/** * Mainline modifiers and Maneuver cards (implications.md §7). * * The 14 cards left after the Enhancements. These are NOT multiplayer-only: Brakeman, Airbrakes, * Helpers and Realignment all change your own crossing times, and Red Flags prevents a rear-ender, * which happens in solitaire too. * * Poling is deliberately absent — the recovered sheet records its effect as "TBD in the source", so * there is nothing to implement and nothing to test. */ import { describe, it } from 'node:test'; import assert from 'node:assert/strict'; import { advance } from '../src/engine/advance.ts'; import { applyIntent, areaOf, check } from '../src/engine/apply.ts'; import { MAINLINE_MODIFIER_CARDS, MANEUVER_CARDS, REALIGNMENTS, crossingStages, mainlineModifierRule, } 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 }); /** Puts a card of `kind`/`key` in hand and returns its id. */ function hand(s: GameState, kind: string, key: string): string { for (const [id, card] of s.cards) { const k = card.kind as { kind: string; key?: string }; if (k.kind === kind && k.key === key) { s.decks.hands.set(0, [id]); return id; } } throw new Error(`no ${kind} card: ${key}`); } /** A Mainline node pinned to a known terrain, so deck composition cannot decide an outcome. */ function pinned(s: GameState, index: number, card: string) { const node = s.division.nodes[index]; if (node?.kind !== 'mainline') throw new Error(`node ${index} is not a Mainline card`); node.card = card as never; node.transits = []; return node; } /** Lets the player actually play a card this turn. */ function drawTurn(s: GameState): void { s.clock.phase = 'localOps'; s.clock.currentActor = 0; s.turn.option = 'draw'; s.turn.drawnThisTurn = true; } // --------------------------------------------------------------------------- describe('grade modifiers change crossing time', () => { it('a Heavy Grade takes two Stages bare', () => { assert.equal(crossingStages('heavyGrade', 'fast', false), 2); }); it('Brakeman speeds the descent but not the climb', () => { // Q11 — the card prints "(Up)" and "Player sets orientation", so the last argument is which // way is UPHILL. With up = east, a westbound train is descending. assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'west', 'east'), 1); assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'east', 'east'), 2); }); it('follows the orientation the player chose, not a fixed compass direction', () => { // The same train on the same card, with the card turned around: Brakeman helps a westbound // train on an east-climbing grade, and an eastbound one when the grade climbs west. assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'east', 'west'), 1); assert.equal(crossingStages('heavyGrade', 'fast', false, ['brakeman'], 'west', 'west'), 2); assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'west', 'west'), 1); assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'east', 'west'), 2); }); it('Helpers speed the climb but not the descent', () => { assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'east', 'east'), 1); assert.equal(crossingStages('heavyGrade', 'fast', false, ['helpers'], 'west', 'east'), 2); }); it('Airbrakes stack with Brakeman on a slow train', () => { // A slow train pays 3 on a grade; Brakeman and Airbrakes take one Stage each. assert.equal(crossingStages('heavyGrade', 'slow', false, [], 'west', 'east'), 3); assert.equal(crossingStages('heavyGrade', 'slow', false, ['brakeman'], 'west', 'east'), 2); assert.equal( crossingStages('heavyGrade', 'slow', false, ['brakeman', 'airbrakes'], 'west', 'east'), 1, ); }); it('never lets a train cross in no time', () => { assert.equal( crossingStages('heavyGrade', 'fast', false, ['brakeman', 'airbrakes'], 'west', 'east'), 1, ); }); it('leaves non-grade cards alone', () => { // Brakeman on Plains would be an illegal placement anyway; the maths must not move regardless. assert.equal(crossingStages('plains', 'fast', false, ['brakeman'], 'west', 'east'), 1); assert.equal(crossingStages('curves', 'fast', false, ['helpers'], 'east', 'east'), 2); }); }); describe('placing a Mainline modifier', () => { it('accepts Brakeman on a grade', () => { const s = game(); pinned(s, 1, 'heavyGrade'); drawTurn(s); const cardId = hand(s, 'mainlineModifier', 'brakeman'); assert.equal(check(s, 0, { type: 'mainline.modify', cardId, node: 1 }), null); }); it('rejects Brakeman on anything but a grade', () => { const s = game(); pinned(s, 1, 'plains'); drawTurn(s); const cardId = hand(s, 'mainlineModifier', 'brakeman'); assert.equal(check(s, 0, { type: 'mainline.modify', cardId, node: 1 }), 'NOT_A_GRADE'); }); it('requires Brakeman before Airbrakes', () => { const s = game(); const node = pinned(s, 1, 'heavyGrade'); drawTurn(s); const cardId = hand(s, 'mainlineModifier', 'airbrakes'); assert.equal(check(s, 0, { type: 'mainline.modify', cardId, node: 1 }), 'NOT_CONNECTED'); node.modifiers = ['brakeman']; assert.equal(check(s, 0, { type: 'mainline.modify', cardId, node: 1 }), null); }); it('will not modify a card with a train on it', () => { const s = game(); const node = pinned(s, 1, 'heavyGrade'); node.transits.push({ tray: 'someone', stagesRemaining: 1, direction: 'east' }); drawTurn(s); const cardId = hand(s, 'mainlineModifier', 'brakeman'); assert.equal(check(s, 0, { type: 'mainline.modify', cardId, node: 1 }), 'TRAIN_ON_CARD'); }); it('rejects a Mainline node that is not a Mainline card', () => { const s = game(); drawTurn(s); const cardId = hand(s, 'mainlineModifier', 'brakeman'); // Node 0 is the western Division Point. assert.equal(check(s, 0, { type: 'mainline.modify', cardId, node: 0 }), 'NO_PLACEMENT'); }); it('lays the modifier and spends the card', () => { const s = game(); const node = pinned(s, 1, 'heavyGrade'); drawTurn(s); const cardId = hand(s, 'mainlineModifier', 'brakeman'); const r = applyIntent(s, 0, { type: 'mainline.modify', cardId, node: 1 }); assert.ok(r.ok, 'placement should be accepted'); assert.deepEqual(node.modifiers, ['brakeman']); assert.ok(!(s.decks.hands.get(0) ?? []).includes(cardId), 'card should leave the hand'); assert.ok(s.decks.salvageYard.includes(cardId), 'card should reach the Salvage Yard'); }); }); describe('Realignment converts one Mainline type to another', () => { it('converts according to the table', () => { const s = game(); const node = pinned(s, 1, 'curves'); drawTurn(s); const cardId = hand(s, 'mainlineModifier', 'realignment'); const r = applyIntent(s, 0, { type: 'mainline.modify', cardId, node: 1 }); assert.ok(r.ok); assert.equal(node.card, 'plains', 'Curves realigns to Plains'); // The point of the card: Curves is a 30 (two Stages), Plains a 60 (one). assert.equal(crossingStages(node.card, 'fast', false), 1); }); it('refuses a card with no conversion listed', () => { const s = game(); // Tunnel is not a `from` in REALIGNMENTS. assert.ok(!REALIGNMENTS.some((r) => r.from === 'tunnel')); pinned(s, 1, 'tunnel'); drawTurn(s); const cardId = hand(s, 'mainlineModifier', 'realignment'); assert.equal(check(s, 0, { type: 'mainline.modify', cardId, node: 1 }), 'NO_PLACEMENT'); }); it('applies to any Mainline card, not only grades', () => { assert.equal(mainlineModifierRule('realignment')?.gradeOnly, false); }); }); describe('Red Flags protect a stopped train', () => { /** A slow train `behind` closing on a stopped train `ahead`, both eastbound on node 1. */ function rearEnder(s: GameState) { const node = pinned(s, 1, 'plains'); node.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, }); const dp = s.division.nodes[0]; if (dp?.kind === 'divisionPoint') dp.holding.push('behind'); s.clock.phase = 'mainline'; s.movedThisPhase = new Set(); return node; } it('holds the approaching train instead of letting it close', () => { const s = game(); const node = rearEnder(s); node.redFlagged = ['ahead']; advance(s); assert.deepEqual( s.trays.get('behind')!.position, { at: 'divisionPoint', side: 'west' }, 'the flagged train must not be approached', ); }); it('comes in when the protected train rolls', () => { const s = game(); const node = rearEnder(s); node.redFlagged = ['ahead']; // Bring the protected train to the end of its crossing so it leaves the card. node.transits[0]!.stagesRemaining = 1; for (let i = 0; i < 12 && (node.redFlagged?.length ?? 0) > 0; i++) advance(s); assert.deepEqual(node.redFlagged, [], 'flags come in once the train moves off'); }); it('only protects a train out on the Mainline', () => { const s = game(); rearEnder(s); s.clock.phase = 'localOps'; s.clock.currentActor = 0; const cardId = hand(s, 'maneuver', 'redFlags'); assert.equal( check(s, 0, { type: 'maneuver.redFlags', cardId, trayId: 'behind' }), 'NO_PLACEMENT', 'a train sitting at a Division Point cannot be rear-ended', ); assert.equal(check(s, 0, { type: 'maneuver.redFlags', cardId, trayId: 'ahead' }), null); }); it('will not double-flag the same train', () => { const s = game(); const node = rearEnder(s); s.clock.phase = 'localOps'; s.clock.currentActor = 0; const cardId = hand(s, 'maneuver', 'redFlags'); node.redFlagged = ['ahead']; assert.equal( check(s, 0, { type: 'maneuver.redFlags', cardId, trayId: 'ahead' }), 'OPTION_ALREADY_CHOSEN', ); }); }); describe('Flying Switch rolls a cut into an industry', () => { /** A crew on a straight with a facility next door, mid-switch. */ function setup(s: GameState) { const area = areaOf(s, 0); // A flying switch rolls the cut ALONG THE TRACK, so the spur and the industry must be joined // north-south. Built east-west, they are two unconnected cards that merely look adjacent. const spur: TrackCard = { geometry: { kind: 'track', geometry: 'straight', axis: 'ns' }, baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [], }; area.grid.set(coordKey(at(-1, 0)), spur); const industry: TrackCard = { geometry: { kind: 'track', geometry: 'straight', axis: 'ns' }, baseOperationalRail: true, standing: [], facility: { kind: 'freight', subtype: 'mineTipple', allows: { outbound: true, inbound: false }, outboundBox: [], inboundBox: [], capacity: { outbound: 1, inbound: 0 }, menAtWork: [null, null, null], industryTrack: { length: 2, cars: [] }, laborers: 1, porters: 0, usedThisStage: { laborers: 0, porters: 0 }, }, modifiers: [], enhancements: [], }; area.grid.set(coordKey(at(-2, 0)), industry); s.trays.set('crew', { id: 'crew', trainNumber: 1, trainIsExtra: false, engineFront: true, consist: [{ type: 'hopper', loaded: false }, { type: 'boxcar', loaded: false }], // Facing SOUTH, down the spur. `direction` only carries east/west, so a crew on north-south // track needs its actual port — without it the engine looks for an east exit the card has not // got, and the crew has no legal moves at all. direction: 'east', facing: 's', position: { at: 'grid', owner: 0, coord: at(-1, 0) }, movesUsed: 0, }); s.clock.phase = 'localOps'; s.clock.currentActor = 0; s.turn.option = 'switch'; s.turn.movesRemaining = 6; return industry; } it('drops the cut onto the industry track without moving the engine', () => { const s = game(); const industry = setup(s); const cardId = hand(s, 'maneuver', 'flyingSwitch'); const r = applyIntent(s, 0, { type: 'maneuver.flyingSwitch', cardId, trayId: 'crew', count: 1, to: at(-2, 0), }); assert.ok(r.ok, 'the flying switch should be accepted'); assert.equal(industry.facility!.industryTrack.cars.length, 1, 'car reaches the industry track'); assert.equal(industry.facility!.industryTrack.cars[0]!.type, 'boxcar', '§A.3 — the back car'); assert.equal(s.trays.get('crew')!.consist.length, 1, 'the cut leaves the consist'); assert.deepEqual( s.trays.get('crew')!.position, { at: 'grid', owner: 0, coord: at(-1, 0) }, 'the engine never enters the industry', ); assert.equal(s.turn.movesRemaining, 5, 'the manoeuvre costs a Move'); }); it('only reaches an adjacent card', () => { const s = game(); setup(s); const cardId = hand(s, 'maneuver', 'flyingSwitch'); assert.equal( check(s, 0, { type: 'maneuver.flyingSwitch', cardId, trayId: 'crew', count: 1, to: at(-4, 0) }), 'NOT_CONNECTED', ); }); it('rolls into an industry, not onto plain track', () => { const s = game(); setup(s); const cardId = hand(s, 'maneuver', 'flyingSwitch'); // (0,0) is the Office — track-connected to the crew, but not a freight industry. assert.equal( check(s, 0, { type: 'maneuver.flyingSwitch', cardId, trayId: 'crew', count: 1, to: at(0, 0) }), 'CANNOT_DROP_HERE', ); }); it('will not roll onto a card with no track connection', () => { const s = game(); setup(s); const area = areaOf(s, 0); // An industry sitting beside the crew, but joined east-west while the spur runs north-south. const stranded = { ...area.grid.get(coordKey(at(-2, 0)))! }; stranded.geometry = { kind: 'track', geometry: 'straight', axis: 'ew' }; area.grid.set(coordKey(at(-1, 1)), stranded); const cardId = hand(s, 'maneuver', 'flyingSwitch'); assert.equal( check(s, 0, { type: 'maneuver.flyingSwitch', cardId, trayId: 'crew', count: 1, to: at(-1, 1) }), 'NOT_CONNECTED', ); }); it('cannot cut more cars than it is hauling', () => { const s = game(); setup(s); const cardId = hand(s, 'maneuver', 'flyingSwitch'); assert.equal( check(s, 0, { type: 'maneuver.flyingSwitch', cardId, trayId: 'crew', count: 5, to: at(-2, 0) }), 'CONSIST_EMPTY', ); }); }); describe('card coverage', () => { it('every Mainline modifier is either implemented or a known duplicate', () => { for (const card of MAINLINE_MODIFIER_CARDS) { const known = mainlineModifierRule(card.key) !== null || card.key === 'facingPointLocksMainline'; assert.ok(known, `${card.key} has no rule and is not the Facing Point Locks duplicate`); } }); it('Poling remains unimplemented, deliberately', () => { // Guard against someone "fixing" this by inventing an effect. The sheet says TBD; until the // source says otherwise, a silent no-op would be worse than a rejection. const poling = MANEUVER_CARDS.find((c) => c.key === 'poling'); assert.ok(poling, 'Poling should still be in the deck'); assert.match(poling!.effect, /TBD/i); }); }); // --------------------------------------------------------------------------- describe('the Limits sign moves with the Running Track (§2.1, Gap 4a)', () => { it('refuses to build beyond the Limits sign', () => { // §2.1 — the Running Track runs BETWEEN the Limits, so the sign is the only growth point. // Offering the square PAST it produced, from one straight laid at (0,2): // limits · Whistle Post · limits · straight · limits // — track on the far side of the sign, and a second sign planted beyond that. const s = game(); const area = areaOf(s, 0); s.turn.option = 'draw'; const beyondEast = { row: area.runningRow, col: area.limitsEast.col + 1 }; const beyondWest = { row: area.runningRow, col: area.limitsWest.col - 1 }; for (const placement of [beyondEast, beyondWest]) { assert.notEqual( check(s, 0, { type: 'track.lay', geometry: 'straight', hand: 'none', placement, variant: 0 }), null, `(${placement.row},${placement.col}) is outside the Limits and must not be placeable`, ); } // The sign itself IS legal — that is how the Running Track grows. assert.equal( check(s, 0, { type: 'track.lay', geometry: 'straight', hand: 'none', placement: { row: area.runningRow, col: area.limitsEast.col }, variant: 0, }), null, 'laying on the Limits sign must be how the track extends', ); // The district hangs below the Running Track and is not bounded by the Limits at all. assert.equal( check(s, 0, { type: 'track.lay', geometry: 'straight', hand: 'none', placement: { row: area.runningRow - 1, col: 0 }, variant: 1, }), null, 'Secondary Track below the Office must stay legal', ); }); it('keeps the Limits at the ends, never stranded mid-track', () => { // Found by watching a replay: a district grew to // (0,-5) (0,-4) (0,-3) (0,-2)=Power Plant [LIMITS] (0,0)=Office [LIMITS] (0,2) … // with everything beyond (0,-2) built OUTSIDE a sign that never moved. Not cosmetic — §8.1 and // §10 both reason about "the track between the train and the Limits", and running past a // player's Limits is what makes a collision his fault. const s = game(); const area = areaOf(s, 0); s.turn.option = 'draw'; for (let n = 0; n < 4; n++) { s.turn.laidThisTurn = false; const target = { row: area.runningRow, col: area.limitsWest.col }; const r = applyIntent(s, 0, { type: 'track.lay', geometry: 'straight', hand: 'none', placement: target, variant: 0, }); assert.ok(r.ok, `extending onto the Limits should be legal (attempt ${n + 1})`); } const onRunning = [...area.grid.entries()] .map(([k, c]) => ({ col: Number(k.split(',')[1]), kind: c.geometry.kind })) .filter((x) => !Number.isNaN(x.col)); const limits = onRunning.filter((x) => x.kind === 'limits').map((x) => x.col).sort((a, b) => a - b); const cols = onRunning.map((x) => x.col); assert.equal(limits.length, 2, 'there must be exactly two Limits signs'); assert.equal(limits[0], Math.min(...cols), 'the west sign must be the westernmost card'); assert.equal(limits[1], Math.max(...cols), 'the east sign must be the easternmost card'); }); }); describe("a train is made up to its card's consist (§8.2)", () => { it('takes a caboose when the card calls for one, and refuses a fourth freight car', () => { // Train 9 "Heavy Freight" is freight 3 + caboose 1. It was being made up with FOUR hoppers and // no caboose, because placeCar checked only MAX_CONSIST and yard availability. const s = game(); s.clock.phase = 'newTrain'; s.trays.set('t', { id: 't', trainNumber: 9, trainIsExtra: false, engineFront: true, consist: [], direction: 'west', position: { at: 'divisionPoint', side: 'east' }, movesUsed: 0, }); for (let n = 0; n < 3; n++) { const r = applyIntent(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'hopper', loaded: true }); assert.ok(r.ok, `hopper ${n + 1} of 3 should be accepted`); } assert.equal( check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'hopper', loaded: true }), 'NO_SUITABLE_CAR', 'a fourth freight car exceeds the card', ); assert.equal( check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'coach', loaded: true }), 'NO_SUITABLE_CAR', 'this card carries no coaches', ); assert.equal( check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'caboose', loaded: true }), null, 'the card calls for a caboose', ); }); it('couples nothing behind the caboose', () => { // §A.3 — the caboose rides last. const s = game(); s.clock.phase = 'newTrain'; s.trays.set('t', { id: 't', trainNumber: 9, trainIsExtra: false, engineFront: true, consist: [{ type: 'caboose', loaded: true }], direction: 'west', position: { at: 'divisionPoint', side: 'east' }, movesUsed: 0, }); assert.equal( check(s, 0, { type: 'newTrain.placeCar', trayId: 't', carType: 'hopper', loaded: true }), 'NO_SUITABLE_CAR', ); }); });