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@@ -19,6 +19,292 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
|
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||||
---
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||||
|
||||
## 0.8.0.13 — 2026-09-16
|
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|
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Nine reports from the Day 1–2 playtest of v0.8.0.12. One was a real bug that cost a car, one was a
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||||
rule working correctly with nothing on screen to say so, and the rest are things the table could not
|
||||
see.
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### The Division Yard no longer takes a click while your board is behind
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The worst of the batch, because it moved a car. `renderActions` puts the action list away while the
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queue is catching up — a move offered against a position that has already moved on is a move made
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blind — but the make-up wiring sat OUTSIDE that guard, so the yard chips stayed lit and clickable.
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Reported exactly as it happens: a bot was adding the last car, the board lagged, a chip was clicked,
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a coach left the Division Yard and the train still ended up with three cars. The click had submitted
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a real intent against a board that was several moves stale.
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Both halves are fixed. The chips are wired only when the queue is idle, and the yard COUNTS are now
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drawn from the board on screen rather than the live game — they were the one panel still reporting a
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future the player had not been shown, which is what "the yards may not be in sync with the turns
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behind" was describing.
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### Every seat has a button, in map order
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The Office Area picker had a button per opponent and none for yourself, so the one player who could
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not reach their own district was the player waiting on everybody else — watching the board follow
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whoever was acting, with no way back. Your own seat is now in the row, and `watchedDistrict` returns
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your board for it rather than falling through to the actor, which is the same bug seen from the other
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side.
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The buttons are ordered by SEAT — west to east, exactly as the Division map draws it — instead of by
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player index, which is the order people joined. Seat is not player index and must not be assumed to
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be: under Employee Rotation the seating moves, and because the row is sorted from the Frame's own
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`seat` on every render, the buttons rotate with the players rather than having to be told.
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### The Fedora passing is said out loud
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§5 moves the Superintendent at the end of Stages 3, 6, 9 and 12, and the log never mentioned it. The
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rotation was riding on `actorChanged` — turn bookkeeping, fired every time the cursor moves, which
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`record()` drops as noise — so the one moment that event carried something a player needed went past
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in silence, with only "Supervisor Shift" in the history to hint at it.
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It is its own event now (`superintendentChanged`), narrated in the log and announced on screen the
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way a completed run already is. The phase keeps its name: the Supervisor Shift refreshes every
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Laborer and Porter EVERY Stage, and the Fedora moves only every third — naming the phase after the
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rarer event would mislead about the common one.
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### A collision says whose Office it was and who paid for it
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The line named the wreck and the reason and stopped there: the 5-point penalty rides in a separate
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`revenueChanged`, so a player had to add two log entries together to learn who had just lost five
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Revenue, and "COLLISION at the Office" never said whose. The faulting seat is in the event — and for
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anything inside a district that seat IS the district's owner — so the line now reads "COLLISION at
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Tom's Office … Tom loses 5 Revenue — it happened in their district." A Mainline collision is phrased
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differently because §10 makes it the Superintendent's, which is a different kind of fault.
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### Passengers: the rule stands, the silence goes
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Reported as a bug and it is not one, which took a replay of the save to establish. The Depot in
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question had a Restaurant and a Hotel beside it and `cap{out:3}` — capacity was never the problem,
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and the modifiers grant exactly what they print. What stopped a second passenger was §6.3: stocking
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takes a LOADED car of the facility's type out of the Division Yard, and there was not a loaded coach
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in it. Six were sitting in the Classification Yard, which §2.2 returns only when the Division Yard
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runs bare, and it was holding sixty-odd cars.
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Jesse's ruling is the same one Gitea#2 got: the shortage stays, because running out is part of the
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game. So the blocked panel now says it — room for N more passengers, no loaded coach in the Division
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Yard, and how many are waiting in Classification — instead of the action simply being absent from the
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menu with no reason given.
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### Smaller
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"Working left" is now "working eastward" in the make-up panel and the New Train tip. It was always the
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same rule — `playerLeftOf` is increasing seat index — but "left" describes a table nobody is looking
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at, while the map runs west to east, so at a real three-player game the second car went to the player
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sitting EAST and the text read as wrong. The history panel keeps 90 lines instead of 60, in the same
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230px box: more to scroll back through, no more screen taken, and the newest line stays where the eye
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already is.
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### Note for the packaging repo
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`git diff v0.8.0.12..v0.8.0.13 -- src/engine/` is NOT empty this time: `events.ts` declares
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`superintendentChanged` and `advance.ts` emits it. Both are additive — `check()`, `legal.ts` and
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every predicate are untouched, and events are derived by replaying a save rather than stored — so no
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once-legal move became illegal and games in progress resume.
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## 0.8.0.12 — 2026-09-16
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A player who has lost their browser storage can be put back in their seat (Gitea#33). No rule
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||||
changed: `git diff v0.8.0.11..v0.8.0.12 -- src/engine/` is empty, so games in progress resume.
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||||
### The failure this fixes, and the four things it was not
|
||||
|
||||
Reported from the table after the 0.8.0.11 update: of two humans in one game, the host reloaded
|
||||
straight back into it and the player who had JOINED found an empty lobby — no join secret, no display
|
||||
name, no game code. Their seat was never lost. `sessions.json` for that game held both seats, and the
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server logged it resuming with 80 intents replayed.
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||||
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Four explanations were ruled out with evidence before any code was written, and two of them were
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theories of mine that had to be retracted:
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- **Not the update.** `git diff v0.8.0.10..v0.8.0.11 -- src/web/` contains no storage change at all;
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both tags declare identical `SECRET_KEY` and `NAME_KEY`.
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- **Not a create-vs-join asymmetry in the client.** `lb-secret` and `lb-name` sit above both doors in
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`play.html`, so a joiner writes the same three keys a host does.
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- **Not the server forgetting joiners.** Create calls `persistSession` and so does join; it writes
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||||
every session for the game. Two-seat session files plainly work.
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- **Not a second origin.** Both players used the identical URL.
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What is left is the thing §1 has always said: the token lives in one browser's `localStorage`, scoped
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to the origin. A cleared profile, a private window or a different browser ends the seat while the game
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runs on without it. Nothing in the client can detect that — origin isolation is the point — and
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nothing in it can repair it either.
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### A recovery link carries a code, never the token
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||||
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`lobby-and-sessions.md` §1: *"Keep it out of URLs so it is not shoulder-surfed or pasted into a
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||||
chat."* A recovery link is precisely what gets pasted into a chat, so the URL carries a **single-use
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code that expires in 30 minutes** and the page trades it for the real token over a POST, then strips
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it from the address bar. A spent code is worth nothing; a token in a chat log is the seat for the rest
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of the game.
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||||
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||||
```
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||||
POST /api/games/<id>/claim { player } → { code, expiresAt, … } admin secret
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||||
POST /api/claim { code } → { token, gameId, player, gameCode }
|
||||
```
|
||||
|
||||
**Minting is administrative; spending is not.** Deciding that a particular person has lost a
|
||||
particular seat is a judgement no route can make safely — anyone able to mint their own code could
|
||||
take any chair at the table. Spending needs no secret because the player following the link is the one
|
||||
person in the story who holds none: the code *is* the authorisation, unguessable and one-time, which
|
||||
is the same shape as the token it returns.
|
||||
|
||||
`server/claims.ts` is a pure store — no clock, no sockets, no disk — so its rules are actually tested
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||||
rather than asserted: single use, lazy expiry, and one identical answer for unknown, spent and expired
|
||||
codes so it cannot be probed. The codes are held in memory on purpose. They are minted on demand and
|
||||
spent within minutes with the administrator present, so a restart dropping them is the right failure;
|
||||
persisting them would put a credential-equivalent on disk to solve a problem measured in seconds.
|
||||
|
||||
### The administrator picks a seat, not a string
|
||||
|
||||
The admin game listing now reports `seatedPlayers` — the seats a HUMAN holds a token for, read from
|
||||
the server's session map rather than guessed by matching "Bot 1" against a display name. That is what
|
||||
lets the StartOS side offer real players to choose from instead of chairs no token was ever issued
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||||
for.
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||||
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||||
## 0.8.0.11 — 2026-09-16
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||||
Fourteen reports from the second multiplayer playtest of v0.8.0.10, the WHISTLE-6945 table. Eleven are
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fixed here; the review of the New Train phase turned into four changes of its own; and two were
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questions the engine had already answered.
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||||
### A train's arrival says WHOSE Office it reached
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||||
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||||
The line went to every seat reading "Train 3 ARRIVED at the Whistle Post … **You** can work it in Cargo
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now". At a table of four that is one true sentence and one false one: every seat has an Office, so the
|
||||
tier alone never said which district the train was standing in, and three of the four readers could not
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||||
touch it. `trainArrived` now carries `owner`, and the narration resolves the name — "ARRIVED at Tom's
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||||
Whistle Post … Tom can work it". The Mainline Phase has no actor, which is why nothing upstream could
|
||||
name the seat for it. Saves replay history rather than storing events, so the new field strands nothing.
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||||
|
||||
### Being five behind now looks five behind everywhere
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||||
|
||||
*"When player Jesse is 5 behind, it should always look like he's 5 behind."* The board, the district
|
||||
panel and the caption row have followed the animation queue since v0.8.0; the turn chart never did. So a
|
||||
player watching three bots play out a Stage saw their cards moving under a chart that had already ticked
|
||||
over to the next phase — the one part of the screen quietly insisting the game was elsewhere. The Day,
|
||||
Stage, clock, phase and Fedora now come from the step on screen (`shownTable`), as does the district
|
||||
panel's auto-open. Being behind is fine and the counter says so; being behind on *part* of the screen is
|
||||
what made it unreadable.
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||||
|
||||
### Pause, beside Skip
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||||
|
||||
Skip was the only control the catching-up row had, and it is one-way and total: the way to look harder
|
||||
at a move that had just gone past was to not be too slow about it. Pause is the opposite lever. The
|
||||
property that matters is not that it stops — any flag gives you that — but that a hold **costs the step
|
||||
nothing**: a move paused half-way through its dwell resumes with half a dwell left, rather than being
|
||||
thrown away the moment you let go. Skip lifts a hold rather than leaving a Resume button that does
|
||||
nothing.
|
||||
|
||||
### A one-render look at another player's Office Area
|
||||
|
||||
One button per opponent in the district header. Deliberately not a mode: the look survives exactly the
|
||||
render its own click causes, so the panel is back to following whoever is acting the next time anything
|
||||
redraws. Jesse's call, and the right one — a sticky pin has to answer what happens when the game moves
|
||||
on beneath it, and both honest answers are bad (snap home silently, or leave a player studying a stale
|
||||
board while the game waits on them). Pause already means "hold everything", so that is the lever for a
|
||||
long look and this stays a glance. Player names reach the page through `textContent`, never markup.
|
||||
|
||||
### The Office Area summary counts the district on screen
|
||||
|
||||
The panel has drawn somebody else's board since v0.8.0 and the heading says whose — but the summary
|
||||
line read the viewer's own frame every time. So a bot's turn showed "Bot 2's Office Area" over Bot 2's
|
||||
cards, above a line counting *your* cards, facilities and trains.
|
||||
|
||||
### LIMITS is printed beneath the card, not through it
|
||||
|
||||
*"The text is split by the bottom border of the limits card."* It was: the bottom row's edge lands at
|
||||
`height - 7` and the label's baseline was `height - 4`, so its 8px glyphs spanned `height - 12` to
|
||||
`height - 4` and the border ran through the middle of the word. Raising it would have put it on the
|
||||
card, over the rails, so a 14px band is added below the bottom row and the baseline moved into it.
|
||||
|
||||
### The Mainline region divider is visible
|
||||
|
||||
Drawn at `#4a5361`, 1.2px, on a `#161b21` card — faint enough not to be made out at all. It is the ruler
|
||||
the train is measured against and should stay quieter than the rail, but a ruler you cannot read is not
|
||||
restraint.
|
||||
|
||||
### Only Hilly talks about FAST/SLOW
|
||||
|
||||
Every other Mainline card ended its description with "the printed speed is scenery", which sent a player
|
||||
hunting the card for a number that is not drawn on it. Exactly one card reads the rating — Hilly, the
|
||||
only profile with `speedStarts` — and it already explains itself. Everywhere else now says nothing,
|
||||
which is the honest answer when the rating does not apply.
|
||||
|
||||
### A passenger Modifier on a Whistle Post says it is dormant
|
||||
|
||||
A Restaurant appeared to do nothing. It does nothing: a Whistle Post is not a Passenger Facility, so it
|
||||
allows neither direction and has zero capacity each way; `usableGrant` discards the capacity while the
|
||||
porter is granted regardless, leaving a porter with nothing to carry. The Freight Agent then refuses to
|
||||
stock the box twice over, so no coach can ever be there to board. Playing it there stays legal on
|
||||
Jesse's call — the card is not wasted, it starts working on upgrade — and the panel now says so. It had
|
||||
been claiming the facility "only receives", which is wrong in both directions at a Whistle Post.
|
||||
|
||||
### An automatic phase says what it is doing
|
||||
|
||||
"waiting on **nobody — the Division is running itself**" reached its answer by negation, on the one line
|
||||
whose job is to say where the game is. The phase's name is already printed directly above it, so these
|
||||
describe the work instead: "the Division is moving trains", "the Division is building this Stage's
|
||||
trains". Only a person is waited on.
|
||||
|
||||
### The version appears once in the header
|
||||
|
||||
The no-git fallback for the cache-bust key led with the version, and the stamp already begins with
|
||||
`v${version}` — so the header read "v0.8.0.10 · 0.8.0.10-mfq2p1 · …". It showed up on exactly the builds
|
||||
that take that path, which is **every `.s9pk`**, because the Dockerfile copies the tree in without
|
||||
`.git`. The uniqueness that fallback exists to provide comes from the timestamp, not the version, so the
|
||||
two requirements never competed. Pinned in `test/web.test.ts` beside the constant-fallback assertion
|
||||
that the same function already carries.
|
||||
|
||||
### Save files name the game, the Stage and the day
|
||||
|
||||
Every server game downloaded as `station-master-day1-stage5.json`, so two saves off different tables
|
||||
collided in the downloads folder and neither said which table it came from. The join code is what a
|
||||
player already says out loud to identify a game, so it leads: `whistle-6945.day1.stage5.2026.09.16.json`.
|
||||
A solitaire game has no code and falls back to its seed.
|
||||
|
||||
### The New Train phase says what is left, and why your turn ended
|
||||
|
||||
Reviewed before changing anything, at Jesse's request — and the phase turned out to be better served
|
||||
than it looked from a grep: the Division Yard chip IS the button, the panel already names the train
|
||||
and what its card calls for, warns about assembly order on the trains where order can lock switching,
|
||||
and carries the "no more cars" button that exists to prevent a real softlock. Four things were missing.
|
||||
|
||||
**Still needs.** The heading says what the card CALLS FOR and goes on saying it unchanged as cars go
|
||||
on, so the one question a player actually has while clicking — what is left? — was the only thing on
|
||||
screen that had to be worked out by eye, against a consist drawn in the other column. `consistNeeds`
|
||||
counts by the same categories `acceptsCar` does, so it can never ask for a car the engine would then
|
||||
refuse, and it reads null when the consist is complete.
|
||||
|
||||
**One car each.** §7's round — a single car, then the next player, from the Superintendent working
|
||||
left — was written down only in the turn chart's New Train chip tooltip: hovered once, early on, and
|
||||
never again. "Click a car" then reads as "build this train", and the turn ends with no explanation.
|
||||
It now says so where the clicking happens.
|
||||
|
||||
**The train is marked on the map.** `TrainChip` gained `beingMadeUp`, set from the engine's own
|
||||
`isBeingMadeUp`, and the chip is drawn in the action amber — so the panel on the right and the train
|
||||
on the Division strip at the top left are visibly one subject rather than two.
|
||||
|
||||
**A clickable car looks clickable.** The addable highlight was a thin blue outline, reported as "just
|
||||
a small bold and basically the same color as everything else". It now wears `#c8912f`, the border
|
||||
colour the action buttons themselves use. The loaded/empty text colours are deliberately left alone:
|
||||
green and blue-grey are what say which of the two numbers is which, and that is a different question
|
||||
from whether you may click.
|
||||
|
||||
### Asked, and already answered by the engine
|
||||
|
||||
**Does the bot know how to use Interlocking?** It plays it deliberately — the bot ranks it above the
|
||||
other enhancements precisely because it stops an Office collision — and a Running Track straight is the
|
||||
card's printed placement, so the play seen at the table was correct. Nobody "uses" it: `advance.ts`
|
||||
applies it automatically, turning an arrival at a full Office into a hold at the Limits. There is no
|
||||
decision to get wrong, so no change was made.
|
||||
|
||||
**Can passengers load or unload at a Whistle Post?** No. Zero porters, zero outbound, zero inbound, and
|
||||
not a Passenger Facility — it takes a Depot to do any passenger work at all.
|
||||
|
||||
---
|
||||
|
||||
## 0.8.0.10 — 2026-09-15
|
||||
|
||||
Three reports from the first multiplayer playtest of v0.8.0.9 — one player and three bots — each traced
|
||||
|
||||
@@ -36,6 +36,34 @@ and `<ip>:<port>` are both expected — and browser storage is scoped to the ori
|
||||
at one address must come back to that address, or they are a stranger with no token. Say so in the
|
||||
UI at join time rather than letting someone discover it when they cannot get back in.
|
||||
|
||||
**A lost token is recoverable, administratively** (Gitea#33). Everything above makes the token the
|
||||
single point of failure: it lives in one browser's storage, and a cleared profile, a private window or
|
||||
a different browser ends the seat with the game still running and the session still on disk. Seen at a
|
||||
real table — the returning player met an empty lobby while their token sat intact in `sessions.json`,
|
||||
and the only way back was an administrator reading the file off the volume and the player pasting it
|
||||
into a devtools console.
|
||||
|
||||
So there is a supported path, in two halves that are gated differently on purpose:
|
||||
|
||||
```
|
||||
POST /api/games/<id>/claim { player } → { code, expiresAt, … } admin secret
|
||||
POST /api/claim { code } → { token, gameId, player, gameCode }
|
||||
```
|
||||
|
||||
**The link carries the code, never the token** — which is the rule three paragraphs up, applied. A
|
||||
recovery link is exactly the sort of thing that gets pasted into a chat, so what travels in the URL is
|
||||
single-use and expires in thirty minutes (`server/claims.ts`), and the page trades it for the real
|
||||
token over a POST as it loads (`?claim=` in `web/main.ts`, which strips it from the address bar either
|
||||
way). A leaked code is worthless once spent; a leaked token is the seat for the rest of the game.
|
||||
|
||||
**Minting is administrative; spending is not.** Deciding that a particular person has lost a
|
||||
particular seat is a judgement no route can make safely — anyone able to mint their own code could
|
||||
take any chair at the table. Spending needs no secret because the player following the link is the one
|
||||
person in the story who holds none; the code *is* the authorisation, and it is the same shape
|
||||
(unguessable, one-time) as the token it hands back. The codes are held in memory: they are minted on
|
||||
demand and spent within minutes, so a restart dropping them is the right failure, and persisting them
|
||||
would put a credential-equivalent on the volume to solve a problem measured in seconds.
|
||||
|
||||
Real accounts can be layered on later without touching the rules engine, which is exactly why
|
||||
[`overview.md`](overview.md) keeps that boundary sharp.
|
||||
|
||||
|
||||
@@ -84,14 +84,14 @@ part of the road all change the entry point rather than the card's length.
|
||||
The Mainline deck is 10 cards; the two Division Points are the fixed ends of
|
||||
the Division and are not dealt. What each card does, in the words the game uses on screen:
|
||||
|
||||
- **Plains** — 1 region — one Stage each. · 1 Stage for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
|
||||
- **Curves** — 2 regions — one Stage each. · 2 Stages for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
|
||||
- **Plains** — 1 region — one Stage each. · 1 Stage for every train. · One train at a time — anything following has to wait for it to clear.
|
||||
- **Curves** — 2 regions — one Stage each. · 2 Stages for every train. · One train at a time — anything following has to wait for it to clear.
|
||||
- **Hilly** — 2 regions — one Stage each. · This card reads the train's FAST/SLOW rating: a fast train starts further along and crosses in 1 Stage, a slow one in 2 Stages. No other card cares which it is. · One train at a time — anything following has to wait for it to clear.
|
||||
- **Heavy Grade** — 3 regions — one Stage each. · A grade, climbing eastward. 3 Stages to climb it and 3 Stages to run down, before help. Helpers start an UPHILL train a region further on; Brakeman does the same DOWNHILL and Airbrakes another again, and Airbrakes cannot be played without Brakeman. Never less than one Stage. · One train at a time — anything following has to wait for it to clear.
|
||||
- **Double Track** — 1 region — one Stage each. · 1 Stage for every train — the printed speed is scenery. · TRAINS MAY PASS — two trains may stand on this card at once, so a following train is not held behind a slower one.
|
||||
- **Double Track** — 1 region — one Stage each. · 1 Stage for every train. · TRAINS MAY PASS — two trains may stand on this card at once, so a following train is not held behind a slower one.
|
||||
- **Uncontrolled Siding** — 2 regions — one Stage each. · A train with the card to itself starts past the back region and is across in 1 Stage. · UNCONTROLLED SIDING — arrive to find a train already here and you take the siding, a region behind it. You are not in the same place, so you do not run into it; it costs you the extra Stage instead. · One train at a time — anything following has to wait for it to clear.
|
||||
- **Tunnel** — 2 regions — one Stage each. · 2 Stages for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
|
||||
- **Trestle** — 1 region — one Stage each. · 1 Stage for every train — the printed speed is scenery. · One train at a time — anything following has to wait for it to clear.
|
||||
- **Tunnel** — 2 regions — one Stage each. · 2 Stages for every train. · One train at a time — anything following has to wait for it to clear.
|
||||
- **Trestle** — 1 region — one Stage each. · 1 Stage for every train. · One train at a time — anything following has to wait for it to clear.
|
||||
- **Interchange** — 2 regions — one Stage each. · A train with the card to itself starts past the back region and is across in 1 Stage. · An Extra beginning its run here starts in the back region and takes the extra Stage. · One train at a time — anything following has to wait for it to clear. · Cars may be sorted into any new order here.
|
||||
|
||||
---
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "station-master",
|
||||
"version": "0.8.0.10",
|
||||
"version": "0.8.0.13",
|
||||
"private": true,
|
||||
"type": "module",
|
||||
"description": "Station Master — a railroad operations game",
|
||||
|
||||
+10
-4
@@ -70,11 +70,17 @@ function buildStamp(): string {
|
||||
* and v0.7.6's fix to it both shipped correctly to `phoenix.local` and neither reached the browser
|
||||
* that asked for them (Jesse, twice, 2026-08-29 — "setup did not work").
|
||||
*
|
||||
* The version plus the build's own timestamp is always distinct, needs nothing from the
|
||||
* environment, and stays honest: two builds of the same commit ARE two deploys, and a cache key
|
||||
* that says so costs one refetch, while one that lies costs a release nobody receives.
|
||||
* A marker plus the build's own timestamp is always distinct, needs nothing from the environment,
|
||||
* and stays honest: two builds of the same commit ARE two deploys, and a cache key that says so
|
||||
* costs one refetch, while one that lies costs a release nobody receives.
|
||||
*
|
||||
* NOT THE VERSION, which is what this used to lead with. The stamp below already begins with
|
||||
* `v${pkg.version}`, so on exactly the builds that take this path — every `.s9pk`, which has no
|
||||
* `.git` — the header read "v0.8.0.10 · 0.8.0.10-mfq2p1 · …" and the version appeared twice
|
||||
* (Jesse, playtest 2026-09-16). The timestamp alone carries the uniqueness; the version is
|
||||
* already said once, properly, at the front.
|
||||
*/
|
||||
let git = `${pkg.version}-${Date.now().toString(36)}`;
|
||||
let git = `nogit-${Date.now().toString(36)}`;
|
||||
try {
|
||||
const sha = execFileSync('git', ['rev-parse', '--short', 'HEAD'], { cwd: root })
|
||||
.toString()
|
||||
|
||||
@@ -1484,6 +1484,7 @@ function arriveAtOffice(
|
||||
trainNumber: tray.trainNumber ?? 0,
|
||||
consist: tray.consist.map((c) => ({ ...c })),
|
||||
office: officeProfile(area.tier).name,
|
||||
owner: playerAtSeat(s, seat),
|
||||
expedited: isExpedited(tray),
|
||||
});
|
||||
|
||||
@@ -1655,6 +1656,13 @@ function shiftChange(s: GameState, events: GameEvent[]): AdvanceResult {
|
||||
if (s.clock.stage % STAGES_PER_SHIFT === 0) {
|
||||
s.clock.superintendent = playerLeftOf(s, s.clock.superintendent);
|
||||
events.push({ type: 'actorChanged', player: s.clock.superintendent });
|
||||
/**
|
||||
* SAID OUT LOUD, as well as recorded. `actorChanged` is turn bookkeeping and the log discards it,
|
||||
* so this — the one time in three Stages that it means the Fedora moved — had no line anywhere
|
||||
* (playtest, 2026-09-16). Emitted alongside rather than instead: `actorChanged` still carries the
|
||||
* cursor, and anything reading it keeps working.
|
||||
*/
|
||||
events.push({ type: 'superintendentChanged', player: s.clock.superintendent, stage: s.clock.stage });
|
||||
}
|
||||
|
||||
// §9.1 — Laborers and Porters reset at the start of each Stage, not each Phase.
|
||||
|
||||
+11
-1
@@ -772,7 +772,17 @@ export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'ea
|
||||
`${stages(run({}))}.`,
|
||||
);
|
||||
} else {
|
||||
parts.push(`${stages(run({}))} for every train — the printed speed is scenery.`);
|
||||
/**
|
||||
* NOT A WORD ABOUT SPEED HERE — Jesse, playtest 2026-09-16.
|
||||
*
|
||||
* This read "the printed speed is scenery", which sent a player hunting the card for a number
|
||||
* that is not drawn on it. The first rewrite said "fast or slow alike", which is true but raises
|
||||
* the question on thirteen cards in order to answer it. **Exactly one card reads FAST/SLOW**:
|
||||
* Hilly, the only profile with `speedStarts` (see the note above it). So the explanation belongs
|
||||
* on that card, where the branch above already gives it, and everywhere else says nothing —
|
||||
* silence is the honest answer when the rating genuinely does not apply.
|
||||
*/
|
||||
parts.push(`${stages(run({}))} for every train.`);
|
||||
}
|
||||
|
||||
if (kind === 'uncontrolledSiding') {
|
||||
|
||||
+16
-1
@@ -28,6 +28,15 @@ export type GameEvent =
|
||||
| { type: 'stageBegan'; day: number; stage: number }
|
||||
/** Employee Rotation (Appendix B) — every player has moved one chair left for the new Day. */
|
||||
| { type: 'seatsRotated'; day: number; seating: PlayerIndex[] }
|
||||
/**
|
||||
* §5 — the Fedora passed, at the end of Stage 3, 6, 9 or 12.
|
||||
*
|
||||
* ITS OWN EVENT RATHER THAN THE `actorChanged` THIS USED TO RIDE ON. That one is turn bookkeeping,
|
||||
* fired every time the cursor moves, and `record()` drops it on the floor as noise — so the one
|
||||
* moment it carried that a player actually needed to see went past in silence. Reported from the
|
||||
* table (2026-09-16): the Supervisor Shift appears in the history and the handover never does.
|
||||
*/
|
||||
| { type: 'superintendentChanged'; player: PlayerIndex; stage: number }
|
||||
| { type: 'phaseBegan'; phase: string }
|
||||
| { type: 'actorChanged'; player: PlayerIndex | null }
|
||||
// -- local operations
|
||||
@@ -159,7 +168,13 @@ export type GameEvent =
|
||||
* switched normally like any other arrival, but it has to be back on the Office square before the
|
||||
* next Mainline Phase begins, or `expediteFault` fires.
|
||||
*/
|
||||
| { type: 'trainArrived'; trainNumber: number; consist: RollingStock[]; office: string; expedited: boolean }
|
||||
/**
|
||||
* `owner` is WHOSE Office it reached — the district's player, not whoever is acting. The Mainline
|
||||
* Phase has no actor, so nothing else in the line could name the seat, and the narration said only
|
||||
* "ARRIVED at the Whistle Post" — every seat's Office has a tier, and at a four-seat table three of
|
||||
* them are somebody else's (Jesse, playtest 2026-09-16).
|
||||
*/
|
||||
| { type: 'trainArrived'; trainNumber: number; consist: RollingStock[]; office: string; owner: PlayerIndex; expedited: boolean }
|
||||
| { type: 'trainDiverted'; trainNumber: number; to: string; reason: string }
|
||||
/**
|
||||
* The train ran the length of the Division and left it. `side` is the Division Point it left by,
|
||||
|
||||
@@ -0,0 +1,83 @@
|
||||
/**
|
||||
* SEAT RECOVERY CODES — Gitea#33.
|
||||
*
|
||||
* A session token is the only identity the game has (`lobby-and-sessions.md` §1) and it lives in
|
||||
* exactly one place the player controls: their browser's `localStorage`, scoped to the origin they
|
||||
* joined at. Lose that — a different browser, a cleared profile, a private window — and the seat is
|
||||
* unreachable, because there is nothing else on the server that will accept a claim to it. Seen at a
|
||||
* real table on 2026-09-16: the joining player came back to an empty lobby while their token sat
|
||||
* intact in `sessions.json`, and the only way in was an administrator reading the file off the data
|
||||
* volume and the player pasting it into a devtools console.
|
||||
*
|
||||
* THE CODE IS NOT THE TOKEN, AND THAT IS THE WHOLE POINT. §1 says to keep the token out of URLs so it
|
||||
* is not shoulder-surfed or pasted into a chat — and a recovery link is exactly the kind of thing
|
||||
* that gets pasted into a chat. So an administrator mints a SHORT-LIVED, SINGLE-USE code, the player
|
||||
* opens a link carrying that, and the page trades it for the real token over the same connection it
|
||||
* would have used anyway. A code that leaks after it is spent is worth nothing; a token that leaks is
|
||||
* worth the seat for the rest of the game.
|
||||
*
|
||||
* PURE ON PURPOSE, like `lobby.ts` beside it: no sockets, no filesystem, no clock of its own. `now`
|
||||
* is passed in so expiry is testable without faking timers, which is the only reason this file can be
|
||||
* tested at all — nothing in this repo stands an HTTP server up to make requests against it.
|
||||
*
|
||||
* IN MEMORY, NOT ON DISK, which is a deliberate limit rather than an oversight. A restart drops every
|
||||
* outstanding code, and that is the right failure: the codes are minted on demand and spent within
|
||||
* minutes, the administrator is by definition present, and persisting them would put a credential-
|
||||
* equivalent on the volume to solve a problem measured in seconds.
|
||||
*/
|
||||
|
||||
import { randomUUID } from 'node:crypto';
|
||||
|
||||
/**
|
||||
* Long enough to walk to the other room and read it out; short enough that a link left in a chat
|
||||
* window is useless by the time anyone scrolls back to it.
|
||||
*/
|
||||
export const CLAIM_TTL_MS = 30 * 60 * 1000;
|
||||
|
||||
export type ClaimStore = {
|
||||
/** Mint a code for one seat's token. Returns the code and when it stops working. */
|
||||
mint(token: string, gameId: string, now: number, ttlMs?: number): { code: string; expiresAt: number };
|
||||
/**
|
||||
* Spend a code. Returns the seat it names, or null when the code is unknown, already spent or
|
||||
* expired — deliberately one answer for all three, so a caller cannot probe which it was.
|
||||
*/
|
||||
redeem(code: string, now: number): { token: string; gameId: string } | null;
|
||||
/** Outstanding, unexpired codes. For tests and for anything that wants to report the store's size. */
|
||||
outstanding(now: number): number;
|
||||
};
|
||||
|
||||
export function createClaimStore(): ClaimStore {
|
||||
const claims = new Map<string, { token: string; gameId: string; expiresAt: number }>();
|
||||
|
||||
/** Expiry is lazy: there is no timer to own, start, stop or leak across a server's lifetime. */
|
||||
const prune = (now: number): void => {
|
||||
for (const [code, claim] of claims) if (claim.expiresAt <= now) claims.delete(code);
|
||||
};
|
||||
|
||||
return {
|
||||
mint(token, gameId, now, ttlMs = CLAIM_TTL_MS) {
|
||||
prune(now);
|
||||
// The same primitive the session tokens themselves use (`lobby.ts`), for the same reason: it
|
||||
// has to be unguessable, and inventing a second scheme here would be inventing a weaker one.
|
||||
const code = randomUUID();
|
||||
const expiresAt = now + ttlMs;
|
||||
claims.set(code, { token, gameId, expiresAt });
|
||||
return { code, expiresAt };
|
||||
},
|
||||
|
||||
redeem(code, now) {
|
||||
prune(now);
|
||||
const claim = claims.get(code);
|
||||
if (!claim) return null;
|
||||
// SINGLE USE. Deleted before the caller can do anything with it, so two browsers racing on the
|
||||
// same link cannot both be seated — and a link that stays in someone's history is spent.
|
||||
claims.delete(code);
|
||||
return { token: claim.token, gameId: claim.gameId };
|
||||
},
|
||||
|
||||
outstanding(now) {
|
||||
prune(now);
|
||||
return claims.size;
|
||||
},
|
||||
};
|
||||
}
|
||||
+87
-2
@@ -37,6 +37,7 @@ import {
|
||||
writeLobby,
|
||||
writeSessions,
|
||||
} from './persistence.ts';
|
||||
import { createClaimStore } from './claims.ts';
|
||||
import { createSession } from './session.ts';
|
||||
import type { GameSession, Push } from './session.ts';
|
||||
import {
|
||||
@@ -170,6 +171,15 @@ export function startServer(opts: ServerOptions): void {
|
||||
const games = opts.initialGames;
|
||||
const lobbies = opts.initialLobbies;
|
||||
const sessions = opts.initialSessions;
|
||||
/**
|
||||
* Outstanding seat recovery codes — Gitea#33, `claims.ts`.
|
||||
*
|
||||
* In memory and not on the volume, deliberately: a code is minted on demand and spent within
|
||||
* minutes with the administrator standing right there, so a restart dropping them all is the right
|
||||
* failure. Persisting them would put a credential-equivalent on disk to solve a problem measured
|
||||
* in seconds.
|
||||
*/
|
||||
const claims = createClaimStore();
|
||||
const gameCodes = new Map<string, string>(); // gameCode -> gameId, for /api/lobby/join
|
||||
for (const [gameId, lobby] of lobbies) gameCodes.set(lobby.gameCode, gameId);
|
||||
|
||||
@@ -322,6 +332,17 @@ export function startServer(opts: ServerOptions): void {
|
||||
gameId,
|
||||
gameCode: codes.get(gameId) ?? null,
|
||||
state: 'running' as const,
|
||||
/**
|
||||
* WHICH SEATS A PERSON IS SITTING IN — Gitea#33.
|
||||
*
|
||||
* `playerNames` cannot answer it: a bot's name is just a name, and telling the two apart
|
||||
* by matching "Bot 1" would be guessing at a label. `sessions` holds humans and only
|
||||
* humans, so this is the fact rather than an inference — and it is what lets the seat
|
||||
* recovery action offer real players instead of chairs no token was ever issued for.
|
||||
*/
|
||||
seatedPlayers: [...sessions.values()]
|
||||
.filter((s) => s.gameId === gameId)
|
||||
.map((s) => s.player),
|
||||
...g.summary(),
|
||||
}));
|
||||
// A lobby has no game to summarize yet — it is reported as what it is, so an
|
||||
@@ -340,14 +361,48 @@ export function startServer(opts: ServerOptions): void {
|
||||
return;
|
||||
}
|
||||
|
||||
const match = /^\/api\/games\/([^/]+)(\/save)?$/.exec(url.pathname);
|
||||
const match = /^\/api\/games\/([^/]+)(\/save|\/claim)?$/.exec(url.pathname);
|
||||
const gameId = match?.[1];
|
||||
// Compared explicitly rather than tested for truthiness: with two suffixes in the group, a
|
||||
// bare `match?.[2]` would let a GET on `/claim` fall into the `/save` branch below.
|
||||
const suffix = match?.[2];
|
||||
if (!gameId) {
|
||||
sendJson(res, 404, { error: 'no such route' });
|
||||
return;
|
||||
}
|
||||
|
||||
if (match?.[2] && req.method === 'GET') {
|
||||
/**
|
||||
* MINT A SEAT RECOVERY CODE FOR ONE PLAYER — Gitea#33.
|
||||
*
|
||||
* The token is the only identity this game has and it lives in one browser's `localStorage`;
|
||||
* lose it and the seat is unreachable, because nothing else here will accept a claim to it.
|
||||
* This is the supported way back, and it is administrative on purpose: whoever runs the
|
||||
* server decides that a particular player has lost their seat, which is a judgement no
|
||||
* automated route can make safely.
|
||||
*
|
||||
* IT HANDS BACK A CODE, NOT THE TOKEN. §1 says keep the token out of URLs, and the code is
|
||||
* going into one. Short-lived and single-use (`claims.ts`), so a link left in a chat window
|
||||
* is worth nothing by the time anyone finds it.
|
||||
*/
|
||||
if (suffix === '/claim' && req.method === 'POST') {
|
||||
const body = (await readJson(req)) as { player?: number };
|
||||
const ps = [...sessions.values()].find((s) => s.gameId === gameId && s.player === body.player);
|
||||
if (!ps) {
|
||||
sendJson(res, 404, { error: 'no such seat' });
|
||||
return;
|
||||
}
|
||||
const { code, expiresAt } = claims.mint(ps.token, gameId, Date.now());
|
||||
sendJson(res, 200, {
|
||||
code,
|
||||
expiresAt,
|
||||
player: ps.player,
|
||||
displayName: ps.displayName,
|
||||
gameCode: codes.get(gameId) ?? null,
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
if (suffix === '/save' && req.method === 'GET') {
|
||||
const session = games.get(gameId);
|
||||
if (!session) {
|
||||
sendJson(res, 404, { error: 'no such game' });
|
||||
@@ -656,6 +711,36 @@ export function startServer(opts: ServerOptions): void {
|
||||
return;
|
||||
}
|
||||
|
||||
/**
|
||||
* SPEND A SEAT RECOVERY CODE — Gitea#33, the other half of `/api/games/<id>/claim`.
|
||||
*
|
||||
* NOT GATED BY THE ADMIN SECRET, and it must not be: the player following the link is the one
|
||||
* person in this story who holds no secret at all. The code IS the authorisation — unguessable,
|
||||
* single-use and short-lived — which is the same shape as the session token it hands back, and
|
||||
* why minting one is the administrative act rather than spending one.
|
||||
*
|
||||
* The token travels in the response BODY of a POST, never in a URL (`lobby-and-sessions.md`
|
||||
* §1). One answer for unknown, spent and expired codes, so this cannot be used to probe which.
|
||||
*/
|
||||
if (url.pathname === '/api/claim' && req.method === 'POST') {
|
||||
const body = (await readJson(req)) as { code?: string };
|
||||
const claimed = typeof body.code === 'string' ? claims.redeem(body.code, Date.now()) : null;
|
||||
const ps = claimed ? sessions.get(claimed.token) : undefined;
|
||||
const live = ps ? games.get(ps.gameId) : undefined;
|
||||
if (!claimed || !ps || !live) {
|
||||
sendJson(res, 404, { error: 'no such claim' });
|
||||
return;
|
||||
}
|
||||
const codes = new Map((await readIndex(opts.dataDir)).map((e) => [e.gameId, e.gameCode]));
|
||||
sendJson(res, 200, {
|
||||
token: ps.token,
|
||||
gameId: ps.gameId,
|
||||
player: ps.player,
|
||||
gameCode: codes.get(ps.gameId) ?? '',
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
/**
|
||||
* THIS SEAT'S OWN GAME, AS A SAVE (playtest, 2026-09-15: "most of the time, I want to go ahead and
|
||||
* just save it as a JSON file in my Downloads folder").
|
||||
|
||||
+32
-6
@@ -137,6 +137,8 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
region?: number;
|
||||
direction?: string;
|
||||
stagesLeft?: number;
|
||||
/** Being made up at a Division Point right now, so the map can mark the train you are loading. */
|
||||
beingMadeUp?: boolean;
|
||||
}[];
|
||||
cap: number | null;
|
||||
tip: string;
|
||||
@@ -515,13 +517,18 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
|
||||
const arrow = t.facing === 'w' ? '\u25c0' : '\u25b6';
|
||||
const loaded = cars.filter((x) => /^loaded/.test(x) || /caboose/.test(x)).length;
|
||||
const label = cars.length === 0 ? `${t.label} ${arrow}` : `${t.label} ${arrow}${cars.length}`;
|
||||
// THE TRAIN THE MAKE-UP PANEL IS TALKING ABOUT. Amber, because that is what the rest of the
|
||||
// page uses for "this is the thing you are acting on" (Jesse, playtest 2026-09-16).
|
||||
const building = t.beingMadeUp === true;
|
||||
const inRegion = c.regions > 1 && typeof t.region === 'number';
|
||||
const dir = t.direction === 'west' ? ' \u25c0 west' : t.direction === 'east' ? ' east \u25b6' : '';
|
||||
const stages =
|
||||
typeof t.stagesLeft === 'number'
|
||||
? ` \u00b7 ${t.stagesLeft} Stage${t.stagesLeft === 1 ? '' : 's'} still to run across this card`
|
||||
: '';
|
||||
out += `<g class="bs-train" data-tip="${esc(t.label)} \u2014 carrying ${esc(cars.join(', ') || 'no cars')}${
|
||||
out += `<g class="bs-train${building ? ' bs-building' : ''}" data-tip="${esc(t.label)}${
|
||||
building ? ' \u2014 BEING MADE UP NOW: add cars from the Division Yard' : ''
|
||||
} \u2014 carrying ${esc(cars.join(', ') || 'no cars')}${
|
||||
cars.length ? ` (${loaded} loaded)` : ''
|
||||
}${inRegion ? ` \u00b7 region ${(t.region ?? 0) + 1} of ${c.regions}, counted west to east${dir}` : ''}${esc(stages)}${
|
||||
// What the card prints. A train on the Mainline is exactly where "why did that leave without
|
||||
@@ -682,7 +689,17 @@ export function officeSvg(
|
||||
const c0 = Math.min(...cols);
|
||||
const c1 = Math.max(...cols);
|
||||
const width = (c1 - c0 + 1) * (W + PAD);
|
||||
const height = (r1 - r0 + 1) * (H + PAD) + 4;
|
||||
/**
|
||||
* A BAND BENEATH THE BOTTOM ROW FOR THE LIMITS LABELS, and only when there are labels to put in it.
|
||||
*
|
||||
* The bottom card's lower edge lands at `height - 7`, and the label's baseline was `height - 4` —
|
||||
* so its 8px glyphs spanned `height - 12` to `height - 4` and the card's own border ran straight
|
||||
* through the middle of the word (Jesse, playtest 2026-09-16: *"the text is split by the bottom
|
||||
* border of the limits card… it should be printed directly beneath the card"*). Raising the text
|
||||
* instead would have pushed it onto the card, over the rails; the room has to be made below.
|
||||
*/
|
||||
const limitBand = limits ? 14 : 0;
|
||||
const height = (r1 - r0 + 1) * (H + PAD) + 4 + limitBand;
|
||||
|
||||
// Screen position of a card. Rows count DOWN from the top row, so the Running Track sits highest
|
||||
// and the district hangs beneath it, as the rules describe it.
|
||||
@@ -1218,7 +1235,9 @@ export function officeSvg(
|
||||
if (limits) {
|
||||
const edge = (x: number, side: string): string =>
|
||||
`<line class="bs-limitline" x1="${x}" y1="0" x2="${x}" y2="${height}"/>` +
|
||||
`<text class="bs-limitlab" x="${x + (side === 'w' ? 4 : -4)}" y="${height - 4}" ` +
|
||||
// Baseline inside the band below the cards: the glyphs run from `height - 19` to `height - 11`
|
||||
// and the bottom row's edge is at `height - 21`, so the whole word clears the card border.
|
||||
`<text class="bs-limitlab" x="${x + (side === 'w' ? 4 : -4)}" y="${height - 11}" ` +
|
||||
`text-anchor="${side === 'w' ? 'start' : 'end'}">LIMITS</text>`;
|
||||
out += edge(px(limits.west) - PAD / 2, 'w') + edge(px(limits.east) + W + PAD / 2, 'e');
|
||||
}
|
||||
@@ -1267,9 +1286,12 @@ export const BOARD_CSS = `
|
||||
.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}
|
||||
/* The vertical bars a Mainline card is divided into (§2.1). They are the ruler the train is measured
|
||||
against, not something to look at instead of the train — but they were drawn so faint they could
|
||||
not be made out at all (Jesse, playtest 2026-09-16: "the dividing line is barely visible"). A
|
||||
ruler you cannot read is not restraint, so this is lifted to the tie colour and given a longer
|
||||
dash: still quieter than the rail, and now actually there. */
|
||||
.bs-region{stroke:#98a3b2;stroke-width:1.6;stroke-dasharray:4 2}
|
||||
/* #94 — the one red mark on the Division map, so it reads as a stop rather than as decoration. */
|
||||
.bs-flag line{stroke:#9aa3b0;stroke-width:1.6}
|
||||
.bs-flag polygon{fill:#d2453f;stroke:#7d211d;stroke-width:0.8}
|
||||
@@ -1302,6 +1324,10 @@ export const BOARD_CSS = `
|
||||
.bs-slot.bs-car-cch.bs-loaded{fill:rgba(90,169,230,.85)}
|
||||
.bs-slot.bs-car-cab.bs-loaded{fill:rgba(192,90,90,.85)}
|
||||
.bs-train rect{fill:#2f6b3d;stroke:#8fd6a0;stroke-width:1.2}
|
||||
/* The train the New Train phase is loading, in the page's action amber, so the make-up panel on the
|
||||
right and the train on the map at the top left are visibly the same subject. */
|
||||
.bs-train.bs-building rect{fill:#4a3a1c;stroke:#c8912f;stroke-width:2}
|
||||
.bs-train.bs-building .bs-tlab{fill:#f2d49a}
|
||||
.bs-crew rect{fill:#8a6d1f;stroke:#e0c060;stroke-width:1.2}
|
||||
/* Each car in the train, in the order it is seated. Loaded is solid, empty is hollow, and the
|
||||
engine is the one that carries the arrow — which is what makes "reverse" mean something. */
|
||||
|
||||
+85
-9
@@ -127,6 +127,18 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
.map((p) => ctx.playerName?.(p) ?? `Player ${p + 1}`)
|
||||
.join(' → ')}`,
|
||||
};
|
||||
case 'superintendentChanged':
|
||||
/**
|
||||
* The Fedora is the only thing in the game that changes hands on a clock rather than because
|
||||
* somebody did something, so it is the one handover nobody at the table watches happen.
|
||||
*/
|
||||
return {
|
||||
tone: 'clock',
|
||||
text:
|
||||
`SUPERINTENDENT — the Fedora passes to ${ctx.playerName?.(e.player) ?? 'the next player'} ` +
|
||||
`at the end of Stage ${e.stage}. They rule on clearances, take the Yard Office and Red Flag ` +
|
||||
`questions, and every round that goes round the table now starts with them.`,
|
||||
};
|
||||
case 'phaseBegan':
|
||||
// Its own tone, not `quiet`. A phase marker sat in the same grey as the events inside it, so
|
||||
// the log read as one undifferentiated column and you could not see where a phase began.
|
||||
@@ -343,12 +355,25 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
* arrival; the only difference is what happens if it is left on Secondary Track when the next
|
||||
* Mainline Phase begins (`expediteFault`).
|
||||
*/
|
||||
return {
|
||||
tone: 'plain',
|
||||
text: e.expedited
|
||||
? `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — its card prints EXPEDITE, so keep it on the Office square: parked anywhere else in the district when the next Mainline Phase begins costs a Revenue point. It works and switches normally in the meantime.`
|
||||
: `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — it stands here for the rest of this Stage. You can work it in Cargo now, switch it in the NEXT Stage's Local Operations, and it departs in that Stage's Mainline Phase.`,
|
||||
};
|
||||
/**
|
||||
* WHOSE OFFICE, AND WHOSE TRAIN TO WORK — Jesse, playtest 2026-09-16.
|
||||
*
|
||||
* This said "ARRIVED at the Whistle Post" and then "You can work it in Cargo now". Both halves
|
||||
* are wrong at a table of four: every seat has an Office, so the tier alone does not say which
|
||||
* district the train is standing in, and the reader is usually NOT its Station Master — the
|
||||
* line was telling three players they could work a train they cannot touch.
|
||||
*/
|
||||
{
|
||||
const name = ctx.playerName?.(e.owner) ?? null;
|
||||
const whose = name === null ? `the ${e.office}` : `${name}'s ${e.office}`;
|
||||
const worker = name === null ? 'Its Station Master' : name;
|
||||
return {
|
||||
tone: 'plain',
|
||||
text: e.expedited
|
||||
? `Train ${e.trainNumber} ARRIVED at ${whose} carrying ${carsLabel(e.consist)} — its card prints EXPEDITE, so it must stay on the Office square: parked anywhere else in that district when the next Mainline Phase begins costs a Revenue point. It works and switches normally in the meantime.`
|
||||
: `Train ${e.trainNumber} ARRIVED at ${whose} carrying ${carsLabel(e.consist)} — it stands there for the rest of this Stage. ${worker} can work it in Cargo now and switch it in the NEXT Stage's Local Operations, and it departs in that Stage's Mainline Phase.`,
|
||||
};
|
||||
}
|
||||
case 'expediteFault':
|
||||
return {
|
||||
tone: 'bad',
|
||||
@@ -422,12 +447,31 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
|
||||
const wrecked = e.trains
|
||||
.map((t) => `${t.label} (${t.consist.length ? carsLabel(t.consist) : 'no cars'})`)
|
||||
.join(' and ');
|
||||
/**
|
||||
* WHOSE OFFICE, AND WHO PAYS (playtest, 2026-09-16: "it doesn't say who suffers the revenue
|
||||
* loss… we need to know which player received the penalty and why").
|
||||
*
|
||||
* `player` is the seat at fault, and for everything that happens inside a district that is the
|
||||
* district's owner — so it names the place as well as the payer. A Mainline collision is the
|
||||
* Superintendent's by rule (§10), which is a different sentence: it happened on open road, not
|
||||
* in anybody's Office. The 5 points ride in a separate `revenueChanged`, which is why the line
|
||||
* never mentioned them; a player should not have to add two log entries together.
|
||||
*/
|
||||
const who = ctx.playerName?.(e.player) ?? null;
|
||||
const mainline = e.where === 'the Mainline';
|
||||
const place = who === null || mainline ? e.where : `${who}'s ${e.where.replace(/^the /, '')}`;
|
||||
const cost =
|
||||
who === null
|
||||
? ' 5 Revenue is lost.'
|
||||
: mainline
|
||||
? ` ${who} loses 5 Revenue: §10 makes a Mainline collision the Superintendent's fault.`
|
||||
: ` ${who} loses 5 Revenue — it happened in their district.`;
|
||||
return {
|
||||
tone: 'bad',
|
||||
text:
|
||||
`COLLISION — ${wrecked} destroyed: ${why}. Engines and cabooses go back to the Division ` +
|
||||
`Yard, all other cars to the Classification Yard. A Timetabled train card returns ` +
|
||||
`to its slot and runs again next Day; an Extra is gone for good.`,
|
||||
`COLLISION at ${place} — ${wrecked} destroyed: ${why}.${cost} Engines and cabooses go back ` +
|
||||
`to the Division Yard, all other cars to the Classification Yard. A Timetabled train card ` +
|
||||
`returns to its slot and runs again next Day; an Extra is gone for good.`,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -647,6 +691,38 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
|
||||
* that actually refused rather than a second guess at it.
|
||||
*/
|
||||
if (f.kind === 'passenger') {
|
||||
/**
|
||||
* NOBODY TO PUT ON THE PLATFORM, AND NO WAY TO SEE WHY (playtest, 2026-09-16).
|
||||
*
|
||||
* "He would like to have two passengers waiting in his depot… but the only option he had was
|
||||
* bringing a tank load into the refinery." His Depot had a Restaurant and a Hotel beside it and
|
||||
* three outbound slots — capacity was never the problem. §6.3 stocking takes a LOADED car of
|
||||
* the facility's type out of the Division Yard, and there was not a loaded coach in it: six
|
||||
* were sitting in Classification, which §2.2 returns only when the Division Yard runs bare.
|
||||
*
|
||||
* Jesse's ruling (2026-09-16) is the same one Gitea#2 got: the shortage stays, because running
|
||||
* out is part of the game. What must not stay is the silence — an action with no legal target
|
||||
* is simply absent from the menu, so the player is left to guess whether they misunderstood the
|
||||
* rules or the game is broken.
|
||||
*/
|
||||
if (f.allows.outbound && f.outboundBox.length < f.capacity.outbound) {
|
||||
const loadedCoaches = s.yards.divisionYard.filter((c) => c.type === 'coach' && c.loaded).length;
|
||||
if (loadedCoaches === 0) {
|
||||
const waiting = s.yards.classificationYard.filter((c) => c.type === 'coach' && c.loaded).length;
|
||||
out.push({
|
||||
where: `${name} ${key}`,
|
||||
why:
|
||||
`room for ${f.capacity.outbound - f.outboundBox.length} more passenger` +
|
||||
`${f.capacity.outbound - f.outboundBox.length === 1 ? '' : 's'} to wait, but no loaded ` +
|
||||
`coach in the Division Yard for the Freight Agent to bring over` +
|
||||
(waiting > 0
|
||||
? ` — ${waiting} ${waiting === 1 ? 'is' : 'are'} in the Classification Yard, which comes ` +
|
||||
'back only when the Division Yard is bare'
|
||||
: ''),
|
||||
severity: 'waiting',
|
||||
});
|
||||
}
|
||||
}
|
||||
if (portersLeft(f) > 0) {
|
||||
const coord = uncoordKey(key);
|
||||
// Passengers standing on the platform with nothing carrying them away.
|
||||
|
||||
@@ -79,6 +79,8 @@ export function record(seed: number, length: GameLength, maxSteps = 100_000): Re
|
||||
const narrateCtx = {
|
||||
cardName: (id: string) => cardName(s, id),
|
||||
trainName: (id: string) => trainName(s, id),
|
||||
// A player index is not a seat index, so the fallback names no number at all — see `web/game.ts`.
|
||||
playerName: (p: number) => s.players[p]?.name ?? 'another player',
|
||||
};
|
||||
|
||||
// Tracks whether a phase did anything, so an empty one can say so rather than ending silently.
|
||||
|
||||
+21
-3
@@ -55,7 +55,7 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
|
||||
// Says WHO builds, which is the question this phase actually raises at a table: the round
|
||||
// starts with the Superintendent and works left, one car each, repeating (§7, Gap 9) — not
|
||||
// with whoever played the card. An Extra is the exception: its player loads it as they choose.
|
||||
tip: 'Timetabled trains for this Stage are built: starting with the Superintendent and working left, each player adds ONE car, going round again until the consist is full or the Division Yard has nothing suitable. New timetabled trains are rolled onto the timetable. Held trains are built. An Extra is loaded by the player who played it.',
|
||||
tip: 'Timetabled trains for this Stage are built: each player adds ONE car at a time, starting with the Superintendent and working eastward, repeating until the consist is full or the Division Yard has nothing suitable. New timetabled trains are rolled onto the timetable. Held trains are built. An Extra is loaded by the player who played it.',
|
||||
// a locomotive being made up
|
||||
icon: '<rect class="ic" x="2" y="6" width="9" height="7" rx="1"/><path class="ic" d="M11 9h4v4h-4"/><circle class="icf" cx="5" cy="15" r="1.5"/><circle class="icf" cx="13" cy="15" r="1.5"/>',
|
||||
},
|
||||
@@ -106,7 +106,25 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
|
||||
* and answers who; `awaiting` says what, because "waiting on Bob" with no more than that is a
|
||||
* game that looks stuck to everyone except Bob.
|
||||
*/
|
||||
const who = actorName ?? 'nobody — the Division is running itself';
|
||||
/**
|
||||
* AN AUTOMATIC PHASE WAITS ON NOBODY, so it says what it is DOING instead of apologising.
|
||||
*
|
||||
* "nobody — the Division is running itself" reached the answer by negation, and left a player
|
||||
* reading a line whose subject was an absence (Jesse, playtest 2026-09-16: it should say "waiting
|
||||
* on <player>", or describe what the engine is doing — "the Division is moving trains during the
|
||||
* mainline phase"). The phase's NAME is already printed on the line directly above this one, so
|
||||
* these describe the work rather than repeating the label.
|
||||
*/
|
||||
const DOING: Record<string, string> = {
|
||||
mainline: 'the Division is moving trains',
|
||||
newTrain: "the Division is building this Stage's trains",
|
||||
loadUnload: 'the Division is working cargo',
|
||||
shiftChange: 'the Division is changing shifts',
|
||||
};
|
||||
// Local Operations always has an actor, so its entry is the fallback rather than a case.
|
||||
const who = actorName ?? DOING[f.phaseKey] ?? 'the Division is running itself';
|
||||
// Only a person is WAITED ON. The Division is not waiting; it is working.
|
||||
const waiting = actorName === null ? '' : 'waiting on ';
|
||||
const asked = f.awaiting
|
||||
? ` <span class="tc-asks">${esc(f.awaiting.asks)} · ${esc(f.awaiting.train)}</span>`
|
||||
: '';
|
||||
@@ -120,7 +138,7 @@ export function turnChartHtml(f: TurnChartFrame, actorName: string | null, super
|
||||
`<div class="tc-when"><b>Day ${f.day}</b><span>Stage ${f.stage} of 12</span>` +
|
||||
`<span class="dim">${esc(f.clock)}</span></div>` +
|
||||
`<div class="tc-now">phase <b>${esc(f.phase)}</b></div>` +
|
||||
`<div class="tc-who">waiting on <b>${esc(who)}</b>${asked}</div>` +
|
||||
`<div class="tc-who">${waiting}<b>${esc(who)}</b>${asked}</div>` +
|
||||
// THE FEDORA RIDES AT THE END OF THE PHASE ROW (`TODO.md` #29, Jesse). It sat on its own line
|
||||
// between the phases and everything above them, which put a thing that changes every third
|
||||
// Stage in the middle of the things that change every Stage. The row it belongs beside is the
|
||||
|
||||
@@ -16,6 +16,7 @@ import {
|
||||
areaOf,
|
||||
destinationsFor,
|
||||
facilityCarType,
|
||||
isBeingMadeUp,
|
||||
laborersLeft,
|
||||
movesFor,
|
||||
ownCutFor,
|
||||
@@ -276,6 +277,15 @@ export type TrainChip = {
|
||||
* it belongs in the tooltip, where there is room to say which it is.
|
||||
*/
|
||||
stagesLeft?: number;
|
||||
/**
|
||||
* BEING MADE UP RIGHT NOW — §7's round, one car at a time, at a Division Point.
|
||||
*
|
||||
* The make-up panel names the train and the yard chips load it, and both are in the right-hand
|
||||
* column; the train itself is drawn on the Division strip at the top left, looking exactly like
|
||||
* every other chip on the map. So the two halves of the same activity never pointed at each other
|
||||
* (Jesse, playtest 2026-09-16). Absent rather than false everywhere else, like `region` above.
|
||||
*/
|
||||
beingMadeUp?: true;
|
||||
};
|
||||
/**
|
||||
* One card of a player's Running Track, as the Division sees it.
|
||||
@@ -720,6 +730,26 @@ function suppressedGrants(modifiers: string[], f: Facility): string[] {
|
||||
for (const key of modifiers) {
|
||||
const m = MODIFIER_PROFILES.find((p) => p.kind === key);
|
||||
if (!m) continue;
|
||||
/**
|
||||
* A WHISTLE POST TAKES NOTHING AT ALL, AND SAYING "IT ONLY RECEIVES" WOULD BE A LIE.
|
||||
*
|
||||
* Jesse, playtest 2026-09-16: a Restaurant appeared to do nothing. It does nothing — a Whistle
|
||||
* Post is not a Passenger Facility, so it allows neither direction and has 0 capacity each way;
|
||||
* the engine's `usableGrant` discards the capacity while the porter is granted regardless, which
|
||||
* leaves a porter with nothing to carry. Playing it there stays LEGAL on Jesse's call, so the
|
||||
* card is not wasted — it starts working the moment the Office is upgraded — but the panel has
|
||||
* to say so, or the player is left believing the card is broken.
|
||||
*
|
||||
* Only a Whistle Post can reach this: every freight flow allows at least one direction, and
|
||||
* every Office above the first allows both.
|
||||
*/
|
||||
if (f.kind === 'passenger' && !f.allows.outbound && !f.allows.inbound) {
|
||||
out.push(
|
||||
`${m.name}: DORMANT — a Whistle Post works no passengers at all, so nothing this card ` +
|
||||
`grants is in use yet. It all starts working when the Office is upgraded to a Depot.`,
|
||||
);
|
||||
continue;
|
||||
}
|
||||
if (m.addOut > 0 && !f.allows.outbound) {
|
||||
out.push(`${m.name}: +${m.addOut} outbound has no effect here — this facility only receives`);
|
||||
}
|
||||
@@ -2367,6 +2397,9 @@ function trainChip(s: GameState, id: string): TrainChip {
|
||||
engineAt: at,
|
||||
facing: railFacingOf(t),
|
||||
what: t.trainNumber === null ? 'A local crew — no timetable, no card, no special rules.' : trainRules(t),
|
||||
// Conditional spread, not `beingMadeUp: isBeingMadeUp(t)`: the field is optional-and-true, and
|
||||
// `exactOptionalPropertyTypes` refuses an explicit `false` for it.
|
||||
...(isBeingMadeUp(t) ? { beingMadeUp: true as const } : {}),
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -663,6 +663,14 @@ export type Menu = {
|
||||
makeUp: {
|
||||
trayId: string;
|
||||
title: string;
|
||||
/**
|
||||
* What the card still wants, after what is already coupled up — "1 boxcar/hopper + 1 caboose".
|
||||
*
|
||||
* The title says what the card CALLS FOR and never changes as cars go on, so a player had to
|
||||
* diff it against the consist drawn on the Division map, in the other column. Null when the
|
||||
* train is complete and only the send-it-out button is left.
|
||||
*/
|
||||
needs: string | null;
|
||||
cars: MakeUpAction[];
|
||||
pass: number | null;
|
||||
/**
|
||||
@@ -803,6 +811,7 @@ export function actionMenu(game: Game, seat: PlayerIndex = 0): Menu {
|
||||
? {
|
||||
trayId: filling,
|
||||
title: consistTitle(game, filling) ?? 'Making up the train',
|
||||
needs: consistNeeds(game, filling),
|
||||
cars: makeUpCars,
|
||||
pass,
|
||||
advice: makeUpAdvice(game, filling, makeUpCars),
|
||||
@@ -955,6 +964,40 @@ function consistTitle(game: Game, trayId: string): string | null {
|
||||
return trainCardTitle(tray.trainNumber ?? 0, tray.trainIsExtra);
|
||||
}
|
||||
|
||||
/**
|
||||
* WHAT THE TRAIN STILL WANTS — the card's demand minus what is already on it.
|
||||
*
|
||||
* The heading says "its card calls for 3 boxcar/hopper + 1 caboose" and goes on saying it whether
|
||||
* you have added none or three; the cars themselves are drawn on the Division map, in the other
|
||||
* column. So the one question a player actually has while clicking — what is left? — was the one
|
||||
* thing on screen that had to be worked out by eye, across two panels (Jesse, playtest 2026-09-16).
|
||||
*
|
||||
* BY CATEGORY, exactly as `acceptsCar` counts them, so this cannot promise a car the engine would
|
||||
* then refuse. Null when nothing is outstanding.
|
||||
*/
|
||||
function consistNeeds(game: Game, trayId: string): string | null {
|
||||
const tray = game.state.trays.get(trayId);
|
||||
if (!tray) return null;
|
||||
const p = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra);
|
||||
if (!p) return null;
|
||||
|
||||
const cat = (t: string): 'coach' | 'caboose' | 'freight' =>
|
||||
t === 'coach' ? 'coach' : t === 'caboose' ? 'caboose' : 'freight';
|
||||
const have = (k: 'coach' | 'caboose' | 'freight'): number =>
|
||||
tray.consist.filter((c) => cat(c.type) === k).length;
|
||||
|
||||
const parts: string[] = [];
|
||||
const freight = p.consist.freight - have('freight');
|
||||
const coach = p.consist.coach - have('coach');
|
||||
const caboose = p.consist.caboose - have('caboose');
|
||||
if (freight > 0) {
|
||||
parts.push(`${freight} ${p.consist.freightTypes?.join('/') ?? 'freight'}${p.consist.emptiesOnly ? ' (empties only)' : ''}`);
|
||||
}
|
||||
if (coach > 0) parts.push(`${coach} coach${coach > 1 ? 'es' : ''}`);
|
||||
if (caboose > 0) parts.push(`${caboose} caboose`);
|
||||
return parts.length > 0 ? parts.join(' + ') : null;
|
||||
}
|
||||
|
||||
/**
|
||||
* "Making up Extra X22 “Pee-Dee”: its card calls for 1 caboose — Per-diem train…"
|
||||
*
|
||||
@@ -1234,6 +1277,13 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
|
||||
const n = narrate(e, {
|
||||
cardName: (id) => cardName(game.state, id),
|
||||
trainName: (id) => trainName(game.state, id),
|
||||
// Whose district a train reached is not the actor — the Mainline Phase has none — so the
|
||||
// narration resolves the name itself rather than being prefixed with one by the code below.
|
||||
// NO NUMBER IN THE FALLBACK. This is a PLAYER index, and a player is not a seat — seats rotate
|
||||
// under Employee Rotation, which is why `seatOf` exists — so "Seat 3" here would be a wrong
|
||||
// number dressed as a right one, and `session.test.ts` rightly refuses any raw index shown to
|
||||
// a person. Every caller passes real names; an unnamed player is anonymous rather than mislabelled.
|
||||
playerName: (p) => game.state.players[p]?.name ?? 'another player',
|
||||
});
|
||||
/**
|
||||
* A BLIND DRAW IS PUBLIC; WHICH CARD CAME UP IS NOT (Gitea#20 step 1).
|
||||
@@ -1287,6 +1337,18 @@ function record(game: Game, events: GameEvent[], actor: PlayerIndex | null = nul
|
||||
`Train ${e.isExtra ? 'X' : ''}${e.trainNumber} has completed its run, leaving via the ` +
|
||||
`${e.side === 'east' ? 'Eastern' : 'Western'} Division Point. All players get 1 Revenue.`;
|
||||
}
|
||||
/**
|
||||
* THE FEDORA MOVING IS ANNOUNCED, NOT JUST LOGGED (playtest, 2026-09-16).
|
||||
*
|
||||
* It is the one thing in the game that changes hands on the clock rather than because somebody
|
||||
* did something, so nobody is watching for it — and it decides who rules on clearances and who
|
||||
* every round starts with. A line in the history is where you find it afterwards; this is what
|
||||
* tells the table as it happens, the same treatment a completed run already gets.
|
||||
*/
|
||||
if (e.type === 'superintendentChanged') {
|
||||
const name = game.state.players[e.player]?.name ?? 'the next player';
|
||||
game.announced = `${name} is now the Superintendent — the Fedora passed at the end of Stage ${e.stage}.`;
|
||||
}
|
||||
}
|
||||
// Keep the log bounded; the full history lives in `history` and can be replayed.
|
||||
if (game.log.length > 400) game.log.splice(0, game.log.length - 400);
|
||||
|
||||
+2
-1
@@ -107,7 +107,8 @@ function explain(code: unknown, fallback: string): string {
|
||||
return messages[key] ?? (key !== '' ? key : fallback);
|
||||
}
|
||||
|
||||
async function postJson(path: string, body: unknown): Promise<{ status: number; body: Record<string, unknown> }> {
|
||||
/** Exported for `main.ts`'s seat-recovery path (Gitea#33), so there is one JSON POST on this page. */
|
||||
export async function postJson(path: string, body: unknown): Promise<{ status: number; body: Record<string, unknown> }> {
|
||||
const res = await fetch(path, {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
|
||||
+300
-21
@@ -27,7 +27,7 @@ import type { PlayerIndex } from '../engine/state.ts';
|
||||
import type { PublicDistrict } from '../sim/view.ts';
|
||||
import { actorOnScreen, createStepQueue } from './step-queue.ts';
|
||||
import { PACE_LEVELS } from '../sim/pacing.ts';
|
||||
import { notice, prefillCode, runLobby } from './lobby.ts';
|
||||
import { notice, postJson, prefillCode, runLobby } from './lobby.ts';
|
||||
import type { LobbyReady } from './lobby.ts';
|
||||
import {
|
||||
closestPreset,
|
||||
@@ -231,7 +231,9 @@ function renderWatching(f?: Frame): void {
|
||||
return;
|
||||
}
|
||||
row.hidden = false;
|
||||
$('watching-behind').textContent = behind === 0 ? 'catching up' : `${behind} behind`;
|
||||
// A held queue stops counting down, so the counter has to say why rather than look stuck.
|
||||
$('watching-behind').textContent =
|
||||
(behind === 0 ? 'catching up' : `${behind} behind`) + (stepQueue.paused() ? ' · paused' : '');
|
||||
/**
|
||||
* THE CAPTION IS #15, and this is where that item lands rather than as a line of its own.
|
||||
*
|
||||
@@ -273,6 +275,56 @@ function renderWatching(f?: Frame): void {
|
||||
$('watching-skip').onclick = () => {
|
||||
if (stepQueue.skip()) render();
|
||||
};
|
||||
/**
|
||||
* PAUSE IS SKIP'S OPPOSITE, and shares its row for that reason.
|
||||
*
|
||||
* The label says what pressing it DOES, so it flips to Resume while held — the same rule the
|
||||
* district's three-mode control settled on, for the same reason: a label that reports state reads
|
||||
* as a status line and gets skipped over.
|
||||
*
|
||||
* `performance.now()` because that is the clock `requestAnimationFrame` hands `advance()`; mixing
|
||||
* in `Date.now()` would shift the deadline by the page's whole lifetime. Guarded because the
|
||||
* static build is loaded head-first against a DOM stub with no `performance`.
|
||||
*/
|
||||
const pauseBtn = $('watching-pause');
|
||||
pauseBtn.textContent = stepQueue.paused() ? 'Resume' : 'Pause';
|
||||
pauseBtn.onclick = () => {
|
||||
const now = typeof performance !== 'undefined' ? performance.now() : Date.now();
|
||||
if (stepQueue.paused()) {
|
||||
stepQueue.resume(now);
|
||||
// The loop exits whenever the queue stops being busy; restart it rather than assume it survived.
|
||||
startAnimationLoop();
|
||||
} else {
|
||||
stepQueue.pause(now);
|
||||
}
|
||||
render();
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* THE TABLE AS IT IS ON SCREEN — the Day, the Stage, the clock, the phase and the Fedora.
|
||||
*
|
||||
* "WHEN PLAYER JESSE IS 5 BEHIND, IT SHOULD ALWAYS LOOK LIKE HE'S 5 BEHIND" (playtest, 2026-09-16).
|
||||
* The board, the district panel and the caption row have followed the queue since v0.8.0; the turn
|
||||
* chart never did. So a player watching three bots play out a Stage saw their cards moving under a
|
||||
* chart that had already ticked over to the next phase — the one part of the screen quietly
|
||||
* insisting the game was somewhere else. Being behind is fine and is stated plainly by the counter;
|
||||
* being behind on some of the screen and level on the rest is what makes it unreadable.
|
||||
*
|
||||
* Only while the queue is actually behind. At rest this IS the live frame, so nothing downstream
|
||||
* needs to know which of the two it was handed.
|
||||
*/
|
||||
function shownTable(f: Frame): Pick<Frame, 'day' | 'stage' | 'clock' | 'phase' | 'phaseKey' | 'superintendent'> {
|
||||
const pub = stepQueue.current();
|
||||
if (!pub || !stepQueue.busy()) return f;
|
||||
return {
|
||||
day: pub.day,
|
||||
stage: pub.stage,
|
||||
clock: pub.clock,
|
||||
phase: pub.phase,
|
||||
phaseKey: pub.phaseKey,
|
||||
superintendent: pub.superintendent,
|
||||
};
|
||||
}
|
||||
|
||||
function watchedDistrict(f: Frame): PublicDistrict | null {
|
||||
@@ -285,6 +337,18 @@ function watchedDistrict(f: Frame): PublicDistrict | null {
|
||||
* A PHASE STEP NAMES NOBODY — the Mainline advances itself — so it falls through to the actor,
|
||||
* which keeps the board where it was instead of snapping home mid-sequence.
|
||||
*/
|
||||
/**
|
||||
* A deliberate look wins over whoever happens to be acting, for this one render (see `peekPlayer`)
|
||||
* — INCLUDING A LOOK AT YOUR OWN BOARD, which is why this returns rather than falling through.
|
||||
*
|
||||
* Falling through sent "show me mine" to the actor logic below, so the one player who could not
|
||||
* reach their own Office Area was the player waiting on everybody else (playtest, 2026-09-16: Tom,
|
||||
* hanging about while the board followed Jesse). Null IS your own district: it is what the caller
|
||||
* draws from `f.cells` when nobody else is being watched.
|
||||
*/
|
||||
if (peekPlayer !== null) {
|
||||
return peekPlayer === f.viewer ? null : (pub.districts.find((d) => d.player === peekPlayer) ?? null);
|
||||
}
|
||||
let player: PlayerIndex | null = f.actor;
|
||||
if (stepQueue.busy()) {
|
||||
const acting = stepQueue.showing()?.player;
|
||||
@@ -430,6 +494,22 @@ let lastDay: number | null = null;
|
||||
* ones. Cleared whenever the named crew stops being one of the choices.
|
||||
*/
|
||||
let selectedCrew: string | null = null;
|
||||
|
||||
/**
|
||||
* A ONE-RENDER LOOK AT SOMEBODY ELSE'S OFFICE AREA — Jesse, playtest 2026-09-16.
|
||||
*
|
||||
* Deliberately NOT a mode. It survives exactly the render its own click causes and is cleared at the
|
||||
* end of `renderDistrict`, so the panel is back to following whoever is acting the next time
|
||||
* anything redraws. That is the whole design, in his words: *"if you want to study someone else's
|
||||
* office area, you should do it while it's your turn to move, or put the backlog on pause, then look
|
||||
* at their area, and when you're done looking, resume."*
|
||||
*
|
||||
* A sticky pin would have to answer what happens when the game moves on beneath it — and the honest
|
||||
* answers are all bad: silently snap home, or leave a player staring at a stale board with the game
|
||||
* waiting on them. Pause already means "hold everything", so it is the right lever for a long look,
|
||||
* and this stays a glance.
|
||||
*/
|
||||
let peekPlayer: PlayerIndex | null = null;
|
||||
const FOCUS_PHASES = new Set(['localOps', 'loadUnload']);
|
||||
|
||||
/** The crew whose squares the board is drawing: the chosen one, or the only one there is. */
|
||||
@@ -496,11 +576,17 @@ function renderTurnChart(f: Frame): void {
|
||||
// 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);
|
||||
// The Day, Stage and phase of the step being shown, so the whole screen reports one moment.
|
||||
const table = shownTable(f);
|
||||
// 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(replaying ? { ...f, awaiting: null } : f, actorName, superName);
|
||||
f.players.length > 1 ? (f.players.find((p) => p.index === table.superintendent)?.name ?? null) : null;
|
||||
$('turnchart').innerHTML = turnChartHtml(
|
||||
replaying ? { ...f, ...table, awaiting: null } : f,
|
||||
actorName,
|
||||
superName,
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1048,9 +1134,66 @@ function abandonRemote(): void {
|
||||
* into a remembered multiplayer game, straight into solitaire (the zero-friction default, D11 — the
|
||||
* common case and the only one a bare page load has ever needed a decision for), or the lobby.
|
||||
*/
|
||||
/**
|
||||
* A SEAT RECOVERY LINK — Gitea#33.
|
||||
*
|
||||
* The token is the only identity this game has, and it lives in one browser's `localStorage`. Lose
|
||||
* that and the seat is unreachable: nothing else on the server will accept a claim to it. This is the
|
||||
* supported way back — an administrator mints a short-lived, single-use code (`server/claims.ts`) and
|
||||
* the player opens a link carrying it.
|
||||
*
|
||||
* THE LINK CARRIES A CODE, NEVER THE TOKEN. `lobby-and-sessions.md` §1 says to keep the token out of
|
||||
* URLs so it is not shoulder-surfed or pasted into a chat — and a recovery link is precisely the sort
|
||||
* of thing that ends up in a chat. So the code is traded for the token here, over the connection the
|
||||
* page was going to open anyway, and is dead the moment it is spent.
|
||||
*
|
||||
* THE CODE IS STRIPPED FROM THE URL EITHER WAY, so a reload does not re-spend a code that is already
|
||||
* gone and the address bar stops carrying a credential-shaped string. `replaceState` rather than
|
||||
* assigning `location.search`, which everywhere else on this page means "navigate" — it reloads, and
|
||||
* reloading is exactly what must not happen to the session we have just been handed. Guarded like
|
||||
* `requestAnimationFrame` and `performance` are, because the static build is imported head-first by
|
||||
* `test/web.test.ts` against a DOM stub that provides neither.
|
||||
*/
|
||||
async function claimSeat(code: string): Promise<void> {
|
||||
showScreen('lobby');
|
||||
const { status, body } = await postJson('/api/claim', { code });
|
||||
if (typeof history !== 'undefined' && typeof history.replaceState === 'function') {
|
||||
history.replaceState(null, '', location.pathname);
|
||||
}
|
||||
if (status !== 200) {
|
||||
runLobby(lobbyHandlers);
|
||||
notice(
|
||||
'That restore link has already been used, or it has expired. Ask whoever runs the server for a ' +
|
||||
'fresh one — each link works once.',
|
||||
);
|
||||
return;
|
||||
}
|
||||
// `beginRemote` writes the seat into this browser's storage itself, which is the whole point of
|
||||
// the exercise: the next ordinary reload finds it and goes straight back into the game.
|
||||
beginRemote(
|
||||
{
|
||||
token: body['token'] as string,
|
||||
gameId: body['gameId'] as string,
|
||||
gameCode: (body['gameCode'] as string | undefined) ?? '',
|
||||
seat: body['player'] as PlayerIndex,
|
||||
},
|
||||
true,
|
||||
);
|
||||
}
|
||||
|
||||
function start(): void {
|
||||
const params = new URLSearchParams(location.search);
|
||||
|
||||
/**
|
||||
* A RECOVERY LINK OUTRANKS EVERYTHING, including a game this browser already remembers: someone
|
||||
* arriving on one is being handed a seat deliberately, and that is never the load to second-guess.
|
||||
*/
|
||||
const claimCode = params.get('claim');
|
||||
if (claimCode !== null && claimCode !== '') {
|
||||
void claimSeat(claimCode);
|
||||
return;
|
||||
}
|
||||
|
||||
/**
|
||||
* ASKING FOR THE LOBBY BEATS RESUMING A GAME.
|
||||
*
|
||||
@@ -1614,8 +1757,17 @@ function render(): void {
|
||||
$('depts').classList.remove('aiming');
|
||||
}
|
||||
|
||||
// -- making up a train: the Division Yard chip that shows the car IS the button.
|
||||
if (menu.makeUp) {
|
||||
/**
|
||||
* -- making up a train: the Division Yard chip that shows the car IS the button.
|
||||
*
|
||||
* NOT WHILE THE BOARD IS BEHIND (playtest, 2026-09-16). `renderActions` puts the action list away
|
||||
* while the queue is catching up — a move offered against a position that has already moved on is
|
||||
* a move made blind — but this wiring sat outside that guard, so the yard chips stayed lit and
|
||||
* clickable. Jesse clicked one during a bot's make-up, a coach left the yard, and the train ended
|
||||
* up with three cars: he had submitted a real intent against a board he could not see. The chips
|
||||
* follow the same rule as every other control now.
|
||||
*/
|
||||
if (menu.makeUp && !stepQueue.busy()) {
|
||||
for (const el of Array.from($('divyard').querySelectorAll('[data-car]'))) {
|
||||
const node = el as HTMLElement;
|
||||
const car = menu.makeUp!.cars.find(
|
||||
@@ -1656,7 +1808,16 @@ function render(): void {
|
||||
*/
|
||||
const heldBack = stepQueue.pendingLines();
|
||||
const allLines = heldBack > 0 ? session.lines().slice(0, -heldBack) : session.lines();
|
||||
const shownLines = allLines.slice(-60);
|
||||
/**
|
||||
* NINETY LINES, IN THE SAME BOX (Jesse, 2026-09-16: "increase to 90, keep the box the same size").
|
||||
*
|
||||
* The panel scrolls already, so a longer tail costs no screen and lets a player scroll further
|
||||
* back through a Stage they were not watching. It is capped at all only because the list is
|
||||
* rebuilt on every render; the log itself is uncapped in memory, so the number is a display
|
||||
* choice rather than a limit. The BOX stays 230px on purpose — growing it would push the newest
|
||||
* line, the one being read, further from where the eye already is.
|
||||
*/
|
||||
const shownLines = allLines.slice(-90);
|
||||
/**
|
||||
* WHERE THE GAME BEGAN. In a multiplayer game the bots move the instant the host presses Start, so
|
||||
* by the time the board paints the log already has several turns in it and nothing says which of
|
||||
@@ -1779,31 +1940,58 @@ function renderUndo(): void {
|
||||
* left, and the moment the Division Yard empties a whole pile comes back at once.
|
||||
*/
|
||||
function renderYards(f: Frame): void {
|
||||
$('divyard').innerHTML = yardHtml(f.yards.division);
|
||||
$('clsyard').innerHTML = yardHtml(f.yards.classification);
|
||||
$('divtot').textContent = `${f.yards.divisionTotal} cars`;
|
||||
$('clstot').textContent = `${f.yards.classificationTotal} cars`;
|
||||
/**
|
||||
* THE YARDS BELONG TO THE BOARD ON SCREEN, NOT TO THE GAME (playtest, 2026-09-16).
|
||||
*
|
||||
* They were drawn from the live Frame while everything around them was held back, so a player
|
||||
* five moves behind read yard counts from a future they had not been shown — "the yards may not
|
||||
* be in sync with the turns behind", and they were not. Same rule as the turn chart: while the
|
||||
* queue is behind, this is the shown board's yards; at rest the two are the same object.
|
||||
*/
|
||||
const pub = stepQueue.current();
|
||||
const yards = pub && stepQueue.busy() ? pub.yards : f.yards;
|
||||
$('divyard').innerHTML = yardHtml(yards.division);
|
||||
$('clsyard').innerHTML = yardHtml(yards.classification);
|
||||
$('divtot').textContent = `${yards.divisionTotal} cars`;
|
||||
$('clstot').textContent = `${yards.classificationTotal} cars`;
|
||||
|
||||
// The one thing worth calling out: the yard about to turn over.
|
||||
const bare = f.yards.divisionTotal === 0;
|
||||
const bare = yards.divisionTotal === 0;
|
||||
$('divyard').classList.toggle('bare', bare);
|
||||
$('yardnote').textContent = bare
|
||||
? `The Division Yard is bare — the ${f.yards.classificationTotal} cars in Classification return to it now.`
|
||||
? `The Division Yard is bare — the ${yards.classificationTotal} cars in Classification return to it now.`
|
||||
: 'loaded / empty. Classification returns to the Division Yard only when the Division Yard is bare.';
|
||||
}
|
||||
|
||||
function renderDistrict(f: Frame): void {
|
||||
const open = districtMode === 'auto' ? FOCUS_PHASES.has(f.phaseKey) : districtMode === 'open';
|
||||
// The phase ON SCREEN, so the panel opens for the Local Operations being WATCHED rather than for
|
||||
// one the game has already moved past — same rule as the turn chart, see `shownTable`.
|
||||
const open =
|
||||
districtMode === 'auto' ? FOCUS_PHASES.has(shownTable(f).phaseKey) : districtMode === 'open';
|
||||
const sec = $('district');
|
||||
if (open) sec.classList.remove('folded');
|
||||
else sec.classList.add('folded');
|
||||
|
||||
const cars = f.cells.reduce((n, c) => n + c.cars.length, 0);
|
||||
/**
|
||||
* THE SUMMARY COUNTS THE BOARD ON SCREEN, WHICH IS NOT ALWAYS YOUR OWN.
|
||||
*
|
||||
* The panel has drawn somebody else's district since v0.8.0 — `watchedDistrict` follows whoever is
|
||||
* acting — and the heading beside this line says whose it is. The counts were read from `f`, the
|
||||
* viewer's own Frame, every time: so while a bot's turn played out, the header read "Bot 2's Office
|
||||
* Area" over a board of Bot 2's cards, with a summary counting YOUR cards, facilities and trains
|
||||
* (Jesse, playtest 2026-09-16 — "the hidden office summary line describes my district, not the one
|
||||
* being shown"). One source for the drawing and the counting, so the two cannot disagree again.
|
||||
*/
|
||||
const watched = watchedDistrict(f);
|
||||
const cells = watched?.cells ?? f.cells;
|
||||
const facilityCount = watched ? watched.facilities.length : f.facilities.length;
|
||||
|
||||
const cars = cells.reduce((n, c) => n + c.cars.length, 0);
|
||||
// Trains, not cards-with-a-crew: the Office is the one card that may hold more than one, and a
|
||||
// card-count silently read "1 crew on the board" with two trains standing at a busy Station.
|
||||
const crew = f.cells.reduce((n, c) => n + c.trains.length, 0);
|
||||
const crew = cells.reduce((n, c) => n + c.trains.length, 0);
|
||||
$('districtsummary').textContent =
|
||||
`${f.cells.length} cards · ${f.facilities.length} facilities · ${cars} cars standing` +
|
||||
`${cells.length} cards · ${facilityCount} facilities · ${cars} cars standing` +
|
||||
(crew > 0 ? ` · ${crew} crew on the board` : '');
|
||||
|
||||
/**
|
||||
@@ -1835,6 +2023,55 @@ function renderDistrict(f: Frame): void {
|
||||
render();
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* ONE BUTTON PER OPPONENT, and nothing at a table of one.
|
||||
*
|
||||
* Built with `createElement` and `textContent` rather than interpolated into `innerHTML`, because
|
||||
* a player's NAME is whatever they typed in the lobby — the one string on this page that comes
|
||||
* from another person, and so the one that must never be pasted into markup.
|
||||
*/
|
||||
const peek = $('districtpeek');
|
||||
/**
|
||||
* EVERY SEAT, YOURS INCLUDED, IN MAP ORDER (playtest, 2026-09-16).
|
||||
*
|
||||
* Two faults, both reported from one game. There was no button for your OWN district, so a player
|
||||
* waiting on everybody else could look at any board except the one they were playing — and the
|
||||
* buttons came out in player order, which is the order people joined, not the order they sit.
|
||||
*
|
||||
* Sorted by SEAT, which is west-to-east along the Division exactly as the map draws it, so the row
|
||||
* reads left to right the way the railroad does. Seat is not player index and must not be assumed
|
||||
* to be: under Employee Rotation the seating moves, and because this sorts the Frame's own `seat`
|
||||
* on every render, the buttons rotate with the players rather than having to be told.
|
||||
*/
|
||||
const seats = [...f.players].sort((a, b) => a.seat - b.seat);
|
||||
peek.innerHTML = '';
|
||||
peek.hidden = seats.length < 2;
|
||||
const watchedNow = watchedDistrict(f);
|
||||
for (const p of seats) {
|
||||
const b = document.createElement('button');
|
||||
b.type = 'button';
|
||||
b.className = 'ghost';
|
||||
// NAMES GO IN AS TEXT, NEVER MARKUP: a display name is whatever somebody typed in the lobby.
|
||||
b.textContent = p.name;
|
||||
const isYou = p.index === f.viewer;
|
||||
// Which board is up right now — yours when nothing is being watched, otherwise the watched one.
|
||||
const showing = watchedNow === null ? f.viewer : watchedNow.player;
|
||||
// `.seg button[aria-pressed="true"]` already lights the current one — no extra class to style.
|
||||
b.setAttribute('aria-pressed', String(p.index === showing));
|
||||
b.title = isYou
|
||||
? 'Back to your own Office Area.'
|
||||
: `Look at ${p.name}'s Office Area. It is read-only, and it reverts as soon as the board next ` +
|
||||
`redraws — press Pause first if you want to study it.`;
|
||||
b.onclick = () => {
|
||||
peekPlayer = p.index;
|
||||
render();
|
||||
};
|
||||
peek.appendChild(b);
|
||||
}
|
||||
|
||||
// SPENT. The look lasted the render it asked for; the next one follows the game again.
|
||||
peekPlayer = null;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -2203,9 +2440,31 @@ function renderActions(
|
||||
const addable = menu.makeUp.cars.length;
|
||||
html +=
|
||||
`<div class="grp"><h3>${esc(menu.makeUp.title)}</h3>` +
|
||||
/**
|
||||
* WHAT IS STILL WANTED, which is not what the heading says.
|
||||
*
|
||||
* The heading names what the card CALLS FOR and goes on saying it unchanged as cars go on, so
|
||||
* the one question a player has while clicking — what is left? — was the only thing on screen
|
||||
* that had to be worked out by eye, against a consist drawn in the other column (Jesse,
|
||||
* playtest 2026-09-16). `consistNeeds` counts by the same categories `acceptsCar` does, so it
|
||||
* can never ask for a car the engine would then refuse.
|
||||
*/
|
||||
(menu.makeUp.needs !== null
|
||||
? `<div class="makeup-needs">Still needs <b>${esc(menu.makeUp.needs)}</b></div>`
|
||||
: `<div class="makeup-needs done">Its card's consist is complete — nothing further may be added.</div>`) +
|
||||
`<div class="dim makeup-note">` +
|
||||
(addable > 0
|
||||
? `Click a car in the Division Yard below to add it — ${addable} kind${addable === 1 ? '' : 's'} it may take are highlighted there.`
|
||||
? `Click a car in the Division Yard below to add it — the ${addable} kind${addable === 1 ? '' : 's'} it may take ` +
|
||||
`${addable === 1 ? 'is' : 'are'} highlighted in amber there. ` +
|
||||
/**
|
||||
* WHY YOUR TURN ENDS AFTER ONE CAR — §7's round, said where the clicking happens.
|
||||
*
|
||||
* It was written down only in the turn chart's New Train chip tooltip: hovered once, early
|
||||
* on, and never again. "Click a car" then reads as "build this train", so a player adds one
|
||||
* and the turn moves on with no explanation (Jesse, playtest 2026-09-16).
|
||||
*/
|
||||
`<b>Each player adds one car at a time</b>, starting from the Superintendent and working ` +
|
||||
`eastward, repeating until the train is full or the Division Yard holds nothing it can take.`
|
||||
: menu.makeUp.pass !== null
|
||||
? 'The Division Yard is bare, so there is nothing to add. Send the train out as it stands.'
|
||||
: 'Nothing in the Division Yard may join this train, and passing is not allowed while the yard holds cars.') +
|
||||
@@ -2349,9 +2608,27 @@ function writeFile(name: string, data: string): void {
|
||||
URL.revokeObjectURL(url);
|
||||
}
|
||||
|
||||
/**
|
||||
* WHICH GAME, HOW FAR IN, AND WHEN — Jesse, playtest 2026-09-16.
|
||||
*
|
||||
* The name was `station-master-day1-stage5.json` for every server game at that point in every
|
||||
* Stage, so two saves off the same table collided in the downloads folder and neither said which
|
||||
* table it came from. The join code is the one thing a player already says out loud to identify a
|
||||
* game, so it leads: `whistle-6945.day1.stage5.2026.09.16.json`.
|
||||
*
|
||||
* Lowercased because a filename is not a thing you shout, and dotted because that is the shape
|
||||
* Jesse asked for. A solitaire game has no join code and falls back to its seed, which is the
|
||||
* equivalent identity for a game nobody else is sitting at.
|
||||
*/
|
||||
function saveFileName(prefix: string, f: { day: number; stage: number }): string {
|
||||
const d = new Date();
|
||||
const pad = (n: number): string => String(n).padStart(2, '0');
|
||||
const date = `${d.getFullYear()}.${pad(d.getMonth() + 1)}.${pad(d.getDate())}`;
|
||||
return `${prefix}.day${f.day}.stage${f.stage}.${date}.json`;
|
||||
}
|
||||
|
||||
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
|
||||
@@ -2363,14 +2640,16 @@ async function downloadSave(): Promise<void> {
|
||||
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));
|
||||
const code = gameCode === '' ? 'station-master' : gameCode.toLowerCase();
|
||||
writeFile(saveFileName(code, f), 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));
|
||||
const solo = gameCode === '' ? `station-master-seed${session.seed()}` : gameCode.toLowerCase();
|
||||
writeFile(saveFileName(solo, f), JSON.stringify(session.save(), null, 1));
|
||||
}
|
||||
|
||||
function save(): void {
|
||||
|
||||
+12
-3
@@ -777,9 +777,18 @@ h3{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:#8b94a3;ma
|
||||
/* And the piles that are NOT targets step back while a discard is being aimed, so the three that
|
||||
are stand out from the Salvage Yard beside them. */
|
||||
.cardrow.aiming .handcard:not(.target){opacity:.4}
|
||||
.stock .ld.addable,.stock .mt.addable{cursor:pointer;border-radius:3px;padding:0 4px;
|
||||
outline:1px solid #5aa9e6;background:rgba(90,169,230,.16)}
|
||||
.stock .ld.addable:hover,.stock .mt.addable:hover{background:rgba(90,169,230,.34)}
|
||||
/* A CAR YOU MAY ADD IS AN ACTION, SO IT WEARS THE ACTION COLOUR — Jesse, playtest 2026-09-16: the
|
||||
highlight was "just a small bold and basically the same color as everything else", which is the
|
||||
whole difficulty with making the yard chip the button. #c8912f is the border colour that the
|
||||
action buttons themselves use, so a clickable car looks like every other thing inviting a click,
|
||||
rather than like a number that happens to be outlined.
|
||||
|
||||
THE LOADED/EMPTY TEXT COLOURS ARE LEFT ALONE. Green and blue-grey are what say which of the two
|
||||
numbers is which; the amber answers "may I click this", which is a different question, and
|
||||
painting over the first to answer the second would cost real information. */
|
||||
.stock .ld.addable,.stock .mt.addable{cursor:pointer;border-radius:3px;padding:0 4px;font-weight:700;
|
||||
outline:2px solid #c8912f;background:rgba(200,145,47,.20);box-shadow:0 0 0 2px rgba(200,145,47,.16)}
|
||||
.stock .ld.addable:hover,.stock .mt.addable:hover{background:rgba(200,145,47,.38)}
|
||||
/* Twelve Stages across, so a Day is one glance. The current Stage is lit, Stages already gone are
|
||||
dimmed, and a slot the die has just filled flashes once. */
|
||||
.tt{display:flex;gap:3px;flex-wrap:wrap}
|
||||
|
||||
+18
-2
@@ -124,7 +124,7 @@ section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
|
||||
#watching-what{flex:1;min-width:0;overflow:hidden;text-overflow:ellipsis;white-space:nowrap}
|
||||
.wbehind{font-variant-numeric:tabular-nums;font-weight:700;color:#c9cee0;
|
||||
background:#22263a;border:1px solid #343a52;border-radius:10px;padding:1px 8px;white-space:nowrap}
|
||||
#watching-skip{font-size:11px;padding:2px 10px;border-color:#e0b060;color:#e0b060;flex:none}
|
||||
#watching-skip,#watching-pause{font-size:11px;padding:2px 10px;border-color:#e0b060;color:#e0b060;flex:none}
|
||||
#watching-who{color:#c9cee0;font-weight:700}
|
||||
#presence:empty{display:none}
|
||||
/* division strip */
|
||||
@@ -184,6 +184,14 @@ button.cardact.discard{color:#d6b48a}
|
||||
.scheduled{display:block;font-size:11.5px;margin:0 0 7px;padding:3px 9px;border-radius:5px;
|
||||
background:rgba(40,140,60,.22);border:1px solid #2f6b47;color:#bfe8cd;font-weight:600}
|
||||
.makeup-note{font-size:11px;margin:0 0 5px}
|
||||
/* WHAT THE TRAIN STILL WANTS. Deliberately NOT amber: amber means "you can click this" everywhere
|
||||
else on this page, and this line is the REASON for clicking rather than a thing to click — the
|
||||
cars in the Division Yard are. Brighter than the note beneath it, because it answers the question
|
||||
the player actually has while looking at it. `done` goes green like `.scheduled`: a complete
|
||||
consist is good news, not an instruction. */
|
||||
.makeup-needs{font-size:12px;margin:0 0 5px;color:#e6e9ee}
|
||||
.makeup-needs b{color:#f2e6cf}
|
||||
.makeup-needs.done{color:#bfe8cd}
|
||||
/* WHICH TRAIN AM I SWITCHING. A row of crews rather than a stacked list — they are alternatives,
|
||||
and the chosen one is the crew whose squares the board is drawing, so it wears the same violet
|
||||
"you are here" the rest of the page uses. */
|
||||
@@ -878,7 +886,7 @@ ul.blocked li{padding:2px 0}
|
||||
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.">
|
||||
<span class="zoom" title="How long another player's or a bot's move is held on screen before the next one. Your own moves are never delayed — only theirs. Starts at 1×, which holds a switching move for one second; the slowest setting, 20×, holds it for twenty. Off draws every move at once.">
|
||||
<button id="paceslower" aria-label="Slower playback">−</button><span id="pacelabel">1×</span><button id="pacefaster" aria-label="Faster playback">+</button>
|
||||
</span>
|
||||
<button id="undo" title="Take the last action back. The save is the seed plus the moves made, so this replays the game without the last one — as far back as you like.">Undo</button>
|
||||
@@ -919,6 +927,10 @@ ul.blocked li{padding:2px 0}
|
||||
the other end of the row — Jesse, 2026-09-09: "the skip button should be on the far left, in
|
||||
front of where it says [the count], so it's always close to where people are looking." -->
|
||||
<button id="watching-skip" class="ghost" type="button" title="Stop animating and jump the board to where the game actually is. Nothing is lost — every line is already in the History panel.">Skip</button>
|
||||
<!-- PAUSE BESIDE SKIP, not instead of it: they are opposite answers to "that went past too fast".
|
||||
Skip gives up the animation to reach the game; Pause holds the board on the step being shown
|
||||
for as long as you want to look at it, and gives the step back the dwell it still had. -->
|
||||
<button id="watching-pause" class="ghost" type="button" title="Hold the board on the move being shown. Nothing is lost and nothing is hurried — press again to carry on from the same step.">Pause</button>
|
||||
<span id="watching-behind" class="wbehind"></span>
|
||||
<span id="watching-what"></span>
|
||||
</div>
|
||||
@@ -931,6 +943,10 @@ ul.blocked li{padding:2px 0}
|
||||
<h2><span id="districtwho">Your Office Area</span>
|
||||
<span class="dim" style="text-transform:none;letter-spacing:0">— hover any card for the full explanation</span>
|
||||
<span id="districttoggle" class="seg" role="group" aria-label="When to show your Office Area"><button id="dm-auto" class="ghost" type="button" title="Open during Local Operations and Cargo — the phases that change the district — and folded otherwise.">Auto-hide</button><button id="dm-open" class="ghost" type="button" title="Keep the Office Area open in every phase.">Always show</button><button id="dm-closed" class="ghost" type="button" title="Keep the Office Area folded in every phase. The summary line stays, so it reads as folded rather than missing.">Always hide</button></span>
|
||||
<!-- LOOK AT ANOTHER PLAYER'S OFFICE AREA. Filled by `renderDistrict` with one button per
|
||||
opponent, and collapsed at a table of one. The look is read-only and lasts a single
|
||||
render on purpose — see `peekPlayer` in `main.ts`. -->
|
||||
<span id="districtpeek" class="seg" role="group" aria-label="Look at another player's Office Area"></span>
|
||||
</h2>
|
||||
<div id="districtsummary" class="dim"></div>
|
||||
<!-- THE RULE THAT SHAPES EVERY DISTRICT, said once where the district is.
|
||||
|
||||
+6
-1
@@ -56,7 +56,12 @@ type Step = {
|
||||
function rebuild(save: Save): { steps: Step[]; stoppedEarly: boolean } {
|
||||
const s = createGame({ id: `replay-${save.seed}`, seed: save.seed, config: SOLO_CONFIG, playerNames: ['player'] });
|
||||
const steps: Step[] = [];
|
||||
const ctx = { cardName: (id: string) => cardName(s, id), trainName: (id: string) => trainName(s, id) };
|
||||
const ctx = {
|
||||
cardName: (id: string) => cardName(s, id),
|
||||
trainName: (id: string) => trainName(s, id),
|
||||
// A player index is not a seat index, so the fallback names no number at all — see `game.ts`.
|
||||
playerName: (p: number) => s.players[p]?.name ?? 'another player',
|
||||
};
|
||||
const push = (events: ReturnType<typeof pump>): void => {
|
||||
const lines = events
|
||||
.filter((e) => e.type !== 'actorChanged')
|
||||
|
||||
@@ -65,6 +65,25 @@ export type StepQueue = {
|
||||
pendingLines(): number;
|
||||
/** Division nodes whose card changed in the step now on screen, for the map to flash. */
|
||||
flashing(): readonly number[];
|
||||
/**
|
||||
* HOLD THE PLAYBACK ON THE STEP NOW SHOWING — Jesse, playtest 2026-09-16, asking for a pause
|
||||
* beside Skip.
|
||||
*
|
||||
* Skip is the only control the row has had, and it is one-way and total: the way to look harder at
|
||||
* a move that just went past was to not be too slow about it. Pause is the opposite lever — the
|
||||
* board stops where it is and nothing is consumed, so a player can read the caption, look at the
|
||||
* district and then carry on from exactly that step.
|
||||
*
|
||||
* TAKES `now` BECAUSE THE QUEUE OWNS NO CLOCK (see the note at the top of this file). The dwell
|
||||
* still owing is preserved across the hold rather than being spent while nobody was watching:
|
||||
* `resume` pushes the deadline out by however long the pause lasted, so a step paused with 200ms
|
||||
* left resumes with 200ms left instead of vanishing on the next frame.
|
||||
*
|
||||
* Returns false when there is nothing to hold, or nothing being held.
|
||||
*/
|
||||
pause(now: number): boolean;
|
||||
resume(now: number): boolean;
|
||||
paused(): boolean;
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -113,6 +132,8 @@ export function createStepQueue(
|
||||
let pending: DisplayStep[] = [];
|
||||
/** When the step now on screen is due to give way. Null when nothing is waiting. */
|
||||
let dueAt: number | null = null;
|
||||
/** When the player pressed Pause, so `resume` can give the current step back the time it had. */
|
||||
let pausedAt: number | null = null;
|
||||
|
||||
/** How long this step holds the screen — zero for the viewer's own moves; see above. */
|
||||
const dwell = (step: DisplayStep): number =>
|
||||
@@ -138,6 +159,9 @@ export function createStepQueue(
|
||||
shown = frame;
|
||||
pending = [];
|
||||
dueAt = null;
|
||||
// A reconnect, an undo or a fresh deal replaces the board outright; a hold on the playback that
|
||||
// no longer exists would leave the row stuck reading "paused" with nothing behind it.
|
||||
pausedAt = null;
|
||||
// Nothing was watched arriving at this board, so nothing on it is lit.
|
||||
litPiles = [];
|
||||
flashedCards = [];
|
||||
@@ -150,6 +174,9 @@ export function createStepQueue(
|
||||
},
|
||||
|
||||
advance(now) {
|
||||
// Held. Nothing is shown and, crucially, nothing is CONSUMED — `dueAt` is left where it was
|
||||
// and `resume` moves it, so the hold costs the current step none of its dwell.
|
||||
if (pausedAt !== null) return false;
|
||||
if (pending.length === 0) {
|
||||
// The LAST step of a burst still owes its dwell. Clearing `dueAt` here reported the queue
|
||||
// idle the instant that step was shown, which snapped the district panel home before anyone
|
||||
@@ -183,6 +210,9 @@ export function createStepQueue(
|
||||
},
|
||||
|
||||
skip() {
|
||||
// Skipping while held is a decision to stop watching, so it also lifts the hold — otherwise the
|
||||
// board would jump to the game and then sit there paused, with a Resume button that does nothing.
|
||||
pausedAt = null;
|
||||
if (pending.length === 0) return false;
|
||||
for (const step of pending) show(step);
|
||||
pending = [];
|
||||
@@ -190,6 +220,24 @@ export function createStepQueue(
|
||||
return true;
|
||||
},
|
||||
|
||||
pause(now) {
|
||||
if (pausedAt !== null) return false;
|
||||
// Nothing on screen owes any time and nothing is queued: there is no playback to hold.
|
||||
if (pending.length === 0 && dueAt === null) return false;
|
||||
pausedAt = now;
|
||||
return true;
|
||||
},
|
||||
|
||||
resume(now) {
|
||||
if (pausedAt === null) return false;
|
||||
// Give the step on screen back exactly the dwell it was holding when the player pressed Pause.
|
||||
if (dueAt !== null) dueAt += now - pausedAt;
|
||||
pausedAt = null;
|
||||
return true;
|
||||
},
|
||||
|
||||
paused: () => pausedAt !== null,
|
||||
|
||||
current: () => shown,
|
||||
behind: () => pending.filter((s) => dwell(s) > 0).length,
|
||||
showing: () => last,
|
||||
|
||||
@@ -61,6 +61,12 @@ const KNOWN_UNREDUCED = [
|
||||
// the pattern every entry on this list follows.
|
||||
'seatsRotated',
|
||||
'stageBegan',
|
||||
/**
|
||||
* §5's Fedora handover, emitted by `shiftChange` on the same mutate-then-describe path as its
|
||||
* neighbours here: the clock moves the Superintendent and then says so. Added 2026-09-16 because
|
||||
* riding on `actorChanged` meant the log dropped it as turn bookkeeping.
|
||||
*/
|
||||
'superintendentChanged',
|
||||
'trainArrived',
|
||||
'trainCompleted',
|
||||
'trainDiverted',
|
||||
|
||||
@@ -44,6 +44,9 @@ const SAMPLES: GameEvent[] = [
|
||||
{ type: 'stageBegan', day: 1, stage: 7 },
|
||||
{ type: 'phaseBegan', phase: 'mainline' },
|
||||
{ type: 'actorChanged', player: 0 },
|
||||
// Sampled rather than left to swell the unsampled count: this sentence is one a player reads at
|
||||
// the table every third Stage, so its text is worth exercising.
|
||||
{ type: 'superintendentChanged', player: 1, stage: 6 },
|
||||
{ type: 'localOpsOptionChosen', player: 0, option: 'switch' },
|
||||
{ type: 'trayMoved', player: 0, trayId: 't0', from: { row: 0, col: 0 }, to: { row: 0, col: 1 }, movesRemaining: 5 },
|
||||
{ type: 'carsCoupled', player: 0, trayId: 't0', at: { row: 0, col: 1 }, stock: [{ type: 'hopper', loaded: false }], from: [{ row: 0, col: 1 }], toNose: true },
|
||||
@@ -146,6 +149,33 @@ describe('narration', () => {
|
||||
assert.match(loss.text, /COLLISION/i);
|
||||
});
|
||||
|
||||
/**
|
||||
* WHOSE OFFICE, AND WHOSE TRAIN — Jesse, playtest 2026-09-16.
|
||||
*
|
||||
* The line went to every seat reading "ARRIVED at the Whistle Post … You can work it in Cargo now".
|
||||
* At a table of four that is one true sentence and one false one: every seat has an Office, so the
|
||||
* tier alone does not say which district the train is standing in, and three of the four readers
|
||||
* cannot touch it. Constructed here rather than fished out of a game so both halves are pinned
|
||||
* exactly, and the resolver-less path is checked too — the replay viewers pass no names for a
|
||||
* table they do not have.
|
||||
*/
|
||||
it('names WHOSE Office a train reached, and never tells the table they can work it', () => {
|
||||
const named = narrate(
|
||||
{ type: 'trainArrived', trainNumber: 3, consist: [], office: 'Whistle Post', owner: 1, expedited: false },
|
||||
{ playerName: () => 'Tom' },
|
||||
);
|
||||
assert.match(named.text, /Tom's Whistle Post/, `the arrival did not name the Office's owner: ${named.text}`);
|
||||
assert.match(named.text, /Tom can work it/, `the arrival did not say whose train it is to work: ${named.text}`);
|
||||
assert.doesNotMatch(named.text, /\bYou can work it\b/i, `the arrival still addresses every reader: ${named.text}`);
|
||||
|
||||
// No resolver — still English, and still no raw index leaking into a sentence.
|
||||
const anon = narrate({
|
||||
type: 'trainArrived', trainNumber: 3, consist: [], office: 'Whistle Post', owner: 1, expedited: false,
|
||||
});
|
||||
assert.match(anon.text, /at the Whistle Post/, anon.text);
|
||||
assert.doesNotMatch(anon.text, /undefined|\bplayer \d+\b/i, anon.text);
|
||||
});
|
||||
|
||||
it('points at the board cell where something happened', () => {
|
||||
const n = narrate({ type: 'loadCompleted', player: 0, at: { row: 1, col: 2 }, carType: 'hopper' });
|
||||
assert.deepEqual(n.where, { row: 1, col: 2 });
|
||||
|
||||
@@ -0,0 +1,68 @@
|
||||
/**
|
||||
* Seat recovery codes — Gitea#33.
|
||||
*
|
||||
* The properties worth pinning are the ones that make a code safe to put in a link: it is spendable
|
||||
* exactly once, it stops working on its own, and a bad code is indistinguishable from a spent one.
|
||||
* `now` is a parameter rather than a clock, so expiry is tested without faking timers.
|
||||
*/
|
||||
|
||||
import { describe, it } from 'node:test';
|
||||
import assert from 'node:assert/strict';
|
||||
|
||||
import { CLAIM_TTL_MS, createClaimStore } from '../../src/server/claims.ts';
|
||||
|
||||
describe('seat recovery codes', () => {
|
||||
it('mints a code that names the seat it was minted for', () => {
|
||||
const claims = createClaimStore();
|
||||
const { code, expiresAt } = claims.mint('tok-abc', 'game-1', 1000);
|
||||
assert.equal(expiresAt, 1000 + CLAIM_TTL_MS);
|
||||
assert.deepEqual(claims.redeem(code, 1000), { token: 'tok-abc', gameId: 'game-1' });
|
||||
});
|
||||
|
||||
it('spends a code exactly once — a link in a chat log is worth nothing afterwards', () => {
|
||||
const claims = createClaimStore();
|
||||
const { code } = claims.mint('tok-abc', 'game-1', 0);
|
||||
assert.ok(claims.redeem(code, 1));
|
||||
assert.equal(claims.redeem(code, 2), null, 'the same code was accepted twice');
|
||||
});
|
||||
|
||||
it('stops working once its time is up, without anything having to sweep it', () => {
|
||||
const claims = createClaimStore();
|
||||
const { code } = claims.mint('tok-abc', 'game-1', 0);
|
||||
assert.equal(claims.redeem(code, CLAIM_TTL_MS - 1)?.token, 'tok-abc', 'expired early');
|
||||
const again = claims.mint('tok-abc', 'game-1', 0).code;
|
||||
assert.equal(claims.redeem(again, CLAIM_TTL_MS), null, 'a code outlived its expiry');
|
||||
});
|
||||
|
||||
it('answers the same way for unknown, spent and expired codes', () => {
|
||||
const claims = createClaimStore();
|
||||
const { code } = claims.mint('tok-abc', 'game-1', 0);
|
||||
claims.redeem(code, 1);
|
||||
const expired = claims.mint('tok-abc', 'game-1', 0).code;
|
||||
|
||||
assert.equal(claims.redeem('never-existed', 1), null);
|
||||
assert.equal(claims.redeem(code, 1), null);
|
||||
assert.equal(claims.redeem(expired, CLAIM_TTL_MS + 1), null);
|
||||
});
|
||||
|
||||
it('gives every mint its own code', () => {
|
||||
const claims = createClaimStore();
|
||||
const codes = new Set([0, 1, 2, 3, 4].map(() => claims.mint('tok-abc', 'game-1', 0).code));
|
||||
assert.equal(codes.size, 5, 'two mints produced the same code');
|
||||
});
|
||||
|
||||
it('forgets expired codes rather than accumulating them', () => {
|
||||
const claims = createClaimStore();
|
||||
claims.mint('tok-a', 'game-1', 0);
|
||||
claims.mint('tok-b', 'game-1', 0);
|
||||
assert.equal(claims.outstanding(0), 2);
|
||||
assert.equal(claims.outstanding(CLAIM_TTL_MS), 0, 'expired codes were still being held');
|
||||
});
|
||||
|
||||
it('keeps a short-lived code short-lived when asked for one', () => {
|
||||
const claims = createClaimStore();
|
||||
const { code, expiresAt } = claims.mint('tok-abc', 'game-1', 500, 60_000);
|
||||
assert.equal(expiresAt, 60_500);
|
||||
assert.equal(claims.redeem(code, 60_500), null);
|
||||
});
|
||||
});
|
||||
@@ -109,6 +109,61 @@ describe('the step queue', () => {
|
||||
assert.equal(q2.behind(), 4, 'and must be replaced once its dwell is up');
|
||||
});
|
||||
|
||||
/**
|
||||
* PAUSE — Jesse, playtest 2026-09-16, asking for one beside Skip.
|
||||
*
|
||||
* The property that matters is not "it stops", which any flag gives you. It is that a hold COSTS
|
||||
* THE STEP NOTHING: a move paused half-way through its dwell has to resume with half a dwell left,
|
||||
* or pausing to look at something would punish you by throwing the rest of it away the moment you
|
||||
* let go. That is the whole assertion below, measured against `DWELL.switching` rather than a
|
||||
* hand-picked number so it follows the tuning table.
|
||||
*/
|
||||
it('pause holds the board where it is, and resume gives the step back the dwell it had left', () => {
|
||||
const { steps } = realSteps(1917398, 400);
|
||||
const switching = steps.filter((s) => s.cause.startsWith('switch.') && s.cause !== 'switch.end');
|
||||
assert.ok(switching.length >= 6, `only ${switching.length} switching steps found`);
|
||||
|
||||
const q = createStepQueue();
|
||||
q.reset(baseline(1917398));
|
||||
q.push(switching.slice(0, 6));
|
||||
q.advance(0);
|
||||
assert.equal(q.behind(), 5, 'the first is shown at once; five are still to watch');
|
||||
|
||||
// Held half-way through the first move's dwell, and left held for ten times that long.
|
||||
const half = DWELL.switching / 2;
|
||||
assert.equal(q.pause(half), true);
|
||||
assert.equal(q.paused(), true);
|
||||
const held = q.showing()?.seq;
|
||||
q.advance(half + 10_000);
|
||||
assert.equal(q.behind(), 5, 'a held queue consumed a step');
|
||||
assert.equal(q.showing()?.seq, held, 'the board moved while it was supposed to be held');
|
||||
assert.equal(q.busy(), true, 'a held queue must still read busy, or the render loop stops');
|
||||
|
||||
// Resumed, the move still owes exactly the half-dwell it had left — no more, and no less.
|
||||
const at = half + 10_000;
|
||||
assert.equal(q.resume(at), true);
|
||||
assert.equal(q.paused(), false);
|
||||
q.advance(at + half - 1);
|
||||
assert.equal(q.behind(), 5, 'the step was robbed of time it was owed while held');
|
||||
q.advance(at + half);
|
||||
assert.equal(q.behind(), 4, 'and it never gave way once the rest of its dwell was up');
|
||||
});
|
||||
|
||||
it('refuses to hold an idle queue, and Skip lifts a hold rather than leaving it stuck', () => {
|
||||
const q = createStepQueue();
|
||||
q.reset(baseline(1917398));
|
||||
assert.equal(q.pause(0), false, 'an idle queue has no playback to hold');
|
||||
assert.equal(q.paused(), false);
|
||||
|
||||
const { steps } = realSteps(1917398, 400);
|
||||
q.push(steps);
|
||||
q.advance(0);
|
||||
assert.equal(q.pause(10), true);
|
||||
assert.equal(q.skip(), true, 'Skip must still work while held');
|
||||
assert.equal(q.paused(), false, 'Skip left the queue held, with a Resume that does nothing');
|
||||
assert.equal(q.busy(), false);
|
||||
});
|
||||
|
||||
it('counts only what will be watched, so the countdown is steady', () => {
|
||||
// The counter's whole purpose: a backlog of mostly-bookkeeping must not read as a huge number
|
||||
// that collapses the instant it starts.
|
||||
|
||||
@@ -310,6 +310,33 @@ describe('steps reach a seated player — TODO #13', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('the Fedora passing is visible (playtest 2026-09-16)', () => {
|
||||
it('names the new Superintendent in the history at the Stage it happens', async () => {
|
||||
const { newMultiplayerGame, currentActor, submit } = await import('../src/web/game.ts');
|
||||
const { legalActions } = await import('../src/engine/legal.ts');
|
||||
|
||||
/**
|
||||
* It used to ride on `actorChanged`, which `record()` drops as turn bookkeeping — so the one
|
||||
* moment that event meant something never reached a player. Driven far enough to cross a shift
|
||||
* boundary (Stages 3, 6, 9, 12) rather than asserted on a hand-built event, because the point is
|
||||
* that a real game produces the line.
|
||||
*/
|
||||
const game = newMultiplayerGame(1917398, config, ['Alice', 'Bob', 'Carol']);
|
||||
for (let i = 0; i < 900; i++) {
|
||||
const actor = currentActor(game);
|
||||
if (actor === null) break;
|
||||
const options = legalActions(game.state, actor);
|
||||
if (options.length === 0) break;
|
||||
if (!submit(game, options.find((o) => o.type === 'localOps.choose') ?? options[0]!)) break;
|
||||
if (game.state.clock.stage > 3 || game.state.clock.day > 1) break;
|
||||
}
|
||||
|
||||
const handover = game.log.filter((l) => /SUPERINTENDENT — the Fedora passes to/.test(l.text));
|
||||
assert.ok(handover.length > 0, 'the game crossed a shift change and the log never said so');
|
||||
assert.match(handover[0]!.text, /Alice|Bob|Carol/, 'the handover did not name the new Superintendent');
|
||||
});
|
||||
});
|
||||
|
||||
describe('the log says who acted, once, and in what capacity (Gitea#30, #31)', () => {
|
||||
it('never names a player twice — no "Player Jesse player 0 finished …"', async () => {
|
||||
const { newMultiplayerGame, currentActor, submit } = await import('../src/web/game.ts');
|
||||
|
||||
+96
-4
@@ -1522,6 +1522,15 @@ describe('the static build', () => {
|
||||
attrs,
|
||||
setAttribute: (k: string, v: string) => void (attrs[k] = v),
|
||||
getAttribute: (k: string) => attrs[k] ?? null,
|
||||
/**
|
||||
* A STUB THAT CANNOT MODEL A METHOD SHIPS THE CONTROL GREEN AND UNEXERCISED — the lesson
|
||||
* `setAttribute` taught this factory above, learned again on 2026-09-16.
|
||||
*
|
||||
* The Office Area's per-seat buttons are built with `createElement` and appended, because a
|
||||
* display name is another player's text and must never be interpolated into markup. Without
|
||||
* this the district panel throws on every render.
|
||||
*/
|
||||
appendChild: () => {},
|
||||
textContent: '', style: {}, dataset: {}, onclick: null, scrollTop: 0, scrollHeight: 0,
|
||||
title: '', returnValue: '', open: false,
|
||||
addEventListener: (type: string, fn: (e?: unknown) => void) =>
|
||||
@@ -1779,6 +1788,15 @@ describe('the static build', () => {
|
||||
getAttribute: (k: string) => attrs[k] ?? null,
|
||||
textContent: '', style: {}, dataset: {}, onclick: null, disabled: false,
|
||||
title: '', returnValue: '', open: false,
|
||||
/**
|
||||
* A STUB THAT CANNOT MODEL A METHOD SHIPS THE CONTROL GREEN AND UNEXERCISED — the lesson
|
||||
* `setAttribute` taught these factories in 2026-08-30, learned again on 2026-09-16.
|
||||
*
|
||||
* The Office Area's per-seat buttons are built with `createElement` and appended, because a
|
||||
* display name is another player's text and must never be interpolated into markup. Without
|
||||
* this the district panel throws on every render.
|
||||
*/
|
||||
appendChild: () => {},
|
||||
addEventListener: (type: string, fn: (e?: unknown) => void) =>
|
||||
void listeners.set(type, [...(listeners.get(type) ?? []), fn]),
|
||||
showModal() {
|
||||
@@ -1894,6 +1912,15 @@ describe('the static build', () => {
|
||||
getAttribute: (k: string) => attrs[k] ?? null,
|
||||
textContent: '', style: {}, dataset: {}, onclick: null, disabled: false,
|
||||
title: '', returnValue: '', open: false,
|
||||
/**
|
||||
* A STUB THAT CANNOT MODEL A METHOD SHIPS THE CONTROL GREEN AND UNEXERCISED — the lesson
|
||||
* `setAttribute` taught these factories in 2026-08-30, learned again on 2026-09-16.
|
||||
*
|
||||
* The Office Area's per-seat buttons are built with `createElement` and appended, because a
|
||||
* display name is another player's text and must never be interpolated into markup. Without
|
||||
* this the district panel throws on every render.
|
||||
*/
|
||||
appendChild: () => {},
|
||||
addEventListener: () => {},
|
||||
showModal() {},
|
||||
close() {},
|
||||
@@ -2641,8 +2668,16 @@ describe('the static build', () => {
|
||||
*/
|
||||
const base = { day: 2, stage: 5, clock: '2:20', phase: 'Mainline', phaseKey: 'mainline' };
|
||||
|
||||
/**
|
||||
* AND AN AUTOMATIC PHASE NAMES THE WORK, NOT AN ABSENCE (playtest, 2026-09-16). It used to read
|
||||
* "waiting on nobody — the Division is running itself": an answer by negation, on a line whose
|
||||
* whole job is to say where the game is. `base` is the Mainline Phase, so this is the case Jesse
|
||||
* described — the Division moving trains with nobody to wait for.
|
||||
*/
|
||||
const idle = turnChartHtml({ ...base, actor: null, awaiting: null }, null, 'Bob');
|
||||
assert.match(idle, /nobody — the Division is running itself/, 'an automatic phase should say so');
|
||||
assert.match(idle, /the Division is moving trains/, 'an automatic phase should say what it is doing');
|
||||
assert.doesNotMatch(idle, /waiting on/, 'nobody is being waited on, so the line must not claim it');
|
||||
assert.doesNotMatch(idle, /nobody/, 'the line still answers by negation');
|
||||
|
||||
for (const [asks, train] of [
|
||||
['a clearance ruling', 'Train 4'],
|
||||
@@ -2672,10 +2707,15 @@ describe('the static build', () => {
|
||||
it('names the Superintendent at a table, and stays quiet about it in solitaire', () => {
|
||||
/**
|
||||
* REPORTED BY JESSE 2026-08-23, playing two-player on StartOS: seat 1 played a train card and
|
||||
* seat 2 was asked to build the train. The engine was right — §7 makes a consist up "starting
|
||||
* with the Superintendent and working left" — but nothing on the board said who the
|
||||
* seat 2 was asked to build the train. The engine was right — §7 makes a consist up starting
|
||||
* with the Superintendent and working EASTWARD — but nothing on the board said who the
|
||||
* Superintendent WAS, so the question could not be answered from the screen. The Frame has
|
||||
* carried `superintendent` since v0.4.0 and only the standalone replay ever drew it.
|
||||
*
|
||||
* The rule text said "working left" until 2026-09-16. It is the same rule — `playerLeftOf` is
|
||||
* increasing seat index — but "left" describes a table nobody is looking at, while the map on
|
||||
* screen runs west to east, so at a real three-player game it read as plainly wrong: the second
|
||||
* car went to the player sitting to the EAST. The word changed; the order did not.
|
||||
*/
|
||||
const frame = { day: 1, stage: 4, clock: '2:00', phase: 'New Train', phaseKey: 'newTrain', actor: 1 };
|
||||
const table = turnChartHtml(frame, 'Bob', 'Bob');
|
||||
@@ -2689,7 +2729,7 @@ describe('the static build', () => {
|
||||
const src = readFileSync(join(root, 'src/sim/turnchart.ts'), 'utf8');
|
||||
assert.match(
|
||||
src,
|
||||
/starting with the Superintendent and working left/,
|
||||
/starting with the Superintendent and working eastward/,
|
||||
'the New Train pill does not say whose turn the make-up round starts on',
|
||||
);
|
||||
});
|
||||
@@ -2767,6 +2807,21 @@ describe('the static build', () => {
|
||||
assert.ok(fallback !== '', 'the no-git fallback moved and this test cannot see it any more');
|
||||
assert.doesNotMatch(fallback, /^'nogit'$|^"nogit"$/, 'the no-git fallback is a constant again');
|
||||
assert.match(fallback, /Date\.now\(\)/, 'the no-git fallback carries nothing that varies per build');
|
||||
/**
|
||||
* AND IT MUST NOT LEAD WITH THE VERSION — which is what fixing the constant first reached for.
|
||||
*
|
||||
* The stamp is `v${pkg.version} · ${git} · ${when}Z`, so a fallback of `${pkg.version}-${…}`
|
||||
* spends the version twice, and does it on precisely the builds that take this path: every
|
||||
* `.s9pk`, because the Dockerfile copies the tree in without `.git`. Reported from play —
|
||||
* Jesse, 2026-09-16: *"the version number is in the header twice."* The uniqueness this test
|
||||
* exists to defend comes from the timestamp, not from the version, so the two requirements do
|
||||
* not compete.
|
||||
*/
|
||||
assert.doesNotMatch(
|
||||
fallback,
|
||||
/pkg\.version/,
|
||||
'the no-git fallback repeats the version the stamp already prints in front of it',
|
||||
);
|
||||
});
|
||||
|
||||
it('lets a build-tagged URL be cached and nothing else', () => {
|
||||
@@ -4147,6 +4202,16 @@ describe('the lobby screen', () => {
|
||||
addEventListener: () => {}, showModal: () => {}, close: () => {}, focus: () => {},
|
||||
querySelectorAll: (sel: string) => matching(sel),
|
||||
querySelector: (sel: string) => matching(sel)[0] ?? null,
|
||||
/**
|
||||
* A STUB THAT CANNOT MODEL A METHOD SHIPS THE CONTROL GREEN AND UNEXERCISED — the same
|
||||
* lesson `setAttribute` taught this factory in 2026-08-30, learned again on 2026-09-16.
|
||||
*
|
||||
* The Office Area's per-seat buttons are built with `createElement` and appended, because a
|
||||
* display name is another player's text and must never be interpolated into markup. Without
|
||||
* this the district panel threw on every render, which took out 21 tests across three suites
|
||||
* — and the thing it was hiding was a control nothing had ever exercised.
|
||||
*/
|
||||
appendChild: () => {},
|
||||
};
|
||||
Object.defineProperty(node, 'innerHTML', { get: () => html, set: (v: string) => void (html = v) });
|
||||
return node;
|
||||
@@ -4205,6 +4270,30 @@ describe('the lobby screen', () => {
|
||||
const chosen = (groups: Record<string, { value: string; checked: boolean }[]>, name: string): string | undefined =>
|
||||
groups[name]!.find((r) => r.checked)?.value;
|
||||
|
||||
/**
|
||||
* A SEAT RECOVERY LINK — Gitea#33.
|
||||
*
|
||||
* The properties that make this safe to hand round are the ones worth pinning: the page trades the
|
||||
* CODE for the token (so no token is ever in a URL), and it does not keep the code afterwards. The
|
||||
* store's own single-use and expiry rules are proven in `test/server/claims.test.ts`; this is the
|
||||
* client half, which is the part that could silently stop asking.
|
||||
*/
|
||||
it('trades a ?claim= code for a seat, and does not leave the code in the address bar', async () => {
|
||||
const { sent } = await open('?claim=code-123', {
|
||||
'/api/claim': { token: 'tok-restored', gameId: 'game-9', player: 1, gameCode: 'WHISTLE-6945' },
|
||||
});
|
||||
|
||||
const claim = sent.find((r) => r.url.includes('/api/claim'));
|
||||
assert.ok(claim, 'the page never redeemed the code');
|
||||
assert.deepEqual(claim.body, { code: 'code-123' }, 'the code was not sent as the request body');
|
||||
// The token must never travel in a URL (`lobby-and-sessions.md` §1) — it comes back in the
|
||||
// response, and the only thing that went out was the one-time code.
|
||||
assert.ok(
|
||||
!sent.some((r) => r.url.includes('tok-restored')),
|
||||
'a session token appeared in a request URL',
|
||||
);
|
||||
});
|
||||
|
||||
it('opens on the join door, with the create form behind it', async () => {
|
||||
// Somebody who was handed a code used to have to scroll past the entire create form to find the
|
||||
// box to type it into.
|
||||
@@ -4520,6 +4609,9 @@ describe('the solitaire setup screen', () => {
|
||||
style: {}, dataset: {}, onclick: null, oninput: null, onchange: null, scrollTop: 0, scrollHeight: 0,
|
||||
checked: false, disabled: false, hidden: false, className: '',
|
||||
classList: { add: () => {}, remove: () => {}, contains: () => false, toggle: () => {} },
|
||||
// The Office Area's per-seat buttons are created and appended rather than interpolated, so a
|
||||
// node that cannot be appended to throws on every render — see the note in the other factory.
|
||||
appendChild: () => {},
|
||||
addEventListener: (type: string, fn: () => void) =>
|
||||
void listeners.set(type, [...(listeners.get(type) ?? []), fn]),
|
||||
showModal: () => void ((node as { open: boolean }).open = true),
|
||||
|
||||
Reference in New Issue
Block a user