Four issues off the Gitea tracker, all of them things a player saw at the board. Reasoning for every item, and what was verified how: CHANGELOG.md. - Gitea#8: X22 Pee-Dee refused every caboose, including the one it was made up with, so setting it out stranded the train. All six cabooses are minted loaded because §2.2's "coloured is loaded, white is empty" doubles as a piece count in the supply table; one read of the flag took that literally. A caboose carries the crew, not freight, so it is never a load. - Gitea#10: a Day turns over inside the phases that run themselves, so it passes between one click and the next — and both transient signals fade before a player reading the board notices. A modal stops and waits, carrying the standings, the Days left and the combined target. Suppressed on the first frame, on Undo stepping back across a rollover, and on the Day the game ends. - Gitea#9, which SUPERSEDES Gitea#6 from three days ago: a Timetabled train may be tossed face-up to a Department slot, where a rival may pick it up — the second half of the ruling needed no code, since that is where every discard already goes. An Extra still may not. A New Game setting on this line (discardTimetabled, on by default), the plain rule on the 0.4.9 line. - Gitea#2 is not an engine bug: the rules are implemented exactly, and running the coach pool dry is Jesse's ruling to keep — "part of the strategy". What was wrong is that the game said nothing. A blocked platform now gives its reason, from the engine's own predicate, including how many coaches are stranded in Classification and what brings them back. The same four ship as v0.4.9g on the playtest line. Closes #2 Closes #8 Closes #9 Closes #10 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FLnYR4XtXQNamYJXGYT8oC
373 lines
16 KiB
TypeScript
373 lines
16 KiB
TypeScript
/**
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* §7 — the operating rules printed on each train's card.
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*
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* Nine of these were declared on `TrainRules` and read by nothing, so a Military train could be
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* worked by Porters and a Crack Limited could shunt an industry. Each is enforced at the point the
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* act happens, and a LOCAL CREW (`trainNumber: null`) is exempt from all of them — it has no card.
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*/
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import { describe, it } from 'node:test';
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import assert from 'node:assert/strict';
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import { advance } from '../src/engine/advance.ts';
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import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
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import { ALL_TRAINS, trainProfile } from '../src/engine/content.ts';
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import { createGame } from '../src/engine/setup.ts';
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import type { GameConfig, GameState, GridCoord, RollingStock, TrackCard } from '../src/engine/state.ts';
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import { coordKey, turnOf } from '../src/engine/state.ts';
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import { trainRules } from '../src/sim/view.ts';
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const config: GameConfig = {
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mode: 'solitaire',
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days: 5,
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minCombinedRevenue: 0,
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maxCollisionsPerDay: 0,
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maxCollisionsTotal: 0,
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pvpCardsAllowed: false,
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optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
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};
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const game = (seed = 5): GameState => createGame({ id: 'g', seed, config, playerNames: ['p'] });
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const at = (row: number, col: number): GridCoord => ({ row, col });
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const straight = (standing: RollingStock[] = []): TrackCard => ({
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geometry: { kind: 'track', geometry: 'straight' },
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baseOperationalRail: true,
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standing,
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standingWest: 0,
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facility: null,
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modifiers: [],
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enhancements: [],
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});
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/** A district of plain straight track west of the Office, and a train sitting on the Office square. */
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function switching(
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s: GameState,
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trainNumber: number | null,
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isExtra: boolean,
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consist: RollingStock[] = [],
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westCars: RollingStock[] = [],
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): string {
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const area = areaOf(s, 0);
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const office = area.officeCoord;
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// The crew stands one square west of the Office and works westward, away from the Office square's
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// own special-cased drop rule (§A.4 forbids everything but a coach there, v0.5.0) — tests that want
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// that exception exercise it directly instead.
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const here = { row: office.row, col: office.col - 1 };
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area.grid.set(coordKey(here), straight());
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area.grid.set(coordKey({ row: office.row, col: office.col - 2 }), straight(westCars));
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area.grid.set(coordKey({ row: office.row, col: office.col - 3 }), straight());
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s.trays.set('t', {
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id: 't', trainNumber, trainIsExtra: isExtra, engineAt: 0, consist,
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direction: 'west', facing: 'w', position: { at: 'grid', seat: 0, coord: here }, movesUsed: 0,
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});
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s.clock.phase = 'localOps';
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s.clock.currentActor = 0;
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turnOf(s, 0).option = 'switch';
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turnOf(s, 0).movesRemaining = 6;
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return 't';
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}
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/** One square further west than the crew starts, i.e. the square carrying `westCars`. */
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const west = (s: GameState, n = 2): GridCoord => {
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const o = areaOf(s, 0).officeCoord;
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return { row: o.row, col: o.col - n };
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};
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const boxcar = (loaded = false): RollingStock => ({ type: 'boxcar', loaded });
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/** As `ROLLING_STOCK_SUPPLY` mints them: there is no empty caboose in the game. */
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const caboose = (): RollingStock => ({ type: 'caboose', loaded: true });
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const coach = (loaded = false): RollingStock => ({ type: 'coach', loaded });
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// ---------------------------------------------------------------------------
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describe('§7 — no switching', () => {
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it('still allows a plain move — "no switching" means no adding or dropping cars', () => {
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// Six cards print it: both expresses, the Light Engine, Campaign, Circus and Military trains.
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// A train held at the Office may still need to clear onto Secondary Track ahead of other
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// traffic, so a move that couples nothing is legal.
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const s = game();
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switching(s, 1, false, [boxcar()]);
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assert.equal(check(s, 0, { type: 'switch.move', trayId: 't', to: west(s), reverse: false }), null);
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});
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it('refuses a move that would couple a car, and refuses dropping and sorting outright', () => {
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const s = game();
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switching(s, 1, false, [boxcar()], [boxcar()]);
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assert.equal(
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check(s, 0, { type: 'switch.move', trayId: 't', to: west(s), reverse: false }),
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'PICKUP_NOT_ALLOWED',
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);
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assert.equal(check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }), 'NO_SWITCHING');
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assert.equal(check(s, 0, { type: 'switch.sortConsist', trayId: 't', order: [0] }), 'NO_SWITCHING');
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});
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it('leaves a local crew alone — it has no card and therefore no printed rules', () => {
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const s = game();
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switching(s, null, false, [boxcar()]);
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assert.equal(check(s, 0, { type: 'switch.move', trayId: 't', to: west(s), reverse: false }), null);
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assert.equal(check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }), null);
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});
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it('leaves an ordinary freight train alone', () => {
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// Train 9 Heavy Freight prints no rules at all, so nothing here may touch it.
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const s = game();
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switching(s, 9, false, [boxcar()]);
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assert.equal(check(s, 0, { type: 'switch.move', trayId: 't', to: west(s), reverse: false }), null);
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});
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});
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describe('§7 — what a train may couple', () => {
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it('X13 Appleseed may drop but not pick up', () => {
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// Coupling is mandatory (§A.4), so the restriction has to bite on the MOVE that would pick the
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// cars up — there is no moving over them and leaving them behind.
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const s = game();
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switching(s, 13, true, [boxcar()], [boxcar()]);
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assert.equal(
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check(s, 0, { type: 'switch.move', trayId: 't', to: west(s), reverse: false }),
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'PICKUP_NOT_ALLOWED',
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);
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// Setting out is exactly what it IS allowed to do.
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assert.equal(check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }), null);
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});
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it('X22 Pee-Dee may pick up empties and refuses a loaded car', () => {
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const empty = game();
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switching(empty, 22, true, [], [boxcar(false)]);
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assert.equal(check(empty, 0, { type: 'switch.move', trayId: 't', to: west(empty), reverse: false }), null);
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const loaded = game();
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switching(loaded, 22, true, [], [boxcar(true)]);
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assert.equal(
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check(loaded, 0, { type: 'switch.move', trayId: 't', to: west(loaded), reverse: false }),
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'EMPTIES_ONLY',
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);
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});
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it('X22 Pee-Dee may still couple a caboose, which is not a load (Gitea#8)', () => {
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// Every caboose in the game is minted `loaded: true` because the supply table's loaded/empty
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// split doubles as a piece count. Taken literally that left the per-diem train unable to pick
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// up ANY caboose, its own included: set it out at the end of a sweep and it was stranded there.
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const s = game();
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switching(s, 22, true, [], [caboose()]);
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assert.equal(check(s, 0, { type: 'switch.move', trayId: 't', to: west(s), reverse: false }), null);
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// The restriction itself is untouched — a loaded car alongside the caboose still refuses.
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const withLoad = game();
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switching(withLoad, 22, true, [], [caboose(), boxcar(true)]);
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assert.equal(
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check(withLoad, 0, { type: 'switch.move', trayId: 't', to: west(withLoad), reverse: false }),
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'EMPTIES_ONLY',
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);
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});
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});
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describe('§7 — one freight car per location (trains 3/4)', () => {
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it('spends the budget per SQUARE, not per turn', () => {
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// "May drop or pick up one freight car at every location" — so a second car on the same square
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// is refused, and the same train may still work another car one square along.
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const s = game();
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switching(s, 4, false, [boxcar(), boxcar()]);
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assert.equal(check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 2 }), 'FREIGHT_WORKED_HERE');
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assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }).ok);
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assert.equal(
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check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }),
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'FREIGHT_WORKED_HERE',
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'a second car came off the same square',
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);
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// One square west, the budget is fresh.
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assert.ok(applyIntent(s, 0, { type: 'switch.move', trayId: 't', to: west(s), reverse: false }).ok);
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assert.equal(check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }), null);
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});
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it('shares one budget between dropping and picking up, as the card says "drop OR pick up"', () => {
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const s = game();
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switching(s, 4, false, [boxcar()], [boxcar()]);
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// Drop here first, then try to take the car standing one square west… which is a new square, so
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// it is allowed; the point is that the drop was charged where it happened.
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assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }).ok);
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assert.equal(check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }), 'CONSIST_EMPTY');
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});
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it('does not count a caboose or a coach against it — the card says FREIGHT', () => {
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const s = game();
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switching(s, 4, false, [coach(), { type: 'caboose', loaded: false }]);
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assert.equal(check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 2 }), null);
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});
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});
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describe('§7 — the Local keeps its coach (trains 7/8)', () => {
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it('never sets the coach out while switching, but shunts its freight freely', () => {
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/**
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* "Coach must remain on station track if switching." The intended reading was "set out only at
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* the Office" — but §A.4 refuses the Office square to every drop, so "only there" and "nowhere"
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* are the same rule. What is enforced is the effect that matters: the Local may work its freight
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* car around the district and may not abandon its coach doing it.
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*/
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// Consist reads nose-first with the engine at index 0, so both cars trail it and a cut comes off
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// the tail: one car is the coach, two cars is the boxcar and the coach together.
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const s = game();
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switching(s, 7, false, [boxcar(), coach()]);
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assert.equal(check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }), 'COACH_MUST_STAY');
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assert.equal(check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 2 }), 'COACH_MUST_STAY');
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// The same train with only freight behind it shunts exactly as any other train would.
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const freight = game();
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switching(freight, 7, false, [boxcar()]);
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assert.equal(check(freight, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }), null);
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});
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it('leaves an ordinary train free to set a coach out', () => {
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const s = game();
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switching(s, 9, false, [boxcar(), coach()]);
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assert.equal(check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }), null);
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});
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it('may set the coach out at the Office — the one place §A.4 now allows it (v0.5.0)', () => {
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const s = game();
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const area = areaOf(s, 0);
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const office = area.officeCoord;
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s.trays.set('t', {
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id: 't',
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trainNumber: 7,
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trainIsExtra: false,
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engineAt: 0,
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consist: [boxcar(), coach()],
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direction: 'west',
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facing: 'w',
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position: { at: 'grid', seat: 0, coord: office },
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movesUsed: 0,
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});
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s.clock.phase = 'localOps';
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s.clock.currentActor = 0;
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turnOf(s, 0).option = 'switch';
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turnOf(s, 0).movesRemaining = 6;
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assert.equal(
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check(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }),
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null,
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'the coach may be cut loose at the Office',
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);
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assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: 't', count: 1 }).ok);
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const officeCard = area.grid.get(coordKey(office))!;
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assert.deepEqual(
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officeCard.standing.map((c) => c.type),
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['coach'],
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'the coach is parked on the Office card',
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);
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assert.equal(s.trays.get('t')!.consist.length, 1, 'the coach left the tray');
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});
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});
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describe('§7 — trains Porters may not work', () => {
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/** An Office holding a train, with passengers waiting and an empty coach to put them in. */
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function platform(s: GameState, trainNumber: number, isExtra: boolean, tier: 'depot' | 'terminal') {
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const area = areaOf(s, 0);
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area.tier = tier;
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const office = area.grid.get(coordKey(area.officeCoord))!;
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office.facility = {
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kind: 'passenger', subtype: 'office',
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allows: { outbound: true, inbound: true },
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outboundBox: [coach(true)], inboundBox: [],
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capacity: { outbound: 2, inbound: 2 },
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menAtWork: null,
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industryTrack: { cars: [] },
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laborers: 0, porters: 2, usedThisStage: { laborers: 0, porters: 0 },
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};
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s.trays.set('t', {
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id: 't', trainNumber, trainIsExtra: isExtra, engineAt: 0, consist: [coach(false)],
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direction: 'east', position: { at: 'grid', seat: 0, coord: area.officeCoord }, movesUsed: 0,
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});
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area.adOccupancy.push('t');
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s.clock.phase = 'loadUnload';
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s.clock.currentActor = 0;
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return area.officeCoord;
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}
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it('refuses the Military train and the Director\'s car outright', () => {
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for (const n of [19, 20]) {
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const s = game();
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const where = platform(s, n, true, 'terminal');
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assert.equal(
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check(s, 0, { type: 'porter.board', at: where }), 'NO_PASSENGER_WORK',
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`train X${n} was worked by a Porter`,
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);
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}
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});
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it('works the Crack Limited at a Terminal and nowhere else', () => {
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// "Stop at Terminals only" — it still runs into every Office and takes an A/D track, but the
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// passengers it is carrying can only be worked where it is booked to stop.
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const depot = game();
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const atDepot = platform(depot, 2, false, 'depot');
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assert.equal(check(depot, 0, { type: 'porter.board', at: atDepot }), 'NOT_A_TERMINAL');
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const terminal = game();
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const atTerminal = platform(terminal, 2, false, 'terminal');
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assert.equal(check(terminal, 0, { type: 'porter.board', at: atTerminal }), null);
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});
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it('still works an ordinary train at a Depot', () => {
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const s = game();
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const where = platform(s, 7, false, 'depot');
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assert.equal(check(s, 0, { type: 'porter.board', at: where }), null);
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});
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});
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describe('§7 — the Campaign Train stops once, then runs expedited', () => {
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it('makes its speech at the first Office and expedites afterwards', () => {
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// X17 prints "one turn at station (speeches) then expedite". The first arrival is an ordinary
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// stop; from then on it departs in the Stage it arrives, like any expedited train.
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const s = game();
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const ml = s.division.nodes[1];
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if (ml?.kind === 'mainline') {
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ml.card = 'plains';
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ml.transits.push({ tray: 'x17', stagesRemaining: 1, stagesTotal: 1, direction: 'east' });
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}
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s.trays.set('x17', {
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id: 'x17', trainNumber: 17, trainIsExtra: true, engineAt: 0, consist: [],
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direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
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});
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s.clock.phase = 'mainline';
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s.movedThisPhase = new Set();
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advance(s);
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const tray = s.trays.get('x17');
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assert.ok(tray, 'the Campaign Train vanished');
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assert.equal(tray!.position.at, 'grid', 'it should stop at the first Office for the speeches');
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assert.equal(tray!.speechMade, true, 'the speech was not recorded');
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});
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});
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describe('§7 — the catalogue and what it claims', () => {
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it('no longer tells a player a rule is unenforced', () => {
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for (const t of ALL_TRAINS) {
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const text = trainRules({ trainNumber: t.number, trainIsExtra: t.isExtra });
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assert.doesNotMatch(text, /NOT YET ENFORCED/, `${t.name} still apologises for its own card`);
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}
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});
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it('describes every rule a train actually carries', () => {
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// Train 1 carries three at once, so the tooltip has to say all three.
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const limited = trainRules({ trainNumber: 1, trainIsExtra: false });
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assert.match(limited, /NO SWITCHING/);
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assert.match(limited, /TERMINALS ONLY/);
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assert.match(limited, /EXPEDITED/);
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});
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it('has dropped copiesNextScheduled, which no train ever carried', () => {
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// A Second Section is a Maneuver card with its own intent (`newTrain.secondSection`), not a
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// property of a train card. The flag was an unreachable second description of a working mechanic.
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for (const t of ALL_TRAINS) {
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assert.equal(
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(t.rules as Record<string, unknown>).copiesNextScheduled, undefined,
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`${t.name} carries a flag that should not exist`,
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);
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}
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assert.ok(trainProfile(1, false), 'the catalogue should still load');
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});
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});
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