Compare commits
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d0e5091824 | ||
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64e8ce584f |
@@ -19,6 +19,102 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
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---
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## 0.8.0.7 — 2026-09-10
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### The Salvage Yard was face up and had nothing to say
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*"Why is salvage deck not face up? I should see the card played onto salvage."* It always was — the
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tile reads the top card. It just said **"a card"**.
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`apply.ts` pushes a **synthetic id** on `trainScheduled`:
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```ts
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s.decks.salvageYard.push(`train-${e.trainNumber}`);
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```
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Nothing in `s.cards` matches that, so `cardName()` fell through to its "a card" default — and since a
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train is scheduled several times a Day, that id is on top of the pile most of the time. Measured
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before touching anything: a session's Salvage tile read `"a card"` from the opening frame through 60
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pushes, never once changing, while its depth climbed from 2 to 8.
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`cardName()` resolves `train-<n>` now, so the tile reads **Train 3**, **Train 2** as cards land.
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Resolved in `sim/view.ts` because this is a NAME, which is that file's job.
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**The engine half is filed, not fixed — Gitea#23.** `reshuffleIfDepleted()` sweeps the Salvage Yard
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back into the draw deck, so a synthetic id can be shuffled in and drawn into a hand as an id with no
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card behind it. Not reachable in ordinary play: eight games driven to 4000 moves across eight seeds
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produced **zero** reshuffles. There are two defensible fixes and the choice turns on what that
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synthetic id is *for*, which is not a call to make in passing while fixing a label.
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### Phases scale with the speed control again — at a third of the rate
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*"Phases displayed on the upper line go by too quickly still. Should be 4 times as long — at a guess.
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Maybe use the speed multiplier for that too?"*
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Two complaints from opposite directions, and the answer is between them. v0.8.0.3 **pinned** phases at
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their tabled beat because scaling them walled off a player's own turn — *"that makes no sense"*. At
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10× that pinned beat is too short to read the sentence on it.
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So they scale, damped to a third of the rate: **1× unchanged, 10× lands exactly on the four-times
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guess**, 20× gives 4400ms. The cost stays bounded because phase beats cluster rather than accumulate
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— measured over 60 pushes, a push carries **1.0 phase beat on average and 4 at worst**, so the wait
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after a move is ~2.4s typical and ~10s at its very worst, against the minutes a full multiplier would
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have cost. A player's own move still outlasts a phase beat at every speed, which is the ordering that
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matters.
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---
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## 0.8.0.6 — 2026-09-10
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Playing v0.8.0.5: *"saw bot's office area now — much better."* Three things still wrong, and one of
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them was mine hiding inside the fix for another.
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### Your move is put away while the board is catching up
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*"Your actions should be hidden while catching up."* Two reasons, and the second is the one that
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changed my mind about a decision taken early in v0.8.0 ("never block input"). The board on screen is
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behind the game, so a move offered there is a move against a position that has already moved on — the
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menu is computed from the CURRENT state and would be acted on while looking at an older one. And the
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screen had grown to four things competing at once: the district, the history, the catching-up row,
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and now a lit pile. Taking the action list out of that competition, while there is nothing to decide
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anyway, is the cheapest way to quieten it.
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Not a block: Skip is one click away at the left of the row, so the wait stays voluntary. The buttons
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are replaced by the reason they are gone.
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### …which could have locked a player out of their own game
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Hiding actions behind `busy()` makes that flag the thing standing between a player and their turn —
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and **without `requestAnimationFrame` nothing ever advances the queue, so `busy()` would never
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clear.** The action list would have been hidden permanently, with Skip the only way to play.
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Caught by `test/web.test.ts`, whose DOM stub has no `rAF` — the same stub that has been proving this
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page still starts since long before any of this existed. Two fallbacks now: no `rAF` means draw
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everything at once (exactly what `pace = 0` does deliberately), and a queue that throws empties
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itself rather than stranding the player. `test/step-queue.test.ts` pins that a never-advanced queue
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is still skippable.
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### The lit pile was never brief — it was too quiet
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*"Never saw decks lighting up… caught one flash deck light up for just a very brief moment, but
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couldn't see that with what bot was doing in office area and history and catch up area all at same
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time."*
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Measured before changing anything: at 10× a pile stays lit for **6997ms**, just under seven seconds.
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So the highlight was not brief at all. It was a single 0.45s flash-in over a dark green fill, easy to
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miss entirely while looking at the district — a state that settles stops asking to be looked at. It
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pulses now for as long as the move is up, with a ring and a glow. The reduced-motion fallback is loud
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in a different way rather than simply still, since motion is the whole point here.
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### The ceiling was not theoretical
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*"At 10× — still a bit fast, but followable."* 10× was the top of the ladder, so the control's
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slowest setting was not slow enough for the person using it. `PACE_LEVELS` now runs to 20 and
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`MAX_PACE` with it. A control whose limit is reached in ordinary use has the wrong limit, not the
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right one held firmly.
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---
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## 0.8.0.5 — 2026-09-10
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**Somewhere to look.** Jesse, playing v0.8.0.4 at 10×: *"many operations still occurred too fast for
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+1
-1
@@ -1,6 +1,6 @@
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{
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"name": "station-master",
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"version": "0.8.0.5",
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"version": "0.8.0.7",
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"private": true,
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"type": "module",
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"description": "Station Master — a railroad operations game",
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+32
-5
@@ -143,10 +143,15 @@ export function kindOf(cause: StepCause): StepKind {
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*
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* `pace` has no lower surprise — 0 means off — but an unbounded upper one does: `?pace=300` from
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* somebody typing 3.00, or a corrupt `localStorage` value, would give a switching move a five-minute
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* dwell and look exactly like a frozen board. Ten is far beyond any speed anyone would choose (2 and
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* 3 are the ones actually asked for) and well short of unusable.
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* dwell and look exactly like a frozen board. Twenty is far past any speed anyone would choose and
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* well short of unusable.
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*
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* RAISED FROM TEN 2026-09-10, because the ceiling turned out not to be theoretical: Jesse played at
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* 10× — the top of the ladder — and reported it *"still a bit fast, but followable"*. A control whose
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* slowest setting is not slow enough for the person using it has the wrong ceiling, not the right one
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* held firmly.
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*/
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export const MAX_PACE = 10;
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export const MAX_PACE = 20;
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/**
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* The speeds the on-screen control offers, slowest last.
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@@ -158,7 +163,7 @@ export const MAX_PACE = 10;
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* was real. Watching a bot shunt cars is the point of this feature, and it is worth as long as it
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* takes.
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*/
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export const PACE_LEVELS = [0, 0.5, 1, 2, 3, 5, 7, 10] as const;
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export const PACE_LEVELS = [0, 0.5, 1, 2, 3, 5, 7, 10, 15, 20] as const;
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/**
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* How long to show one step, in ms, at a given speed.
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@@ -172,6 +177,28 @@ export function dwellFor(cause: StepCause, pace = 1): number {
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return Math.round(DWELL[kindOf(cause)] * Math.min(MAX_PACE, Math.max(0, pace)));
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}
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/**
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* How much of the speed control a PHASE gets — damped, not the full multiplier.
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*
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* Phases were pinned at their tabled beat in v0.8.0.3, because scaling them with everything else put
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* a wall of clock-ticking after a player's own move. That was right about the cost and wrong about
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* the need: at 10× the caption row goes past faster than the sentence on it can be read. Jesse,
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* 2026-09-10: *"phases displayed on the upper line go by too quickly still. Should be 4 times as
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* long — at a guess. Maybe use the speed multiplier for that too?"*
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*
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* So they scale, at a third of the rate. That lands exactly on his guess — 10× gives a phase four
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* times its tabled beat — while leaving 1× untouched, and it stays affordable because phase beats
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* cluster rather than accumulate: measured over 60 pushes, a push carries **1.0 phase beat on
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* average and 4 at worst**, so the wait after a move goes to ~2.4s typical and ~10s at its very
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* worst rather than the minutes a full multiplier would have cost.
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*
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* Below 1× it simply follows the multiplier: somebody asking for everything faster means the phases
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* too.
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*/
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function phaseSpeed(pace: number): number {
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return pace <= 1 ? pace : 1 + (pace - 1) / 3;
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}
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/**
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* How long to show one STEP — the form the queue actually uses.
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*
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@@ -199,7 +226,7 @@ export function dwellForStep(
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* The phase still gets its beat (TODO #18) — it just does not get longer because somebody wanted
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* to watch a bot shunt cars.
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*/
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const speed = step.player === null ? 1 : pace;
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const speed = step.player === null ? phaseSpeed(pace) : pace;
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if (step.lines.length > 0) return dwellFor(step.cause, speed);
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/**
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* A SILENT STEP EARNS A BEAT ONLY WHEN THE CLOCK TURNED OVER — which is TODO #18 exactly: "give
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@@ -1791,6 +1791,23 @@ export function snapshot(
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/** A card id turned into something a person can read. */
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export function cardName(s: GameState, id: string): string {
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/**
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* A SCHEDULED TRAIN IS IN THE SALVAGE YARD UNDER A SYNTHETIC ID, and without this the pile that is
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* supposed to be face up reads "a card".
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*
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* `trainScheduled` pushes `train-<number>` rather than the id of the card that was played
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* (`apply.ts`), so there is nothing in `s.cards` to look up — and since a train is scheduled
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* several times a Day, that synthetic id is on top of the Salvage Yard most of the time. Reported
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* by Jesse 2026-09-10 as "why is salvage deck not face up. I should see the card played onto
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* salvage": it was face up all along and simply had nothing to say.
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*
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* Resolved here rather than in the engine because this is a NAME, which is this file's job. Whether
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* the engine should be pushing a real card id instead is a separate question with a separate
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* consequence — the Salvage Yard is swept back into the draw deck when it runs out — and is filed
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* rather than answered in passing.
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*/
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const scheduled = /^train-(\d+)$/.exec(id);
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if (scheduled) return `Train ${scheduled[1]}`;
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const k = s.cards.get(id)?.kind;
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if (!k) return 'a card';
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switch (k.kind) {
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+52
-2
@@ -184,6 +184,20 @@ function drainIntoQueue(): void {
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const reset = session.takeDisplayReset();
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if (reset) stepQueue.reset(reset);
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stepQueue.push(session.takeDisplaySteps());
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/**
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* NOWHERE TO ANIMATE MEANS DO NOT QUEUE AT ALL.
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*
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* Without `requestAnimationFrame` nothing ever advances the queue, so `busy()` would stay true for
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* good — and since "Your Move" is now put away while the board is catching up, that would hide a
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* player's own actions permanently, leaving Skip as the only way to play the game. Drawing
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* everything at once is exactly what `pace = 0` does deliberately, so that is the honest fallback
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* rather than a broken page. Caught by `test/web.test.ts`, whose DOM stub has no `rAF` — the same
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* stub that has been proving this page still starts since long before any of this existed.
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*/
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if (typeof requestAnimationFrame !== 'function') {
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stepQueue.skip();
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return;
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}
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if (stepQueue.busy()) startAnimationLoop();
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}
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@@ -316,12 +330,25 @@ function startAnimationLoop(): void {
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*/
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console.error('display queue stopped:', err);
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animating = false;
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// Do not strand the player behind a queue that can no longer advance: jump the board to the
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// live position, which brings "Your Move" back with it.
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try {
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stepQueue.skip();
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} catch {
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/* nothing further to try — the authoritative Frame is still what the rest of the page draws */
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}
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render();
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return;
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}
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if (!stepQueue.busy()) {
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animating = false;
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// One last render so the "N behind" row collapses the moment the board is level.
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renderWatching();
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/**
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* A FULL RENDER, not just the row. The board being level again is what brings "Your Move"
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* back and clears the last lit pile, so redrawing only the catching-up row would leave the
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* action list hidden until something else happened to trigger a render — which, when the game
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* is waiting on this player, is nothing at all.
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*/
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render();
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return;
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}
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requestAnimationFrame(tick);
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@@ -1987,6 +2014,29 @@ function renderActions(
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renderEnding(el, f);
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return;
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}
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/**
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* YOUR MOVE IS PUT AWAY WHILE THE BOARD IS CATCHING UP — Jesse, 2026-09-10: *"your actions should
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* be hidden while catching up."*
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*
|
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* Two reasons, and the second is the one that changed my mind about it. The board on screen is
|
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* behind the game, so a move offered here is a move against a position that has already moved on —
|
||||
* the menu is computed from the CURRENT state and would be acted on while looking at an older one.
|
||||
* And the display had grown to four things demanding attention at once — the district, the history,
|
||||
* the catching-up row and now a lit pile — which is what made the pile highlight so easy to miss.
|
||||
* Taking the action list out of that competition while there is nothing to decide anyway is the
|
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* cheapest way to quieten it.
|
||||
*
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* NOT A BLOCK. Skip is one click away and sits at the left of the row, so the wait is always
|
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* voluntary; this replaces the buttons with the reason they are gone, rather than leaving a live
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* menu over a stale board.
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*/
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if (stepQueue.busy()) {
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el.innerHTML =
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'<div class="dim">Catching up on what everyone else did — your move is here when the board is ' +
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'level with the game. <b>Skip</b> jumps straight to it.</div>';
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return;
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}
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// The game is running, so the next ending — an extended Day's, or a fresh game's — is entitled to
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// put its results up unasked again (Gitea#11).
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resultsShown = false;
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+14
-4
@@ -723,10 +723,20 @@ h3{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:#8b94a3;ma
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the player would be back to staring at an unchanged board. The flash-in marks the moment; the lit
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border and background stay for exactly as long as the step is up, because the class is on the
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element only while that step is the one being shown. */
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.handcard.pilelit{border-color:#8fd6a0;background:#1d3327;animation:pileflash .45s ease-out 1}
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@keyframes pileflash{0%{background:#2f6b47;border-color:#c7f0d4;transform:scale(1.1)}
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100%{background:#1d3327;border-color:#8fd6a0;transform:scale(1)}}
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@media(prefers-reduced-motion:reduce){.handcard.pilelit{animation:none}}
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.handcard.pilelit{border-color:#8fd6a0;background:#1d3327;box-shadow:0 0 0 2px #2f6b47,0 0 14px rgba(143,214,160,.55);
|
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animation:pilepulse 1.15s ease-in-out infinite}
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||||
/* A PULSE FOR THE WHOLE DWELL, not one flash at the start. Measured: at 10x a pile stays lit for
|
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just under seven seconds, so the highlight was never brief — but a single 0.45s flash-in and a
|
||||
dark green fill were easy to miss entirely while watching the district. Jesse: "caught one flash
|
||||
deck light up for just a very brief moment, but couldn't see that with what bot was doing in
|
||||
office area and history and catch up area all at same time." Something still moving keeps drawing
|
||||
the eye for as long as the move is up; a state that settles stops asking to be looked at. */
|
||||
@keyframes pilepulse{0%,100%{background:#1d3327;box-shadow:0 0 0 2px #2f6b47,0 0 14px rgba(143,214,160,.45)}
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50%{background:#2f6b47;box-shadow:0 0 0 3px #8fd6a0,0 0 22px rgba(143,214,160,.85)}}
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||||
/* Motion is the point here, so the reduced-motion fallback has to be loud in a different way rather
|
||||
than simply not moving: a solid ring and a brighter fill, held. */
|
||||
@media(prefers-reduced-motion:reduce){
|
||||
.handcard.pilelit{animation:none;background:#2f6b47;box-shadow:0 0 0 3px #8fd6a0}}
|
||||
.handcard.unplayable::after{content:"";position:absolute;inset:0;border-radius:5px;pointer-events:none;
|
||||
background:repeating-linear-gradient(45deg,transparent 0 5px,rgba(150,160,175,.20) 5px 6px)}
|
||||
/* THE CARD JUST DRAWN. It sits first in the row, and this says which one that is — three cards that
|
||||
|
||||
+34
-10
@@ -131,6 +131,12 @@ describe('pacing — dwell by kind', () => {
|
||||
assert.equal(PACE_LEVELS[0], 0, 'off must be the first rung — #18 wants it turned off');
|
||||
assert.ok(PACE_LEVELS.includes(1), 'the default must be on the ladder');
|
||||
assert.ok(PACE_LEVELS.includes(7), '7x was asked for by name');
|
||||
/**
|
||||
* The ceiling is not theoretical. Jesse played at 10× — the top of the ladder as it then was —
|
||||
* and called it "still a bit fast, but followable", so the ladder has to go past the speed
|
||||
* somebody actually reached for and found insufficient.
|
||||
*/
|
||||
assert.ok(PACE_LEVELS.some((p) => p > 10), 'the ladder must go beyond the speed that was too fast');
|
||||
for (const p of PACE_LEVELS) {
|
||||
assert.ok(p <= MAX_PACE, `${p}x is past MAX_PACE, so the control would lie about it`);
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||||
assert.equal(dwellFor('switch.move', p), Math.round(DWELL.switching * p));
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||||
@@ -164,23 +170,41 @@ describe('pacing — dwell by kind', () => {
|
||||
);
|
||||
});
|
||||
|
||||
it('the speed control stretches other people, not the clock', () => {
|
||||
it('the speed control stretches the clock at a THIRD of the rate it stretches people', () => {
|
||||
/**
|
||||
* Jesse, from a real 5× game: *"after my turn, when I actually execute my turn, I'm still subject
|
||||
* to that same delay before it moves on. That makes no sense."* It was not his move being
|
||||
* replayed — it was the automatic phases behind it, which were scaling with `pace` along with
|
||||
* everything else. Measured over 40 turns, the waiting split almost evenly between other players
|
||||
* and phases turning over, so a 5× game spent 105 seconds on the clock alone.
|
||||
* Two complaints, one from each direction, and the answer is between them.
|
||||
*
|
||||
* v0.8.0.3, from a 5× game: *"after my turn … I'm still subject to that same delay before it
|
||||
* moves on. That makes no sense."* — phases were scaling with everything else and walling off a
|
||||
* player's own turn. So they were pinned at their tabled beat.
|
||||
*
|
||||
* v0.8.0.7, from a 10× game: *"phases displayed on the upper line go by too quickly still.
|
||||
* Should be 4 times as long — at a guess."* — pinned was too short to read the caption.
|
||||
*
|
||||
* Damped scaling satisfies both: 1× unchanged, 10× lands exactly on the four-times guess, and
|
||||
* the cost stays bounded because phase beats cluster rather than accumulate.
|
||||
*/
|
||||
const phase = { cause: 'phase' as const, player: null, lines: ['New Train'], frame: { table: { phase: 'newTrain' } } };
|
||||
const theirs = { cause: 'switch.move' as const, player: 1, lines: ['moved'], frame: { table: {} } };
|
||||
for (const pace of [1, 3, 5, 7]) {
|
||||
assert.equal(dwellForStep(phase, pace), DWELL.phase, `a phase beat grew at ${pace}x`);
|
||||
assert.equal(dwellForStep(theirs, pace), DWELL.switching * pace);
|
||||
|
||||
assert.equal(dwellForStep(phase, 1), DWELL.phase, '1x must be exactly the tabled beat');
|
||||
assert.equal(dwellForStep(phase, 10), DWELL.phase * 4, '10x must be four times it, as asked for');
|
||||
|
||||
for (const pace of [2, 3, 5, 7, 10, 15, 20]) {
|
||||
const p = dwellForStep(phase, pace);
|
||||
const t = dwellForStep(theirs, pace);
|
||||
assert.ok(p > DWELL.phase, `a phase must grow at ${pace}x`);
|
||||
assert.ok(
|
||||
p < DWELL.phase * pace,
|
||||
`a phase must grow SLOWER than the multiplier at ${pace}x, or the clock walls off the turn`,
|
||||
);
|
||||
assert.ok(t > p, `somebody's move must still outlast a phase beat at ${pace}x`);
|
||||
}
|
||||
// Off still means off, for the clock as much as for anybody's move.
|
||||
// Off still means off, for the clock as much as for anybody's move; and below 1x the clock
|
||||
// follows the multiplier straight, because "faster" should mean everything.
|
||||
assert.equal(dwellForStep(phase, 0), 0);
|
||||
assert.equal(dwellForStep(theirs, 0), 0);
|
||||
assert.equal(dwellForStep(phase, 0.5), DWELL.phase * 0.5);
|
||||
});
|
||||
|
||||
it('a real switching turn is watchable in a few seconds, not tens of them', () => {
|
||||
|
||||
@@ -251,6 +251,25 @@ describe('the step queue', () => {
|
||||
assert.ok(q.showing() !== null, 'the caption should survive a reset');
|
||||
});
|
||||
|
||||
it('can always be emptied, so a player is never stranded behind it', () => {
|
||||
/**
|
||||
* "Your Move" is put away while the board is catching up (v0.8.0.6), which makes `busy()` the
|
||||
* thing standing between a player and their own turn. So the ways it can be cleared matter more
|
||||
* than they did: `skip()` must always work, from any state, including one where the clock has
|
||||
* never advanced — which is exactly the situation a page with no `requestAnimationFrame` is in,
|
||||
* and how this was found.
|
||||
*/
|
||||
const { steps, final } = realSteps(1917398, 400);
|
||||
const q = createStepQueue();
|
||||
q.reset(baseline(1917398));
|
||||
q.push(steps);
|
||||
// Never advanced at all: no frame has been shown, and the queue is full.
|
||||
assert.equal(q.busy(), true);
|
||||
assert.equal(q.skip(), true, 'a never-advanced queue must still be skippable');
|
||||
assert.equal(q.busy(), false, 'and must be idle afterwards, or the player stays locked out');
|
||||
assert.deepEqual(q.current(), final);
|
||||
});
|
||||
|
||||
it('draws nothing before a reset has arrived', () => {
|
||||
const q = createStepQueue();
|
||||
assert.equal(q.current(), null);
|
||||
|
||||
@@ -3647,6 +3647,34 @@ describe('the Day rolling over says so (Gitea#10)', () => {
|
||||
);
|
||||
});
|
||||
|
||||
it('names the train on top of the Salvage Yard, instead of "a card"', () => {
|
||||
/**
|
||||
* The Salvage Yard is a FACE-UP pile and its tile reads the top card — but `trainScheduled`
|
||||
* pushes a synthetic `train-<number>` id rather than the id of the card that was played
|
||||
* (`apply.ts`), so there was nothing in `s.cards` to look up and the tile said "a card". A train
|
||||
* is scheduled several times a Day, so that id is on top most of the time: the pile was face up
|
||||
* and had nothing to say. Jesse, 2026-09-10: *"why is salvage deck not face up. I should see the
|
||||
* card played onto salvage."*
|
||||
*/
|
||||
const s = createEngineGame({
|
||||
id: 'salv',
|
||||
seed: 5,
|
||||
config: {
|
||||
mode: 'competitive', days: 5, minCombinedRevenue: 60,
|
||||
maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
|
||||
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
|
||||
},
|
||||
playerNames: ['Joe', 'Bot 1'],
|
||||
});
|
||||
s.decks.salvageYard.push('train-13');
|
||||
const f = snapshot(s, [], null);
|
||||
assert.equal(f.salvage.top, 'Train 13', 'a scheduled train on the pile must be named');
|
||||
|
||||
const html = pilesHtml(f);
|
||||
assert.ok(html.includes('Train 13'), `the Salvage tile does not name the train:\n${html}`);
|
||||
assert.equal(html.includes('>a card<'), false, 'the face-up pile still says "a card"');
|
||||
});
|
||||
|
||||
it('lights only the pile a watched move touched', () => {
|
||||
const s = createEngineGame({
|
||||
id: 'piles2',
|
||||
|
||||
Reference in New Issue
Block a user