/** * Enhancement cards (implications.md §7). * * These are the 18 cards that make up the largest block of the "third of the deck that does * nothing". Several change core loops — Small Yard makes the facing-point switching puzzle * solvable at all, and ABS Signals amends Gap 2's unconditional collisions. */ import { describe, it } from 'node:test'; import assert from 'node:assert/strict'; import { advance } from '../src/engine/advance.ts'; import { applyIntent, areaOf, check, hasDistrictEnhancement, isProtectedFromDerail } from '../src/engine/apply.ts'; import { ENHANCEMENT_RULES, enhancementRule } from '../src/engine/content.ts'; import { createGame } from '../src/engine/setup.ts'; import type { GameConfig, GameState, GridCoord, TrackCard } from '../src/engine/state.ts'; import { coordKey } from '../src/engine/state.ts'; const config: GameConfig = { mode: 'solitaire', victory: 'highestAfterDays', length: 'standard', optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false }, }; const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, playerNames: ['p'] }); const at = (row: number, col: number): GridCoord => ({ row, col }); const straight = (): TrackCard => ({ geometry: { kind: 'track', geometry: 'straight' }, baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [], }); function addCard(s: GameState, coord: GridCoord, card: TrackCard): void { areaOf(s, 0).grid.set(coordKey(coord), card); } /** Puts an enhancement card in hand and returns its id. */ function handEnhancement(s: GameState, key: string): string { for (const [id, card] of s.cards) { if (card.kind.kind === 'enhancement' && card.kind.key === key) { s.decks.hands.set(0, [id]); return id; } } throw new Error(`no enhancement card: ${key}`); } function placeTray(s: GameState, coord: GridCoord, consist: TrackCard['standing'] = []): string { const id = s.freeTrays.pop()!; s.trays.set(id, { id, trainNumber: 9, trainIsExtra: false, engineFront: true, consist, direction: 'east', position: { at: 'grid', owner: 0, coord }, movesUsed: 0, }); return id; } // --------------------------------------------------------------------------- describe('enhancement placement', () => { it('defines a rule for every enhancement card', () => { assert.equal(ENHANCEMENT_RULES.length, 10); for (const r of ENHANCEMENT_RULES) assert.ok(enhancementRule(r.key), r.key); }); it('puts Interlocking on a Running Track straight, not a Secondary one', () => { const s = game(); addCard(s, at(0, 2), straight()); addCard(s, at(-1, 0), straight()); const id = handEnhancement(s, 'interlocking'); applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' }); assert.equal(check(s, 0, { type: 'card.play', cardId: id, placement: at(0, 2) }), null); assert.equal(check(s, 0, { type: 'card.play', cardId: id, placement: at(-1, 0) }), 'NOT_CONNECTED'); }); it('puts Small Yard on a Secondary Track straight, not the Running Track', () => { const s = game(); addCard(s, at(0, 2), straight()); addCard(s, at(-1, 0), straight()); const id = handEnhancement(s, 'smallYard'); applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' }); assert.equal(check(s, 0, { type: 'card.play', cardId: id, placement: at(-1, 0) }), null); assert.equal(check(s, 0, { type: 'card.play', cardId: id, placement: at(0, 2) }), 'NOT_CONNECTED'); }); it('stacks Telephone on Telegraph and Radio on Telephone, never bare', () => { const s = game(); addCard(s, at(0, 2), straight()); applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' }); const phone = handEnhancement(s, 'telephone'); assert.equal(check(s, 0, { type: 'card.play', cardId: phone, placement: at(0, 2) }), 'NOT_CONNECTED'); const tel = handEnhancement(s, 'telegraph'); assert.ok(applyIntent(s, 0, { type: 'card.play', cardId: tel, placement: at(0, 2) }).ok); const phone2 = handEnhancement(s, 'telephone'); assert.equal(check(s, 0, { type: 'card.play', cardId: phone2, placement: at(0, 2) }), null); }); it('requires an Interlocking in the district before Facing Point Locks', () => { const s = game(); addCard(s, at(0, 2), straight()); applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' }); const fpl = handEnhancement(s, 'facingPointLocks'); assert.equal(check(s, 0, { type: 'card.play', cardId: fpl, placement: at(0, 2) }), 'NOT_CONNECTED'); const lock = handEnhancement(s, 'interlocking'); applyIntent(s, 0, { type: 'card.play', cardId: lock, placement: at(0, 2) }); const fpl2 = handEnhancement(s, 'facingPointLocks'); assert.equal(check(s, 0, { type: 'card.play', cardId: fpl2, placement: at(0, 2) }), null); assert.ok(isProtectedFromDerail(areaOf(s, 0)) === false, 'not protected until actually played'); }); }); // --------------------------------------------------------------------------- describe('Small Yard — the card that makes switching solvable', () => { function yardGame() { const s = game(); const yard = at(-1, 0); const card = straight(); card.enhancements.push('smallYard'); addCard(s, yard, card); const tray = placeTray(s, yard, [ { type: 'boxcar', loaded: false }, { type: 'hopper', loaded: true }, { type: 'coach', loaded: false }, ]); applyIntent(s, 0, { type: 'localOps.choose', option: 'switch' }); return { s, tray, yard }; } it('re-orders a consist, including bringing a buried car to the end', () => { // §A.3 forces cars off in seated order, so without this the middle car can never be spotted. const { s, tray } = yardGame(); const r = applyIntent(s, 0, { type: 'switch.sortConsist', trayId: tray, order: [0, 2, 1] }); assert.ok(r.ok); assert.deepEqual( s.trays.get(tray)!.consist.map((c) => c.type), ['boxcar', 'coach', 'hopper'], 'the hopper is now on the droppable end', ); }); it('costs one Move — "spends one move in the yard"', () => { const { s, tray } = yardGame(); const before = s.turn.movesRemaining; applyIntent(s, 0, { type: 'switch.sortConsist', trayId: tray, order: [2, 1, 0] }); assert.equal(s.turn.movesRemaining, before - 1); }); it('is refused anywhere without a Small Yard', () => { const s = game(); addCard(s, at(-1, 0), straight()); const tray = placeTray(s, at(-1, 0), [ { type: 'boxcar', loaded: false }, { type: 'hopper', loaded: true }, ]); applyIntent(s, 0, { type: 'localOps.choose', option: 'switch' }); assert.equal( check(s, 0, { type: 'switch.sortConsist', trayId: tray, order: [1, 0] }), 'NOT_CONNECTED', ); }); it('refuses an order that is not a permutation of the consist', () => { const { s, tray } = yardGame(); for (const bad of [[0, 1], [0, 1, 1], [0, 1, 5]]) { assert.equal( check(s, 0, { type: 'switch.sortConsist', trayId: tray, order: bad }), 'CONSIST_ORDER', `accepted ${JSON.stringify(bad)}`, ); } }); }); // --------------------------------------------------------------------------- describe('Interlocking and Yard Office relieve the Office', () => { function inbound(s: GameState, consist: TrackCard['standing']) { const id = 'inbound'; s.trays.set(id, { id, trainNumber: 9, trainIsExtra: false, engineFront: true, consist, direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0, }); const ml = s.division.nodes[1]; if (ml?.kind === 'mainline') { // Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition // would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set // `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here. ml.card = 'plains'; ml.transits.push({ tray: id, stagesRemaining: 1, direction: 'east' }); } s.clock.phase = 'mainline'; s.movedThisPhase = new Set(); return id; } it('holds a train at the Limits instead of colliding when the Office is full', () => { // Gap 2d made a full Office an automatic collision. Interlocking is the designed answer. const s = game(); const card = straight(); card.enhancements.push('interlocking'); addCard(s, at(0, 2), card); areaOf(s, 0).adOccupancy = ['blocker']; const id = inbound(s, [{ type: 'hopper', loaded: true }]); advance(s); assert.equal(s.players[0]!.revenue, 0, 'no collision penalty'); assert.ok(areaOf(s, 0).heldAtLimits.includes(id), 'train is held at the Limits'); }); it('still collides without an Interlocking', () => { const s = game(); areaOf(s, 0).adOccupancy = ['blocker']; inbound(s, [{ type: 'hopper', loaded: true }]); advance(s); assert.equal(s.players[0]!.revenue, -5); }); it('diverts a coachless train to the Yard Office', () => { const s = game(); const card = straight(); card.enhancements.push('yardOffice'); addCard(s, at(-1, 0), card); const id = inbound(s, [{ type: 'hopper', loaded: true }]); advance(s); const pos = s.trays.get(id)!.position; assert.ok(pos.at === 'grid' && pos.coord.row === -1, 'arrived at the Yard Office'); assert.ok(!areaOf(s, 0).adOccupancy.includes(id), 'did not take an A/D track'); }); it('does not divert a train carrying coaches', () => { // "An inbound train with NO COACHES" — passengers must reach the Train Order Office. const s = game(); const card = straight(); card.enhancements.push('yardOffice'); addCard(s, at(-1, 0), card); const id = inbound(s, [{ type: 'coach', loaded: true }]); advance(s); assert.ok(areaOf(s, 0).adOccupancy.includes(id), 'a coach train must use the Office'); }); }); // --------------------------------------------------------------------------- describe('ABS Signals amend the collision rule', () => { it('turns a following-train judgment into a plain hold', () => { // "Trains on this card will not rear-end each other. They will stop short of a collision." const s = game(); const ml = s.division.nodes[1]; if (ml?.kind === 'mainline') { // Pin the terrain — see the meet tests below. Double Track and Uncontrolled Siding let trains // pass, so the following train would never be held and there would be nothing for ABS to do. ml.card = 'plains'; ml.absSignals = true; ml.transits.push({ tray: 'ahead', stagesRemaining: 2, direction: 'east' }); } s.trays.set('ahead', { id: 'ahead', trainNumber: 4, trainIsExtra: false, engineFront: true, consist: [], direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0, }); s.trays.set('behind', { id: 'behind', trainNumber: 2, trainIsExtra: false, engineFront: true, consist: [], direction: 'east', position: { at: 'divisionPoint', side: 'west' }, movesUsed: 0, }); s.clock.phase = 'mainline'; s.movedThisPhase = new Set(); const r = advance(s); assert.equal(r.needsInput, false, 'no clearance decision is needed with signals'); assert.equal(s.clock.pendingDecision, null); assert.deepEqual(s.trays.get('behind')!.position, { at: 'divisionPoint', side: 'west' }); }); }); // --------------------------------------------------------------------------- describe('Telegraph, Telephone and Radio dispatch meets', () => { function meet(s: GameState, device?: string) { if (device) { const card = straight(); card.enhancements.push(device); addCard(s, at(0, 2), card); } // An oncoming senior train — §8.1 makes this an absolute bar without a device. s.trays.set('oncoming', { id: 'oncoming', trainNumber: 3, trainIsExtra: false, engineFront: true, consist: [], direction: 'west', position: { at: 'mainline', index: 1 }, movesUsed: 0, }); const ml = s.division.nodes[1]; if (ml?.kind === 'mainline') { // Pin the terrain. Mainline types are drawn from the shuffled deck, so deck composition would // otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set // `trainsMayPass`, which legitimately removes the §8.1 bar this test is about. ml.card = 'plains'; ml.transits.push({ tray: 'oncoming', stagesRemaining: 2, direction: 'west' }); } s.trays.set('mine', { id: 'mine', trainNumber: 9, trainIsExtra: false, engineFront: true, consist: [], direction: 'east', position: { at: 'divisionPoint', side: 'west' }, movesUsed: 0, }); s.clock.phase = 'mainline'; s.movedThisPhase = new Set(); } it('holds a facing train with no device — §8.1 stands', () => { const s = game(); meet(s); advance(s); assert.deepEqual(s.trays.get('mine')!.position, { at: 'divisionPoint', side: 'west' }); }); it('lets a junior train win the meet with a Telegraph', () => { // Train 9 against Train 3: +4 makes the other count as 7 — still senior. Radio's +12 wins. const s = game(); meet(s, 'radio'); advance(s); assert.equal(s.trays.get('mine')!.position.at, 'mainline', 'the meet was dispatched'); assert.ok(areaOf(s, 0).dispatchUsedToday.includes('radio')); }); it('spends each device only once a Day', () => { const s = game(); meet(s, 'radio'); advance(s); assert.deepEqual(areaOf(s, 0).dispatchUsedToday, ['radio']); // Reset happens at the Day boundary. s.clock.stage = 12; s.clock.phase = 'shiftChange'; advance(s); assert.deepEqual(areaOf(s, 0).dispatchUsedToday, [], 'devices reset each Day'); }); it('gives Radio the largest bonus and Telegraph the smallest', () => { assert.equal(enhancementRule('telegraph')!.dispatchBonus, 4); assert.equal(enhancementRule('telephone')!.dispatchBonus, 8); assert.equal(enhancementRule('radio')!.dispatchBonus, 12); }); }); // --------------------------------------------------------------------------- describe('defensive enhancements', () => { it('reports district protection only once actually built', () => { // These guard against opponent-directed cards, which a solitaire deck omits entirely (Q6). const s = game(); assert.equal(isProtectedFromDerail(areaOf(s, 0)), false); const card = straight(); card.enhancements.push('facingPointLocks'); addCard(s, at(0, 2), card); assert.equal(isProtectedFromDerail(areaOf(s, 0)), true); assert.equal(hasDistrictEnhancement(areaOf(s, 0), 'waterColumn'), false); }); });