A second-digit bump for a playtest read back against the save file. Nine questions were asked of one three-Day game; three were bugs, three were the rules working and undocumented, three were decisions. Every save on the test server was replayed against this build BEFORE release, which is how the cost of each rule was known before it was chosen rather than discovered after. EVERY DISTRICT OPENS ON A DEPOT. A Whistle Post has one A/D track and is not a Passenger Facility, so the opening of every game was spent unable to work a passenger and one arrival away from a collision. Two A/D tracks and passengers from Stage 1 now; "Players start with Whistle Posts, not Depots" is the harder game, set when the game is created. The deck follows the choice — starting on Depots the four Depot upgrade cards are left out, because an upgrade must be to the next tier and a Depot card at a table of Depots is a dead draw. How much easier it is showed up as a test failure rather than an argument: the cue-coverage pool needed widening from 24 seeded games to 60 before it held one collision. NO SAVE WAS STRANDED BY IT, which took care. This is the one house rule that changes how a game is DEALT rather than how it plays, so replaying a save under the wrong opening is a different railroad from intent one — silently, with no error. `withSavedOpening` fills it on the replay paths ONLY. Putting it in the resolver instead made a fresh Cutthroat game deal Whistle Posts and read as Custom, which is how the distinction was found. THREE BUGS, ALL REPORTED FROM ONE GAME AND ALL CONFIRMED ON ITS SAVE. An Office held TWO TRAINS ON ONE A/D TRACK. The capacity test passed with nothing standing, the train the Interlocking had been holding at the Limits was moved into the free slot, and the arriving train was pushed in after it without anyone asking again whether there was room — so the collision §8.3 calls for never happened. The held train keeps priority; the newcomer now takes the consequence it would have met had the held train arrived first. THE HISTORY FROZE, permanently, and the log cap was not really the cause. Each seat's "what have I sent you" bookmark was an INDEX into an array the game trims, so once a seat's bookmark reached the limit the slice returned nothing for the rest of the game — at a different moment per seat, because each holds its own. That game's log ended at exactly the cap. Lines carry a sequence number now, which survives trimming; proven by pushing twice the cap through a simulated seat. §8.1 ASKED THE WRONG QUESTION TWICE. "Trains may pass" returned `clear` before the Subdivision was looked at, so a train entering a Double Track was released however busy the rest of it was — that, not anything about Control Points, is what let Train 8 out with no ruling. And a train standing at an Office was invisible to the scan, so one about to re-enter the very Subdivision being entered counted for nothing. Capacity is the test, not presence: a Depot with a track free is not in the way; a Whistle Post with its one track taken is. THINGS THAT HAPPENED SILENTLY NOW SAY SO — a train held against a facing one, a train released from the Limits (a side effect of somebody else's arrival, so it simply appeared at the Office), and the train an Interlocking is holding, whose explanatory tooltip has existed since #99 with NO renderer ever reading the flag. WHERE A MOVE IS REFUSED, AND WHY. `exploreMoves` decides where the rails go and the pick-up restrictions are enforced afterwards in `check`, so a square the rails reached and the card forbade was reachable, un-offered, and absent from the block list with nothing said. Those squares are blocked with the rule that blocks them now, and the reasons are got by ASKING `check` rather than re-deriving: a second implementation of the rules is exactly the failure the block list exists to avoid. A train may also always recover its own caboose — X13 prints "may drop but not pick up anything", and a train needs its caboose to be made up, so one that parted with it could never legally leave again. RULES DECIDED IN SEPTEMBER AND APPLIED HERE. A Modifier must sit square against its host, no diagonals. A passenger Modifier may not be played at a Whistle Post. Both were built, measured, held back for a fortnight so a playtest could finish, and applied now. A Second Section costs its card: `SECOND_SECTION` was declared in content.ts and never dealt, so the action was free and the bot ordered 26 accidental ones in a measured round. The card is dealt and spent — gating on a card the deck never holds would have deleted the mechanic rather than fixed it. THE DOCUMENTATION IS A SET OF PAGES, not five text files served as text/plain — a card reference is mostly tables, and as plain text a table is rows of pipes. Markdown is still the one copy; the build renders it, and publishes the .md beside each page. No Markdown library: this project has no runtime dependencies and one would be a poor first. The pages add what Markdown cannot carry without drifting — a nav across the set, a contents list built from the headings actually rendered, an anchor on every heading, a 70-character measure, and tables that are tables. They print as ink on paper. The references caught up with the rules, checked rather than assumed: two statements had gone from stale to misleading (the Quickstart told a new player to "get a Depot down as soon as one appears"), and four rules nobody could look up are written down — the Office tier table, §8.1 in practice, what the Circus Train pays for, and that a Realignment can be a card with no legal target. Adding one card to the deck reshuffles every seeded deal, which broke five fixtures. Each was a seed meaning "a game like this" — TODO #84, exactly — so seeds moved and pools widened rather than assertions weakening, and the clearance fixture pins its terrain the way `enhancements.test.ts` already does. The three published replays were re-recorded. Closes TODO #40, #42a, #108, #109 and #110. 1046 fast tests and 35 sim tests pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MUizFYCMHRWhbWwXhp7WPR
377 lines
16 KiB
TypeScript
377 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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// These fixtures were written against a Whistle Post opening — one A/D track and no
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// Control Point — and several of them test exactly that. Named explicitly since the
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// default became a Depot.
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houseRules: { startingOffice: 'whistlePost' },
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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') {
|
|
ml.card = 'plains';
|
|
ml.transits.push({ tray: 'x17', stagesRemaining: 1, stagesTotal: 1, direction: 'east' });
|
|
}
|
|
s.trays.set('x17', {
|
|
id: 'x17', trainNumber: 17, trainIsExtra: true, engineAt: 0, consist: [],
|
|
direction: 'east', position: { at: 'mainline', index: 1 }, movesUsed: 0,
|
|
});
|
|
s.clock.phase = 'mainline';
|
|
s.movedThisPhase = new Set();
|
|
|
|
advance(s);
|
|
|
|
const tray = s.trays.get('x17');
|
|
assert.ok(tray, 'the Campaign Train vanished');
|
|
assert.equal(tray!.position.at, 'grid', 'it should stop at the first Office for the speeches');
|
|
assert.equal(tray!.speechMade, true, 'the speech was not recorded');
|
|
});
|
|
});
|
|
|
|
describe('§7 — the catalogue and what it claims', () => {
|
|
it('no longer tells a player a rule is unenforced', () => {
|
|
for (const t of ALL_TRAINS) {
|
|
const text = trainRules({ trainNumber: t.number, trainIsExtra: t.isExtra });
|
|
assert.doesNotMatch(text, /NOT YET ENFORCED/, `${t.name} still apologises for its own card`);
|
|
}
|
|
});
|
|
|
|
it('describes every rule a train actually carries', () => {
|
|
// Train 1 carries three at once, so the tooltip has to say all three.
|
|
const limited = trainRules({ trainNumber: 1, trainIsExtra: false });
|
|
assert.match(limited, /NO SWITCHING/);
|
|
assert.match(limited, /TERMINALS ONLY/);
|
|
assert.match(limited, /EXPEDITED/);
|
|
});
|
|
|
|
it('has dropped copiesNextScheduled, which no train ever carried', () => {
|
|
// A Second Section is a Maneuver card with its own intent (`newTrain.secondSection`), not a
|
|
// property of a train card. The flag was an unreachable second description of a working mechanic.
|
|
for (const t of ALL_TRAINS) {
|
|
assert.equal(
|
|
(t.rules as Record<string, unknown>).copiesNextScheduled, undefined,
|
|
`${t.name} carries a flag that should not exist`,
|
|
);
|
|
}
|
|
assert.ok(trainProfile(1, false), 'the catalogue should still load');
|
|
});
|
|
});
|