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station-master/test/enhancements.test.ts
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/**
* Enhancement cards (implications.md §7).
*
* These are the 18 cards that make up the largest block of the "third of the deck that does
* nothing". Several change core loops — Small Yard makes the facing-point switching puzzle
* solvable at all, and ABS Signals amends Gap 2's unconditional collisions.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { advance } from '../src/engine/advance.ts';
import { applyIntent, areaOf, check, hasDistrictEnhancement, isProtectedFromDerail } from '../src/engine/apply.ts';
import { ENHANCEMENT_RULES, enhancementRule, trainProfile } 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, subdivisions } from '../src/engine/state.ts';
const config: GameConfig = {
mode: 'solitaire',
victory: 'highestAfterDays',
length: 'standard',
optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false },
};
const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, playerNames: ['p'] });
const at = (row: number, col: number): GridCoord => ({ row, col });
const straight = (): TrackCard => ({
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true,
standing: [],
facility: null,
modifiers: [],
enhancements: [],
});
function addCard(s: GameState, coord: GridCoord, card: TrackCard): void {
areaOf(s, 0).grid.set(coordKey(coord), card);
}
/** Puts an enhancement card in hand and returns its id. */
function handEnhancement(s: GameState, key: string): string {
for (const [id, card] of s.cards) {
if (card.kind.kind === 'enhancement' && card.kind.key === key) {
s.decks.hands.set(0, [id]);
return id;
}
}
throw new Error(`no enhancement card: ${key}`);
}
/** Puts a specific track card in hand and returns its id. */
function trackInHand(s: GameState, geometry: string, hand: string): string {
for (const [id, card] of s.cards) {
const k = card.kind as { kind: string; geometry?: string; hand?: string };
if (k.kind === 'track' && k.geometry === geometry && k.hand === hand) {
s.decks.hands.set(0, [id]);
return id;
}
}
throw new Error(`no track card: ${geometry}/${hand}`);
}
function placeTray(s: GameState, coord: GridCoord, consist: TrackCard['standing'] = []): string {
const id = s.freeTrays.pop()!;
s.trays.set(id, {
id, trainNumber: 9, trainIsExtra: false, engineAt: 0,
consist, direction: 'east', position: { at: 'grid', owner: 0, coord }, movesUsed: 0,
});
return id;
}
// ---------------------------------------------------------------------------
describe('enhancement placement', () => {
it('defines a rule for every enhancement card', () => {
assert.equal(ENHANCEMENT_RULES.length, 10);
for (const r of ENHANCEMENT_RULES) assert.ok(enhancementRule(r.key), r.key);
});
it('puts Interlocking on a Running Track straight, not a Secondary one', () => {
const s = game();
addCard(s, at(0, 2), straight());
addCard(s, at(-1, 0), straight());
const id = handEnhancement(s, 'interlocking');
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
assert.equal(check(s, 0, { type: 'card.play', cardId: id, placement: at(0, 2) }), null);
assert.equal(check(s, 0, { type: 'card.play', cardId: id, placement: at(-1, 0) }), 'NOT_CONNECTED');
});
it('puts Small Yard on a Secondary Track straight, not the Running Track', () => {
const s = game();
addCard(s, at(0, 2), straight());
addCard(s, at(-1, 0), straight());
const id = handEnhancement(s, 'smallYard');
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
assert.equal(check(s, 0, { type: 'card.play', cardId: id, placement: at(-1, 0) }), null);
assert.equal(check(s, 0, { type: 'card.play', cardId: id, placement: at(0, 2) }), 'NOT_CONNECTED');
});
it('stacks Telephone on Telegraph and Radio on Telephone, never bare', () => {
const s = game();
addCard(s, at(0, 2), straight());
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
const phone = handEnhancement(s, 'telephone');
assert.equal(check(s, 0, { type: 'card.play', cardId: phone, placement: at(0, 2) }), 'NOT_CONNECTED');
const tel = handEnhancement(s, 'telegraph');
assert.ok(applyIntent(s, 0, { type: 'card.play', cardId: tel, placement: at(0, 2) }).ok);
const phone2 = handEnhancement(s, 'telephone');
assert.equal(check(s, 0, { type: 'card.play', cardId: phone2, placement: at(0, 2) }), null);
});
it('will not stack two straight-placed enhancements on one card', () => {
// A straight-placed Enhancement REPLACES the straight — its printed placement is "any Running
// Track Straight", so the card goes down in place of it and what stands there afterwards is an
// Interlocking, not a straight carrying one. A second such card has no straight left to take.
// This was unchecked, because an enhancement only pushes a string onto `enhancements[]` and
// leaves the geometry alone: one straight could hold Interlocking, Telegraph and a Water Column
// at once.
const s = game();
addCard(s, at(0, 2), straight());
addCard(s, at(0, 3), straight());
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
const lock = handEnhancement(s, 'interlocking');
assert.ok(applyIntent(s, 0, { type: 'card.play', cardId: lock, placement: at(0, 2) }).ok);
for (const key of ['telegraph', 'waterColumn'] as const) {
const id = handEnhancement(s, key);
assert.equal(
check(s, 0, { type: 'card.play', cardId: id, placement: at(0, 2) }),
'NOT_CONNECTED',
`${key} was stacked on top of an Interlocking`,
);
// The bare straight next door is still a legal home for it.
assert.equal(
check(s, 0, { type: 'card.play', cardId: id, placement: at(0, 3) }), null,
`${key} should still be playable on a straight that carries nothing`,
);
}
// And a turnout cannot upgrade it either — the straight it would replace is no longer there.
assert.equal(
check(s, 0, { type: 'card.play', cardId: trackInHand(s, 'turnout', 'right'), placement: at(0, 2), variant: 0 }),
'UPGRADE_ENHANCED',
'a turnout was laid over a built Interlocking',
);
});
it('requires an Interlocking in the district before Facing Point Locks', () => {
const s = game();
addCard(s, at(0, 2), straight());
applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
const fpl = handEnhancement(s, 'facingPointLocks');
assert.equal(check(s, 0, { type: 'card.play', cardId: fpl, placement: at(0, 2) }), 'NOT_CONNECTED');
const lock = handEnhancement(s, 'interlocking');
applyIntent(s, 0, { type: 'card.play', cardId: lock, placement: at(0, 2) });
const fpl2 = handEnhancement(s, 'facingPointLocks');
assert.equal(check(s, 0, { type: 'card.play', cardId: fpl2, placement: at(0, 2) }), null);
assert.ok(isProtectedFromDerail(areaOf(s, 0)) === false, 'not protected until actually played');
});
});
// ---------------------------------------------------------------------------
describe('Small Yard — the card that makes switching solvable', () => {
function yardGame() {
const s = game();
const yard = at(-1, 0);
const card = straight();
card.enhancements.push('smallYard');
addCard(s, yard, card);
const tray = placeTray(s, yard, [
{ type: 'boxcar', loaded: false },
{ type: 'hopper', loaded: true },
{ type: 'coach', loaded: false },
]);
applyIntent(s, 0, { type: 'localOps.choose', option: 'switch' });
return { s, tray, yard };
}
it('re-orders a consist, including bringing a buried car to the end', () => {
// §A.3 forces cars off in seated order, so without this the middle car can never be spotted.
const { s, tray } = yardGame();
const r = applyIntent(s, 0, { type: 'switch.sortConsist', trayId: tray, order: [0, 2, 1] });
assert.ok(r.ok);
assert.deepEqual(
s.trays.get(tray)!.consist.map((c) => c.type),
['boxcar', 'coach', 'hopper'],
'the hopper is now on the droppable end',
);
});
it('costs one Move — "spends one move in the yard"', () => {
const { s, tray } = yardGame();
const before = s.turn.movesRemaining;
applyIntent(s, 0, { type: 'switch.sortConsist', trayId: tray, order: [2, 1, 0] });
assert.equal(s.turn.movesRemaining, before - 1);
});
it('is refused anywhere without a Small Yard', () => {
const s = game();
addCard(s, at(-1, 0), straight());
const tray = placeTray(s, at(-1, 0), [
{ type: 'boxcar', loaded: false },
{ type: 'hopper', loaded: true },
]);
applyIntent(s, 0, { type: 'localOps.choose', option: 'switch' });
assert.equal(
check(s, 0, { type: 'switch.sortConsist', trayId: tray, order: [1, 0] }),
'NOT_CONNECTED',
);
});
it('refuses an order that is not a permutation of the consist', () => {
const { s, tray } = yardGame();
for (const bad of [[0, 1], [0, 1, 1], [0, 1, 5]]) {
assert.equal(
check(s, 0, { type: 'switch.sortConsist', trayId: tray, order: bad }),
'CONSIST_ORDER',
`accepted ${JSON.stringify(bad)}`,
);
}
});
});
// ---------------------------------------------------------------------------
describe('Interlocking and Yard Office relieve the Office', () => {
function inbound(s: GameState, consist: TrackCard['standing']) {
const id = 'inbound';
s.trays.set(id, {
id, trainNumber: 9, trainIsExtra: false, engineAt: 0,
consist, direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
});
const ml = s.division.nodes[1];
if (ml?.kind === 'mainline') {
// Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition
// would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
// `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here.
ml.card = 'plains';
ml.transits.push({ tray: id, stagesRemaining: 1, stagesTotal: 1, direction: 'east' });
}
s.clock.phase = 'mainline';
s.movedThisPhase = new Set();
return id;
}
it('holds a train at the Limits instead of colliding when the Office is full', () => {
// Gap 2d made a full Office an automatic collision. Interlocking is the designed answer.
const s = game();
const card = straight();
card.enhancements.push('interlocking');
addCard(s, at(0, 2), card);
areaOf(s, 0).adOccupancy = ['blocker'];
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
advance(s);
assert.equal(s.players[0]!.revenue, 0, 'no collision penalty');
assert.ok(areaOf(s, 0).heldAtLimits.includes(id), 'train is held at the Limits');
});
it('still collides without an Interlocking', () => {
const s = game();
areaOf(s, 0).adOccupancy = ['blocker'];
inbound(s, [{ type: 'hopper', loaded: true }]);
advance(s);
assert.equal(s.players[0]!.revenue, -5);
});
it('diverts a coachless train to the Yard Office', () => {
const s = game();
const card = straight();
card.enhancements.push('yardOffice');
addCard(s, at(-1, 0), card);
const id = inbound(s, [{ type: 'hopper', loaded: true }]);
advance(s);
const pos = s.trays.get(id)!.position;
assert.ok(pos.at === 'grid' && pos.coord.row === -1, 'arrived at the Yard Office');
assert.ok(!areaOf(s, 0).adOccupancy.includes(id), 'did not take an A/D track');
});
it('does not divert a train carrying coaches', () => {
// "An inbound train with NO COACHES" — passengers must reach the Train Order Office.
const s = game();
const card = straight();
card.enhancements.push('yardOffice');
addCard(s, at(-1, 0), card);
const id = inbound(s, [{ type: 'coach', loaded: true }]);
advance(s);
assert.ok(areaOf(s, 0).adOccupancy.includes(id), 'a coach train must use the Office');
});
});
// ---------------------------------------------------------------------------
describe('ABS Signals amend the collision rule', () => {
it('turns a following-train judgment into a plain hold', () => {
// "Trains on this card will not rear-end each other. They will stop short of a collision."
const s = game();
const ml = s.division.nodes[1];
if (ml?.kind === 'mainline') {
// Pin the terrain — see the meet tests below. Double Track and Uncontrolled Siding let trains
// pass, so the following train would never be held and there would be nothing for ABS to do.
ml.card = 'plains';
ml.absSignals = true;
ml.transits.push({ tray: 'ahead', stagesRemaining: 2, stagesTotal: 2, direction: 'east' });
}
s.trays.set('ahead', {
id: 'ahead', trainNumber: 4, trainIsExtra: false, engineAt: 0,
consist: [], direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
});
s.trays.set('behind', {
id: 'behind', trainNumber: 2, trainIsExtra: false, engineAt: 0,
consist: [], direction: 'east', position: { at: 'divisionPoint', side: 'west' }, movesUsed: 0,
});
s.clock.phase = 'mainline';
s.movedThisPhase = new Set();
const r = advance(s);
assert.equal(r.needsInput, false, 'no clearance decision is needed with signals');
assert.equal(s.clock.pendingDecision, null);
assert.deepEqual(s.trays.get('behind')!.position, { at: 'divisionPoint', side: 'west' });
});
});
// ---------------------------------------------------------------------------
describe('one Revenue for every train that clears your section', () => {
/** A train sitting on the A/D track, made up and ready to highball. */
const readyToLeave = (s: GameState, direction: 'east' | 'west' = 'east'): string => {
const id = 'leaving';
s.trays.set(id, {
id, trainNumber: 2, trainIsExtra: false, engineAt: 0,
consist: [], direction, position: { at: 'grid', owner: 0, coord: areaOf(s, 0).officeCoord },
movesUsed: 0,
});
areaOf(s, 0).adOccupancy.push(id);
for (const n of s.division.nodes) if (n.kind === 'mainline') n.card = 'plains';
s.clock.phase = 'mainline';
s.movedThisPhase = new Set();
return id;
};
it('pays the owner when a train departs onto the Mainline', () => {
const s = game();
const before = s.players[0]!.revenue;
readyToLeave(s, 'east');
const r = advance(s);
assert.equal(s.players[0]!.revenue, before + 1, 'clearing a train earned nothing');
assert.ok(
r.events.some((e) => e.type === 'revenueChanged' && e.reason === 'a train cleared your section'),
'no revenue event was emitted for the departure',
);
// Paid ONCE. Running off the end of the Division later is not a second departure — that far
// Division Point belongs to whoever is seated at it.
const after = s.players[0]!.revenue;
for (let i = 0; i < 8; i++) { s.movedThisPhase = new Set(); s.clock.phase = 'mainline'; advance(s); }
assert.equal(s.players[0]!.revenue, after, 'the same train was paid for a second time on its way out');
});
it('pays nothing for a local crew, which is switching rather than departing', () => {
const s = game();
const before = s.players[0]!.revenue;
const id = readyToLeave(s, 'east');
s.trays.get(id)!.trainNumber = null;
advance(s);
assert.equal(s.players[0]!.revenue, before, 'a switching crew was paid as though it had cleared the section');
});
});
// ---------------------------------------------------------------------------
describe('§8.1 — a train that just arrived from the mainline stops for the Stage', () => {
/**
* "The train did not just initially arrive from a mainline card at the Office this Stage."
*
* This holds today, but only as a SIDE EFFECT: the Mainline Phase visits each train once per Stage
* in numeric order, so a train that spends its visit arriving has no visit left to depart with.
* Nothing states the rule, which makes it exactly the kind of property a later change to the loop
* would break in silence. These pin it.
*
* It is also what gives the printed **Expedite** rule something to do — an Expedited train is
* granted a second `moveTrain` in the same phase precisely because the general rule forbids it.
*/
const arriving = (s: GameState, trainNumber: number, isExtra = false): string => {
const id = 'arriving';
s.trays.set(id, {
id, trainNumber, trainIsExtra: isExtra, engineAt: 0,
consist: [], direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
});
const ml = s.division.nodes[1];
if (ml?.kind === 'mainline') {
ml.card = 'plains';
// One Stage left to run, so this Stage it rolls off the card and into the Office.
ml.transits.push({ tray: id, stagesRemaining: 1, stagesTotal: 1, direction: 'east' });
}
s.clock.phase = 'mainline';
s.movedThisPhase = new Set();
return id;
};
it('does not depart the Stage it rolls in', () => {
const s = game();
const id = arriving(s, 9);
assert.notEqual(trainProfile(9, false)?.rules.expedite, true, 'train 9 must NOT be an Expedite train');
advance(s);
assert.ok(areaOf(s, 0).adOccupancy.includes(id), 'the train did not arrive at the Office at all');
assert.equal(
s.trays.get(id)!.position.at, 'grid',
'the train departed again in the same Stage it arrived from a mainline card',
);
});
it('unless its card prints Expedite, which exists to override exactly this', () => {
// Q3. Train 3 prints `expedite`, so it arrives and departs in one Stage — still subject to the
// rest of §8.1, which is why the clearance path is re-entered rather than skipped.
const s = game();
assert.equal(trainProfile(3, false)?.rules.expedite, true, 'train 3 should be an Expedite train');
const id = arriving(s, 3);
advance(s);
assert.equal(
s.trays.get(id)!.position.at, 'mainline',
'an Expedite train should leave again the Stage it arrives',
);
});
});
// ---------------------------------------------------------------------------
describe('§8.1 asks about the next Subdivision, not the next card', () => {
/**
* "If there is a train in the next Subdivision moving towards the considered train, the considered
* train will not depart." This used to inspect only the card being entered, so a train ran headlong
* into a Subdivision an opposing train was two cards deep in and was stopped only when they met.
*
* At game start every Office is a Whistle Post — not a Control Point — so the whole railroad is ONE
* Subdivision: nodes [1, 2, 3] between the two Division Points. That is what makes early traffic so
* constrained, and each upgrade to a Control Point splits it and buys capacity back.
*/
const facingTrainOn = (s: GameState, index: number): void => {
// EVERY Mainline card is pinned, not just the one the facing train stands on: Double Track and
// Uncontrolled Siding print "trains may pass", so terrain anywhere in the Subdivision can clear
// the departure. Terrain is dealt from the same RNG stream as the cards, so leaving any of it to
// the seed makes this luck — which is exactly how it broke when the deck composition changed.
for (const n of s.division.nodes) if (n.kind === 'mainline') n.card = 'plains';
const ml = s.division.nodes[index];
if (ml?.kind === 'mainline') {
ml.transits.push({ tray: 'facing', stagesRemaining: 2, stagesTotal: 2, direction: 'west' });
}
s.trays.set('facing', {
id: 'facing', trainNumber: 4, trainIsExtra: false, engineAt: 0,
consist: [], direction: 'west', position: { at: 'mainline', index }, movesUsed: 0,
});
s.trays.set('considered', {
id: 'considered', trainNumber: 2, trainIsExtra: false, engineAt: 0,
consist: [], direction: 'east', position: { at: 'divisionPoint', side: 'west' }, movesUsed: 0,
});
s.clock.phase = 'mainline';
s.movedThisPhase = new Set();
};
it('holds a train out of a Subdivision an opposing train is deep inside', () => {
const s = game();
assert.deepEqual(subdivisions(s), [[1, 2, 3]], 'the fixture assumes one Subdivision of three nodes');
// The facing train is on node 3 — NOT the card being entered, which is node 1.
facingTrainOn(s, 3);
const r = advance(s);
assert.equal(r.needsInput, false, 'an opposing train is an absolute bar, never a judgment call');
assert.equal(s.clock.pendingDecision, null);
assert.deepEqual(
s.trays.get('considered')!.position, { at: 'divisionPoint', side: 'west' },
'the train departed into a Subdivision already occupied by a train coming the other way',
);
});
it('ignores a train standing clear on Secondary Track in a Whistle Post district', () => {
// The last §8.1 condition: "if the Subdivision contains a Whistle Post yet a train is occupying
// Secondary Track there (i.e. clear of the Running Track), the Superintendent MUST Highball the
// train." The Office node sits inside this Subdivision, so a scan that counted everything in the
// group would have blocked on it. Only Mainline occupancy counts.
const s = game();
assert.deepEqual(subdivisions(s), [[1, 2, 3]], 'node 2 is the Office, inside the Subdivision');
addCard(s, at(-1, 0), straight());
placeTray(s, at(-1, 0));
s.trays.set('considered', {
id: 'considered', trainNumber: 2, trainIsExtra: false, engineAt: 0,
consist: [], direction: 'east', position: { at: 'divisionPoint', side: 'west' }, movesUsed: 0,
});
const ml = s.division.nodes[1];
if (ml?.kind === 'mainline') ml.card = 'plains';
s.clock.phase = 'mainline';
s.movedThisPhase = new Set();
advance(s);
assert.deepEqual(
s.trays.get('considered')!.position, { at: 'mainline', index: 1 },
'a train standing clear on Secondary Track held up the whole Subdivision',
);
});
it('still lets it go once a Control Point splits that Subdivision away', () => {
// The same position, with the Office upgraded to a Depot: node 2 becomes a boundary, so the
// facing train on node 3 is in a DIFFERENT Subdivision and no longer bars the departure.
const s = game();
areaOf(s, 0).tier = 'depot';
assert.deepEqual(subdivisions(s), [[1], [3]], 'a Control Point should split the Division in two');
facingTrainOn(s, 3);
advance(s);
assert.deepEqual(
s.trays.get('considered')!.position, { at: 'mainline', index: 1 },
'a train in another Subdivision must not hold this one at the Division Point',
);
});
});
// ---------------------------------------------------------------------------
describe('Telegraph, Telephone and Radio dispatch meets', () => {
function meet(s: GameState, device?: string) {
if (device) {
const card = straight();
card.enhancements.push(device);
addCard(s, at(0, 2), card);
}
// An oncoming senior train — §8.1 makes this an absolute bar without a device.
s.trays.set('oncoming', {
id: 'oncoming', trainNumber: 3, trainIsExtra: false, engineAt: 0,
consist: [], direction: 'west', position: { at: 'mainline', index: 1 }, movesUsed: 0,
});
const ml = s.division.nodes[1];
if (ml?.kind === 'mainline') {
// Pin the terrain. Mainline types are drawn from the shuffled deck, so deck composition would
// otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
// `trainsMayPass`, which legitimately removes the §8.1 bar this test is about.
ml.card = 'plains';
ml.transits.push({ tray: 'oncoming', stagesRemaining: 2, stagesTotal: 2, direction: 'west' });
}
s.trays.set('mine', {
id: 'mine', trainNumber: 9, trainIsExtra: false, engineAt: 0,
consist: [], direction: 'east', position: { at: 'divisionPoint', side: 'west' }, movesUsed: 0,
});
s.clock.phase = 'mainline';
s.movedThisPhase = new Set();
}
it('holds a facing train with no device — §8.1 stands', () => {
const s = game();
meet(s);
advance(s);
assert.deepEqual(s.trays.get('mine')!.position, { at: 'divisionPoint', side: 'west' });
});
it('lets a junior train win the meet with a Telegraph', () => {
// Train 9 against Train 3: +4 makes the other count as 7 — still senior. Radio's +12 wins.
const s = game();
meet(s, 'radio');
advance(s);
assert.equal(s.trays.get('mine')!.position.at, 'mainline', 'the meet was dispatched');
assert.ok(areaOf(s, 0).dispatchUsedToday.includes('radio'));
});
it('spends each device only once a Day', () => {
const s = game();
meet(s, 'radio');
advance(s);
assert.deepEqual(areaOf(s, 0).dispatchUsedToday, ['radio']);
// Reset happens at the Day boundary.
s.clock.stage = 12;
s.clock.phase = 'shiftChange';
advance(s);
assert.deepEqual(areaOf(s, 0).dispatchUsedToday, [], 'devices reset each Day');
});
it('gives Radio the largest bonus and Telegraph the smallest', () => {
assert.equal(enhancementRule('telegraph')!.dispatchBonus, 4);
assert.equal(enhancementRule('telephone')!.dispatchBonus, 8);
assert.equal(enhancementRule('radio')!.dispatchBonus, 12);
});
});
// ---------------------------------------------------------------------------
describe('defensive enhancements', () => {
it('reports district protection only once actually built', () => {
// These guard against opponent-directed cards, which a solitaire deck omits entirely (Q6).
const s = game();
assert.equal(isProtectedFromDerail(areaOf(s, 0)), false);
const card = straight();
card.enhancements.push('facingPointLocks');
addCard(s, at(0, 2), card);
assert.equal(isProtectedFromDerail(areaOf(s, 0)), true);
assert.equal(hasDistrictEnhancement(areaOf(s, 0), 'waterColumn'), false);
});
});