/** * Component 1 — Card catalogue / static content. * * TRANSCRIBED FROM THE RECOVERED DESIGN FILES (2026-07-30): * docs/Deck cards2.xlsx — the complete card list and counts * docs/Trains3.pdf — all 22 train cards * docs/Mainline Cards.pdf — the ten Mainline card types * docs/tracks.png — card art * * This replaced an invented 52-card placeholder. See docs/rules/implications.md for what changed * and which decisions it supersedes. * * This is DATA, not logic. Keep tuning confined here so it never requires touching the engine. * * BEHAVIOUR NOT YET IMPLEMENTED, pending answers from the designer (implications.md §10): the * meaning of Mainline speeds and Fast/Slow, the "Expedite" keyword, lockout semantics, and how * space-use cards are played. The DATA for all of these is transcribed below and marked. */ // --------------------------------------------------------------------------- // Primitives // --------------------------------------------------------------------------- export type CarType = 'coach' | 'boxcar' | 'reefer' | 'hopper' | 'tank' | 'caboose'; export type Direction = 'east' | 'west'; /** §9 — an industry loads only, unloads only, or does both. */ export type FlowDirection = 'outbound' | 'inbound' | 'both'; export type OfficeTier = 'whistlePost' | 'depot' | 'station' | 'terminal'; /** The six industries in the design. Note: no "oilRefinery" — it is `refinery`. */ export type FreightKind = | 'freightHouse' | 'mineTipple' | 'refinery' | 'powerPlant' | 'packingSheds' | 'grocersWarehouse'; export type TrackGeometry = 'straight' | 'curved' | 'sharpCurved' | 'turnout'; export type Hand = 'left' | 'right' | 'none'; // --------------------------------------------------------------------------- // Track — deck cards, drawn and played like any other // --------------------------------------------------------------------------- export type TrackProfile = { geometry: TrackGeometry; hand: Hand; name: string; /** Column B of the sheet, "Number in Deck". */ copiesInDeck: number; /** Column J of the sheet, "Train can stop here". Turnouts are blank. */ isOperationalRail: boolean; /** Sharp curves: "Any move across this track is doubled (two moves)". */ moveCost: number; }; /** * TRACK IS IN THE HOME OFFICE DECK, and is drawn and played like any other card. * * 96 dealt of the sheet's 104 (column B of `docs/Deck cards2.xlsx`) — the 8 sharp curves are dealt * zero, see below. An earlier reading made track a * separate per-player supply of 26 pieces, sitting outside the deck and laid one a turn. That came * from misreading the sheet's LAST column, headed "Track Per Player" — 8/4/4/1/1/4/4 = 26, which is * a note about each player's likely share of 104 across four players, not a second stack of cards. * The sheet's own totals settle it: "Sum other 115", "Total track 104", and a grand total of 231 * once the 12 start cards are counted. 115 + 104 + 12 = 231. * * It matters well beyond bookkeeping. Track competes for the draw with industry, trains and * enhancements, so building a district is paid for in cards you did not draw instead — and the * hand-of-three is the real constraint on how fast a railroad grows. * * Handedness is PRINTED, not chosen on placement: it is the diagonal the 45° leg lies on. * * DO NOT REORDER THESE ROWS to put left before right. `setup.ts` builds the deck by walking this * array, so a row's POSITION decides which physical card a given seed deals — and the replays in * `public/replays/` are saved as a seed plus a list of intents, replayed through this deck. When * playtesting found the hands inverted (see `track.ts`, Orientation), the fix flipped each pair's * `hand` label in place and left the order alone, so slot 32 still holds an `nw_se` curve and every * published replay still plays. Reordering to look tidy would silently re-deal every saved game. */ export const TRACK_CARDS: readonly TrackProfile[] = [ { geometry: 'straight', hand: 'none', name: 'Straight track', copiesInDeck: 32, isOperationalRail: true, moveCost: 1 }, { geometry: 'curved', hand: 'right', name: 'Curved track (right)', copiesInDeck: 16, isOperationalRail: true, moveCost: 1 }, { geometry: 'curved', hand: 'left', name: 'Curved track (left)', copiesInDeck: 16, isOperationalRail: true, moveCost: 1 }, /** * SHARP CURVES ARE DEALT ZERO COPIES — Jesse's call, and the same treatment as Poling. * * The only thing that made them different from an ordinary curve was `moveCost: 2`, and nothing * ever charged it: every switching move costs exactly 1, hard-coded. So the 8 cards in the deck * were geometric duplicates of the curves, taking 8 draws from a deck the rebalance already thinks * is too diluted. They come out rather than having the Move cost built, because a per-card movement * cost is a change to the Move model and the rebalance can wait. * * The rows stay in the catalogue at zero, exactly as Poling does, so the design is still visible * and the geometry still works if they are ever dealt again. */ { geometry: 'sharpCurved', hand: 'right', name: 'Sharp Curved Track (right)', copiesInDeck: 0, isOperationalRail: true, moveCost: 2 }, { geometry: 'sharpCurved', hand: 'left', name: 'Sharp Curved Track (left)', copiesInDeck: 0, isOperationalRail: true, moveCost: 2 }, { geometry: 'turnout', hand: 'right', name: 'Turnout (right)', copiesInDeck: 16, isOperationalRail: false, moveCost: 1 }, { geometry: 'turnout', hand: 'left', name: 'Turnout (left)', copiesInDeck: 16, isOperationalRail: false, moveCost: 1 }, ]; /** 96 — the sheet's "Total track" of 104, less the 8 sharp curves now dealt at zero. */ export const TRACK_IN_DECK = TRACK_CARDS.reduce((n, t) => n + t.copiesInDeck, 0); /** Start cards, placed at setup and never shuffled: 4 Whistle Posts, 8 Limits. */ export const WHISTLE_POST_SUPPLY = 4; export const LIMITS_SUPPLY = 8; /** Look up a track card's profile by the two things that identify it. */ export function trackProfile(geometry: TrackGeometry, hand: Hand): TrackProfile | undefined { return TRACK_CARDS.find((t) => t.geometry === geometry && t.hand === hand); } // --------------------------------------------------------------------------- // Offices — Depot 4, Station 2, Terminal 1 // --------------------------------------------------------------------------- export type OfficeProfile = { tier: OfficeTier; name: string; isControlPoint: boolean; isPassengerFacility: boolean; adTracks: number; porters: number; /** Green slots. The design gives slots EQUAL to porters, not one more. */ passengerOut: number; /** Red slots. */ passengerIn: number; copiesInDeck: number; }; /** * A/D tracks and Porter counts are exactly as designed. The slot counts are corrected downward: * an earlier guess gave one more slot than porters at every tier. Capacity is instead grown by the * passenger modifier cards (Waiting Area, Restaurant, Hotel). */ /** * Office cards. `copiesInDeck` was **doubled** (Depot 4→8, Station 2→4, Terminal 1→2) — Q12. * * Players always start at a Whistle Post, which has ONE A/D track, so a second arrival is an * automatic collision (§8.3, Gap 2a). Measured at the original density, 25 of 100 games never drew * a Depot and never escaped: they averaged **−6.0** revenue against **−0.4** for games that * upgraded at least once, and 25 of 26 collisions happened at Whistle Post. Escaping needed one of * 4 Depot cards in 111, roughly a 59% chance across a game's draws. * * Upgrades are strictly sequential (Gap 3b, no skipping), so Station and Terminal are rarer than * their raw counts imply — Terminal needs all three cards in order. Station and Terminal were * doubled with Depot to keep that ladder in proportion rather than making Depot a special case. * * PROVISIONAL — re-evaluate. This was chosen to remove a 25% chance of an unwinnable opening deal, * not from the recovered design, and it is a blunt instrument: it lifts the whole office ladder and * dilutes every other category slightly (deck 133 → 140). Revisit once the victory target is * settled and freight is carrying its intended share; the right answer may instead be fewer * Terminals, a cheaper first upgrade, or more A/D capacity at Whistle Post. */ export const OFFICE_PROFILES: readonly OfficeProfile[] = [ { tier: 'whistlePost', name: 'Whistle Post', isControlPoint: false, isPassengerFacility: false, adTracks: 1, porters: 0, passengerOut: 0, passengerIn: 0, copiesInDeck: 0 }, { tier: 'depot', name: 'Depot', isControlPoint: true, isPassengerFacility: true, adTracks: 2, porters: 1, passengerOut: 1, passengerIn: 1, copiesInDeck: 8 }, { tier: 'station', name: 'Station', isControlPoint: true, isPassengerFacility: true, adTracks: 3, porters: 2, passengerOut: 2, passengerIn: 2, copiesInDeck: 4 }, { tier: 'terminal', name: 'Terminal', isControlPoint: true, isPassengerFacility: true, adTracks: 4, porters: 3, passengerOut: 3, passengerIn: 3, copiesInDeck: 2 }, ]; export const OFFICE_ORDER: readonly OfficeTier[] = ['whistlePost', 'depot', 'station', 'terminal']; export function officeProfile(tier: OfficeTier): OfficeProfile { const found = OFFICE_PROFILES.find((p) => p.tier === tier); if (!found) throw new Error(`unknown office tier: ${tier}`); return found; } export function nextOfficeTier(tier: OfficeTier): OfficeTier | null { const i = OFFICE_ORDER.indexOf(tier); return i >= 0 && i + 1 < OFFICE_ORDER.length ? OFFICE_ORDER[i + 1]! : null; } // --------------------------------------------------------------------------- // Industries — one car out, one loader. Capacity grows via modifiers. // --------------------------------------------------------------------------- export type IndustryProfile = { kind: FreightKind; name: string; carTypes: readonly CarType[]; flow: FlowDirection; /** Base green-box capacity. Every industry starts at ONE. */ baseOut: number; /** Base red-box capacity. */ baseIn: number; /** "Loaders" in the design; the rules PDF calls them Laborers. One to start. */ baseLoaders: number; /** Column E — industries that may not coexist with this one. Semantics pending (§10 Q4). */ lockouts: readonly FreightKind[]; copies: number; }; /** * Industry density (Gap 12). The recovered sheet lists 9 industries in a 115-card deck; the * prototype ran 10 in 52. At 9-in-115 a game saw 1.6 Freight Facilities, freight was 10% of gross * revenue, and `carsCoupled` fired 4 times per 100 games — the freight loop, which is the point of * the game, effectively never ran. * * Each industry's `copies` is TRIPLED, giving 27 in 133. That restores roughly the prototype's * ratio while preserving the sheet's proportions exactly: the outbound/inbound balance and the * lockout structure are unchanged, because every kind scales by the same factor. */ /** * LOCKOUTS, from the sheet's "Lockouts" column verbatim: * * Freight house -> Freight house, Grocer's warehouse * Mine Tipple -> Power Plant * Refinery -> Power plant * Power Plant -> Mine Tipple, Refinery * Packing Sheds -> Grocer's Warehouse * Grocer's Warehouse -> Packing Sheds, Freight House * * Every pair is a PRODUCER and the CONSUMER of the same commodity: Mine Tipple makes coal and the * Power Plant burns it, the Refinery makes oil and the Power Plant burns that too, Packing Sheds * fill reefers and the Grocer's Warehouse empties them. You may build one end of a chain or the * other, never both — which is what forces the traffic to run BETWEEN districts rather than in * circles inside one. * * Freight house listing ITSELF is the sheet stating the general rule in the one row where it would * otherwise look like an omission: no two of the same industry in one Office Area. That rule is * enforced for every kind in `isLockedOut`, not repeated in each row here. */ export const INDUSTRY_PROFILES: readonly IndustryProfile[] = [ { kind: 'freightHouse', name: 'Freight House', carTypes: ['boxcar'], flow: 'both', baseOut: 1, baseIn: 1, baseLoaders: 1, lockouts: ['grocersWarehouse'], copies: 6 }, { kind: 'mineTipple', name: 'Mine Tipple', carTypes: ['hopper'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['powerPlant'], copies: 6 }, /** * BOTH DIRECTIONS, per the card reference — this was `outbound` and it contradicted the rules. * * `card-reference.md`: "Oil Refinery | Tank car | Both | 3 | 2 | 2 | 4", and in prose — "'Freight * House' is not a card. It is the collective term for a freight facility that loads *and* unloads * — the Grocer's Warehouse and the Oil Refinery." §9.3's "Passenger Facilities and Freight Houses * permit cars to move each direction" therefore names exactly these two, and the engine had both * of them one-way. * * The consequence was silent: `usableGrant` drops a Modifier's grant on a direction its host * cannot use, so every +1 inbound beside a Refinery went nowhere. * * The base numbers stay at the engine's own scale (1 per direction it allows) rather than the card * reference's 2/2 — every industry here is scaled down the same way, Mine Tipple included, and * raising one of them alone would be a balance change rather than a correction. Flagged in TODO. */ { kind: 'refinery', name: 'Refinery', carTypes: ['tank'], flow: 'both', baseOut: 1, baseIn: 1, baseLoaders: 1, lockouts: ['powerPlant'], copies: 3 }, { kind: 'powerPlant', name: 'Power Plant', carTypes: ['hopper', 'tank'], flow: 'inbound', baseOut: 0, baseIn: 1, baseLoaders: 1, lockouts: ['mineTipple', 'refinery'], copies: 6 }, { kind: 'packingSheds', name: 'Packing Sheds', carTypes: ['reefer'], flow: 'outbound', baseOut: 1, baseIn: 0, baseLoaders: 1, lockouts: ['grocersWarehouse'], copies: 3 }, /** * BOTH DIRECTIONS — see the Refinery above; "Grocer's Warehouse | Boxcar | Both | 2 | 2 | 2 | 3". * * Reported from play: "grocer's warehouse didn't get extra outbound slot for truck dock." It could * not: the Truck Dock printed +1 outbound at the time and this was `flow: 'inbound'`, so the grant * was dropped on a direction the facility did not have. The same trap still swallows an Ice House * set beside a Grocer's that has been left one-way. * * `TODO.md` had previously recorded this as "checked, and there is no bug" on the reasoning that a * Grocer's is inbound-only. That premise was the bug. */ { kind: 'grocersWarehouse', name: "Grocer's Warehouse", carTypes: ['boxcar', 'reefer'], flow: 'both', baseOut: 1, baseIn: 1, baseLoaders: 1, lockouts: ['packingSheds', 'freightHouse'], copies: 3 }, ]; /** Legacy alias; the engine still reads FREIGHT_PROFILES in places. */ export const FREIGHT_PROFILES = INDUSTRY_PROFILES; /** §9.3 — the collective term for an industry that both loads and unloads. */ export function isFreightHouse(p: IndustryProfile): boolean { return p.flow === 'both'; } export function industryProfile(kind: FreightKind): IndustryProfile { const f = INDUSTRY_PROFILES.find((p) => p.kind === kind); if (!f) throw new Error(`unknown industry: ${kind}`); return f; } // --------------------------------------------------------------------------- // Modifiers — 17 industry + 6 passenger, each tied to specific hosts // --------------------------------------------------------------------------- export type ModifierKind = | 'waitingArea' | 'restaurant' | 'hotel' | 'truckDock' | 'railroadExpressAgency' | 'forklifts' | 'prepPlant' | 'coalPiles' | 'conveyorBelts' | 'pipelines' | 'oilDepot' | 'viscosityBreakers' | 'transmissionLines' | 'rotaryDumps' | 'steamTurbines' | 'iceHouse' | 'localSmallGroceries'; export type ModifierProfile = { kind: ModifierKind; name: string; /** Which hosts it may sit beside. 'office' means any Passenger Facility. */ hosts: readonly (FreightKind | 'office')[]; addOut: number; addIn: number; addLoaders: number; addPorters: number; copies: number; }; export const MODIFIER_PROFILES: readonly ModifierProfile[] = [ // Passenger — "Add 1 Psgn out, 1 porter" { kind: 'waitingArea', name: 'Waiting area', hosts: ['office'], addOut: 1, addIn: 0, addLoaders: 0, addPorters: 1, copies: 3 }, { kind: 'restaurant', name: 'Restaurant', hosts: ['office'], addOut: 1, addIn: 0, addLoaders: 0, addPorters: 1, copies: 2 }, { kind: 'hotel', name: 'Hotel', hosts: ['office'], addOut: 1, addIn: 0, addLoaders: 0, addPorters: 1, copies: 1 }, // Freight House / Packing Sheds / Grocer's /** * INBOUND, AND NO LABORER — the one Modifier that helps a facility RECEIVE. * * It printed "+1 outbound, +1 Laborer" like every other freight Modifier, which made it a * duplicate of Forklifts with a longer host list. A dock is where a truck backs up to take * delivery, so it earns its own line in the deck by adding the red box instead of the green one — * and pays for it by bringing no man to work it. * * Two consequences, both intended. `usableGrant` drops an inbound grant on a host that only ships, * so beside **Packing Sheds** this card now does nothing at all — the hand tooltip says so before * it is played. And it is the first Modifier that grants no worker, so a facility's laborer count * no longer rises with every card set beside it. */ { kind: 'truckDock', name: 'Truck dock', hosts: ['freightHouse', 'packingSheds', 'grocersWarehouse'], addOut: 0, addIn: 1, addLoaders: 0, addPorters: 0, copies: 2 }, { kind: 'railroadExpressAgency', name: 'Railroad Express Agency', hosts: ['freightHouse'], addOut: 1, addIn: 0, addLoaders: 1, addPorters: 0, copies: 1 }, { kind: 'forklifts', name: 'Forklifts', hosts: ['freightHouse', 'packingSheds'], addOut: 1, addIn: 0, addLoaders: 1, addPorters: 0, copies: 2 }, // Mine Tipple { kind: 'prepPlant', name: 'Prep Plant', hosts: ['mineTipple'], addOut: 1, addIn: 0, addLoaders: 1, addPorters: 0, copies: 1 }, { kind: 'coalPiles', name: 'Coal Piles', hosts: ['mineTipple'], addOut: 1, addIn: 0, addLoaders: 1, addPorters: 0, copies: 1 }, { kind: 'conveyorBelts', name: 'Conveyor Belts', hosts: ['mineTipple'], addOut: 1, addIn: 0, addLoaders: 1, addPorters: 0, copies: 1 }, // Refinery { kind: 'pipelines', name: 'Pipelines', hosts: ['refinery'], addOut: 1, addIn: 0, addLoaders: 1, addPorters: 0, copies: 1 }, { kind: 'oilDepot', name: 'Oil Depot', hosts: ['refinery'], addOut: 1, addIn: 0, addLoaders: 1, addPorters: 0, copies: 1 }, { kind: 'viscosityBreakers', name: 'Viscosity breakers', hosts: ['refinery'], addOut: 1, addIn: 0, addLoaders: 1, addPorters: 0, copies: 1 }, // Power Plant — inbound, so these add loaders rather than outbound capacity { kind: 'transmissionLines', name: 'Transmission lines', hosts: ['powerPlant'], addOut: 0, addIn: 0, addLoaders: 1, addPorters: 0, copies: 1 }, { kind: 'rotaryDumps', name: 'Rotary Dumps', hosts: ['powerPlant'], addOut: 0, addIn: 0, addLoaders: 1, addPorters: 0, copies: 1 }, { kind: 'steamTurbines', name: 'Steam Turbines', hosts: ['powerPlant'], addOut: 0, addIn: 0, addLoaders: 1, addPorters: 0, copies: 1 }, // Produce { kind: 'iceHouse', name: 'Ice House', hosts: ['packingSheds', 'grocersWarehouse'], addOut: 1, addIn: 0, addLoaders: 1, addPorters: 0, copies: 2 }, { kind: 'localSmallGroceries', name: 'Local small groceries', hosts: ['grocersWarehouse'], addOut: 0, addIn: 0, addLoaders: 1, addPorters: 0, copies: 1 }, ]; export function modifierProfile(kind: ModifierKind): ModifierProfile { const m = MODIFIER_PROFILES.find((p) => p.kind === kind); if (!m) throw new Error(`unknown modifier: ${kind}`); return m; } // --------------------------------------------------------------------------- // Trains — 22 cards, named, with speed class and individual rules // --------------------------------------------------------------------------- export type TrainSpeed = 'fast' | 'slow'; /** * Consists are specified by CATEGORY, not by car type: "Freight (2)" means any two freight cars. * `freightTypes` narrows it where a card does (X14 is reefers only). */ export type ConsistSpec = { freight: number; coach: number; caboose: number; freightTypes?: readonly CarType[]; /** X13 Appleseed: empties only. */ emptiesOnly?: boolean; }; /** Operating rules printed on the card. Behaviour pending §10 Q1 for `expedite`. */ export type TrainRules = { noSwitching?: boolean; terminalsOnly?: boolean; expedite?: boolean; /** Train 7/8: "Coach must remain on station track if switching." */ coachStaysOnStationTrack?: boolean; /** Train 3/4: may drop or pick up one freight car at every location. */ oneFreightPerLocation?: boolean; noPassengerWork?: boolean; /** X13: may drop empties but not pick anything up. X22: may only pick up empties. */ dropOnly?: boolean; pickUpEmptiesOnly?: boolean; /** X17 Campaign, X18 Circus: a scheduled stop that does something. */ stopEarnsPoint?: boolean; stopThenExpedite?: boolean; /** * `copiesNextScheduled` was here and is DELETED. No train card ever carried it: a Second Section * is a Maneuver card played on a train that is due out, and it has its own intent * (`newTrain.secondSection`, `SECOND_SECTION` below) which has been implemented all along. The * flag was a second, unreachable way to describe a mechanic that already worked — it appeared in * the "nine rules read by nothing" count while being the one entry that needed removing rather * than building. */ note?: string; }; export type TrainProfile = { number: number; isExtra: boolean; name: string; speed: TrainSpeed; direction: Direction | 'playerChoice'; consist: ConsistSpec; rules: TrainRules; }; /** Odd numbers run westbound, even eastbound (§2.3). Pairs share a class. */ function pair(odd: number, name: string, speed: TrainSpeed, consist: ConsistSpec, rules: TrainRules): TrainProfile[] { return [ { number: odd, isExtra: false, name, speed, direction: 'west', consist, rules }, { number: odd + 1, isExtra: false, name, speed, direction: 'east', consist, rules }, ]; } export const TIMETABLED_TRAINS: readonly TrainProfile[] = [ ...pair(1, 'Crack Limited', 'fast', { freight: 0, coach: 3, caboose: 0 }, { terminalsOnly: true, noSwitching: true, expedite: true, note: 'Stop at Terminals only.' }), ...pair(3, 'Express', 'fast', { freight: 2, coach: 0, caboose: 0 }, { oneFreightPerLocation: true, expedite: true, note: 'May drop or pick up one freight car at every location.' }), ...pair(5, 'The Sparrow', 'fast', { freight: 0, coach: 2, caboose: 0 }, { noSwitching: true, expedite: true }), ...pair(7, 'Local', 'slow', { freight: 1, coach: 1, caboose: 0 }, { coachStaysOnStationTrack: true, note: 'Maximum one freight, one coach.' }), ...pair(9, 'Heavy Freight', 'slow', { freight: 3, coach: 0, caboose: 1 }, {}), ...pair(11, 'Drag Freight', 'slow', { freight: 2, coach: 0, caboose: 1 }, {}), ]; /** * Extras are X13–X22 — ALL junior to every timetabled train, so Gap 5's tie between an Extra and a * Timetabled train of the same number can no longer occur. */ export const EXTRA_TRAINS: readonly TrainProfile[] = [ { number: 13, isExtra: true, name: 'Appleseed Extra', speed: 'slow', direction: 'playerChoice', consist: { freight: 3, coach: 0, caboose: 1, emptiesOnly: true }, rules: { dropOnly: true, note: 'May drop MTs but not pick up anything.' } }, { number: 14, isExtra: true, name: 'Fruit Growers Express', speed: 'fast', direction: 'playerChoice', consist: { freight: 2, coach: 0, caboose: 1, freightTypes: ['reefer'] }, rules: { expedite: true, note: 'Reefers only. May pick up one extra loaded reefer.' } }, { number: 15, isExtra: true, name: 'Yard Xfer', speed: 'slow', direction: 'playerChoice', consist: { freight: 2, coach: 0, caboose: 1 }, rules: {} }, { number: 16, isExtra: true, name: 'Light Engine Move', speed: 'fast', direction: 'playerChoice', consist: { freight: 0, coach: 0, caboose: 0 }, rules: { noSwitching: true, note: 'No cars at all.' } }, { number: 17, isExtra: true, name: 'Campaign Train', speed: 'fast', direction: 'playerChoice', consist: { freight: 0, coach: 1, caboose: 0 }, rules: { noSwitching: true, stopThenExpedite: true, note: 'One turn at station (speeches) then expedite.' } }, { number: 18, isExtra: true, name: 'Circus Train', speed: 'slow', direction: 'playerChoice', consist: { freight: 2, coach: 1, caboose: 1 }, rules: { noSwitching: true, stopEarnsPoint: true, note: 'One turn stopped on any track (circus set-up) earns 1 point.' } }, { number: 19, isExtra: true, name: 'Military Train', speed: 'slow', direction: 'playerChoice', consist: { freight: 1, coach: 2, caboose: 0 }, rules: { noSwitching: true, noPassengerWork: true, expedite: true } }, { number: 20, isExtra: true, name: "Director's private car", speed: 'slow', direction: 'playerChoice', consist: { freight: 2, coach: 1, caboose: 0 }, rules: { noPassengerWork: true } }, { number: 21, isExtra: true, name: 'Freight Extra', speed: 'slow', direction: 'playerChoice', consist: { freight: 3, coach: 0, caboose: 1 }, rules: {} }, { number: 22, isExtra: true, name: 'Pee-Dee', speed: 'slow', direction: 'playerChoice', consist: { freight: 0, coach: 0, caboose: 1 }, rules: { pickUpEmptiesOnly: true, note: 'Per-diem train. May only pick up MTs.' } }, ]; export const ALL_TRAINS: readonly TrainProfile[] = [...TIMETABLED_TRAINS, ...EXTRA_TRAINS]; /** * §2.3 — ODD RUNS WEST, EVEN RUNS EAST. The number is the direction, for an Extra as much as for a * timetabled train, and the Division Point it starts at is therefore the one it runs away from. * * Extras print `direction: 'playerChoice'`, which the engine read as "always eastbound from the West * Division Point". Jesse's ruling: the number decides, like everything else on the timetable. */ export function runDirection(trainNumber: number): Direction { return trainNumber % 2 === 0 ? 'east' : 'west'; } /** The Division Point a train of this number starts from — the opposite end to the way it runs. */ export function startingDivisionPoint(trainNumber: number): Direction { return runDirection(trainNumber) === 'east' ? 'west' : 'east'; } export function trainProfile(number: number, isExtra: boolean): TrainProfile | null { return ALL_TRAINS.find((t) => t.number === number && t.isExtra === isExtra) ?? null; } /** Total cars a consist calls for. The Crew Tray limit still applies (§A.4). */ export function consistSize(c: ConsistSpec): number { return c.freight + c.coach + c.caboose; } // --------------------------------------------------------------------------- // Mainline cards — ten types, with speeds and named entry points // --------------------------------------------------------------------------- export type MainlineKind = | 'plains' | 'curves' | 'hilly' | 'heavyGrade' | 'doubleTrack' | 'uncontrolledSiding' | 'tunnel' | 'trestle' | 'interchange'; /** * Speed as printed. `60` and `30` appear on the cards; Hilly prints P60/F30, and Heavy Grade * prints "G" with the player setting orientation. * * WHAT THESE NUMBERS MEAN IS NOT YET SETTLED — see implications.md §10 Q2. Transcribed as data so * the answer can be applied without re-reading the cards. */ export type MainlineSpeed = | { kind: 'uniform'; value: number } | { kind: 'byTrainType'; passenger: number; freight: number } | { kind: 'grade' }; export type MainlineProfile = { kind: MainlineKind; name: string; speed: MainlineSpeed; /** Double Track and Uncontrolled Siding: "Trains may pass". */ trainsMayPass: boolean; /** Interchange: "Sort cars in new order". */ sortsCars: boolean; /** Named entry points printed on the card; some are unlocked by modifier cards. */ entryPoints: readonly string[]; }; export const MAINLINE_PROFILES: readonly MainlineProfile[] = [ { kind: 'plains', name: 'Plains', speed: { kind: 'uniform', value: 60 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] }, { kind: 'curves', name: 'Curves', speed: { kind: 'uniform', value: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] }, { kind: 'hilly', name: 'Hilly', speed: { kind: 'byTrainType', passenger: 60, freight: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['passenger', 'freight'] }, { kind: 'heavyGrade', name: 'Heavy Grade', speed: { kind: 'grade' }, trainsMayPass: false, sortsCars: false, entryPoints: ['start', 'brakemen', 'airbrakes', 'helpers'] }, { kind: 'doubleTrack', name: 'Double Track', speed: { kind: 'uniform', value: 60 }, trainsMayPass: true, sortsCars: false, entryPoints: ['start'] }, { kind: 'uncontrolledSiding', name: 'Uncontrolled Siding', speed: { kind: 'uniform', value: 60 }, trainsMayPass: true, sortsCars: false, entryPoints: ['noPass', 'passingTrains'] }, { kind: 'tunnel', name: 'Tunnel', speed: { kind: 'uniform', value: 30 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] }, { kind: 'trestle', name: 'Trestle', speed: { kind: 'uniform', value: 60 }, trainsMayPass: false, sortsCars: false, entryPoints: ['start'] }, /** * RENAMED FROM "Yard" after play. The card is unchanged — same 60, same "sort cars in new * order", same entry points, same art — but "Yard" collided with the Division Yard, the * Classification Yard, the Salvage Yard, the Yard Office and the Small Yard, none of which are * this. Its own key is renamed with it, so the two never drift apart. Those OTHER yards are * deliberately left alone: they are different things that merely shared a word. */ { kind: 'interchange', name: 'Interchange', speed: { kind: 'uniform', value: 60 }, trainsMayPass: false, sortsCars: true, entryPoints: ['start', 'sortCars'] }, ]; /** * How many Stages a train needs to cross a Mainline card. * * Q1 — the printed 60/30 are miles per hour expressed as crossing time: a 60 card takes one Stage, * a 30 card takes two. The cells drawn on the cards are decoration. * Q2 — a Slow train adds one Stage to every card. * * Hilly prints P60/F30, so it reads the consist rather than the speed class: a train carrying any * coach is "passenger" for this purpose. */ export function crossingStages( kind: MainlineKind, trainSpeed: TrainSpeed, carriesPassengers: boolean, modifiers: readonly string[] = [], direction: Direction = 'east', gradeUp: Direction = 'east', ): number { const profile = MAINLINE_PROFILES.find((m) => m.kind === kind); if (!profile) throw new Error(`unknown mainline card: ${kind}`); let mph: number; switch (profile.speed.kind) { case 'uniform': mph = profile.speed.value; break; case 'byTrainType': mph = carriesPassengers ? profile.speed.passenger : profile.speed.freight; break; case 'grade': // Heavy Grade has no printed number; the modifier cards are what improve it, so it is a 30 // until one is placed. mph = 30; break; } const base = mph >= 60 ? 1 : 2; const stages = base + (trainSpeed === 'slow' ? 1 : 0); return Math.max(1, stages - gradeReduction(profile, modifiers, direction, gradeUp)); } /** * WHAT THIS MAINLINE CARD DOES TO A TRAIN, in a sentence. * * Reported from play: "mainline cards need a tooltip stating what they do. Hilly and Uncontrolled * Siding — I have no idea the impact they have on game play." Both are invisible without one: Hilly * charges freight double what it charges passengers, and Uncontrolled Siding is one of only two * cards where a following train is not stuck behind a slower one. * * The crossing times are COMPUTED by `crossingStages` rather than written out, so a tooltip cannot * drift from the rule it describes — including the Hilly split, which is the whole point of the * card and is decided by whether the train carries a coach. */ export function mainlineDescription(kind: MainlineKind, gradeUp: Direction = 'east'): string { const p = mainlineProfile(kind); const stages = (n: number): string => `${n} Stage${n === 1 ? '' : 's'}`; const parts: string[] = []; if (p.speed.kind === 'byTrainType') { // Hilly. The split is by CONSIST, not by the train's speed class: anything with a coach on it // takes the passenger figure. parts.push( `P${p.speed.passenger} / F${p.speed.freight} — a train carrying ANY coach crosses as a ` + `${p.speed.passenger} (${stages(crossingStages(kind, 'fast', true))} for a fast train), and a ` + `freight-only train as a ${p.speed.freight} (${stages(crossingStages(kind, 'fast', false))}). ` + `A slow train adds one Stage either way.`, ); } else if (p.speed.kind === 'grade') { parts.push( `A grade, climbing ${gradeUp === 'east' ? 'eastward' : 'westward'}. It crosses as a 30 — ` + `${stages(crossingStages(kind, 'fast', false, [], gradeUp, gradeUp))} for a fast train, and one ` + `more for a slow one. Brakeman and Airbrakes each take a Stage off a train running DOWNHILL; ` + `Helpers takes one off a train running UPHILL. Never below one Stage.`, ); } else { parts.push( `${p.speed.value} — ${stages(crossingStages(kind, 'fast', false))} for a fast train, ` + `${stages(crossingStages(kind, 'slow', false))} for a slow one.`, ); } if (p.trainsMayPass) { parts.push( 'TRAINS MAY PASS — two trains may stand on this card at once, so a following train is not held ' + 'behind a slower one. Only this and the Double Track allow it.', ); } else { parts.push('One train at a time — anything following has to wait for it to clear.'); } if (p.sortsCars) parts.push('Cars may be sorted into any new order here.'); return parts.join(' · '); } /** * Q11, answered: the Heavy Grade card prints "(Up)" and "Player sets orientation", so which way it * climbs is a property of the placed card, not a constant. `gradeUp` is the direction a train is * travelling when it goes UPHILL; a train heading the other way is descending. * * Each applicable card takes a Stage off, never below one: a train cannot cross in no time. * Airbrakes only counts when Brakeman is already there, which the placement rule enforces. */ function gradeReduction( profile: MainlineProfile, modifiers: readonly string[], direction: Direction, gradeUp: Direction, ): number { if (profile.speed.kind !== 'grade') return 0; const downhill = direction !== gradeUp; let n = 0; if (downhill) { if (modifiers.includes('brakeman')) n++; if (modifiers.includes('airbrakes')) n++; } else if (modifiers.includes('helpers')) { n++; } return n; } export function mainlineProfile(kind: MainlineKind): MainlineProfile { const p = MAINLINE_PROFILES.find((m) => m.kind === kind); if (!p) throw new Error(`unknown mainline card: ${kind}`); return p; } /** Which Mainline modifiers may sit on `kind`, and what each additionally requires. */ export const MAINLINE_MODIFIER_RULES: readonly { key: string; /** Only placeable on a card whose speed is a grade. */ gradeOnly: boolean; /** Another modifier that must already be on the same card. */ requiresOnCard?: string; }[] = [ { key: 'brakeman', gradeOnly: true }, { key: 'airbrakes', gradeOnly: true, requiresOnCard: 'brakeman' }, { key: 'helpers', gradeOnly: true }, { key: 'realignment', gradeOnly: false }, ]; export function mainlineModifierRule(key: string) { return MAINLINE_MODIFIER_RULES.find((r) => r.key === key) ?? null; } /** `Realignment` converts one Mainline card into another. */ export const REALIGNMENTS: readonly { from: MainlineKind; to: MainlineKind }[] = [ { from: 'plains', to: 'doubleTrack' }, { from: 'curves', to: 'plains' }, { from: 'uncontrolledSiding', to: 'doubleTrack' }, { from: 'trestle', to: 'uncontrolledSiding' }, ]; // --------------------------------------------------------------------------- // The four new card categories // --------------------------------------------------------------------------- export type SimpleCard = { key: string; name: string; copies: number; placement: string; effect: string; /** * The opponent-directed card this exists SOLELY to answer. * * A defence with nothing to defend against is a dead draw, exactly as the attack itself would be. * The 22 Space-use and Action cards are held out of every deck until they are implemented (Q6), * and these go with them — named here rather than in a list somewhere else so the pairing is * visible on the card, and so they come back together when their attacker does. */ answers?: string; }; /** "Burns tablespace" — occupies a grid cell and does nothing useful. Semantics pending §10 Q6. */ export const SPACE_USE_CARDS: readonly SimpleCard[] = [ { key: 'beanHouse', name: 'Bean house', copies: 1, placement: 'adjacent to any straight, curve, turnout, Limit', effect: 'Burns tablespace.' }, { key: 'flopHouse', name: 'Flop house', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' }, { key: 'watertower', name: 'Watertower', copies: 1, placement: 'adjacent to any straight, turnout on Running Track', effect: 'Burns tablespace.' }, { key: 'hoboJungle', name: 'Hobo Jungle', copies: 1, placement: 'adjacent to any straight, turnout, Limit on Running Track', effect: 'Burns tablespace. Vandalism can loot a boxcar passing it.' }, { key: 'sectionHouse', name: 'Section House', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' }, { key: 'cityBlocks', name: 'City blocks', copies: 4, placement: 'adjacent to any straight, curve, turnout, Limit', effect: 'Burns tablespace.' }, { key: 'engineShops', name: 'Engine Shops', copies: 1, placement: 'adjacent to any straight, curve, turnout', effect: 'Burns tablespace.' }, { key: 'tenderloin', name: 'Tenderloin District', copies: 1, placement: 'adjacent to any straight, curve, turnout, Limit', effect: 'Burns tablespace.' }, { key: 'engineerCemetery', name: 'Engineer cemetery', copies: 1, placement: 'adjacent to any straight, curve, turnout, Limit', effect: 'Burns tablespace.' }, ]; export type EnhancementKey = | 'interlocking' | 'facingPointLocks' | 'yardOffice' | 'smallYard' | 'waterColumn' | 'overpass' | 'telegraph' | 'telephone' | 'radio' | 'absSignals'; /** Where an Enhancement may be laid. */ export type EnhancementPlacement = | 'runningTrackStraight' | 'secondaryTrackStraight' | 'mainlineCard' | 'onCard'; export type EnhancementRule = { key: EnhancementKey; placement: EnhancementPlacement; /** Must sit on a card already carrying this enhancement (Telephone on Telegraph, etc.). */ requiresOnSameCard?: EnhancementKey; /** Must exist somewhere in the district (Facing Point Locks needs Interlocking). */ requiresInDistrict?: EnhancementKey; /** Bonus added to an opposing train's number when resolving a meet, once a Day. */ dispatchBonus?: number; /** * WHETHER THE PRINTED EFFECT ACTUALLY DOES ANYTHING, so the card can say so. * * - `live` — resolves in a solitaire game. * - `dormantSolo` — implemented and read at the point of attack, but the attack is an * opponent-directed card that a solitaire deck does not contain (Q6). * - `unbuilt` — nothing reads it at all. The effect is recorded here and not yet written. * * Seven of the ten are live. Each row below cites the file that reads it, because the first * attempt at this table got FIVE of the ten wrong: it was filled in by grepping for four helper * function names and reading "no match" as "no implementation", when Interlocking, Yard Office, * Small Yard and ABS Signals are all read directly by key — and all four are covered by tests in * `enhancements.test.ts` that were passing the whole time. The result was a tooltip telling players * that four working cards did nothing, which is worse than the bare label it replaced. * * KEEP THIS HONEST, AND CHECK THE CITATION. Implementing one of these means changing its value in * the same commit; otherwise the card goes on apologising for something it now does. It is data * rather than something derived because "is this key read anywhere" is not a question the type * system can answer — but a claim here without a file reference beside it is a claim nobody checked. */ effect: 'live' | 'dormantSolo' | 'unbuilt'; }; export const ENHANCEMENT_RULES: readonly EnhancementRule[] = [ // Holds an arrival at the Limits instead of colliding when the Office is full — advance.ts:770. { key: 'interlocking', placement: 'runningTrackStraight', effect: 'live' }, // Wired at apply.ts:1738, but it answers Derail, an Action card the solitaire deck omits (Q6). { key: 'facingPointLocks', placement: 'onCard', requiresInDistrict: 'interlocking', effect: 'dormantSolo' }, // Diverts a coachless arrival away from the Train Order Office — advance.ts:750. { key: 'yardOffice', placement: 'secondaryTrackStraight', effect: 'live' }, // Lets a consist be re-ordered for one Move — apply.ts:405. { key: 'smallYard', placement: 'secondaryTrackStraight', effect: 'live' }, // Wired at apply.ts:1743, but it removes a Watertower, a Space-use card the solo deck omits. { key: 'waterColumn', placement: 'runningTrackStraight', effect: 'dormantSolo' }, // The only one with NO code path at all: nothing anywhere reads `overpass`. { key: 'overpass', placement: 'onCard', effect: 'unbuilt' }, { key: 'telegraph', placement: 'runningTrackStraight', dispatchBonus: 4, effect: 'live' }, { key: 'telephone', placement: 'onCard', requiresOnSameCard: 'telegraph', dispatchBonus: 8, effect: 'live' }, { key: 'radio', placement: 'onCard', requiresOnSameCard: 'telephone', dispatchBonus: 12, effect: 'live' }, // Stored on the Mainline node rather than in `enhancements[]` — apply.ts:1461, read at // advance.ts:599 (no rear-ending) and advance.ts:721 (the follower holds instead of being ruled on). { key: 'absSignals', placement: 'mainlineCard', effect: 'live' }, ]; /** * What an Enhancement's card does, and whether it does it yet — one line, ready for a tooltip. * * Reported from playtesting: an Interlocking on the board is a bare label with no hover text at all. * Saying only the printed effect would be worse than silence for the four that are `unbuilt` — a * player who builds one to hold a train at the Limit watches it not happen with no way to tell a * misread card from a bug. Same discipline as `checkPlay`'s NOT_IMPLEMENTED: never let a card look * like it is doing something it is not. */ export function enhancementText(key: string): string | null { const card = ENHANCEMENT_CARDS.find((c) => c.key === key); if (!card) return null; const rule = enhancementRule(key); const note = rule?.effect === 'unbuilt' ? ' — NOT YET IMPLEMENTED: this card has no effect in play.' : rule?.effect === 'dormantSolo' ? ' — it answers an opponent-directed card, which a solitaire deck does not contain, so it never fires in this game.' : ''; return `${card.name}: ${card.effect}${note}`; } export function enhancementRule(key: string): EnhancementRule | null { return ENHANCEMENT_RULES.find((r) => r.key === key) ?? null; } export const ENHANCEMENT_CARDS: readonly SimpleCard[] = [ { key: 'interlocking', name: 'Interlocking', copies: 2, placement: 'any Running Track Straight', effect: 'May stop an inbound train on the Limit Track.' }, { key: 'facingPointLocks', name: 'Facing Point Locks', copies: 2, placement: 'adjacent to Interlocking', effect: 'Must have Interlocking. Prevents Derail being played on you.', answers: 'Derail' }, { key: 'yardOffice', name: 'Yard office', copies: 1, placement: 'any Secondary Track Straight', effect: 'An inbound train with no coaches that can reach the yard office in one move may arrive there instead of the Train Order Office.' }, { key: 'smallYard', name: 'Small yard', copies: 1, placement: 'any Secondary Track Straight', effect: 'A train that spends one move in the yard may sort itself into ANY order, including cars ahead of the engine.' }, { key: 'waterColumn', name: 'Water column', copies: 2, placement: 'any Running Track Straight', effect: 'Lets you remove any Watertower in your district.', answers: 'Watertower' }, { key: 'overpass', name: 'Overpass', copies: 1, placement: 'any Railroad Crossing', effect: 'Removes the restrictions of a played Railroad Crossing.', answers: 'Railroad crossing' }, { key: 'telegraph', name: 'Telegraph', copies: 3, placement: 'any Running Track Straight', effect: 'Once a day, when dispatching facing trains, add +4 to the other train’s number.' }, { key: 'telephone', name: 'Telephone', copies: 2, placement: 'on Telegraph', effect: 'Once a day, add +8 to the other train’s number.' }, { key: 'radio', name: 'Radio', copies: 2, placement: 'on Telephone', effect: 'Once a day, add +12 to the other train’s number.' }, { key: 'absSignals', name: 'ABS Signals', copies: 2, placement: 'any Mainline card', effect: 'Trains on this card will not rear-end each other; they stop short of a collision.' }, ]; export const MAINLINE_MODIFIER_CARDS: readonly SimpleCard[] = [ { key: 'brakeman', name: 'Brakeman', copies: 1, placement: 'a GRADE Mainline card', effect: 'Faster passage downhill.' }, { key: 'airbrakes', name: 'Airbrakes', copies: 1, placement: 'a GRADE Mainline card', effect: 'Faster passage downhill. Brakeman must be in effect.' }, { key: 'helpers', name: 'Helpers', copies: 1, placement: 'a GRADE Mainline card', effect: 'Faster passage uphill.' }, { key: 'realignment', name: 'Realignment', copies: 2, placement: 'a Mainline card', effect: 'Convert one Mainline type to another. Not while a train is on it.' }, { key: 'facingPointLocksMainline', name: 'Facing Point Locks', copies: 2, placement: 'adjacent to Interlocking', effect: 'Prevents Derail being played on you.', answers: 'Derail' }, ]; /** * Q9 — the Second Section card. Played on a train that is DUE OUT; a second identical train runs * immediately behind it, needing its own Crew Tray. It deliberately creates the following-train * situation §8.1 makes the Superintendent rule on. Supersedes the "Sister trains" optional rule. */ export const SECOND_SECTION = { key: 'secondSection', name: 'Second Section', copies: 1 }; export const MANEUVER_CARDS: readonly SimpleCard[] = [ { key: 'redFlags', name: 'Red Flags', copies: 5, placement: 'any time', effect: 'A stopped train is prevented from being hit; the approaching train is prevented from moving.' }, { key: 'flyingSwitch', name: 'Flying Switch', copies: 1, placement: 'any time', effect: 'Break a cut of cars away from behind the engine and roll them into an industry.' }, // POLING IS OUT OF THE DECK, at 0 copies rather than deleted. // // It is the one card whose effect the source records as "TBD", so there is nothing to implement // and inventing something would be worse than leaving it out. Kept in the table with its text so // the gap stays visible and the card can be dealt again the moment its rule is known. { key: 'poling', name: 'Poling', copies: 0, placement: 'any time', effect: 'TBD in the source.' }, ]; /** Played AT other players. We have no player-interaction mechanic yet. */ export const ACTION_CARDS: readonly SimpleCard[] = [ { key: 'derail', name: 'Derail', copies: 2, placement: 'a moving train in the Local Phase', effect: 'That train must stop for the remainder of the turn.' }, { key: 'brokenCoupler', name: 'Broken coupler', copies: 1, placement: 'a moving train in the Mainline Phase', effect: 'That train must stop and not move.' }, { key: 'railroadCrossing', name: 'Railroad crossing', copies: 1, placement: 'any Secondary Track Straight', effect: 'May not be used as a stop point for switching. May not become an Industry.' }, { key: 'perDiemInventory', name: 'Per Diem inventory', copies: 1, placement: 'another player', effect: 'Lose one point per 2 empty cars on Secondary Tracks.' }, { key: 'demurrageCharge', name: 'Demurrage charge', copies: 1, placement: 'another player', effect: 'Lose one point per 2 loaded freight cars on Secondary Tracks.' }, { key: 'customerComplaints', name: 'Customer complaints', copies: 1, placement: 'another player', effect: 'Lose one point per 2 coaches in loading boxes.' }, { key: 'vandalism', name: 'Vandalism', copies: 1, placement: 'another player', effect: 'A train passing a Hobo Jungle has a boxcar looted (converted to empty).' }, { key: 'hotbox', name: 'Hotbox', copies: 1, placement: 'another player', effect: 'A train just arrived must set one car (chooser’s pick) onto Secondary Track until it departs.' }, { key: 'outlawed', name: 'Outlawed', copies: 1, placement: 'another player', effect: 'A train just arrived may not depart for one turn — the crew’s hours have expired.' }, ]; // --------------------------------------------------------------------------- // Rolling stock, scale, and victory // --------------------------------------------------------------------------- export type StockSupply = { type: CarType; loaded: number; empty: number }; /** * NOT in the recovered files — still the provisional figure. * * Scaled up alongside the Gap 12 industry increase. Worst-case demand (every copy of every * industry in play at full capacity) is boxcar 15, hopper 12, tank 9, reefer 6; the supply must * cover that, since a Division Yard that runs dry starves the freight loop the increase exists to * feed. Lockouts and district size mean the worst case cannot actually occur, so this carries * deliberate headroom. */ export const ROLLING_STOCK_SUPPLY: readonly StockSupply[] = [ { type: 'coach', loaded: 8, empty: 8 }, { type: 'boxcar', loaded: 10, empty: 10 }, { type: 'hopper', loaded: 8, empty: 8 }, { type: 'reefer', loaded: 5, empty: 5 }, { type: 'tank', loaded: 6, empty: 6 }, { type: 'caboose', loaded: 6, empty: 0 }, ]; export const TOTAL_ROLLING_STOCK = ROLLING_STOCK_SUPPLY.reduce((n, s) => n + s.loaded + s.empty, 0); export function mainlineCardCount(players: number): number { return players + 1; } /** * Sourced, not provisional: `rules-v0.2.md`:339, "There are only a limited number of Crew Trays * and engine pieces [Gap 4b: player count + 3]." The rules tie Crew Trays and engine pieces * together as ONE combined resource, not two independently-tracked supplies — an engine is never * conjured separately from the tray it rides in, and the game has no state for "an engine with no * tray" or "a tray with no engine". `state.ts`'s `freeTrays` pool already IS the engine supply. */ export function crewTrayCount(players: number): number { return players + 3; } export const REGIONS_PER_MAINLINE_CARD = 2; // provisional, pending §10 Q2 export const STAGES_PER_DAY = 12; export const STAGES_PER_SHIFT = 3; export const HAND_LIMIT = 3; /** * The split opening deal: 3 track cards and 3 others, from two separately shuffled piles * (`setup.ts`). One of the three `StartingHand` options below, not the only one any more. * * Six against a limit of three on purpose — the first turn is spent choosing which district you can * afford to build. */ export const OPENING_TRACK = 3; export const OPENING_OTHER = 3; // --------------------------------------------------------------------------- // House rules — the settings the New Game dialog offers // --------------------------------------------------------------------------- /** * WHAT EACH PLAYER OPENS HOLDING. * * Three answers, all of which have been the rule at some point, and none of which is obviously * right — so the game stops guessing and asks whoever deals. * * - `threeRandom` — the prototype rule. Three cards off one deck, at the hand limit, no guarantees. * - `sixRandom` — six off one deck, so the first turn is a discard and the opening is a choice, * without the track being handed to you. * - `threeTrackThreeOther` — three of each from separately shuffled piles. Introduced because a * run-around needs five specific pieces and the bot held a turnout and a matching-hand curve * together on 0.2% of turns; measured five ways, that was a SUPPLY problem, not a bot weakness. */ export type StartingHand = 'threeRandom' | 'sixRandom' | 'threeTrackThreeOther'; /** How many cards come off which pile, per `StartingHand`. `any` is dealt from the single deck. */ export const OPENING_DEALS: Readonly> = { threeRandom: { any: 3, track: 0, other: 0 }, sixRandom: { any: 6, track: 0, other: 0 }, threeTrackThreeOther: { any: 0, track: OPENING_TRACK, other: OPENING_OTHER }, }; /** * WHAT THE THREE WORKING ECONOMIES PAY. * * Balance is the open problem in this game — the developer bot averages 7.0 Revenue against a target * of 20, of which most came from traffic nobody had to work — and the way to settle it is to play it * at several settings rather than to keep re-deriving it. So the three rates are dials, set when the * game is dealt and fixed for its duration. * * `passengerPerCoach` and `freightPerLoad` each pay on BOTH halves of their cycle: a coach pays when * it is boarded and again when it is detrained, a load pays when it is made up outbound and again * when it is broken inbound. That is what the rates have always done; these scale it. * * `trainPerTransit` pays every player, once, when a train runs off the end of the Division — it is * the shared achievement, and every Office it crossed had to clear it. It defaults to 0 because at 1 * it was worth ~5.4 of a 7.0 mean: the railroad was earning most of its money from traffic no one * had to work, which drowned out the freight and passenger economies this game is actually about. */ export type RevenueRules = { passengerPerCoach: number; freightPerLoad: number; trainPerTransit: number; }; export type HouseRules = { startingHand: StartingHand; revenue: RevenueRules }; /** What a caller may name — any subset, down to none — resolved by `houseRules()`. */ export type HouseRuleOverrides = { startingHand?: StartingHand; revenue?: Partial }; /** The dialog's range. Zero is a real setting: it switches an economy off so the others can be read. */ export const REVENUE_MIN = 0; export const REVENUE_MAX = 5; export const DEFAULT_HOUSE_RULES: HouseRules = { startingHand: 'threeRandom', revenue: { passengerPerCoach: 1, freightPerLoad: 1, trainPerTransit: 0 }, }; /** * THE RULES A SAVE THAT PREDATES THIS SETTING WAS PLAYED UNDER. * * A save is a seed and a list of intents, so it only replays under the ruleset that produced it — * `TODO.md` records two published replays going dead unnoticed when the rules moved, one of them 42 * intents into 360. Every save written from now on carries its rules; the ones already written do * not, and this is what they meant. Do not "tidy" it into the defaults above: that silently kills * the three replays in `public/replays/`. */ export const LEGACY_HOUSE_RULES: HouseRules = { startingHand: 'threeTrackThreeOther', revenue: { passengerPerCoach: 1, freightPerLoad: 1, trainPerTransit: 1 }, }; /** A whole, valid rule set from a config that may carry none, some, or out-of-range values. */ export function houseRules(config: { houseRules?: HouseRuleOverrides }): HouseRules { const given = config.houseRules ?? {}; const rev = given.revenue ?? {}; const clamp = (n: number | undefined, fallback: number): number => typeof n === 'number' && Number.isFinite(n) ? Math.max(REVENUE_MIN, Math.min(REVENUE_MAX, Math.round(n))) : fallback; const d = DEFAULT_HOUSE_RULES; return { startingHand: given.startingHand ?? d.startingHand, revenue: { passengerPerCoach: clamp(rev.passengerPerCoach, d.revenue.passengerPerCoach), freightPerLoad: clamp(rev.freightPerLoad, d.revenue.freightPerLoad), trainPerTransit: clamp(rev.trainPerTransit, d.revenue.trainPerTransit), }, }; } /** What the dialog calls each option, in the order it offers them. */ export const STARTING_HAND_LABELS: readonly { value: StartingHand; label: string }[] = [ { value: 'threeRandom', label: 'Three random cards' }, { value: 'sixRandom', label: 'Six random cards' }, { value: 'threeTrackThreeOther', label: 'Three random track and three random non-track cards' }, ]; export const MAX_CONSIST = 4; export const MOVES_PER_LOCAL_OPS = 6; export const MOVES_PER_LOCAL_OPS_NIGHT = 5; export const LABORER_ACTIONS_PER_LOAD = 4; export const COLLISION_PENALTY = 5; /** Suggested defaults for `GameConfig`'s collision floors — see `state.ts`'s `GameConfig` doc. */ export const DEFAULT_MAX_COLLISIONS_PER_DAY = 3; export const DEFAULT_MAX_COLLISIONS_TOTAL = 5; /** Suggested default for `GameConfig.days`, all modes. */ export const DEFAULT_DAYS = 5; /** * Q3 — an expedited train left parked off the Office when a Mainline Phase begins is a Station * Master fault: the train was not kept ready to highball the moment the Subdivision allowed it. * Charged every Phase it is caught there, not just once, since the fault is being left that way. */ export const EXPEDITE_FAULT_PENALTY = 1; /** * The suggested default for `GameConfig.minCombinedRevenue` — a caller computes this before * submitting a config; the engine itself never calls it (`state.ts`'s `GameConfig` doc explains why). */ export function collectiveRevenueFloor(players: number, days: number): number { return 3 * players * days; } /** * `GameLength` IS NOT PART OF `GameConfig` ANY MORE (2026-08-20) — `days` is a free variable there * now, replacing the old `target`-bearing preset. This survives only as a convenience for sim/CLI * tooling (`harness.ts`, `compare.ts`, `replay.ts`) that still wants a `short`/`standard`/`campaign` * argument instead of a raw day count; `lengthProfile()` just resolves that argument to `days`. */ export type GameLength = 'short' | 'standard' | 'campaign'; export type LengthProfile = { length: GameLength; days: number }; export const LENGTH_PROFILES: readonly LengthProfile[] = [ { length: 'short', days: 3 }, { length: 'standard', days: 5 }, { length: 'campaign', days: 10 }, ]; export function lengthProfile(length: GameLength): LengthProfile { const found = LENGTH_PROFILES.find((p) => p.length === length); if (!found) throw new Error(`unknown game length: ${length}`); return found; } // --------------------------------------------------------------------------- // Deck composition // --------------------------------------------------------------------------- /** * Cards that can only be played AT another player (Q6). In a solitaire game they have no legal * target, so they are removed from the deck rather than sitting in hand as 19% dead draws. */ export const OPPONENT_ONLY_CATEGORIES: readonly string[] = ['spaceUse', 'action']; export function isOpponentOnly(category: string): boolean { return OPPONENT_ONLY_CATEGORIES.includes(category); } /** How many cards `DEFENCE_ONLY_CARDS` accounts for — 7: two Facing Point Locks of each kind, two * Water Columns and one Overpass. */ export const DEFENCE_ONLY_COPIES = ENHANCEMENT_CARDS.filter((c) => c.answers).reduce((n, c) => n + c.copies, 0) + MAINLINE_MODIFIER_CARDS.filter((c) => c.answers).reduce((n, c) => n + c.copies, 0); export function deckComposition(): { category: string; count: number }[] { const sum = (xs: readonly { copies: number }[]): number => xs.reduce((n, x) => n + x.copies, 0); return [ { category: 'track', count: TRACK_IN_DECK }, { category: 'office', count: OFFICE_PROFILES.reduce((n, o) => n + o.copiesInDeck, 0) }, { category: 'industry', count: sum(INDUSTRY_PROFILES) }, { category: 'modifier', count: sum(MODIFIER_PROFILES) }, { category: 'train', count: ALL_TRAINS.length }, { category: 'spaceUse', count: sum(SPACE_USE_CARDS) }, { category: 'enhancement', count: sum(ENHANCEMENT_CARDS) }, { category: 'mainlineModifier', count: sum(MAINLINE_MODIFIER_CARDS) }, { category: 'maneuver', count: sum(MANEUVER_CARDS) }, { category: 'action', count: sum(ACTION_CARDS) }, ]; } /** * The whole CATALOGUE, including cards not currently dealt. Not the size of any deck in play — see * `DEALT_DECK_SIZE`, which is what `buildDeck` actually returns. */ export const DECK_SIZE = deckComposition().reduce((n, c) => n + c.count, 0); /** * The deck actually dealt, in every mode: the catalogue less the 22 opponent-directed cards. * * Named for solitaire because Q6 dropped them there first, and kept under that name because the * number is the same either way. They are out of the competitive deck too until they are * implemented — `checkPlay` answers both categories NOT_IMPLEMENTED, so dealing them would make ~9% * of draws reject. See `buildDeck`. */ export const SOLITAIRE_DECK_SIZE = deckComposition() .filter((c) => !isOpponentOnly(c.category)) .reduce((n, c) => n + c.count, 0) - DEFENCE_ONLY_COPIES; /** * Every card held back BECAUSE its attacker is held back — see `SimpleCard.answers`. * * Reported from play: "just like the opponent directed cards are removed from the solitaire game, * remove any of the defensive cards whose only purpose is to answer them. No need to have them in * the deck when they can never be used." */ export const DEFENCE_ONLY_CARDS: readonly SimpleCard[] = [ ...ENHANCEMENT_CARDS.filter((c) => c.answers), ...MAINLINE_MODIFIER_CARDS.filter((c) => c.answers), ];