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072029b1f7 |
@@ -19,6 +19,49 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
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---
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## 0.8.0.8 — 2026-09-10
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**A played train does not come back. Gitea#23, ruled and closed.**
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Jesse, on the question v0.8.0.7 filed rather than answered: *"Once you've played a regularly
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scheduled train and it's in the salvage deck, that train is already on the timetable. It does not
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make sense to put that back into a reshuffled home deck to get played again. By contrast, a regularly
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scheduled train that's in a discard pile could potentially get reused later, and so should have that
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capability. Extras run one time and then they're done — if they are in the Salvage deck, they should
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get shuffled back in so that they could get run again."*
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**The test is WHERE the card is, not only what it is** — which is the part worth writing down, because
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it is exactly the rule a later tidy-up would "simplify" into filtering by card kind everywhere. The
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same train card is spent in the Salvage Yard and still runnable in a Department:
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| card | where | on a reshuffle |
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| --- | --- | --- |
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| timetabled train | Salvage Yard — it was **played**, its number is on the timetable | stays out |
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| timetabled train | a Department — **discarded**, never played, slot still open | comes back |
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| Extra | anywhere | comes back; an Extra is one run, not a standing slot |
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| everything else | anywhere | comes back, as before |
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### And the duplicate that started it
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`trainScheduled` was pushing a synthetic `train-<number>` into the Salvage Yard **beside the real
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card `cardPlayed` had already put there** — measured: four scheduled trains left eight entries in a
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pile holding four cards. Nothing read that id. It inflated the pile's depth, displayed as "a card"
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because no such card exists, and would have been swept into the draw deck to be drawn as an id with
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nothing behind it. Removed, which retires the whole phantom-id class rather than papering over it —
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so v0.8.0.7's `cardName()` resolver for `train-<n>` is gone too, along with its test. Dead code kept
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for an id that can no longer exist is worse than no code.
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### Games in progress
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**Resume.** No predicate changed its answer — nothing that was legal became illegal, and a draw is a
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draw whatever is on top of the deck. What differs is the Salvage Yard's depth, which was
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double-counting, and what a reshuffle would recover. Reshuffles are effectively unreachable in
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ordinary play: eight games driven to 4000 moves across eight seeds produced zero.
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Closes #23.
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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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+1
-1
@@ -1,6 +1,6 @@
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{
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"name": "station-master",
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"version": "0.8.0.7",
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"version": "0.8.0.8",
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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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+37
-3
@@ -2242,7 +2242,8 @@ export function reduce(s: GameState, e: GameEvent): void {
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// Everything swept comes back as ONE pile, then §4.6-4.7's opening is re-run: three cards
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// turned face up as the Departments, the rest face down as the Home Office deck. The
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// Departments start one deep again, exactly as at setup.
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s.decks.salvageYard = [];
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// The spent trains stay where they are; everything else in the Yard has just been swept up.
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s.decks.salvageYard = s.decks.salvageYard.filter((id) => isSpentTimetabledTrain(s, id));
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s.decks.departments = [[], [], []];
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const order = [...e.order];
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for (const pile of s.decks.departments) {
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@@ -2473,7 +2474,15 @@ export function reduce(s: GameState, e: GameEvent): void {
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case 'trainScheduled':
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s.timetable[e.slot] = e.trainNumber;
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s.rngState = e.rngState;
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s.decks.salvageYard.push(`train-${e.trainNumber}`);
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/**
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* THE CARD IS ALREADY IN THE SALVAGE YARD — `cardPlayed` put it there, by its real id.
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*
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* This used to push a second, SYNTHETIC `train-<number>` beside it, so scheduling four trains
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* left eight entries in a pile holding four cards. Nothing ever read that id: it inflated the
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* pile's depth, it displayed as "a card" because no such card exists, and
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* `reshuffleIfDepleted` would have swept it into the draw deck to be drawn as an id with
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* nothing behind it. Removed 2026-09-10 (Gitea#23).
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*/
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break;
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case 'carPlacedOnTrain': {
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@@ -2930,9 +2939,34 @@ function spendCard(s: GameState, player: PlayerIndex, cardId: CardId): void {
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* that has genuinely used every card ends on `DECK_EMPTY` rather than reshuffling an empty pile.
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* Cards played onto the board are NOT recovered: they are on the table, which is where they belong.
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*/
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/**
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* §6.2, AND THE RULING THAT SETTLES IT — Jesse, 2026-09-10 (Gitea#23).
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*
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* "Once you've played a regularly scheduled train and it's in the salvage deck, that train is
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* already on the timetable. It does not make sense to put that back into a reshuffled home deck to
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* get played again. By contrast, a regularly scheduled train that's in a discard pile could
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* potentially get reused later, and so should have that capability. Extras run one time and then
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* they're done — if they are in the Salvage deck, they should get shuffled back in so that they
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* could get run again."
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*
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* So the test is WHERE the card is, not only what it is. A timetabled train in the SALVAGE YARD was
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* played: its number is on the timetable and cannot be scheduled twice, so the card is spent and
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* stays out. The same card sitting in a DEPARTMENT was discarded, never played, and its slot is
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* still open — so it comes back with everything else. An Extra is a single run rather than a
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* standing slot, so a played one is free to be run again.
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*/
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function isSpentTimetabledTrain(s: GameState, id: CardId): boolean {
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return s.cards.get(id)?.kind.kind === 'timetabledTrain';
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}
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function reshuffleIfDepleted(s: GameState, taking: number): GameEvent | null {
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if (s.decks.homeOffice.length > taking) return null;
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const collected = [...s.decks.salvageYard, ...s.decks.departments.flat()];
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const collected = [
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// The Salvage Yard, less the trains whose slots are already filled — see above.
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...s.decks.salvageYard.filter((id) => !isSpentTimetabledTrain(s, id)),
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// Every Department in full: a discarded train was never played, so it is still runnable.
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...s.decks.departments.flat(),
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];
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if (collected.length === 0) return null;
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const rng = createRng(s.rngState);
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return { type: 'deckReshuffled', order: rng.shuffle(collected), rngState: rng.getState() };
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@@ -1791,23 +1791,6 @@ 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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+59
-1
@@ -159,6 +159,60 @@ describe('Local Operations: drawing (§6.2)', () => {
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assert.notEqual(s.decks.departments[1]![0], target, 'refilled with the same card');
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});
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it('a PLAYED timetabled train never comes back, but a discarded one does — Gitea#23', () => {
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/**
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* Jesse's ruling, 2026-09-10: *"Once you've played a regularly scheduled train and it's in the
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* salvage deck, that train is already on the timetable. It does not make sense to put that back
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* into a reshuffled home deck to get played again. By contrast, a regularly scheduled train
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* that's in a discard pile could potentially get reused later, and so should have that
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* capability. Extras run one time and then they're done — if they are in the Salvage deck, they
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* should get shuffled back in so that they could get run again."*
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*
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* So the test is WHERE the card is, not only what it is: the same card is spent in the Salvage
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* Yard and still runnable in a Department. That is what this pins, because it is the kind of rule
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* a later tidy-up would happily "simplify" into filtering by card kind everywhere.
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*/
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const s = game();
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const kindOfCard = (id: string): string => s.cards.get(id)?.kind.kind ?? '?';
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const pool = [...s.decks.homeOffice];
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const trains = pool.filter((id) => kindOfCard(id) === 'timetabledTrain');
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const extras = pool.filter((id) => kindOfCard(id) === 'extraTrain');
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const others = pool.filter((id) => !['timetabledTrain', 'extraTrain'].includes(kindOfCard(id)));
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assert.ok(trains.length >= 2 && extras.length >= 1 && others.length >= 5, 'the deal lacks the cards this needs');
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const spentTrain = trains[0]!; // played: in the Salvage Yard, its slot taken
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const discardedTrain = trains[1]!; // never played: sitting in a Department
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const playedExtra = extras[0]!; // a single run, free to run again
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s.decks.salvageYard = [spentTrain, playedExtra, ...others.slice(0, 3)];
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s.decks.departments = [[discardedTrain], [others[3]!], [others[4]!]];
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s.decks.homeOffice = [others[5]!];
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applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
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const r = applyIntent(s, 0, { type: 'draw.fromHomeOffice' });
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assert.ok(r.ok);
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assert.ok(r.events.some((e) => e.type === 'deckReshuffled'), 'no reshuffle was emitted');
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const recovered = new Set([...s.decks.homeOffice, ...s.decks.departments.flat()]);
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const hands = new Set([...s.decks.hands.values()].flat());
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// THE RULING, both halves.
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assert.ok(!recovered.has(spentTrain), 'a played timetabled train was shuffled back in');
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assert.ok(!hands.has(spentTrain), 'a played timetabled train was dealt back into a hand');
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assert.ok(
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s.decks.salvageYard.includes(spentTrain),
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'a played timetabled train should stay in the Salvage Yard, not vanish',
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);
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assert.ok(
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recovered.has(discardedTrain) || hands.has(discardedTrain),
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'a DISCARDED timetabled train must come back — it was never played, so its slot is open',
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);
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assert.ok(
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recovered.has(playedExtra) || hands.has(playedExtra),
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'a played Extra must come back — an Extra is one run, not a standing slot',
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);
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});
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it('reshuffles the Salvage Yard and Departments back in when the deck runs out', () => {
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// §6.2 — "If drawing a card has depleted the Home Office deck, immediately collect all cards
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// from the Salvage Yard and three Department decks, reshuffle, and reestablish the Home Office
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@@ -182,7 +236,11 @@ describe('Local Operations: drawing (§6.2)', () => {
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assert.ok(r.ok);
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assert.ok(r.events.some((e) => e.type === 'deckReshuffled'), 'no reshuffle was emitted');
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assert.equal(s.decks.salvageYard.length, 0, 'the Salvage Yard must be swept');
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// Swept EXCEPT the trains whose slots are already on the timetable — see the ruling test below.
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assert.ok(
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s.decks.salvageYard.every((id) => s.cards.get(id)?.kind.kind === 'timetabledTrain'),
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'the Salvage Yard must be swept apart from spent timetabled trains',
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);
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assert.ok(s.decks.homeOffice.length > 0, 'the deck must be re-established');
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assert.ok(
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s.decks.departments.every((p) => p.length === 1),
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@@ -3647,34 +3647,6 @@ describe('the Day rolling over says so (Gitea#10)', () => {
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);
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});
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it('names the train on top of the Salvage Yard, instead of "a card"', () => {
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/**
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* The Salvage Yard is a FACE-UP pile and its tile reads the top card — but `trainScheduled`
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* pushes a synthetic `train-<number>` id rather than the id of the card that was played
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* (`apply.ts`), so there was nothing in `s.cards` to look up and the tile said "a card". A train
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* is scheduled several times a Day, so that id is on top most of the time: the pile was face up
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* and had nothing to say. Jesse, 2026-09-10: *"why is salvage deck not face up. I should see the
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* card played onto salvage."*
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*/
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const s = createEngineGame({
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id: 'salv',
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seed: 5,
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config: {
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mode: 'competitive', days: 5, minCombinedRevenue: 60,
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maxCollisionsPerDay: 0, maxCollisionsTotal: 0, pvpCardsAllowed: false,
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optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
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},
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playerNames: ['Joe', 'Bot 1'],
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});
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s.decks.salvageYard.push('train-13');
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const f = snapshot(s, [], null);
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assert.equal(f.salvage.top, 'Train 13', 'a scheduled train on the pile must be named');
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const html = pilesHtml(f);
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assert.ok(html.includes('Train 13'), `the Salvage tile does not name the train:\n${html}`);
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assert.equal(html.includes('>a card<'), false, 'the face-up pile still says "a card"');
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});
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it('lights only the pile a watched move touched', () => {
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const s = createEngineGame({
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id: 'piles2',
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Reference in New Issue
Block a user