Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01YQAJ4dND7enLj54eLyiF2C
147 lines
9.8 KiB
Markdown
147 lines
9.8 KiB
Markdown
# Station Master
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A railroad operations game set in the era of timetable-and-train-order railroading (1840–1950),
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being built as a multiplayer browser game with an authoritative server.
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You are the Station Master of a lineside Office on a shared east–west Division. Trains run to a
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timetable with no radios — just pocket watches and written orders. You switch cars, work freight and
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passengers, and take your turn as Superintendent deciding whether it is safe to clear a following
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train into an occupied Subdivision. Get that wrong and two trains meet at speed.
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## Status
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**v0.4.8 — solitaire is playable in a browser.** The whole game runs client-side: the engine is pure,
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imports nothing outside itself, and never touches `Math.random`, so a static host is all it needs.
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- **Rules** — specified, with **three open questions** left. Thirteen gaps in the original prototype
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rules were found and closed; three more came after, and are in `TODO.md`: where the Local's coach
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stands while its engine works (a §A.4 question), Poling — the one card in the deck with no defined
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behaviour — and whether a Heavy Grade's orientation is rolled or chosen at setup.
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- **Card faces** — every card's printed values specified.
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- **Architecture** — seven documents, including a 20-component build plan and the multiplayer plan.
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- **Code** — the engine, the bot, the balance harness, the replay viewer and the playable page. A
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game can be saved, shared, replayed and stepped back through.
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- **Not built** — the multiplayer server (Phases 0 and 1 of the plan are done: seat and player are
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separate, turn state is per player, and the page talks to a `Session` rather than to the engine, so
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a remote one drops in without the page changing — but there is no server, no turn submission and no
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per-player push), the 22 opponent-directed cards, and real audio.
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Balance is *not* where it should be: the developer bot averaged 7.0 Revenue against a target of 20 —
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of which ~5.4 was the "one Revenue per train that completes its run" rule, so the working freight and
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passenger economy is still only ~2. That rule is now a **setting that defaults to off**, along with
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the passenger and freight rates and the opening hand, so the economy can be read on its own and the
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alternatives can be played rather than argued about. Nothing in this file or in `TODO.md` has been
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re-measured at the new defaults; `TODO.md` says why, and says which of it is the bot and which is the
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deck.
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Versions follow the convention at the top of [`CHANGELOG.md`](CHANGELOG.md): third digit for fixes,
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second for a set of features, 1.0 for the first release that deserves the name.
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## Layout
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```
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station-master/
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├── CHANGELOG.md ← what changed and why, in detail, commit to commit
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├── TODO.md ← open questions, provisional numbers, things to come back to
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├── docs/
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│ ├── rules/ ← the ruleset, card reference, glossary, decision record
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│ ├── architecture/ ← how it is built, and what the pieces are
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│ └── design/ ← board layout studies and rendering samples
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├── public/replays/ ← saved games published to the site's replay directory
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├── scripts/ ← build and deploy the static site
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├── src/
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│ ├── engine/ ← pure rules engine: no I/O, no clock, deterministic from a seed
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│ ├── sim/ ← bot, harness, replay, board rendering
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│ └── web/ ← the playable site: splash, game, replay viewer
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└── test/
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```
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Start with [`docs/design.md`](docs/design.md) — it indexes everything. Commit messages stay high
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level; [`CHANGELOG.md`](CHANGELOG.md) carries the reasoning and the measurements, and
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[`TODO.md`](TODO.md) is what we have decided not to forget.
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## Development
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Requires **Node 22.18+**, which runs TypeScript directly by type stripping. There is no build step.
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```sh
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npm install
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npm test # node --test
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npm run typecheck # tsc --noEmit
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```
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Because Node strips types rather than compiling them, the codebase is restricted to **erasable
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syntax**: no `enum`, no parameter properties, no namespaces. `tsconfig.json` enforces this.
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### Measuring the bot
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```sh
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node src/sim/harness.ts 200 # how the bot does, with the funnel
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node src/sim/compare.ts 1600 trainCapSlack=1 # one change, paired against the current bot
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```
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**Never judge a heuristic on an unpaired run.** Revenue has σ ≈ 9 across games, so two runs of the
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*identical* bot differ by about a point through nothing but the deal. `compare.ts` gives both
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policies the same seed and reports the per-seed difference, where σ is 5.3 — 1600 seeds puts the
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standard error at ±0.13, in under two minutes. Keep a change at **t ≥ 3**, and read the
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better/worse/identical split beside the mean: a gain carried by a few rescued games is a different
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claim from one spread across the field.
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Variants come from `makeDeveloperBot(tweaks)`. A tweak is **temporary** — when it measures well it
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becomes the default and the flag is deleted in the same commit; when it measures badly it is deleted
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with the finding recorded in `CHANGELOG.md`. A bot that accumulates switches nobody can account for
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is the thing this machinery exists to prevent.
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## Design notes worth knowing
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- **The rules engine is pure.** No I/O, no clock, no sockets, and all randomness derives from one
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stored seed — so any game is exactly replayable, and a full game can be driven in a unit test with
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no server at all.
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- **It has two entry points, not one.** `apply(state, intent)` for player actions, and
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`advance(state)` for everything the game does on its own — Mainline movement, collisions, the Stage
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clock, Superintendent rotation.
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- **The canonical record is the seed plus the intents.** A game is `{ seed, history: Intent[] }` and
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`fromSave` replays it exactly — that one property gives save, share, undo, restart recovery and
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post-game replay. Events are a DERIVED stream: they narrate what happened and drive the display,
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and they do not reconstruct the position. The phase driver mutates state and then describes it, so
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fourteen of the forty-six event types are never reduced. Anything that needs to rebuild a game
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replays the intents.
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- **Never call `Math.random()`.** One ambient random call silently breaks replay.
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- **Track is a deck card, but the opening district is dealt.** 96 of the 235 cards are track — the
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largest category — so a district is built from what you draw, and building it costs you the
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industry or train you drew instead. The opening hand is the exception, and it is now **chosen when
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the game is dealt**: three random cards (the default, and the prototype rule), six random cards, or
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three track and three other from two separately shuffled piles. The last of those is the only one
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that guarantees you a district to build; deal six and you open over the limit of three, so the
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first turn is spent choosing. See `TODO.md`.
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- **What the work pays is a setting too.** Passenger revenue per coach, freight revenue per load and
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train revenue per transit each run 0–5 and are fixed when the game is dealt. The first two default
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to 1 and pay at both ends of a movement — boarding *and* detraining, loading *and* unloading. The
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third pays every player when a train runs off the end of the Division and **defaults to 0**: at 1
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it was worth more than the entire freight and passenger economy put together, for traffic nobody
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has to work. A seed alone therefore no longer names a game — the settings ride in the URL beside
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it, and every save records the rules it was dealt under.
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- **A turnout can be laid on top of a card already down.** It upgrades a straight at any rotation, or
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a curve whose arc matches its own diverging leg — both strict port supersets of what they replace,
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so an upgrade can never sever an existing join. Without it a district could only hang off track that
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happened to be a turnout when it went down. Blocked by a standing car or a built Enhancement; the
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replaced card leaves play, as board cards always do. `checkTurnoutUpgrade` in `src/engine/apply.ts`.
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- **A Subdivision is the unit of clearance, not a card.** §8.1 asks whether the next *Subdivision*
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holds an opposing train (an absolute bar) or a following one (the Superintendent's call). Every
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Office starts as a Whistle Post, which is not a Control Point, so the whole railroad begins as ONE
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Subdivision — that is why early traffic is so constrained, and why upgrading an Office to a Control
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Point splits one in two and buys capacity. `subdivisions()` in `src/engine/state.ts`.
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- **A Passenger Facility handles no freight, structurally.** `menAtWork` is `null` on a Depot, Station
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or Terminal rather than an unused array, so freight work is refused on the shape of the facility and
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no renderer can draw a pipeline that cannot exist. The converse holds: industries carry no porters.
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- **The track is 45° geometry, not a graph on a grid.** Measured off `docs/tracks.png`: the through
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rail runs east–west across the *exact vertical middle* of every card, there is no north–south track
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anywhere, and everything that leaves through the north or south edge does so at **45°, through the
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middle of that edge**. So two ports meeting is not enough to make a rail — two 45° legs can meet at
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the same point and still form a V. Adjacency is `joins()` in `src/engine/track.ts`, never a bare
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pair of `hasPort()` calls. A printed card turns 180° but never flips, so its handedness fixes which
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diagonal its leg lies on for good, and a run-around needs one card of each hand. **Left is `nw_se`**
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— named from the points, the side a train entering a turnout sees its diverging route leave toward,
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with curves following the turnout whose leg they continue. Both tables had it inverted until
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playtesting caught it; the geometry was never wrong, only the words.
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