Files
station-master/src/engine/legal.ts
T
JesseandClaude Sonnet 5 fbaa3d4147 switching paths: two routes to the same square
Builds docs/plans/switching-paths.md. A passing loop can offer two legal
routes between the same two squares, coupling different cars — the engine
only ever found one, an artifact of search order (Reported by Jesse, undo
379). exploreMoves now enumerates every simple route (per-path visited set,
capped at 4000 frontier nodes) and dedupes on outcome — destination, entry
side, and origin-tagged cars — rather than on reaching the square at all.

switch.move gains an optional `via: GridCoord` naming one intermediate
square on the chosen route; absent, it resolves exactly as before, so
every existing save and bot decision replays identically (575/575, then
579/579 with the new tests). Threaded through the label, the action-list
dedupe, the hover highlight (data-route), and the history (trayMoved.via).

Ruling recorded as Gap 14 in docs/rules/open-questions.md: the player may
choose the path; §A.4's "may not go around" a car does not reach a
different track the player declined to enter.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SAt2YCXgd5qCjBcF2x34aK
2026-08-19 16:52:10 -04:00

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/**
* Component 6 — Legal-action enumeration.
*
* `legalActions(state, actor) -> Intent[]` — what the UI greys out, and what a bot picks from.
* See architecture/components.md §2 A.6.
*
* THE DISCIPLINE. This module enumerates *candidate* intents and then filters them through
* component 4's `check`. It contains no rules of its own. That is deliberate: two independent
* implementations of turnout directionality or the four-slot limit would eventually disagree, and
* the failure mode is a legal move the UI refuses or an illegal one it offers.
*
* If you find yourself writing a rule here, it belongs in apply.ts.
*/
import type { CarType, Hand, TrackGeometry } from './content.ts';
import { enhancementRule } from './content.ts';
import { check, areaOf, destinationsFor } from './apply.ts';
import type { Intent } from './intents.ts';
import type { GameState, GridCoord, PlayerIndex } from './state.ts';
import { coordKey, seatOf } from './state.ts';
import type { MoveDestination } from './track.ts';
import { variantsFor } from './track.ts';
/**
* A square GridCoord this route passes through that no OTHER route to the same destination does —
* the discriminator `switch.move.via` needs so `selectDestination` (apply.ts) never has to guess
* which of two routes an intent meant. `siblings` is every route the same `destinationsFor` call
* returned at this same square; `route` must be one of them.
*
* Absent when `route` is the only route there (the overwhelmingly common case — `via` need not be
* carried at all), or when the destination is one hop away, which is never ambiguous: the square
* immediately before a given entry port is fixed by geometry, so a zero-length path cannot have a
* sibling.
*/
function distinguishingVia(route: MoveDestination, siblings: readonly MoveDestination[]): GridCoord | undefined {
if (route.path.length === 0) return undefined;
const otherSquares = new Set<string>();
for (const sibling of siblings) {
if (sibling === route) continue;
for (const step of sibling.path) otherSquares.add(coordKey(step.coord));
}
for (const step of route.path) {
if (!otherSquares.has(coordKey(step.coord))) return step.coord;
}
// Every square on this route is shared with some sibling — geometrically possible only if the
// routes fork and rejoin more than once, which `track.ts`'s doc comment says not to rely on not
// happening. Naming the last square before the destination at least matches today's behaviour:
// wrong in the same way a route with no `via` at all would be.
return route.path[route.path.length - 1]!.coord;
}
const CAR_TYPES: readonly CarType[] = ['coach', 'boxcar', 'reefer', 'hopper', 'tank', 'caboose'];
/** Every intent `player` may legally submit right now. */
export function legalActions(s: GameState, player: PlayerIndex): Intent[] {
return candidates(s, player).filter((i) => check(s, player, i) === null);
}
export function isLegal(s: GameState, player: PlayerIndex, i: Intent): boolean {
return check(s, player, i) === null;
}
/**
* Candidate generation. Over-generates freely — `check` is the authority, so a candidate that
* turns out to be illegal simply gets filtered. Being generous here is what stops this module
* from quietly acquiring rules.
*/
function candidates(s: GameState, player: PlayerIndex): Intent[] {
const out: Intent[] = [];
// The clearance ruling arrives out of turn order and goes to the Superintendent (§8.1).
if (s.clock.pendingDecision !== null) {
out.push({ type: 'mainline.clearance', allow: true });
out.push({ type: 'mainline.clearance', allow: false });
}
switch (s.clock.phase) {
case 'localOps':
out.push(...localOpsCandidates(s, player));
break;
case 'newTrain':
out.push(...newTrainCandidates(s));
break;
case 'loadUnload':
out.push(...loadUnloadCandidates(s, player));
break;
default:
break;
}
// Red Flags — "any time", so they are candidates in every phase, on any train standing out on
// the Mainline (the player's own or another's: protecting a train is not an attack).
for (const cardId of s.decks.hands.get(player) ?? []) {
const k = s.cards.get(cardId)?.kind;
if (k?.kind !== 'maneuver' || k.key !== 'redFlags') continue;
for (const [trayId] of s.trays) out.push({ type: 'maneuver.redFlags', cardId, trayId });
}
out.push({ type: 'redFlag.play' });
return out;
}
function localOpsCandidates(s: GameState, player: PlayerIndex): Intent[] {
const out: Intent[] = [];
// §6 — the three-way exclusive choice.
out.push({ type: 'localOps.choose', option: 'switch' });
out.push({ type: 'localOps.choose', option: 'draw' });
out.push({ type: 'localOps.choose', option: 'freightAgent' });
const area = areaOf(s, player);
// -- switch (§6.1)
for (const [trayId, tray] of s.trays) {
if (tray.position.at !== 'grid' || tray.position.seat !== seatOf(s, player)) continue;
const from = tray.position.coord;
for (const reverse of [false, true]) {
const dests = destinationsFor(s, player, trayId, from, reverse);
// Grouped by destination square so `distinguishingVia` only ever compares routes that are
// actually racing for the same button — two routes to DIFFERENT squares need no `via` to
// tell apart, `to` already does that.
const byCoord = new Map<string, MoveDestination[]>();
for (const d of dests) {
const k = coordKey(d.coord);
(byCoord.get(k) ?? byCoord.set(k, []).get(k)!).push(d);
}
for (const group of byCoord.values()) {
for (const d of group) {
const via = group.length > 1 ? distinguishingVia(d, group) : undefined;
out.push({ type: 'switch.move', trayId, to: d.coord, reverse, ...(via ? { via } : {}) });
}
}
}
for (let n = 1; n <= tray.consist.length; n++) {
out.push({ type: 'switch.dropCars', trayId, count: n });
// Off the nose as well as the tail — the only way to get cars back off the front of a train
// that shoved a cut, and therefore the only way an engine buried mid-train reaches an end.
out.push({ type: 'switch.dropCars', trayId, count: n, fromNose: true });
}
// Small Yard: enumerating every permutation would explode, so offer the useful ones —
// bringing each car to the droppable end, plus a full reversal. `check` validates any order,
// so a UI may submit an arbitrary permutation.
const n = tray.consist.length;
if (n > 1) {
for (let k = 0; k < n; k++) {
const order = [...Array(n).keys()].filter((x) => x !== k);
order.push(k);
out.push({ type: 'switch.sortConsist', trayId, order });
}
out.push({ type: 'switch.sortConsist', trayId, order: [...Array(n).keys()].reverse() });
}
}
// Flying Switch — roll a cut into an ADJACENT industry without the engine entering it.
for (const cardId of s.decks.hands.get(player) ?? []) {
const k = s.cards.get(cardId)?.kind;
if (k?.kind !== 'maneuver' || k.key !== 'flyingSwitch') continue;
for (const [trayId, tray] of s.trays) {
if (tray.position.at !== 'grid' || tray.position.seat !== seatOf(s, player)) continue;
const from = tray.position.coord;
for (const reverse of [false, true]) {
for (const d of destinationsFor(s, player, trayId, from, reverse)) {
for (let count = 1; count <= tray.consist.length; count++) {
out.push({ type: 'maneuver.flyingSwitch', cardId, trayId, count, to: d.coord });
}
}
}
}
}
out.push({ type: 'switch.end' });
// -- draw (§6.2)
out.push({ type: 'draw.fromHomeOffice' });
for (let slot = 0; slot < 3; slot++) out.push({ type: 'draw.fromDepartment', slot });
const placements = placementCandidates(s, player);
// Enhancements ATTACH to a card already in the grid, so their candidates are the occupied cells,
// not the empty ones every other placeable card wants. Offering them `placements` meant an
// Enhancement was never once legal on a real card — 18 of 93 solitaire cards, permanently dead.
const attachments = [...area.grid.keys()].map((k) => {
const [row, col] = k.split(',').map(Number);
return { row: row!, col: col! };
});
for (const cardId of s.decks.hands.get(player) ?? []) {
out.push({ type: 'card.play', cardId });
const kind = s.cards.get(cardId)?.kind;
/**
* Enhancements ATTACH to a card already down, so their candidates are the occupied cells — with
* one exception. ABS Signals goes on a MAINLINE card, which is not a grid square at all, so it
* is offered as a Division NODE and never as a coordinate.
*
* It used to be offered as `{ row: -1, col: node }`. Row −1 is a real district row — the first
* one below the Running Track, where most districts start — so the card appeared to be playable
* all over the Office Area, and ordinary placements on that row were labelled as Mainline ones.
*/
const onMainline = kind?.kind === 'enhancement' && enhancementRule(kind.key)?.placement === 'mainlineCard';
if (onMainline) {
for (let node = 0; node < s.division.nodes.length; node++) {
out.push({ type: 'card.play', cardId, node });
}
}
/**
* A TURNOUT MAY ALSO UPGRADE A CARD ALREADY DOWN, so it is offered the occupied cells as well as
* the empty ones — `check` decides which of them it can actually be laid over. Without this the
* upgrade rule exists in the engine and is never once presented, which is precisely how the 18
* Enhancement cards came to be permanently dead.
*
* Deduplicated because the two lists overlap: `placements` already contains the Limits signs.
*/
const isTurnout = kind?.kind === 'track' && kind.geometry === 'turnout';
const targets = onMainline
? []
: kind?.kind === 'enhancement'
? attachments
: isTurnout
? dedupe([...placements, ...attachments])
: placements;
// Orientation is chosen on placement, and a printed card turns but never flips, so the widest
// variant set is TWO. Anything that is not track has a single orientation and needs one entry.
const rotations = kind?.kind === 'track' ? variantsFor(kind.geometry, kind.hand).length : 1;
for (const placement of targets) {
for (let variant = 0; variant < rotations; variant++) {
out.push({ type: 'card.play', cardId, placement, variant });
}
}
for (let slot = 0; slot < 3; slot++) out.push({ type: 'card.discard', cardId, toSlot: slot });
}
// Mainline modifiers go on a Mainline card, not a grid cell, so `node` indexes division.nodes.
for (const cardId of s.decks.hands.get(player) ?? []) {
if (s.cards.get(cardId)?.kind.kind !== 'mainlineModifier') continue;
for (let node = 0; node < s.division.nodes.length; node++) {
out.push({ type: 'mainline.modify', cardId, node });
}
}
out.push({ type: 'draw.end' });
// -- freight agent (§6.3)
// Ending without acting is always on offer: the section lists what the Freight Agent MAY do and
// requires none of it.
out.push({ type: 'freightAgent.end' });
for (const coord of facilityCoords(s, player)) {
for (const carType of CAR_TYPES) {
out.push({ type: 'freightAgent.stockOutbound', at: coord, carType });
}
const f = area.grid.get(`${coord.row},${coord.col}`)?.facility;
if (f) {
for (let idx = 0; idx < f.inboundBox.length; idx++) {
out.push({ type: 'freightAgent.clearInbound', at: coord, index: idx });
}
for (const from of ['outbound', 'inbound', 'menAtWork'] as const) {
for (let idx = 0; idx < 3; idx++) {
out.push({ type: 'freightAgent.unjam', at: coord, from, index: idx });
}
}
}
}
return out;
}
function newTrainCandidates(s: GameState): Intent[] {
const out: Intent[] = [];
for (const [trayId] of s.trays) {
for (const carType of CAR_TYPES) {
out.push({ type: 'newTrain.placeCar', trayId, carType, loaded: true });
out.push({ type: 'newTrain.placeCar', trayId, carType, loaded: false });
}
out.push({ type: 'newTrain.passCar', trayId });
}
const due = s.timetable[s.clock.stage - 1];
if (due !== null && due !== undefined) {
out.push({ type: 'newTrain.secondSection', trainNumber: due });
}
/**
* Where a pending Extra starts: its own Division Point, decided by its number, or any Control
* Point. `check` refuses a Whistle Post and a full Office, so every seat is offered and the rules
* do the filtering — one implementation of "is this a Control Point", not two.
*/
for (const trainNumber of s.pendingExtras) {
out.push({ type: 'newTrain.startExtra', trainNumber, atSeat: null });
for (const seat of s.officeAreas.keys()) {
out.push({ type: 'newTrain.startExtra', trainNumber, atSeat: seat });
}
}
return out;
}
function loadUnloadCandidates(s: GameState, player: PlayerIndex): Intent[] {
const out: Intent[] = [];
const area = areaOf(s, player);
for (const coord of facilityCoords(s, player)) {
out.push({ type: 'porter.board', at: coord });
out.push({ type: 'porter.detrain', at: coord });
const f = area.grid.get(`${coord.row},${coord.col}`)?.facility;
if (f) {
out.push({ type: 'laborer.startLoad', at: coord });
// A Passenger Facility has no MEN | AT | WORK boxes to advance a load along.
for (let box = 0; box < (f.menAtWork?.length ?? 0); box++) {
out.push({ type: 'laborer.advanceLoad', at: coord, box });
}
for (let ci = 0; ci < f.industryTrack.cars.length; ci++) {
out.push({ type: 'laborer.beginUnload', at: coord, carIndex: ci });
}
}
}
out.push({ type: 'loadUnload.end' });
return out;
}
function facilityCoords(s: GameState, player: PlayerIndex): GridCoord[] {
const out: GridCoord[] = [];
for (const [key, card] of areaOf(s, player).grid) {
if (!card.facility) continue;
const [row, col] = key.split(',').map(Number);
out.push({ row: row!, col: col! });
}
return out;
}
function dedupe(coords: GridCoord[]): GridCoord[] {
const seen = new Set<string>();
return coords.filter((c) => {
const k = `${c.row},${c.col}`;
if (seen.has(k)) return false;
seen.add(k);
return true;
});
}
/** Empty cells adjacent to occupied ones — `check` decides which actually connect. */
function placementCandidates(s: GameState, player: PlayerIndex): GridCoord[] {
const area = areaOf(s, player);
const seen = new Set<string>();
const out: GridCoord[] = [];
for (const key of area.grid.keys()) {
const [row, col] = key.split(',').map(Number);
const around: GridCoord[] = [
{ row: row! + 1, col: col! },
{ row: row! - 1, col: col! },
{ row: row!, col: col! + 1 },
{ row: row!, col: col! - 1 },
];
for (const c of around) {
// A district grows on BOTH sides of the Running Track: a turnout turned 180° sends its 45°
// leg north instead of south. The rows above used to be filtered out here on Q7's authority.
const k = `${c.row},${c.col}`;
if (seen.has(k)) continue;
// The Limits signs are candidates even though they are occupied: laying track there is how
// the Running Track grows, and the sign moves outward (§2.1). `check` still has the final say.
const occupied = area.grid.get(k);
if (occupied && !(occupied.geometry.kind === 'limits' && c.row === area.runningRow)) continue;
seen.add(k);
out.push(c);
}
}
/**
* THE NINE-SPOT MODIFIER NEIGHBOURHOOD (§9), which the four-square walk above cannot reach.
*
* A Modifier goes "adjacent to a Facility, on any of the nine nearby spots" — diagonals included —
* and `check` has always accepted all eight. It was the CANDIDATES that were orthogonal-only, so a
* diagonal square with no orthogonal neighbour was legal and never offered: reported by Jesse as
* being unable to place a Modifier to the south-east of his industry.
*
* Only around a Facility, and only in a second pass. Track has to JOIN, and a diagonal shares no
* edge, so a Modifier is the only card these squares can ever take — generating diagonals around
* every card instead costs 54% more simulation time for candidates `check` then rejects. Appending
* rather than interleaving leaves the existing order untouched, which matters because the bot
* breaks ties by first-best: measured over 200 seeded games, 0 played differently.
*/
for (const [key, card] of area.grid) {
if (!card.facility) continue;
const [row, col] = key.split(',').map(Number);
for (const c of [
{ row: row! + 1, col: col! + 1 },
{ row: row! + 1, col: col! - 1 },
{ row: row! - 1, col: col! + 1 },
{ row: row! - 1, col: col! - 1 },
]) {
const k = `${c.row},${c.col}`;
if (seen.has(k) || area.grid.has(k)) continue;
seen.add(k);
out.push(c);
}
}
return out;
}