/** * Plain-English narration for the replay viewer. * * Two jobs, and the second matters more than it looks: * * 1. `narrate()` — turn each engine event into a sentence a person can read. * 2. `impediments()` — say what is currently BLOCKED and why. * * Actions are easy to show. Blocked states are what diagnosis actually needs: the open questions * are all of the form "why is nothing happening?" — why is a train at the Office only 18% of * Stages, why do Laborers sit idle, why does a facility stop working. A log of things that did * happen answers none of those. * * The impediment checks call the engine's own predicates rather than reimplementing them, so the * panel cannot drift from the rules. */ import { adTrackCount, coordKey } from '../engine/state.ts'; import type { GameState, GridCoord, RollingStock, TrayId } from '../engine/state.ts'; import { canAdvanceLoad, canStartLoad, facilityCarType, laborersLeft, portersLeft } from '../engine/apply.ts'; import type { GameEvent } from '../engine/events.ts'; // --------------------------------------------------------------------------- // Small formatters // --------------------------------------------------------------------------- const CLOCK: readonly string[] = [ 'Midnight', '2:00 AM', '4:00 AM', '6:00 AM', '8:00 AM', '10:00 AM', 'Noon', '2:00 PM', '4:00 PM', '6:00 PM', '8:00 PM', '10:00 PM', ]; export function clockTime(stage: number): string { return CLOCK[stage - 1] ?? `Stage ${stage}`; } export function carLabel(c: RollingStock): string { // A caboose carries the crew, not freight, so "loaded caboose" is nonsense on the page even // though the supply marks every caboose loaded. Name it plainly. if (c.type === 'caboose') return 'caboose'; return `${c.loaded ? 'loaded' : 'empty'} ${c.type}`; } export function carsLabel(cars: RollingStock[]): string { if (cars.length === 0) return 'nothing'; return cars.map(carLabel).join(', '); } const at = (c: GridCoord): string => `(${c.row},${c.col})`; const BOX_NAMES = ['MEN', 'AT', 'WORK'] as const; const boxName = (i: number): string => BOX_NAMES[i] ?? `box ${i}`; export function phaseLabel(phase: string): string { switch (phase) { case 'localOps': return 'Local Operations'; case 'newTrain': return 'New Train'; case 'mainline': return 'Mainline'; case 'loadUnload': return 'Load / Unload'; case 'shiftChange': return 'Shift Change'; default: return phase; } } // --------------------------------------------------------------------------- // Event narration // --------------------------------------------------------------------------- export type Narration = { text: string; /** Colours the line in the viewer. */ tone: 'plain' | 'good' | 'bad' | 'clock' | 'quiet'; /** Board cell to highlight, if the event happened somewhere. */ where?: GridCoord; }; /** * Every member of `GameEvent` must produce a specific sentence. A test asserts the fallback is * never reached, so adding an event type without narrating it fails the build rather than quietly * degrading the replay. */ export type NarrateContext = { /** Resolves a card id to something a person can read, e.g. "Mine Tipple" or "Train 8". */ cardName?: (id: string) => string; /** * Resolves a Crew Tray id to the train riding it. Without this the §8.1 clearance question read * "may tray2 follow tray3 into the next Subdivision?" — the most consequential decision in the * game, phrased in internal identifiers. */ trainName?: (trayId: TrayId) => string; }; export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration { const card = (id: string): string => ctx.cardName?.(id) ?? 'a card'; const train = (id: TrayId): string => ctx.trainName?.(id) ?? String(id); switch (e.type) { // -- clock case 'stageBegan': return { tone: 'clock', text: `── Day ${e.day}, Stage ${e.stage} — ${clockTime(e.stage)} ──` }; case 'phaseBegan': return { tone: 'quiet', text: `${phaseLabel(e.phase)}` }; case 'actorChanged': return { tone: 'quiet', text: e.player === null ? 'No player acts — automatic phase' : `Player ${e.player} to act`, }; // -- local operations case 'localOpsOptionChosen': return { tone: 'plain', text: e.option === 'switch' ? 'Chose to SWITCH — six Moves to shunt cars around the yard. Watch the crew chip on the grid: it carries its consist with it, and cars it passes over are coupled automatically.' : e.option === 'draw' ? 'Chose to DRAW a card' : 'Chose FREIGHT AGENT work — one car moved to or from a facility', }; case 'trayMoved': return { tone: 'plain', where: e.to, text: `CREW moved ${at(e.from)} → ${at(e.to)} — ${e.movesRemaining} of 6 Moves left. The crew chip on the grid carries the whole train with it.`, }; case 'carsCoupled': return { tone: 'plain', where: e.at, text: `Coupled ${e.stock.length} car(s) at ${at(e.at)} ${e.toNose ? 'ONTO THE NOSE' : 'behind the train'}` + `: ${carsLabel(e.stock)}`, }; case 'consistSorted': return { tone: 'good', where: e.at, text: `SMALL YARD — consist re-ordered from [${carsLabel(e.before)}] to [${carsLabel(e.after)}], so the right car is now on the end and can be spotted`, }; case 'carsDropped': return { tone: 'plain', where: e.at, text: `Dropped ${carsLabel(e.stock)} at ${at(e.at)}`, }; // -- cards case 'cardDrawn': return { tone: 'plain', text: e.source === 'homeOffice' ? `Drew ${card(e.cardId)} from the Home Office deck` : `Took ${card(e.cardId)} from Department slot ${(e.slot ?? 0) + 1}`, }; case 'cardPlayed': return { tone: 'plain', ...(e.placement ? { where: e.placement } : {}), text: e.placement ? `Played ${card(e.cardId)} onto ${at(e.placement)}` : `Played ${card(e.cardId)}`, }; case 'mainlineModified': return { tone: 'plain', text: e.became ? `Realignment: Mainline card ${e.node} converted to ${e.became}` : `Played ${e.key} on Mainline card ${e.node}`, }; case 'redFlagsSet': return { tone: 'good', text: `Red Flags set out to protect train ${e.trayId} on Mainline card ${e.node} — an approaching train must stop`, }; case 'flyingSwitch': return { tone: 'good', where: e.to, text: `Flying Switch — ${e.stock.length} car(s) cut loose and rolled into the industry at ${at(e.to)} without the engine entering`, }; case 'trackLaid': return { tone: 'plain', where: e.at, text: `Laid ${e.hand === 'none' ? '' : e.hand + '-hand '}${e.geometry} track at ${at(e.at)} — ${e.remaining} left in the supply`, }; case 'officeUpgraded': return { tone: 'good', text: `OFFICE UPGRADED — ${e.from} → ${e.to}` }; case 'cardDiscarded': return { tone: 'quiet', text: `Discarded ${card(e.cardId)} face-up to Department slot ${e.toSlot + 1}`, }; case 'deckReshuffled': return { tone: 'quiet', text: 'Home Office deck ran out — Salvage Yard reshuffled back in' }; case 'departmentRefilled': return { tone: 'quiet', text: `Department slot ${e.slot + 1} refilled with ${card(e.cardId)}`, }; // -- train lifecycle case 'extraQueued': return { tone: 'good', text: `Extra X${e.trainNumber} played — it is NOT scheduled; it runs once as soon as a Crew Tray frees up, then its card is gone`, }; case 'enhancementPlaced': return { tone: 'good', where: e.at, text: `ENHANCEMENT built: ${e.key.replace(/([A-Z])/g, ' $1')} at ${at(e.at)}`, }; case 'secondSectionOrdered': return { tone: 'bad', text: `SECOND SECTION ordered on Train ${e.trainNumber} — an identical train will run right behind it, which forces the Superintendent to rule on a following train (§8.1)`, }; case 'trainMadeUp': return { tone: 'good', text: `${e.isExtra ? `EXTRA X${e.trainNumber}` : `TRAIN ${e.trainNumber}`} MADE UP at the ${e.at}, running ${e.direction} — crew assigned, now taking cars`, }; case 'trainHeld': return { tone: 'bad', text: `Train ${e.trainNumber} was due out but is HELD — ${e.reason}`, }; case 'trainHighballed': return { tone: 'plain', text: `Train ${e.trainNumber} HIGHBALLED — departed ${e.from} onto ${e.to}`, }; case 'trainArrived': return { tone: 'plain', text: `Train ${e.trainNumber} ARRIVED at the ${e.office} carrying ${carsLabel(e.consist)} — it will highball again next Mainline Phase, so any work must happen now`, }; case 'trainDiverted': return { tone: 'good', text: `Train ${e.trainNumber} DIVERTED to ${e.to} — ${e.reason}`, }; case 'trainCompleted': return { tone: 'quiet', text: `Train ${e.trainNumber} finished its run and left the Division carrying ` + `${carsLabel(e.consist)} — the crew is free again`, }; // -- freight agent case 'stockToOutbound': return { tone: 'plain', where: e.at, text: `Freight Agent put a ${carLabel(e.stock)} into the green Outbound box at ${at(e.at)}`, }; case 'inboundCleared': return { tone: 'plain', where: e.at, text: `Freight Agent cleared a ${carLabel(e.stock)} from the red Inbound box at ${at(e.at)}`, }; case 'facilityUnjammed': return { tone: 'bad', where: e.at, text: `UNJAMMED ${at(e.at)} — pulled a ${carLabel(e.stock)} out of ${e.from} to free the facility`, }; // -- trains case 'trainScheduled': { // §7 — roll 1D12 for the slot; if it is taken, work down the column. Reporting only the roll // makes a bumped train look like an arithmetic error. const bumped = e.slot + 1 !== e.roll; return { tone: 'good', text: bumped ? `Train ${e.trainNumber} SCHEDULED at Stage ${e.slot + 1} — rolled ${e.roll}, but Stage ${e.roll} was already taken, so it moved down the column to the next free Stage (§7)` : `Train ${e.trainNumber} SCHEDULED to depart at Stage ${e.slot + 1} (rolled ${e.roll}) — it will run at this time EVERY Day from now on`, }; } case 'carPlacedOnTrain': return { tone: 'plain', text: `Added a ${carLabel(e.stock)} to the train being made up` }; case 'carPassed': return { tone: 'quiet', text: 'Passed — no suitable car in the Division Yard' }; case 'dispatchBonusUsed': return { tone: 'good', text: `${e.key.toUpperCase()} used (+${e.bonus}) — Train ${e.trainNumber} wins the meet against Train ${e.againstTrain}, which now counts as number ${e.againstTrain + e.bonus}. Once a Day only.`, }; case 'trainsDestroyed': { // Say what hit what, where, and what was written off. "COLLISION: NO FREE A/D TRACK" told a // player the score had changed and nothing else. const why = e.reason === 'no free A/D track' ? `it arrived at ${e.where} with every A/D track already occupied — there was nowhere to put it (§8.3)` : e.reason === 'cars fouling the Running Track' ? `it ran into cars left standing on ${e.where} between the Limits and the Office (§8.3)` : e.reason; const wrecked = e.trains .map((t) => `${t.label} (${t.consist.length ? carsLabel(t.consist) : 'no cars'})`) .join(' and '); return { tone: 'bad', text: `COLLISION — ${wrecked} destroyed: ${why}. Engines and cabooses go back to the Division ` + `Yard, all other cars to the Classification Yard (§10). A Timetabled train card returns ` + `to its slot and runs again next Day; an Extra is gone for good.`, }; } case 'clearanceRequested': return { tone: 'bad', text: `SUPERINTENDENT MUST RULE (§8.1): ${train(e.trainId)} wants to enter the Mainline card ` + `that ${train(e.occupiedBy)} is still crossing. Allow it and ${train(e.trainId)} may run ` + `into the back of ${train(e.occupiedBy)} — a collision costs 5 Revenue. Hold it and it ` + `waits where it is, losing time but safe.`, }; case 'clearanceGiven': return { tone: e.allow ? 'bad' : 'plain', text: e.allow ? `Clearance GRANTED — ${train(e.trainId)} follows into the occupied Subdivision` : `Clearance DENIED — ${train(e.trainId)} holds where it is`, }; // -- passengers // §9.2 — "One Porter will allow you to do any ONE of the following actions", so a Depot with a // single Porter works exactly one coach per Stage. That is a limit, not a bug. case 'passengersBoarded': return { tone: 'good', where: e.at, text: `Porter boarded passengers at ${at(e.at)} — one coach per Porter per Stage (§9.2)`, }; case 'passengersDetrained': return { tone: 'good', where: e.at, text: `Porter de-trained passengers at ${at(e.at)} — one coach per Porter per Stage (§9.2)`, }; // -- freight pipeline case 'loadStarted': return { tone: 'plain', where: e.at, text: `Laborer moved a ${e.carType} load from the green box onto MEN`, }; case 'loadAdvanced': return { tone: 'plain', where: e.at, text: `Laborer advanced the load ${boxName(e.fromBox)} → ${boxName(e.toBox)}`, }; case 'loadCompleted': return { tone: 'good', where: e.at, text: `LOAD FINISHED — ${e.carType} loaded onto the spotted car`, }; case 'unloadBegan': return { tone: 'plain', where: e.at, text: `Laborer began unloading a ${e.carType} — load lifted onto WORK`, }; case 'unloadCompleted': return { tone: 'good', where: e.at, text: `UNLOAD FINISHED — ${e.carType} delivered into the red Inbound box`, }; // -- consequences case 'revenueChanged': return e.delta < 0 ? { tone: 'bad', text: `${e.reason.toUpperCase()} · ${e.delta} Revenue (now ${e.total})` } : { tone: 'good', text: `+${e.delta} Revenue (now ${e.total}) — ${e.reason}` }; case 'phaseEnded': return { tone: 'quiet', text: `Player ${e.player} finished ${phaseLabel(e.phase)}` }; } } /** Events that change nothing a viewer can see. Skipped when capturing frames. */ export function isVisible(e: GameEvent): boolean { return e.type !== 'actorChanged'; } /** * A phase that ended with nothing done needs saying so explicitly. "Player 0 finished Load/Unload" * with no preceding action reads as a gap in the replay when it is actually the game reporting that * there was no work available. */ export function idleNote(phase: string): string { switch (phase) { case 'loadUnload': return 'Nothing to do this Load/Unload — no load ready to advance, and no train at the platform with passengers to work.'; case 'localOps': return 'Nothing useful to do this Local Operations.'; default: return `Nothing to do this ${phaseLabel(phase)}.`; } } // --------------------------------------------------------------------------- // Impediments — "why is nothing happening?" // --------------------------------------------------------------------------- export type Impediment = { where: string; why: string; severity: 'stuck' | 'waiting' | 'risk' }; /** * Everything currently preventing progress. Derived live from engine predicates, never cached. * * This is the panel that should answer the standing questions: whether facilities jam, whether * trains are held for want of a crew, whether the Office is about to cause a collision. */ export function impediments(s: GameState, player = 0): Impediment[] { const out: Impediment[] = []; const area = s.officeAreas.get(player); if (!area) return out; for (const [key, card] of area.grid) { const f = card.facility; if (!f || f.kind !== 'freight') continue; const name = card.geometry.kind === 'facility' ? card.geometry.facility : 'facility'; const want = facilityCarType(f); // A load that cannot move, with Laborers standing by, is the worst state a facility reaches: // it also strips the industry track of Operational Rail status (§9.3), so no car can be // brought in to rescue it. for (let box = 0; box < f.menAtWork.length; box++) { const load = f.menAtWork[box]; if (!load || canAdvanceLoad(f, box)) continue; const reason = laborersLeft(f) < 1 ? 'all Laborers already used this Stage' : load.dir === 'out' ? `no empty ${want} spotted to load onto` : 'red Inbound box is full'; out.push({ where: `${name} ${key}`, why: `load STUCK on ${boxName(box)} — ${reason}`, severity: laborersLeft(f) < 1 ? 'waiting' : 'stuck', }); } if (f.outboundBox.length > 0 && !canStartLoad(f) && laborersLeft(f) > 0) { out.push({ where: `${name} ${key}`, why: 'green box has a load but MEN is occupied', severity: 'waiting', }); } if (f.allows.outbound && f.outboundBox.length === 0) { out.push({ where: `${name} ${key}`, why: 'green box empty — nothing to load (needs a Freight Agent action)', severity: 'waiting', }); } if (f.industryTrack.cars.length >= f.industryTrack.length) { out.push({ where: `${name} ${key}`, why: `industry track full (${f.industryTrack.length} cars) — no room to spot another`, severity: 'stuck', }); } } // Trains held for want of a Crew Tray (§7) — the scarcity mechanic, made visible. const due = s.timetable[s.clock.stage - 1]; if (due !== null && due !== undefined && s.freeTrays.length === 0) { out.push({ where: `Train ${due}`, why: 'due to depart but HELD — no free Crew Tray', severity: 'stuck', }); } // A full Office means the next arrival is an automatic collision (Gap 2d). const cap = adTrackCount(s, player); if (area.adOccupancy.length >= cap) { out.push({ where: 'Office', why: `all ${cap} A/D track(s) occupied — the next arrival COLLIDES`, severity: 'risk', }); } if (s.clock.pendingDecision) { out.push({ where: 'Superintendent', why: 'must rule on a following-train clearance before the Mainline Phase continues', severity: 'waiting', }); } return out; } /** A one-line summary of where every train currently is. */ export function trainPositions(s: GameState): { id: TrayId; label: string; where: string }[] { const out: { id: TrayId; label: string; where: string }[] = []; for (const [id, tray] of s.trays) { const label = tray.trainNumber === null ? 'local crew' : `Train ${tray.trainIsExtra ? 'X' : ''}${tray.trainNumber}`; let where: string; switch (tray.position.at) { case 'divisionPoint': where = `${tray.position.side === 'west' ? 'West' : 'East'} Division Point`; break; case 'mainline': where = `Mainline card ${tray.position.index}`; break; case 'grid': where = `Office Area ${at(tray.position.coord)}`; break; } out.push({ id, label, where }); } return out; } export { coordKey };