
assert.ok(
|
||||
p < DWELL.phase * pace,
|
||||
`a phase must grow SLOWER than the multiplier at ${pace}x, or the clock walls off the turn`,
|
||||
);
|
||||
assert.ok(t > p, `somebody's move must still outlast a phase beat at ${pace}x`);
|
||||
}
|
||||
// Off still means off, for the clock as much as for anybody's move; and below 1x the clock
|
||||
// follows the multiplier straight, because "faster" should mean everything.
|
||||
assert.equal(dwellForStep(phase, 0), 0);
|
||||
assert.equal(dwellForStep(theirs, 0), 0);
|
||||
assert.equal(dwellForStep(phase, 0.5), DWELL.phase * 0.5);
|
||||
});
|
||||
|
||||
it('a real switching turn is watchable in a few seconds, not tens of them', () => {
|
||||
// Six moves is the engine's cap per crew ("N of 6 Moves left"), so this is the worst ordinary
|
||||
// case for one crew and the arithmetic the design promised: ~6s to watch a whole exercise.
|
||||
// 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, 6000);
|
||||
assert.equal(watchableCount(turn), 6, 'the choose and the end are not things to watch');
|
||||
assert.equal(total, DWELL.action + 6 * DWELL.switching);
|
||||
assert.ok(total > 5_000 && total < 10_000, `a switching turn takes ${total}ms to watch`);
|
||||
assert.equal(watchableCount(turn), 7, 'the six moves and the announcement; not the end');
|
||||
});
|
||||
|
||||
it("a bot's ordinary turn is followable, which is what the first real play was not", () => {
|
||||
/**
|
||||
* MEASURED FROM A REAL GAME, then pinned. Jesse, after installing v0.8.0 on the test server:
|
||||
* *"bot play was way too fast. I briefly saw that it was the bot's office area then their turn
|
||||
* was done."* This is the shape that turn actually had — no switching in it at all, because
|
||||
* switching is not legal until there is track down — and under the original values it came to
|
||||
* 750ms for the whole thing.
|
||||
*/
|
||||
const turn: Intent['type'][] = [
|
||||
'localOps.choose',
|
||||
'draw.fromHomeOffice',
|
||||
'card.play',
|
||||
'draw.end',
|
||||
'localOps.choose',
|
||||
'freightAgent.stockOutbound',
|
||||
];
|
||||
const total = turn.reduce((ms, i) => ms + dwellFor(i), 0);
|
||||
assert.ok(total >= 3_000, `an ordinary bot turn is only ${total}ms — too fast to follow`);
|
||||
assert.equal(watchableCount(turn), 5, 'only the turn-ending bookkeeping is free');
|
||||
});
|
||||
});
|
||||
|
||||
+109
-1
@@ -17,7 +17,7 @@ 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';
|
||||
import { applyPublicDelta, changedPiles, deltaPublicFrame } from '../src/sim/public-delta.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
mode: 'competitive',
|
||||
@@ -184,3 +184,111 @@ describe('public frame delta', () => {
|
||||
});
|
||||
|
||||
type PublicIndexed = { seat: number; before: PublicFrame; after: PublicFrame };
|
||||
|
||||
describe('which piles a step moved', () => {
|
||||
/**
|
||||
* MEASURED FROM REAL PLAY, then pinned. The table in `changedPiles` claims what each action moves,
|
||||
* and a claim in a comment is worth nothing unless something checks it — so this drives real games
|
||||
* and asserts the mapping holds, action by action.
|
||||
*/
|
||||
it('maps each action to the piles it actually touches', () => {
|
||||
const seen = new Map<string, Set<string>>();
|
||||
/**
|
||||
* TWO PASSES, because a single driver cannot reach every case. Left to itself the bot almost
|
||||
* never takes a Department card, and a driver that prefers one then never draws from the deck —
|
||||
* so each preference is played out separately and the assertions below require BOTH to have
|
||||
* been observed rather than passing on whichever happened to occur.
|
||||
*/
|
||||
for (const prefer of ['draw.fromDepartment', 'draw.fromHomeOffice'] as const) {
|
||||
for (const seed of [1917398, 191056, 4242]) {
|
||||
const s = newState(seed);
|
||||
for (let i = 0; i < 400; i++) {
|
||||
const actor = currentActorOfState(s);
|
||||
if (actor === null) break;
|
||||
const options = legalActions(s, actor);
|
||||
if (options.length === 0) break;
|
||||
const chosen =
|
||||
options.find((o) => o.type === prefer) ??
|
||||
options.find((o) => o.type === 'card.discard') ??
|
||||
options[i % options.length]!;
|
||||
const before = publicSnapshot(s);
|
||||
const r = applyIntent(s, actor, chosen);
|
||||
if (!r.ok) break;
|
||||
pump(s);
|
||||
const piles = changedPiles(before, publicSnapshot(s)).map((p) => p.replace(/dept\d/, 'dept'));
|
||||
if (!seen.has(chosen.type)) seen.set(chosen.type, new Set());
|
||||
for (const p of piles) seen.get(chosen.type)!.add(p);
|
||||
if (piles.length === 0) seen.get(chosen.type)!.add('(none)');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const of = (t: string): Set<string> => seen.get(t) ?? new Set();
|
||||
// NOT VACUOUS: the four cases the mapping is actually about must all have happened.
|
||||
for (const needed of ['draw.fromHomeOffice', 'draw.fromDepartment', 'card.discard', 'card.play']) {
|
||||
assert.ok(of(needed).size > 0, `${needed} never occurred, so its rule proved nothing`);
|
||||
}
|
||||
|
||||
// A HOME OFFICE DRAW MOVES THE COUNT AND NOTHING ELSE ON A PILE. The card is private; the deck
|
||||
// getting shorter is not, and it is the only thing a watcher can be shown.
|
||||
assert.deepEqual([...of('draw.fromHomeOffice')].sort(), ['home']);
|
||||
// A DEPARTMENT DRAW touches that Department, and sometimes the deck too — the pile refills from
|
||||
// it. Both are public, so both may light.
|
||||
for (const p of of('draw.fromDepartment')) {
|
||||
assert.ok(p === 'dept' || p === 'home', `a Department draw moved "${p}"`);
|
||||
}
|
||||
assert.ok(of('draw.fromDepartment').has('dept'), 'a Department draw must light its Department');
|
||||
// A DISCARD lands face up on a Department, and which one is public.
|
||||
assert.deepEqual([...of('card.discard')].sort(), ['dept']);
|
||||
// A PLAYED CARD that does not stay on the board lands face up in the Salvage Yard.
|
||||
assert.ok(of('card.play').has('salvage'), 'a played card must be able to light the Salvage Yard');
|
||||
// ENDING A PHASE moves no card anywhere, so nothing should light for it.
|
||||
for (const quiet of ['draw.end', 'loadUnload.end', 'switch.end', 'localOps.choose']) {
|
||||
if (of(quiet).size > 0) assert.deepEqual([...of(quiet)], ['(none)'], `${quiet} lit a pile`);
|
||||
}
|
||||
});
|
||||
|
||||
it('lights nothing without a previous frame to compare against', () => {
|
||||
// A reset has nothing to have watched arriving, so nothing on it is lit.
|
||||
const s = newState(4242);
|
||||
assert.deepEqual(changedPiles(null, publicSnapshot(s)), []);
|
||||
});
|
||||
});
|
||||
|
||||
describe('a Mainline card that changed under the players (Gitea#28)', () => {
|
||||
it('names the node a Realignment converted, and nothing else', async () => {
|
||||
const { changedDivisionCards } = await import('../src/sim/public-delta.ts');
|
||||
const { REALIGNMENTS } = await import('../src/engine/content.ts');
|
||||
|
||||
const s = newState(4242);
|
||||
const before = publicSnapshot(s);
|
||||
|
||||
// Realignment converts a card to another kind (`content.ts`'s table). Applied to the state directly:
|
||||
// what is being tested is the DETECTOR, not the play that reaches it — which needs the card in hand,
|
||||
// the draw option taken and no train on the card.
|
||||
const at = s.division.nodes.findIndex((n) => n.kind === 'mainline' && REALIGNMENTS.some((r) => r.from === n.card));
|
||||
assert.ok(at >= 0, 'no Mainline card in this Division can be realigned at all');
|
||||
const node = s.division.nodes[at];
|
||||
assert.equal(node?.kind, 'mainline');
|
||||
if (node?.kind === 'mainline') {
|
||||
node.card = REALIGNMENTS.find((r) => r.from === node.card)!.to;
|
||||
}
|
||||
const after = publicSnapshot(s);
|
||||
|
||||
assert.deepEqual(changedDivisionCards(before, after), [at], 'the realigned card was not the one reported');
|
||||
assert.deepEqual(changedDivisionCards(after, after), [], 'an unchanged Division reported a change');
|
||||
assert.deepEqual(changedDivisionCards(null, after), [], 'a first board has nothing to compare against');
|
||||
});
|
||||
|
||||
it('says nothing when only the trains on a card moved', async () => {
|
||||
const { changedDivisionCards } = await import('../src/sim/public-delta.ts');
|
||||
const s = newState(1917398);
|
||||
const before = publicSnapshot(s);
|
||||
const at = s.division.nodes.findIndex((n) => n.kind === 'mainline');
|
||||
const node = s.division.nodes[at];
|
||||
if (node?.kind === 'mainline') {
|
||||
node.transits.push({ tray: 'tray1', stagesRemaining: 1, stagesTotal: 1, direction: 'east' });
|
||||
}
|
||||
assert.deepEqual(changedDivisionCards(before, publicSnapshot(s)), [], 'a train arriving flashed the card');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -524,6 +524,9 @@ describe('#91 — nothing private survives serialisation, in any state', () => {
|
||||
// The rules the game was dealt under, and the score.
|
||||
'houseRules', 'mode', 'optionalRules', 'days', 'minCombinedRevenue',
|
||||
'maxCollisionsPerDay', 'maxCollisionsTotal', 'collisionsToday', 'collisionsTotal',
|
||||
// What the Day that just ended finished on. Public for the same reason the running counts are:
|
||||
// a collision happens on the Mainline in front of everybody.
|
||||
'collisionsPrevDay',
|
||||
'status', 'outcome', 'extraDays', 'extensionVotes', 'official', 'tally',
|
||||
// Names, seats, revenue and HAND SIZE — never hand contents.
|
||||
'players',
|
||||
|
||||
@@ -0,0 +1,88 @@
|
||||
/**
|
||||
* The engine's speed-ups must not change a single game (2026-09-15).
|
||||
*
|
||||
* `applyIntent` became `prepareIntent` (check and execute, sharing one walk of the position's routes)
|
||||
* followed by `commitEvents` (reduce and tally), so the switching planner can decide every candidate
|
||||
* against one position and apply each to a copy. Two properties hold that together:
|
||||
*
|
||||
* 1. `prepareIntent` never writes the state it reads — including through the route cache it opens.
|
||||
* 2. Preparing on one state and committing to an EQUAL copy lands on exactly what `applyIntent` does.
|
||||
*
|
||||
* Checked at every decision of seeded bot games rather than on hand-built positions, so the intents
|
||||
* exercised are the ones real play submits.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { pump } from '../src/engine/advance.ts';
|
||||
import { applyIntent, commitEvents, prepareIntent } from '../src/engine/apply.ts';
|
||||
import {
|
||||
DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
collectiveRevenueFloor,
|
||||
lengthProfile,
|
||||
} from '../src/engine/content.ts';
|
||||
import { legalActions } from '../src/engine/legal.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import type { GameConfig, GameState } from '../src/engine/state.ts';
|
||||
import { developerBot, playGame } from '../src/sim/bot.ts';
|
||||
|
||||
const config = (): GameConfig => {
|
||||
const days = lengthProfile('short').days;
|
||||
return {
|
||||
mode: 'solitaire',
|
||||
days,
|
||||
minCombinedRevenue: collectiveRevenueFloor(1, days),
|
||||
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
};
|
||||
};
|
||||
|
||||
const serialise = (s: GameState): string =>
|
||||
JSON.stringify(s, (_k, v) => (v instanceof Map ? [...v] : v instanceof Set ? [...v] : v));
|
||||
|
||||
describe('applyIntent split into prepareIntent and commitEvents', () => {
|
||||
it('prepares without writing, and committing to a copy matches applying in place', () => {
|
||||
let decisions = 0;
|
||||
let rejectedSeen = 0;
|
||||
const s = createGame({ id: 'split-8919', seed: 8919, config: config(), playerNames: ['bot'] });
|
||||
const policy = {
|
||||
name: 'split-probe',
|
||||
choose(st: GameState, player: number, options: ReturnType<typeof legalActions>) {
|
||||
const chosen = developerBot.choose(st, player, options);
|
||||
if (decisions < 400) {
|
||||
decisions++;
|
||||
const before = serialise(st);
|
||||
const prepared = prepareIntent(st, player, chosen);
|
||||
assert.equal(serialise(st), before, `decision ${decisions}: prepareIntent wrote into the state it read`);
|
||||
assert.ok(prepared.ok, `decision ${decisions}: a legal choice was refused by prepareIntent`);
|
||||
|
||||
const viaCommit = structuredClone(st);
|
||||
const viaApply = structuredClone(st);
|
||||
commitEvents(viaCommit, prepared.events);
|
||||
const applied = applyIntent(viaApply, player, chosen);
|
||||
assert.ok(applied.ok);
|
||||
assert.deepEqual(applied.events, prepared.events, `decision ${decisions}: the two paths produced different events`);
|
||||
assert.equal(serialise(viaCommit), serialise(viaApply), `decision ${decisions}: committing to a copy diverged from applying`);
|
||||
|
||||
// A refused intent must come back refused from both paths, with nothing written.
|
||||
const refused = { type: 'switch.end' } as const;
|
||||
const r = prepareIntent(st, player, refused);
|
||||
if (!r.ok) {
|
||||
rejectedSeen++;
|
||||
assert.equal(serialise(st), before);
|
||||
assert.equal(applyIntent(structuredClone(st), player, refused).ok, false);
|
||||
}
|
||||
}
|
||||
return chosen;
|
||||
},
|
||||
};
|
||||
const r = playGame(s, policy, pump);
|
||||
assert.ok(r.finished, 'the probed game did not finish');
|
||||
assert.ok(decisions > 0, 'no decision was probed');
|
||||
assert.ok(rejectedSeen > 0, 'no refused intent was exercised');
|
||||
});
|
||||
});
|
||||
+152
-2
@@ -15,7 +15,7 @@ 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 { actorOnScreen, createStepQueue } from '../src/web/step-queue.ts';
|
||||
import { DWELL } from '../src/sim/pacing.ts';
|
||||
|
||||
const config: GameConfig = {
|
||||
@@ -87,7 +87,8 @@ describe('the step queue', () => {
|
||||
q.reset(baseline(1917398));
|
||||
|
||||
// Only the bookkeeping: it must all collapse into a single advance.
|
||||
const bookkeeping = steps.filter((s) => s.cause.endsWith('.end') || s.cause === 'localOps.choose');
|
||||
// `.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);
|
||||
@@ -173,6 +174,62 @@ describe('the step queue', () => {
|
||||
assert.equal(half.behind(), 1, 'at half pace, half the dwell should have advanced one step');
|
||||
});
|
||||
|
||||
it('holds the LAST step of a burst for its dwell — the v0.8.0 snap-back bug', () => {
|
||||
/**
|
||||
* REGRESSION. `busy()` was `pending.length > 0`, so the instant the final step of a burst was
|
||||
* shown the queue reported idle: the animation loop stopped and the district panel snapped back
|
||||
* to the viewer's own board without that step ever being looked at. Jesse, from the first real
|
||||
* play on the test server: *"I briefly saw that it was the bot's office area then their turn was
|
||||
* done and it pointed back to my office area"*, and the countdown row appeared "very briefly".
|
||||
*
|
||||
* The panel follows `busy()`, so this is the property that keeps somebody else's board on screen
|
||||
* for as long as their move is being shown.
|
||||
*/
|
||||
const { steps } = realSteps(1917398, 400);
|
||||
const one = steps.filter((s) => s.cause === 'switch.move').slice(0, 1);
|
||||
assert.equal(one.length, 1);
|
||||
|
||||
const q = createStepQueue();
|
||||
q.reset(baseline(1917398));
|
||||
q.push(one);
|
||||
|
||||
q.advance(0);
|
||||
assert.equal(q.behind(), 0, 'nothing is queued behind it');
|
||||
assert.equal(q.busy(), true, 'but it is still being shown, so the queue is not idle');
|
||||
|
||||
q.advance(DWELL.switching - 1);
|
||||
assert.equal(q.busy(), true, 'still inside its dwell');
|
||||
|
||||
q.advance(DWELL.switching);
|
||||
assert.equal(q.busy(), false, 'and idle only once its moment has passed');
|
||||
});
|
||||
|
||||
it("does not spend time replaying the viewer's own moves", () => {
|
||||
// A seated player's own board is drawn from their authoritative Frame, so they have already seen
|
||||
// their own click. Holding it delays the thing they wanted to watch — a bot's turn.
|
||||
const { steps } = realSteps(1917398, 400);
|
||||
const mine = steps.filter((s) => s.player === 0 && s.cause === 'switch.move').slice(0, 3);
|
||||
assert.equal(mine.length, 3, 'need three of seat 0\'s own moves');
|
||||
|
||||
const asSeat0 = createStepQueue(() => 1, () => 0);
|
||||
asSeat0.reset(baseline(1917398));
|
||||
asSeat0.push(mine);
|
||||
// Twice at the same instant: the first call shows the head of the burst, the second collapses the
|
||||
// zero-dwell run behind it. In the page that is two animation frames, ~16ms apart.
|
||||
asSeat0.advance(0);
|
||||
asSeat0.advance(0);
|
||||
assert.equal(asSeat0.busy(), false, "the viewer's own moves must cost no time at all");
|
||||
assert.equal(asSeat0.behind(), 0, 'and must never be counted as something to wait for');
|
||||
|
||||
// The same steps seen by somebody else are worth watching.
|
||||
const asSpectator = createStepQueue(() => 1, () => 1);
|
||||
asSpectator.reset(baseline(1917398));
|
||||
asSpectator.push(mine);
|
||||
asSpectator.advance(0);
|
||||
assert.equal(asSpectator.busy(), true, "another seat's moves are worth showing");
|
||||
assert.equal(asSpectator.behind(), 2);
|
||||
});
|
||||
|
||||
it('a reset discards the backlog rather than merging it onto a new baseline', () => {
|
||||
/**
|
||||
* A reconnecting client holds steps whose deltas chain off a baseline the server has moved past.
|
||||
@@ -194,6 +251,25 @@ describe('the step queue', () => {
|
||||
assert.ok(q.showing() !== null, 'the caption should survive a reset');
|
||||
});
|
||||
|
||||
it('can always be emptied, so a player is never stranded behind it', () => {
|
||||
/**
|
||||
* "Your Move" is put away while the board is catching up (v0.8.0.6), which makes `busy()` the
|
||||
* thing standing between a player and their own turn. So the ways it can be cleared matter more
|
||||
* than they did: `skip()` must always work, from any state, including one where the clock has
|
||||
* never advanced — which is exactly the situation a page with no `requestAnimationFrame` is in,
|
||||
* and how this was found.
|
||||
*/
|
||||
const { steps, final } = realSteps(1917398, 400);
|
||||
const q = createStepQueue();
|
||||
q.reset(baseline(1917398));
|
||||
q.push(steps);
|
||||
// Never advanced at all: no frame has been shown, and the queue is full.
|
||||
assert.equal(q.busy(), true);
|
||||
assert.equal(q.skip(), true, 'a never-advanced queue must still be skippable');
|
||||
assert.equal(q.busy(), false, 'and must be idle afterwards, or the player stays locked out');
|
||||
assert.deepEqual(q.current(), final);
|
||||
});
|
||||
|
||||
it('draws nothing before a reset has arrived', () => {
|
||||
const q = createStepQueue();
|
||||
assert.equal(q.current(), null);
|
||||
@@ -202,3 +278,77 @@ describe('the step queue', () => {
|
||||
assert.equal(q.showing(), null);
|
||||
});
|
||||
});
|
||||
|
||||
describe('whose move the screen is showing (Gitea#25)', () => {
|
||||
const step = (player: number | null) => ({ player }) as DisplayStep;
|
||||
const queue = (behind: number, busy: boolean, showing: DisplayStep | null) => ({
|
||||
behind: () => behind,
|
||||
busy: () => busy,
|
||||
showing: () => showing,
|
||||
});
|
||||
|
||||
it('names the live actor once the board has caught up', () => {
|
||||
assert.deepEqual(actorOnScreen(queue(0, false, step(2)), 0), { actor: 0, replaying: false });
|
||||
});
|
||||
|
||||
it('names the player of the step on screen while the board is behind — not the live actor', () => {
|
||||
// One human (seat 0) against bots: the live game already waits on seat 0 while bot 2's moves replay.
|
||||
assert.deepEqual(actorOnScreen(queue(3, true, step(2)), 0), { actor: 2, replaying: true });
|
||||
});
|
||||
|
||||
it('keeps naming the last step while it is still on screen, after the counter reaches zero', () => {
|
||||
assert.deepEqual(actorOnScreen(queue(0, true, step(1)), 0), { actor: 1, replaying: true });
|
||||
});
|
||||
|
||||
it('names nobody for an automatic phase being shown', () => {
|
||||
assert.deepEqual(actorOnScreen(queue(2, true, step(null)), 0), { actor: null, replaying: true });
|
||||
});
|
||||
|
||||
it('falls back to the live actor before any step has been shown', () => {
|
||||
assert.deepEqual(actorOnScreen(queue(1, true, null), 3), { actor: 3, replaying: false });
|
||||
});
|
||||
});
|
||||
|
||||
describe('the log is held back with the board, and a changed card flashes (playtest, 2026-09-15)', () => {
|
||||
it('owes exactly the lines of the steps not yet shown', () => {
|
||||
const { steps } = realSteps(1917398, 400);
|
||||
const q = createStepQueue();
|
||||
q.reset(baseline(1917398));
|
||||
assert.equal(q.pendingLines(), 0, 'an empty queue holds nothing back');
|
||||
|
||||
q.push(steps);
|
||||
const owed = steps.reduce((n, s) => n + s.lines.length, 0);
|
||||
assert.equal(q.pendingLines(), owed, 'every queued step still owes its lines');
|
||||
|
||||
// Drive the clock as a render loop would; the debt falls monotonically and ends at nothing.
|
||||
let now = 0;
|
||||
let last = owed;
|
||||
for (let i = 0; i < 20_000 && q.busy(); i++) {
|
||||
q.advance(now);
|
||||
const left = q.pendingLines();
|
||||
assert.ok(left <= last, 'the held-back count grew while the board caught up');
|
||||
last = left;
|
||||
now += 50;
|
||||
}
|
||||
assert.equal(q.pendingLines(), 0, 'the board caught up but lines were still withheld');
|
||||
});
|
||||
|
||||
it('skipping reveals the whole log at once', () => {
|
||||
const { steps } = realSteps(1917398, 400);
|
||||
const q = createStepQueue();
|
||||
q.reset(baseline(1917398));
|
||||
q.push(steps);
|
||||
q.skip();
|
||||
assert.equal(q.pendingLines(), 0, 'Skip left lines withheld — the history would stay short');
|
||||
});
|
||||
|
||||
it('flashes nothing on an ordinary step', () => {
|
||||
// Realignment is rare in bot play, so this pins the quiet case: the map must not pulse at random.
|
||||
const { steps } = realSteps(1917398, 400);
|
||||
const q = createStepQueue();
|
||||
q.reset(baseline(1917398));
|
||||
q.push(steps.slice(0, 5));
|
||||
q.advance(0);
|
||||
assert.deepEqual(q.flashing(), [], 'a step that changed no Mainline card flashed one');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -0,0 +1,100 @@
|
||||
/**
|
||||
* The switching planner (`sim/switch-planner.ts`) — the two properties it cannot be allowed to lose.
|
||||
*
|
||||
* 1. PLANNING TOUCHES NOTHING. The planner applies intents to a partial copy of the game
|
||||
* (`forkForSwitching`) that shares everything a switching intent is not supposed to write. If a
|
||||
* reducer ever starts writing somewhere new, the copy leaks into the real game, and this is where
|
||||
* that shows: the game is serialised before and after planning and must not have changed.
|
||||
* 2. A PLAN IS WHAT THE ENGINE WILL DO. Every step replays through `applyIntent` on a FULL copy, and
|
||||
* lands on the fingerprint the planner promised for it. That is what makes the partial copy
|
||||
* trustworthy, and it is what the bot relies on to know it is still on plan.
|
||||
*
|
||||
* Taken from real seeded bot games rather than hand-built positions, because a district that
|
||||
* satisfies the track geometry by hand tests the builder as much as the planner.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { pump } from '../src/engine/advance.ts';
|
||||
import { applyIntent } from '../src/engine/apply.ts';
|
||||
import { legalActions, legalSwitchingActions } from '../src/engine/legal.ts';
|
||||
import {
|
||||
DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
MOVES_PER_LOCAL_OPS,
|
||||
collectiveRevenueFloor,
|
||||
lengthProfile,
|
||||
} from '../src/engine/content.ts';
|
||||
import { createGame } from '../src/engine/setup.ts';
|
||||
import type { GameConfig, GameState } from '../src/engine/state.ts';
|
||||
import { actingPlayer, turnOf } from '../src/engine/state.ts';
|
||||
import { developerBot, playGame } from '../src/sim/bot.ts';
|
||||
import { planSwitchingTurn, switchFingerprint } from '../src/sim/switch-planner.ts';
|
||||
|
||||
const config = (): GameConfig => {
|
||||
const days = lengthProfile('short').days;
|
||||
return {
|
||||
mode: 'solitaire',
|
||||
days,
|
||||
minCombinedRevenue: collectiveRevenueFloor(1, days),
|
||||
maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
|
||||
maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
};
|
||||
};
|
||||
|
||||
const serialise = (s: GameState): string =>
|
||||
JSON.stringify(s, (_k, v) => (v instanceof Map ? [...v] : v instanceof Set ? [...v] : v));
|
||||
|
||||
describe('switching planner', () => {
|
||||
it('asks for switching intents that are exactly the switching subset of legalActions, in order', () => {
|
||||
const SWITCHING = new Set(['switch.move', 'switch.dropCars', 'switch.sortConsist', 'maneuver.flyingSwitch', 'switch.end']);
|
||||
let compared = 0;
|
||||
for (const seed of [1000, 8919]) {
|
||||
const s = createGame({ id: `legal-${seed}`, seed, config: config(), playerNames: ['bot'] });
|
||||
playGame(s, developerBot, pump, 50_000, undefined, (st) => {
|
||||
const p = actingPlayer(st);
|
||||
if (p === null || st.clock.phase !== 'localOps') return;
|
||||
const all = legalActions(st, p).filter((i) => SWITCHING.has(i.type));
|
||||
assert.deepEqual(legalSwitchingActions(st, p), all);
|
||||
compared++;
|
||||
});
|
||||
}
|
||||
assert.ok(compared > 0, 'no Local Operations decision was reached');
|
||||
});
|
||||
|
||||
it('never changes the game it plans for, and every plan replays to the position it promised', () => {
|
||||
let checked = 0;
|
||||
let withSteps = 0;
|
||||
for (const seed of [1000, 8919, 16838]) {
|
||||
const s = createGame({ id: `plan-${seed}`, seed, config: config(), playerNames: ['bot'] });
|
||||
const r = playGame(s, developerBot, pump, 50_000, undefined, (st) => {
|
||||
const p = actingPlayer(st);
|
||||
if (p === null || st.clock.phase !== 'localOps') return;
|
||||
const turn = turnOf(st, p);
|
||||
if (turn.option !== 'switch' || turn.movesRemaining !== MOVES_PER_LOCAL_OPS) return;
|
||||
|
||||
const before = serialise(st);
|
||||
const plan = planSwitchingTurn(st, p, { budget: 400, beam: 16 });
|
||||
assert.equal(serialise(st), before, `seed ${seed}: planning wrote into the real game`);
|
||||
assert.ok(plan.score >= plan.rootScore, 'a plan is never worse than stopping where the crew stands');
|
||||
|
||||
const copy = structuredClone(st);
|
||||
plan.steps.forEach((step, n) => {
|
||||
assert.equal(switchFingerprint(copy, p), plan.keys[n], `seed ${seed}: step ${n} started off plan`);
|
||||
const applied = applyIntent(copy, p, step);
|
||||
assert.ok(applied.ok, `seed ${seed}: step ${n} (${step.type}) was refused by the engine`);
|
||||
});
|
||||
assert.equal(switchFingerprint(copy, p), plan.keys.at(-1), `seed ${seed}: the plan did not end where it said`);
|
||||
|
||||
checked++;
|
||||
if (plan.steps.length > 0) withSteps++;
|
||||
});
|
||||
assert.ok(r.finished, `seed ${seed}: a game with the planner switched on did not finish`);
|
||||
}
|
||||
assert.ok(checked > 0, 'no switching turn was reached, so nothing was tested');
|
||||
assert.ok(withSteps > 0, 'every plan was empty, so replay was never exercised');
|
||||
});
|
||||
});
|
||||
+9
-5
@@ -151,10 +151,14 @@ describe('the tally counts every event exactly once (Gitea#16)', () => {
|
||||
|
||||
it('splits Revenue into what was earned and what was given back', () => {
|
||||
// Reconciliation is the real assertion and it holds for any game, earned or not: gained minus
|
||||
// lost IS the score the engine kept. Seed 42 is named because it is one where Revenue actually
|
||||
// lost IS the score the engine kept. Seed 44 is named because it is one where Revenue actually
|
||||
// moves in both directions — it earns 1 and gives back 5 to a collision — so the two halves are
|
||||
// being told apart rather than both sitting at zero.
|
||||
for (const seed of [1, 7, 42]) {
|
||||
//
|
||||
// It was seed 42 until v0.8.0.10. That game's collision was the Superintendent holding a train over
|
||||
// one BEHIND it (Gitea#26); with the ruling gone the collision is too, and seed 42 now earns 5 and
|
||||
// loses nothing — a better game and a vacuous test. The seed moved, not the assertion.
|
||||
for (const seed of [1, 7, 44]) {
|
||||
const { state } = playKeepingEvents(seed);
|
||||
const me = state.tally.byPlayer[0]!;
|
||||
assert.equal(
|
||||
@@ -163,10 +167,10 @@ describe('the tally counts every event exactly once (Gitea#16)', () => {
|
||||
`seed ${seed}: gained minus lost does not reconcile with the score the engine kept`,
|
||||
);
|
||||
}
|
||||
const { state } = playKeepingEvents(42);
|
||||
const { state } = playKeepingEvents(44);
|
||||
const me = state.tally.byPlayer[0]!;
|
||||
assert.ok(me.revenueGained > 0, 'seed 42 earned nothing — the gained half is not being counted');
|
||||
assert.ok(me.revenueLost > 0, 'seed 42 lost nothing — the lost half is not being counted');
|
||||
assert.ok(me.revenueGained > 0, 'seed 44 earned nothing — the gained half is not being counted');
|
||||
assert.ok(me.revenueLost > 0, 'seed 44 lost nothing — the lost half is not being counted');
|
||||
});
|
||||
|
||||
it('records a Circus set-up as the one-off it is, not as a streak', () => {
|
||||
|
||||
@@ -309,3 +309,71 @@ describe('steps reach a seated player — TODO #13', () => {
|
||||
assert.ok(seen > 0, 'no steps reached a push, so this proved nothing');
|
||||
});
|
||||
});
|
||||
|
||||
describe('the log says who acted, once, and in what capacity (Gitea#30, #31)', () => {
|
||||
it('never names a player twice — no "Player Jesse player 0 finished …"', async () => {
|
||||
const { newMultiplayerGame, currentActor, submit } = await import('../src/web/game.ts');
|
||||
const { legalActions } = await import('../src/engine/legal.ts');
|
||||
|
||||
const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
|
||||
for (let i = 0; i < 400; i++) {
|
||||
const actor = currentActor(game);
|
||||
if (actor === null) break;
|
||||
const options = legalActions(game.state, actor);
|
||||
if (options.length === 0) break;
|
||||
if (!submit(game, options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
|
||||
}
|
||||
|
||||
assert.ok(game.log.length > 50, 'the game barely ran, so this proved little');
|
||||
for (const line of game.log) {
|
||||
// `record()` prefixes the acting player's NAME; a narration that also named them read
|
||||
// "Player Alice player 0 finished Local Operations" (playtest, 2026-09-15).
|
||||
assert.doesNotMatch(
|
||||
line.text,
|
||||
/\bplayer \d+\b/i,
|
||||
`a line still carries a bare player index: ${line.text}`,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
it('attributes a clearance ruling to the office, not to the seat\'s own turn', async () => {
|
||||
const { newMultiplayerGame, drain, submit } = await import('../src/web/game.ts');
|
||||
const { areaOf } = await import('../src/engine/apply.ts');
|
||||
|
||||
const game = newMultiplayerGame(7, config, ['Alice', 'Bob', 'Carol']);
|
||||
const s = game.state;
|
||||
const area = areaOf(s, 0);
|
||||
|
||||
// A westbound train at seat 0's Office, and another westbound AHEAD of it — west of the Office —
|
||||
// which is §8.1's fourth condition and the Superintendent's to rule on (see Gitea#26).
|
||||
s.trays.set('departing', {
|
||||
id: 'departing', trainNumber: 15, trainIsExtra: true, engineAt: 0, consist: [],
|
||||
direction: 'west', facing: 'w',
|
||||
position: { at: 'grid', seat: 0, coord: area.officeCoord }, movesUsed: 0,
|
||||
} as never);
|
||||
area.adOccupancy.push('departing');
|
||||
const office = s.division.nodes.findIndex((n) => n.kind === 'office' && n.seat === 0);
|
||||
const card = s.division.nodes.findIndex((n, i) => i < office && n.kind === 'mainline');
|
||||
const node = s.division.nodes[card];
|
||||
assert.equal(node?.kind, 'mainline');
|
||||
s.trays.set('ahead', {
|
||||
id: 'ahead', trainNumber: 9, trainIsExtra: false, engineAt: 0, consist: [],
|
||||
direction: 'west', facing: 'w', position: { at: 'mainline', index: card }, movesUsed: 0,
|
||||
} as never);
|
||||
if (node?.kind === 'mainline') {
|
||||
node.transits.push({ tray: 'ahead', stagesRemaining: 2, stagesTotal: 2, direction: 'west' });
|
||||
}
|
||||
|
||||
s.clock.phase = 'mainline';
|
||||
drain(game);
|
||||
assert.equal(s.clock.pendingDecision?.kind, 'clearance', 'no ruling was called for, so nothing was tested');
|
||||
|
||||
const before = game.log.length;
|
||||
assert.ok(submit(game, { type: 'mainline.clearance', allow: false }, s.clock.superintendent));
|
||||
const said = game.log.slice(before).map((l) => l.text);
|
||||
assert.ok(
|
||||
said.some((text) => text.startsWith('Superintendent Player ')),
|
||||
`a ruling did not read as the office's: ${said.join(' | ')}`,
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
+103
-1
@@ -23,7 +23,7 @@ import { variantsFor } from '../src/engine/track.ts';
|
||||
import { divisionSvg, officeSvg } from '../src/sim/board-svg.ts';
|
||||
import type { DivisionView } from '../src/sim/view.ts';
|
||||
import { ENHANCEMENT_RULES, STAGES_PER_DAY } from '../src/engine/content.ts';
|
||||
import { dayEndHtml, facilitiesHtml, resultsHtml, timetableHtml } from '../src/web/panels.ts';
|
||||
import { dayEndHtml, facilitiesHtml, pilesHtml, resultsHtml, timetableHtml } from '../src/web/panels.ts';
|
||||
import { turnChartHtml } from '../src/sim/turnchart.ts';
|
||||
import { fieldSelectors } from '../src/web/settings-form.ts';
|
||||
import { record, renderHtml } from '../src/sim/replay.ts';
|
||||
@@ -3614,6 +3614,108 @@ describe('the Day rolling over says so (Gitea#10)', () => {
|
||||
assert.ok(html.includes('3 Days left'), `the Days remaining are wrong:\n${html}`);
|
||||
});
|
||||
|
||||
it('draws the Home Office deck, face down, with its count', () => {
|
||||
/**
|
||||
* `f.deck` has carried the face-down count since the Frame existed and NOTHING drew it — the
|
||||
* exact display gap `test/display-gaps.test.ts` sweeps for, surviving in the panel that draws
|
||||
* every other pile. Asked for by Jesse 2026-09-10, who also wanted somewhere for a draw to
|
||||
* flash: taking a card off this deck is the commonest move nobody can see.
|
||||
*/
|
||||
const s = createEngineGame({
|
||||
id: 'piles',
|
||||
seed: 5,
|
||||
config: {
|
||||
mode: 'competitive', days: 5, minCombinedRevenue: 60,
|
||||
maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['Joe', 'Bot 1'],
|
||||
});
|
||||
const f = snapshot(s, [], null);
|
||||
assert.ok(f.deck > 0, 'the deal should leave cards in the Home Office deck');
|
||||
|
||||
const html = pilesHtml(f);
|
||||
assert.ok(html.includes('Home Office'), `no Home Office pile:\n${html}`);
|
||||
assert.ok(html.includes(`>${f.deck}<`), 'the face-down count is not shown');
|
||||
// Face down means the card slot must NOT name a card — that is the whole point of the pile.
|
||||
assert.ok(html.includes('facedown'), 'the Home Office pile is not marked face down');
|
||||
assert.ok(html.includes('face down'), 'the card slot should say so rather than naming a card');
|
||||
// It comes first: a card travels out of here, then onto a Department or the Salvage Yard.
|
||||
assert.ok(
|
||||
html.indexOf('Home Office') < html.indexOf('Dept 1'),
|
||||
'the draw deck should be read before the piles cards land on',
|
||||
);
|
||||
});
|
||||
|
||||
it('lights only the pile a watched move touched', () => {
|
||||
const s = createEngineGame({
|
||||
id: 'piles2',
|
||||
seed: 5,
|
||||
config: {
|
||||
mode: 'competitive', days: 5, minCombinedRevenue: 60,
|
||||
maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['Joe', 'Bot 1'],
|
||||
});
|
||||
const f = snapshot(s, [], null);
|
||||
|
||||
assert.equal(pilesHtml(f).includes('pilelit'), false, 'nothing is lit when nothing was watched');
|
||||
|
||||
const home = pilesHtml(f, ['home']);
|
||||
assert.equal((home.match(/pilelit/g) ?? []).length, 1, 'exactly one pile should light');
|
||||
assert.ok(
|
||||
home.indexOf('pilelit') < home.indexOf('Dept 1'),
|
||||
'a Home Office draw must light the Home Office pile, not a Department',
|
||||
);
|
||||
|
||||
const dept2 = pilesHtml(f, ['dept1']);
|
||||
assert.equal((dept2.match(/pilelit/g) ?? []).length, 1);
|
||||
assert.ok(dept2.indexOf('Dept 2') > dept2.indexOf('Dept 1'), 'order sanity');
|
||||
// Two piles can move at once — a Department draw that refills from the deck.
|
||||
assert.equal((pilesHtml(f, ['home', 'dept0']).match(/pilelit/g) ?? []).length, 2);
|
||||
});
|
||||
|
||||
it('reports the ENDED Day\'s collisions, not the fresh Day\'s zero', () => {
|
||||
/**
|
||||
* Jesse, 2026-09-09, at the end of a Day 1 with two collisions in it: *"It shows a total of two
|
||||
* collisions, but zero today. Since we just finished day one, that does seem to be a
|
||||
* contradiction."*
|
||||
*
|
||||
* The cause is a one-line ordering fact: `advance.ts` increments the Day and then zeroes
|
||||
* `collisionsToday`, and this dialog is drawn from the frame whose Day went UP — so it read the
|
||||
* fresh Day's zero and printed it beside a running total that could not agree with it. The count
|
||||
* is captured at the rollover now, and the dialog names the Day rather than saying "today".
|
||||
*/
|
||||
const s = createEngineGame({
|
||||
id: 'collide',
|
||||
seed: 5,
|
||||
config: {
|
||||
mode: 'competitive',
|
||||
days: 5,
|
||||
minCombinedRevenue: 60,
|
||||
maxCollisionsPerDay: 3,
|
||||
maxCollisionsTotal: 10,
|
||||
pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['Joe', 'Bot 1'],
|
||||
});
|
||||
// The state as the rollover out of Day 1 leaves it: two collisions happened, `today` is reset.
|
||||
s.clock.day = 2;
|
||||
s.collisionsPrevDay = 2;
|
||||
s.collisionsToday = 0;
|
||||
s.collisionsTotal = 2;
|
||||
|
||||
const html = dayEndHtml(snapshot(s, [], null));
|
||||
assert.ok(html.includes('Day 1 has ended'), `wrong Day named:\n${html}`);
|
||||
assert.ok(html.includes('<b>2</b> on Day 1'), `the ended Day's collisions are wrong:\n${html}`);
|
||||
assert.ok(html.includes('<b>2</b> in all'), `the running total is wrong:\n${html}`);
|
||||
assert.doesNotMatch(html, /<b>0<\/b> today/, `still reporting the fresh Day's zero:\n${html}`);
|
||||
// The contradiction itself: a Day-end dialog must never claim fewer in all than on that Day.
|
||||
assert.doesNotMatch(html, /<b>0<\/b> on Day 1/, 'reported no collisions on a Day that had two');
|
||||
});
|
||||
|
||||
it('counts the last Day as the last Day rather than promising more', () => {
|
||||
const html = dayEndHtml(frameAt(6));
|
||||
assert.ok(html.includes('Day 5 has ended'), 'the final Day is misnamed');
|
||||
|
||||
Reference in New Issue
Block a user