/** * Events — protocol.md §3. * * An event is a FACT. Events are ordered, append-only, and fully determine state: * `state = fold(events)`. That one property gives reconnection, restart recovery and post-game * replay together. * * DESIGN RULE (overview.md, post-game replay): events must render STANDALONE. Carry the from/to, * not just an id the renderer has to resolve against live state — otherwise a replay viewer has to * reconstruct the whole board to draw one frame. */ import type { CarType, OfficeTier } from './content.ts'; import type { LocalOpsOption } from './intents.ts'; import type { CardId, GridCoord, PlayerIndex, RollingStock, TrayId } from './state.ts'; export type GameEvent = // -- clock | { type: 'stageBegan'; day: number; stage: number } | { type: 'phaseBegan'; phase: string } | { type: 'actorChanged'; player: PlayerIndex | null } // -- local operations | { type: 'localOpsOptionChosen'; player: PlayerIndex; option: LocalOpsOption } | { type: 'trayMoved'; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; facing?: 'n' | 's' | 'e' | 'w' } | { type: 'carsCoupled'; trayId: TrayId; at: GridCoord; stock: RollingStock[] } | { type: 'carsDropped'; trayId: TrayId; at: GridCoord; stock: RollingStock[] } | { type: 'consistSorted'; trayId: TrayId; at: GridCoord; before: RollingStock[]; after: RollingStock[] } | { type: 'cardDrawn'; player: PlayerIndex; source: 'homeOffice' | 'department'; slot?: number; cardId: CardId } /** `variant` is the chosen orientation (Gap 11); it must be replayable, so it rides the event. */ | { type: 'cardPlayed'; player: PlayerIndex; cardId: CardId; placement?: GridCoord; variant?: number } | { type: 'trackLaid'; player: PlayerIndex; geometry: string; hand: string; at: GridCoord; variant: number; remaining: number } | { type: 'mainlineModified'; player: PlayerIndex; cardId: CardId; node: number; key: string; became?: string } | { type: 'redFlagsSet'; player: PlayerIndex; cardId: CardId; trayId: TrayId; node: number } | { type: 'flyingSwitch'; player: PlayerIndex; cardId: CardId; trayId: TrayId; to: GridCoord; stock: RollingStock[] } | { type: 'officeUpgraded'; player: PlayerIndex; from: OfficeTier; to: OfficeTier } | { type: 'cardDiscarded'; player: PlayerIndex; cardId: CardId; toSlot: number } | { type: 'deckReshuffled' } | { type: 'departmentRefilled'; slot: number; cardId: CardId } // -- freight agent | { type: 'stockToOutbound'; player: PlayerIndex; at: GridCoord; stock: RollingStock } | { type: 'inboundCleared'; player: PlayerIndex; at: GridCoord; stock: RollingStock } | { type: 'facilityUnjammed'; player: PlayerIndex; at: GridCoord; from: string; stock: RollingStock } // -- trains /** * §7 — a Timetabled Train card played from hand is scheduled by a 1D12 roll. `rngState` carries * the advanced RNG so that folding events reproduces the draw exactly. */ | { type: 'trainScheduled'; player: PlayerIndex; trainNumber: number; roll: number; slot: number; rngState: number } /** * Train lifecycle. These were originally squeezed into `phaseBegan` with a free-text label, * which made the replay say "New Train" and nothing else. A train being made up, departing, * arriving or finishing its run are four distinct facts and deserve four event types. */ | { type: 'enhancementPlaced'; player: PlayerIndex; key: string; at: GridCoord } | { type: 'extraQueued'; player: PlayerIndex; trainNumber: number } | { type: 'secondSectionOrdered'; player: PlayerIndex; trainNumber: number } | { type: 'trainMadeUp'; trainNumber: number; isExtra: boolean; at: string; direction: string } | { type: 'trainHeld'; trainNumber: number; reason: string } | { type: 'trainHighballed'; trainNumber: number; from: string; to: string } | { type: 'trainArrived'; trainNumber: number; consist: RollingStock[]; office: string } | { type: 'trainDiverted'; trainNumber: number; to: string; reason: string } | { type: 'trainCompleted'; trainNumber: number; consist: RollingStock[] } | { type: 'carPlacedOnTrain'; player: PlayerIndex; trayId: TrayId; stock: RollingStock } | { type: 'carPassed'; player: PlayerIndex; trayId: TrayId } | { type: 'dispatchBonusUsed'; key: string; bonus: number; trainNumber: number; againstTrain: number } | { type: 'clearanceRequested'; trainId: TrayId; occupiedBy: TrayId } | { type: 'clearanceGiven'; trainId: TrayId; allow: boolean } // -- load / unload | { type: 'passengersBoarded'; player: PlayerIndex; at: GridCoord } | { type: 'passengersDetrained'; player: PlayerIndex; at: GridCoord } | { type: 'loadStarted'; player: PlayerIndex; at: GridCoord; carType: CarType } | { type: 'loadAdvanced'; player: PlayerIndex; at: GridCoord; fromBox: number; toBox: number } | { type: 'unloadCompleted'; player: PlayerIndex; at: GridCoord; carType: CarType } | { type: 'loadCompleted'; player: PlayerIndex; at: GridCoord; carType: CarType } | { type: 'unloadBegan'; player: PlayerIndex; at: GridCoord; carType: CarType } // -- consequences | { type: 'revenueChanged'; player: PlayerIndex; delta: number; total: number; reason: string } | { type: 'phaseEnded'; player: PlayerIndex; phase: string }; export type EventType = GameEvent['type'];