asks what game you want Three queued items. The last matters most. A RELEASE NO LONGER DESTROYS EVERY GAME IN PROGRESS. Four consecutive releases killed every game on the box, one of them a release that changed only how the board is drawn. The reasoning behind the refusal was always right — a move legal under old rules may not be legal under new ones, and half-replaying a save is worse than refusing it. The TEST was wrong: it compared engineVersion for exact equality, and that stamp is the package version, which moves for a CSS fix. Whether a save still replays has an exact answer, so it is now asked directly. loadGame reads the file and judges nothing; tryResumeSession replays the intents and reports the first one the engine refuses. A save stamped with a version this server has never run resumes fine provided its moves replay — verified against a file hand-stamped 0.4.9-ancient. One that genuinely does not replay is still refused, but the log names the move rather than two version strings: "move 3 of 8 (localOps.choose) is rejected by the current rules with OPTION_ALREADY_CHOSEN". fromMultiplayerSave had to stop lying first. It has always stopped at the first unacceptable intent and done so in silence, which was survivable only because the version gate meant a doomed replay was never attempted. Now that the replay IS the check, it returns where it stopped and why. Deliberately not done: resuming a partly-replayable game at its last good move. That silently rewinds a game to a position nobody played to while every browser holding a later Frame carries on unaware. Refusing leaves the file intact, so putting the previous version back still recovers it. EMPLOYEE ROTATION IS IMPLEMENTED, SISTER TRAINS IS DELETED. Two of the four optional-rule flags were read by nothing at all. Employee Rotation is four lines in advance.ts, because the seat/player split (D9) exists for precisely this rule: seating is the only thing that moves, so Revenue, hands, the Superintendent and whose turn it is travel with the player, and the Office, district, grid and any trains standing in it stay with the chair. Inheriting the district you move into is the point of the rule, not a side effect. "Left" is seat + 1, matching playerLeftOf. Sister Trains is deleted rather than built: Q9 records that the Second Section card supersedes it, and that card exists, so the flag was a toggle for a rule the game no longer has. THE LOBBY ASKS WHAT GAME YOU WANT TO PLAY. Creating a game asked for a name, a mode and a table size; every other dial was hardcoded. A Game settings block now carries the same set the solitaire dialog does — seed, starting hand, the three revenue rates, Days, the combined-Revenue floor, both collision caps, the opponent-card toggle — plus the three surviving optional rules. Mode and table size set the defaults and everything stays editable. The seed is honoured, so a game can be reproduced or compared. Verified: 682 tests pass (679 + 3). The rotation tests were mutation-checked both ways — disabling the rotation and turning the table the wrong way each fail the suite. Live: a save stamped 0.4.9-ancient resumed, an injected illegal move was refused by name, and a create with every dial set to a non-default value came back out of game.json with all of them intact, including seed 777. Two of my own assertions were wrong on the way and the tests caught them: the Fedora legitimately passes at Stage 12 (§5) so it cannot be compared against its own earlier value, and dispatchUsedToday is cleared at every Day boundary so it cannot mark a district.
1111 lines
44 KiB
TypeScript
1111 lines
44 KiB
TypeScript
/**
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* Build order step 4 — "A full solitaire game runs to completion, headless."
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* See architecture/components.md §4. This is the milestone that proves the rules before a single
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* pixel is drawn.
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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, pump } from '../src/engine/advance.ts';
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import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
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import { EXPEDITE_FAULT_PENALTY, HAND_LIMIT, STAGES_PER_DAY, TOTAL_ROLLING_STOCK } from '../src/engine/content.ts';
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import { legalActions } from '../src/engine/legal.ts';
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import { createGame } from '../src/engine/setup.ts';
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import { developerBot } from '../src/sim/bot.ts';
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import type { CrewTray, GameConfig, GameState } from '../src/engine/state.ts';
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import { coordKey, railFacingOf } from '../src/engine/state.ts';
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const baseConfig = (over: Partial<GameConfig> = {}): GameConfig => ({
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mode: 'solitaire',
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days: 3,
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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: {
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reducedVisibility: false,
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employeeRotation: false,
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emergencyToolbox: false,
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},
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...over,
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});
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const game = (seed = 1, over: Partial<GameConfig> = {}): GameState =>
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createGame({ id: 'g', seed, config: baseConfig(over), playerNames: ['Jesse'] });
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type PlayStats = { turns: number; scheduled: number; collisions: number; cardsPlayed: number };
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/**
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* A deliberately simple bot — the seed of component 17. It draws, then plays, then ends its turn.
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*
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* The draw-first ordering matters: an earlier version never drew, so it burned its three opening
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* cards and then held an empty hand for the rest of the game. Every seed still "completed", but
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* nothing ever happened — no trains, no revenue. That is why the milestone tests below assert on
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* what the game DID, not merely that it terminated.
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*/
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function playToCompletion(s: GameState, seed = 1, maxTurns = 20_000): PlayStats {
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let rng = seed >>> 0;
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const pick = <T,>(xs: T[]): T => {
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rng = (rng * 1103515245 + 12345) >>> 0;
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return xs[rng % xs.length]!;
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};
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const stats: PlayStats = { turns: 0, scheduled: 0, collisions: 0, cardsPlayed: 0 };
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const tally = (events: { type: string }[]): void => {
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for (const e of events) {
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if (e.type === 'trainScheduled') stats.scheduled++;
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if (e.type === 'cardPlayed') stats.cardsPlayed++;
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if (e.type === 'revenueChanged' && 'reason' in e && String(e.reason).startsWith('collision')) {
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stats.collisions++;
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}
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}
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};
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for (; stats.turns < maxTurns; stats.turns++) {
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tally(pump(s));
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if (s.status === 'finished') break;
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const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
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if (actor === null) break;
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const options = legalActions(s, actor);
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if (options.length === 0) break;
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const draws = options.filter((i) => i.type.startsWith('draw.from'));
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const plays = options.filter((i) => i.type === 'card.play');
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const enders = options.filter(
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(i) =>
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i.type === 'switch.end' ||
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i.type === 'draw.end' ||
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i.type === 'loadUnload.end' ||
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i.type === 'mainline.clearance',
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);
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const choice =
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draws.length > 0
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? pick(draws)
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: plays.length > 0
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? pick(plays)
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: enders.length > 0
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? pick(enders)
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: pick(options);
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const r = applyIntent(s, actor, choice);
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assert.ok(r.ok, `bot chose an illegal action: ${choice.type}`);
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tally(r.events);
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}
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return stats;
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}
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// ---------------------------------------------------------------------------
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describe('phase sequencing (Gap 1)', () => {
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it('waits for the actor in a player-driven phase', () => {
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const s = game();
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const r = advance(s);
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assert.equal(r.needsInput, true);
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assert.equal(s.clock.phase, 'localOps');
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assert.equal(s.clock.currentActor, 0);
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});
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it('runs the phases in order once the player finishes', () => {
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const s = game();
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const seen: string[] = [];
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for (let i = 0; i < 40 && s.status === 'active'; i++) {
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const r = advance(s);
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seen.push(...r.events.filter((e) => e.type === 'phaseBegan').map(() => s.clock.phase));
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if (r.needsInput) {
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applyIntent(s, 0, { type: 'localOps.choose', option: 'draw' });
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// The opening deal is six cards against a limit of three (§6.2), so a turn cannot be ended
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// until the hand is played or discarded down. Only the first turn actually has anything to
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// shed; after that this loop is a no-op.
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while ((s.decks.hands.get(0) ?? []).length > HAND_LIMIT) {
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applyIntent(s, 0, { type: 'card.discard', cardId: s.decks.hands.get(0)![0]!, toSlot: 0 });
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}
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applyIntent(s, 0, { type: 'draw.end' });
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}
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}
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// Phase-major: the whole sequence runs per Stage, with no player acting in mainline.
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assert.ok(seen.includes('newTrain'));
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assert.ok(seen.includes('mainline'));
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assert.ok(seen.includes('loadUnload'));
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});
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it('has no current actor on entering the automatic Mainline Phase', () => {
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// Entering `mainline` nulls the actor — nobody acts in turn order there (Gap 1). With no
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// trains running the phase then completes immediately, so this checks the moment of entry.
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const s = game();
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s.clock.phase = 'newTrain';
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advance(s);
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assert.equal(s.clock.phase, 'mainline');
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assert.equal(s.clock.currentActor, null);
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});
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it('advances the Stage and resets per-Stage worker usage', () => {
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// §9.1 — Laborers and Porters reset at the start of each Stage, not each Phase.
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const s = game();
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const office = s.officeAreas.get(0)!.grid.get('0,0')!;
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office.facility!.usedThisStage = { laborers: 2, porters: 1 };
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s.clock.phase = 'shiftChange';
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advance(s);
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assert.deepEqual(office.facility!.usedThisStage, { laborers: 0, porters: 0 });
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assert.equal(s.clock.stage, 2);
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});
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it('rolls over into a new Day after twelve Stages', () => {
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const s = game();
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s.clock.stage = STAGES_PER_DAY;
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s.clock.phase = 'shiftChange';
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advance(s);
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assert.equal(s.clock.day, 2);
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assert.equal(s.clock.stage, 1);
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});
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it('passes the Fedora every three Stages', () => {
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// §5 — shift changes at Stages 3, 6, 9 and 12. With one player it returns to them.
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const s = createGame({
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id: 'g',
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seed: 3,
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config: baseConfig({ mode: 'competitive' }),
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playerNames: ['A', 'B', 'C'],
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});
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const before = s.clock.superintendent;
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s.clock.stage = 3;
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s.clock.phase = 'shiftChange';
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advance(s);
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assert.equal(s.clock.superintendent, (before + 1) % 3);
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});
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it('does not pass the Fedora on a non-shift-change Stage', () => {
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const s = createGame({
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id: 'g',
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seed: 3,
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config: baseConfig({ mode: 'competitive' }),
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playerNames: ['A', 'B', 'C'],
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});
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const before = s.clock.superintendent;
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s.clock.stage = 4;
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s.clock.phase = 'shiftChange';
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advance(s);
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assert.equal(s.clock.superintendent, before);
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});
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it('resets the collision count each Day', () => {
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// §3.4 — the counter resets at the start of each Day.
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const s = game();
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s.collisionsToday = 2;
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s.clock.stage = STAGES_PER_DAY;
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s.clock.phase = 'shiftChange';
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advance(s);
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assert.equal(s.collisionsToday, 0);
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});
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});
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// ---------------------------------------------------------------------------
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describe('Mainline Phase (§8)', () => {
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function scheduleTrain(s: GameState, stage: number, number: number): void {
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s.timetable[stage - 1] = number;
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}
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it('makes up a train due this Stage at the correct Division Point', () => {
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const s = game();
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scheduleTrain(s, 1, 2); // train 2 is even, therefore eastbound
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s.clock.phase = 'newTrain';
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advance(s);
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const trays = [...s.trays.values()];
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assert.equal(trays.length, 1);
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assert.equal(trays[0]!.trainNumber, 2);
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assert.equal(trays[0]!.direction, 'east');
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// An eastbound train starts in the west.
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assert.deepEqual(trays[0]!.position, { at: 'divisionPoint', side: 'west' });
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});
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it('holds a train when no Crew Tray is free (§7)', () => {
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const s = game();
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s.freeTrays = [];
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scheduleTrain(s, 1, 2);
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s.clock.phase = 'newTrain';
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advance(s);
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assert.equal(s.trays.size, 0, 'the train is held, not made up');
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assert.equal(s.clock.phase, 'mainline', 'and the Stage moves on');
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});
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it('moves trains one region per Stage (§8.2)', () => {
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const s = game();
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/**
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* PIN THE TERRAIN. This used to rely on whatever card the seed happened to lay down, and the
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* moment the RNG stream moved — a different opening deal draws a different number of cards
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* before the Division is built — seed 1 dealt a 60 card instead of a 30 and the train crossed in
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* one Stage. What is under test is that crossing takes the card's time, so the card has to be
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* the test's own: Curves is a 30, which is two Stages for a fast train.
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*/
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for (const n of s.division.nodes) if (n.kind === 'mainline') n.card = 'curves';
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scheduleTrain(s, 1, 2);
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s.clock.phase = 'newTrain';
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pump(s);
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const id = [...s.trays.keys()][0]!;
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s.trays.get(id)!.consist = [{ type: 'coach', loaded: false }];
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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 pos = s.trays.get(id)!.position;
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assert.equal(pos.at, 'mainline', 'the train highballed onto the mainline');
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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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// Q1/Q2 — crossing time is counted in Stages by card speed and Fast/Slow class, so the train
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// stays on the card until its transit expires rather than stepping through printed cells.
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const pos2 = s.trays.get(id)!.position;
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assert.equal(pos2.at, 'mainline', 'still crossing');
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});
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it('orders movement by train number, Timetabled before Extra on a tie (Gap 5)', () => {
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const s = game();
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const order: number[] = [];
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for (const [i, spec] of [
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{ n: 9, extra: true },
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{ n: 9, extra: false },
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{ n: 3, extra: false },
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].entries()) {
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s.trays.set(`t${i}`, {
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id: `t${i}`,
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trainNumber: spec.n,
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trainIsExtra: spec.extra,
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engineAt: 0,
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consist: [],
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direction: 'east',
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position: { at: 'divisionPoint', side: 'west' },
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movesUsed: 0,
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});
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}
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const sorted = [...s.trays.values()].sort((a, b) => {
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const d = (a.trainNumber ?? 0) - (b.trainNumber ?? 0);
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return d !== 0 ? d : Number(a.trainIsExtra) - Number(b.trainIsExtra);
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});
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for (const t of sorted) order.push(t.trainIsExtra ? -t.trainNumber! : t.trainNumber!);
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assert.deepEqual(order, [3, 9, -9], 'train 3, then Timetabled 9, then Extra X9');
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});
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});
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// ---------------------------------------------------------------------------
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describe('collisions are automatic (Gap 2)', () => {
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it('collides when a train arrives with every A/D track occupied', () => {
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// Gap 2d — no room at the station, the local player's fault, −5 Revenue.
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const s = game();
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const area = s.officeAreas.get(0)!;
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area.adOccupancy = ['blocker']; // a Whistle Post has exactly one A/D track
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const id = 'inbound';
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s.trays.set(id, {
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id,
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trainNumber: 2,
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trainIsExtra: false,
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engineAt: 0,
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consist: [{ type: 'coach', loaded: true }],
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direction: 'east',
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position: { at: 'mainline', index: 1 },
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movesUsed: 0,
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});
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const ml = s.division.nodes[1];
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if (ml?.kind === 'mainline') {
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// Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition
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// would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
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// `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here.
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ml.card = 'plains';
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ml.transits.push({ tray: id, stagesRemaining: 1, stagesTotal: 1, direction: 'east' });
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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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assert.equal(s.players[0]!.revenue, -5, 'the fault is the local player’s (§10)');
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assert.equal(s.collisionsToday, 1);
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assert.ok(!s.trays.has(id), 'the train is removed');
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});
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it('does not collide when a coach is legally parked at the Office (v0.5.0 §A.4 exception)', () => {
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// A coach may now be set out at the Office (§A.4's carve-out). It must not become a hazard to
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// the next train in — that would punish exactly the thing the rule was written to allow.
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const s = game();
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const area = s.officeAreas.get(0)!;
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area.adOccupancy = []; // an A/D track is free — only the fouling check is under test
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const officeCard = area.grid.get(coordKey(area.officeCoord))!;
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officeCard.standing = [{ type: 'coach', loaded: false }];
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const id = 'inbound';
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s.trays.set(id, {
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id,
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trainNumber: 2,
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trainIsExtra: false,
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engineAt: 0,
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consist: [{ type: 'coach', loaded: true }],
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direction: 'east',
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position: { at: 'mainline', index: 1 },
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movesUsed: 0,
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});
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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: id, stagesRemaining: 1, stagesTotal: 1, direction: 'east' });
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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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assert.equal(s.collisionsToday, 0, 'a legally parked coach is not a hazard to the next arrival');
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assert.ok(s.trays.has(id), 'the train is not written off');
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});
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it('still collides when a non-coach car is left fouling the Office track', () => {
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// Reachable only by poking state directly — `canDropCarsAt` already refuses every non-coach
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// drop at the Office, so this backstops the collision check itself, not a state a legal game
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// can reach.
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const s = game();
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const area = s.officeAreas.get(0)!;
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area.adOccupancy = [];
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const officeCard = area.grid.get(coordKey(area.officeCoord))!;
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officeCard.standing = [{ type: 'boxcar', loaded: false }];
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const id = 'inbound';
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s.trays.set(id, {
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id,
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trainNumber: 2,
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trainIsExtra: false,
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engineAt: 0,
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consist: [{ type: 'coach', loaded: true }],
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direction: 'east',
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position: { at: 'mainline', index: 1 },
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movesUsed: 0,
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});
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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: id, stagesRemaining: 1, stagesTotal: 1, direction: 'east' });
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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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assert.equal(s.collisionsToday, 1);
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assert.ok(!s.trays.has(id), 'the train is removed');
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});
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it('returns cabooses to the Division Yard and other stock to Classification (Gap 2c)', () => {
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const s = game();
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s.officeAreas.get(0)!.adOccupancy = ['blocker'];
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const classBefore = s.yards.classificationYard.length;
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const mlx = s.division.nodes[1];
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if (mlx?.kind === 'mainline') {
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// Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition
|
||
// would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
|
||
// `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here.
|
||
mlx.card = 'plains';
|
||
mlx.transits.push({ tray: 'x', stagesRemaining: 1, stagesTotal: 1, direction: 'east' });
|
||
}
|
||
s.trays.set('x', {
|
||
id: 'x',
|
||
trainNumber: 8,
|
||
trainIsExtra: false,
|
||
engineAt: 0,
|
||
consist: [
|
||
{ type: 'hopper', loaded: true },
|
||
{ type: 'caboose', loaded: true },
|
||
],
|
||
direction: 'east',
|
||
position: { at: 'mainline', index: 1 },
|
||
movesUsed: 0,
|
||
});
|
||
s.clock.phase = 'mainline';
|
||
s.movedThisPhase = new Set();
|
||
advance(s);
|
||
|
||
assert.equal(s.yards.classificationYard.length, classBefore + 1, 'the hopper');
|
||
assert.ok(
|
||
s.yards.divisionYard.some((c) => c.type === 'caboose'),
|
||
'the caboose goes straight back to the Division Yard',
|
||
);
|
||
});
|
||
});
|
||
|
||
// ---------------------------------------------------------------------------
|
||
|
||
describe('the Superintendent clearance interrupt (§8.1)', () => {
|
||
it('pauses the Mainline Phase for a following-train decision', () => {
|
||
const s = game();
|
||
// A train already on the first Mainline card, moving east.
|
||
s.trays.set('ahead', {
|
||
id: 'ahead',
|
||
trainNumber: 4,
|
||
trainIsExtra: false,
|
||
engineAt: 0,
|
||
consist: [],
|
||
direction: 'east',
|
||
position: { at: 'mainline', index: 1 },
|
||
movesUsed: 0,
|
||
});
|
||
const ml = s.division.nodes[1];
|
||
if (ml?.kind === 'mainline') {
|
||
// Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition
|
||
// would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
|
||
// `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here.
|
||
ml.card = 'plains';
|
||
ml.transits.push({ tray: 'ahead', stagesRemaining: 2, stagesTotal: 2, direction: 'east' });
|
||
}
|
||
|
||
// A second train at the Western Division Point wanting to follow it.
|
||
s.trays.set('behind', {
|
||
id: 'behind',
|
||
trainNumber: 2,
|
||
trainIsExtra: false,
|
||
engineAt: 0,
|
||
consist: [],
|
||
direction: 'east',
|
||
position: { at: 'divisionPoint', side: 'west' },
|
||
movesUsed: 0,
|
||
});
|
||
|
||
s.clock.phase = 'mainline';
|
||
s.movedThisPhase = new Set();
|
||
const r = advance(s);
|
||
|
||
assert.equal(r.needsInput, true, 'the phase must stop and ask');
|
||
assert.notEqual(s.clock.pendingDecision, null);
|
||
assert.equal(s.clock.pendingDecision!.train, 'behind');
|
||
assert.equal(s.clock.pendingDecision!.occupiedBy, 'ahead');
|
||
});
|
||
|
||
it('does not ask when the train ahead is coming the other way — that is an absolute bar', () => {
|
||
const s = game();
|
||
s.trays.set('oncoming', {
|
||
id: 'oncoming',
|
||
trainNumber: 3,
|
||
trainIsExtra: false,
|
||
engineAt: 0,
|
||
consist: [],
|
||
direction: 'west',
|
||
position: { at: 'mainline', index: 1 },
|
||
movesUsed: 0,
|
||
});
|
||
const ml = s.division.nodes[1];
|
||
if (ml?.kind === 'mainline') {
|
||
// Pin the terrain. Mainline types are drawn from the SHUFFLED deck, so deck composition
|
||
// would otherwise decide this test's outcome — and Double Track / Uncontrolled Siding set
|
||
// `trainsMayPass`, which legitimately removes the §8.1 bar being asserted here.
|
||
ml.card = 'plains';
|
||
ml.transits.push({ tray: 'oncoming', stagesRemaining: 2, stagesTotal: 2, direction: 'west' });
|
||
}
|
||
|
||
s.trays.set('waiting', {
|
||
id: 'waiting',
|
||
trainNumber: 2,
|
||
trainIsExtra: false,
|
||
engineAt: 0,
|
||
consist: [],
|
||
direction: 'east',
|
||
position: { at: 'divisionPoint', side: 'west' },
|
||
movesUsed: 0,
|
||
});
|
||
|
||
s.clock.phase = 'mainline';
|
||
s.movedThisPhase = new Set();
|
||
advance(s);
|
||
|
||
assert.equal(s.clock.pendingDecision, null, 'no judgment call — the train simply holds');
|
||
assert.deepEqual(s.trays.get('waiting')!.position, { at: 'divisionPoint', side: 'west' });
|
||
});
|
||
|
||
it('clears the decision once the Superintendent rules', () => {
|
||
const s = game();
|
||
s.clock.phase = 'mainline';
|
||
s.clock.pendingDecision = { train: 'a', occupiedBy: 'b' };
|
||
const r = applyIntent(s, 0, { type: 'mainline.clearance', allow: false });
|
||
assert.ok(r.ok);
|
||
assert.equal(s.clock.pendingDecision, null);
|
||
});
|
||
});
|
||
|
||
// ---------------------------------------------------------------------------
|
||
|
||
describe('victory conditions (§3, Gap 10e) — unified 2026-08-20', () => {
|
||
it('loses a timed Solitaire game that misses minCombinedRevenue', () => {
|
||
// minCombinedRevenue doubles as a MINIMUM in Solitaire: below it you lose regardless of score.
|
||
const s = game(1, { minCombinedRevenue: 10 });
|
||
s.clock.day = s.config.days + 1;
|
||
s.clock.stage = STAGES_PER_DAY;
|
||
s.clock.phase = 'shiftChange';
|
||
s.players[0]!.revenue = 0;
|
||
advance(s);
|
||
assert.equal(s.status, 'finished');
|
||
assert.equal(s.outcome!.result, 'loss');
|
||
assert.equal(s.outcome!.reason, 'revenueFloor');
|
||
});
|
||
|
||
it('wins a timed Solitaire game that clears minCombinedRevenue', () => {
|
||
const s = game(1, { minCombinedRevenue: 10 });
|
||
s.clock.day = s.config.days + 1;
|
||
s.clock.stage = STAGES_PER_DAY;
|
||
s.clock.phase = 'shiftChange';
|
||
s.players[0]!.revenue = 10;
|
||
advance(s);
|
||
assert.equal(s.status, 'finished');
|
||
assert.equal(s.outcome!.result, 'win');
|
||
});
|
||
|
||
it('minCombinedRevenue = 0 disables the floor — any score wins once days run out', () => {
|
||
const s = game(1, { minCombinedRevenue: 0 });
|
||
s.clock.day = s.config.days + 1;
|
||
s.clock.stage = STAGES_PER_DAY;
|
||
s.clock.phase = 'shiftChange';
|
||
s.players[0]!.revenue = 0;
|
||
advance(s);
|
||
assert.equal(s.status, 'finished');
|
||
assert.equal(s.outcome!.result, 'win');
|
||
});
|
||
|
||
it('everyone loses in Competitive when the TABLE misses minCombinedRevenue, whoever scored best', () => {
|
||
const s = createGame({
|
||
id: 'g', seed: 2, config: baseConfig({ mode: 'competitive', minCombinedRevenue: 20 }),
|
||
playerNames: ['A', 'B'],
|
||
});
|
||
s.clock.day = s.config.days + 1;
|
||
s.clock.stage = STAGES_PER_DAY;
|
||
s.clock.phase = 'shiftChange';
|
||
s.players[0]!.revenue = 5; // best individual score...
|
||
s.players[1]!.revenue = 3; // ...but combined (8) still misses the floor (20).
|
||
advance(s);
|
||
assert.equal(s.status, 'finished');
|
||
assert.equal(s.outcome!.result, 'loss');
|
||
assert.equal(s.outcome!.reason, 'revenueFloor');
|
||
});
|
||
|
||
it('Co-op wins as one table score (summed Revenue), winner stays null', () => {
|
||
const s = createGame({
|
||
id: 'g', seed: 3, config: baseConfig({ mode: 'coop', minCombinedRevenue: 10 }),
|
||
playerNames: ['A', 'B'],
|
||
});
|
||
s.clock.day = s.config.days + 1;
|
||
s.clock.stage = STAGES_PER_DAY;
|
||
s.clock.phase = 'shiftChange';
|
||
s.players[0]!.revenue = 4;
|
||
s.players[1]!.revenue = 6; // combined 10 clears the floor, neither alone would.
|
||
advance(s);
|
||
assert.equal(s.status, 'finished');
|
||
assert.equal(s.outcome!.result, 'win');
|
||
assert.equal(s.outcome!.winner, null, 'Co-op names an individual winner instead of a shared one');
|
||
});
|
||
|
||
it('ends immediately, mid-Stage, when collisions reach maxCollisionsPerDay', () => {
|
||
// Competitive/coop only, and immediate — not gated on the day boundary the way the revenue
|
||
// floor is. Stage 1, well short of STAGES_PER_DAY, proves it fires mid-day.
|
||
const s = game(1, { mode: 'competitive', maxCollisionsPerDay: 2 });
|
||
s.collisionsToday = 2;
|
||
s.clock.stage = 1;
|
||
s.clock.phase = 'shiftChange';
|
||
advance(s);
|
||
assert.equal(s.status, 'finished');
|
||
assert.equal(s.outcome!.result, 'loss');
|
||
assert.equal(s.outcome!.reason, 'collisionFloor');
|
||
});
|
||
|
||
it('ends immediately when the running total reaches maxCollisionsTotal, even under the per-day cap', () => {
|
||
const s = game(1, { mode: 'coop', maxCollisionsPerDay: 0, maxCollisionsTotal: 3 });
|
||
s.collisionsTotal = 3;
|
||
s.clock.stage = 1;
|
||
s.clock.phase = 'shiftChange';
|
||
advance(s);
|
||
assert.equal(s.status, 'finished');
|
||
assert.equal(s.outcome!.reason, 'collisionFloor');
|
||
});
|
||
|
||
it('maxCollisionsPerDay = 0 and maxCollisionsTotal = 0 disable the collision floor entirely', () => {
|
||
const s = game(1, { mode: 'competitive', maxCollisionsPerDay: 0, maxCollisionsTotal: 0 });
|
||
s.collisionsToday = 99;
|
||
s.collisionsTotal = 99;
|
||
s.clock.stage = 1;
|
||
s.clock.phase = 'shiftChange';
|
||
advance(s);
|
||
assert.notEqual(s.status, 'finished');
|
||
});
|
||
|
||
it('solitaire never checks the collision floor, whatever the counts', () => {
|
||
const s = game(1, { mode: 'solitaire', maxCollisionsPerDay: 1, maxCollisionsTotal: 1 });
|
||
s.collisionsToday = 99;
|
||
s.collisionsTotal = 99;
|
||
s.clock.stage = 1;
|
||
s.clock.phase = 'shiftChange';
|
||
advance(s);
|
||
assert.notEqual(s.status, 'finished');
|
||
});
|
||
});
|
||
|
||
// ---------------------------------------------------------------------------
|
||
|
||
describe('MILESTONE: a full solitaire game runs headless', () => {
|
||
it('plays a short game to completion', () => {
|
||
const s = game(42);
|
||
playToCompletion(s, 42);
|
||
assert.equal(s.status, 'finished', 'the game must reach an outcome');
|
||
assert.ok(s.outcome, 'and record one');
|
||
assert.ok(s.clock.day >= 1);
|
||
});
|
||
|
||
it('terminates from many different seeds', () => {
|
||
// The driver must settle regardless of how the deck falls.
|
||
for (const seed of [1, 7, 23, 99, 256, 1013]) {
|
||
const s = game(seed);
|
||
playToCompletion(s, seed);
|
||
assert.equal(s.status, 'finished', `seed ${seed} did not finish`);
|
||
}
|
||
});
|
||
|
||
it('is fully reproducible from a seed', () => {
|
||
const a = game(555);
|
||
const b = game(555);
|
||
playToCompletion(a, 555);
|
||
playToCompletion(b, 555);
|
||
assert.equal(a.clock.day, b.clock.day);
|
||
assert.equal(a.players[0]!.revenue, b.players[0]!.revenue);
|
||
assert.deepEqual(a.outcome, b.outcome);
|
||
});
|
||
|
||
it('never offers the bot an illegal action along the way', () => {
|
||
// playToCompletion asserts this on every step; this test states the guarantee explicitly.
|
||
const s = game(31);
|
||
const stats = playToCompletion(s, 31);
|
||
assert.ok(stats.turns > 0, 'the game should take at least one turn');
|
||
});
|
||
|
||
it('actually plays the game — trains get scheduled and cards get played', () => {
|
||
// GUARD. An earlier bot completed every seed while doing nothing at all: no trains, no
|
||
// revenue, every game a loss. Asserting only on termination hid two real bugs. These assert
|
||
// the game DEVELOPS.
|
||
let scheduled = 0;
|
||
let cardsPlayed = 0;
|
||
for (const seed of [7, 42, 99, 256]) {
|
||
const s = game(seed);
|
||
const stats = playToCompletion(s, seed);
|
||
scheduled += stats.scheduled;
|
||
cardsPlayed += stats.cardsPlayed;
|
||
}
|
||
assert.ok(scheduled > 0, 'no train was ever scheduled across four games');
|
||
assert.ok(cardsPlayed > 4, `only ${cardsPlayed} cards played across four games`);
|
||
});
|
||
|
||
it('terminates even when the Superintendent denies clearance repeatedly', () => {
|
||
// A denied ruling must be CONSUMED. Without that the driver re-evaluates the same train and
|
||
// asks the same question forever — a livelock that only showed up on one seed.
|
||
const s = game(7);
|
||
const stats = playToCompletion(s, 7, 5_000);
|
||
assert.equal(s.status, 'finished');
|
||
assert.ok(stats.turns < 5_000, `took ${stats.turns} turns — probable livelock`);
|
||
});
|
||
|
||
it('conserves rolling stock across a whole game', () => {
|
||
// Nothing may be created or destroyed: every piece in the roster, wherever it sits.
|
||
const s = game(88);
|
||
playToCompletion(s, 88);
|
||
|
||
let count = s.yards.divisionYard.length + s.yards.classificationYard.length;
|
||
for (const tray of s.trays.values()) count += tray.consist.length;
|
||
for (const area of s.officeAreas.values()) {
|
||
for (const card of area.grid.values()) {
|
||
count += card.standing.length;
|
||
if (card.facility) {
|
||
count += card.facility.outboundBox.length;
|
||
count += card.facility.inboundBox.length;
|
||
count += card.facility.industryTrack.cars.length;
|
||
}
|
||
}
|
||
}
|
||
assert.equal(count, TOTAL_ROLLING_STOCK, 'rolling stock leaked or was duplicated');
|
||
});
|
||
});
|
||
|
||
describe('X18 Circus Train — a point for standing still', () => {
|
||
it('pays once for a Stage spent stopped, and never again', () => {
|
||
/**
|
||
* REPORTED: "Circus train TX18 was stopped on a siding for a full Stage and I did not get my
|
||
* Revenue point." It never could: `stopEarnsPoint` was declared on the profile and read
|
||
* NOWHERE, along with eight other special-train rules. The one card in the deck that pays for
|
||
* standing still paid nothing.
|
||
*/
|
||
const s = game();
|
||
s.clock.phase = 'mainline';
|
||
s.trays.set('circus', {
|
||
id: 'circus', trainNumber: 18, trainIsExtra: true, engineAt: 0,
|
||
consist: [], direction: 'east',
|
||
position: { at: 'grid', seat: 0, coord: { row: -1, col: 0 } },
|
||
movesUsed: 0,
|
||
} as never);
|
||
// A card under it, so the crew is somewhere real rather than off the grid.
|
||
areaOf(s, 0).grid.set('-1,0', {
|
||
geometry: { kind: 'track', geometry: 'straight' },
|
||
baseOperationalRail: true, standing: [], facility: null, modifiers: [], enhancements: [],
|
||
} as never);
|
||
|
||
const before = s.players[0]!.revenue;
|
||
const first = pump(s);
|
||
assert.ok(
|
||
first.some((e) => e.type === 'trainStoodStill' && e.trainNumber === 18),
|
||
'the Circus Train stood still for a Stage and earned nothing',
|
||
);
|
||
assert.equal(s.players[0]!.revenue, before + 1, 'the point was not paid');
|
||
|
||
// "One turn stopped" — once. A train that goes on standing there does not keep earning.
|
||
const paidAgain = () => {
|
||
s.clock.phase = 'mainline';
|
||
s.movedThisPhase = new Set();
|
||
return pump(s).some((e) => e.type === 'trainStoodStill');
|
||
};
|
||
assert.ok(!paidAgain(), 'the Circus Train collected a second time for the same set-up');
|
||
});
|
||
});
|
||
|
||
// ---------------------------------------------------------------------------
|
||
|
||
describe('a train on the Division points the way it is running', () => {
|
||
/**
|
||
* Nothing reset `facing` when a train left a district, so a crew that had been shunted onto a
|
||
* north-south spur carried a compass port — 'n' or 's' — out onto the Division with it.
|
||
*
|
||
* The Division is east-west, and so is every Office card, so that port exists nowhere the train is
|
||
* about to be. `movesFor` explores from `facing` and from its opposite, and a card with neither
|
||
* yields nothing at all: the train arrived at the next Office **unable to switch at all**. It also
|
||
* drew a ▲ on the Division map, where there is no north.
|
||
*
|
||
* A train running the Division has its engine at one end of an east-west railroad, so this is not
|
||
* a repair applied after the fact — it is the only thing `facing` can mean out there.
|
||
*/
|
||
const runningOnTheDivision = (spurFacing: 'n' | 's', direction: 'east' | 'west'): CrewTray => {
|
||
const s = game();
|
||
// Straight onto the Mainline card west of the first Office, as a departure would.
|
||
const index = s.division.nodes.findIndex((n) => n.kind === 'mainline');
|
||
const node = s.division.nodes[index]!;
|
||
assert.equal(node.kind, 'mainline');
|
||
const id = 'shunted';
|
||
s.trays.set(id, {
|
||
id, trainNumber: 2, trainIsExtra: false, engineAt: 0, consist: [],
|
||
direction,
|
||
// What a Move round a district leaves behind: a real port on the card it was standing on.
|
||
facing: spurFacing,
|
||
railFacing: 'w',
|
||
position: { at: 'grid', seat: 0, coord: areaOf(s, 0).officeCoord },
|
||
movesUsed: 0,
|
||
});
|
||
const tray = s.trays.get(id)!;
|
||
// Depart it: the Mainline Phase's own path onto the card.
|
||
s.clock.phase = 'mainline';
|
||
s.movedThisPhase = new Set();
|
||
for (let i = 0; i < 3 && tray.position.at === 'grid'; i++) {
|
||
s.clock.phase = 'mainline';
|
||
s.movedThisPhase = new Set();
|
||
advance(s);
|
||
}
|
||
assert.notEqual(tray.position.at, 'grid', 'the train never left the district');
|
||
return tray;
|
||
};
|
||
|
||
it('drops the spur port the moment it reaches the Mainline', () => {
|
||
for (const spur of ['n', 's'] as const) {
|
||
for (const direction of ['east', 'west'] as const) {
|
||
const tray = runningOnTheDivision(spur, direction);
|
||
assert.equal(
|
||
tray.facing,
|
||
direction === 'east' ? 'e' : 'w',
|
||
`a ${direction}bound train left the district still facing ${spur}`,
|
||
);
|
||
assert.equal(railFacingOf(tray), direction === 'east' ? 'e' : 'w');
|
||
}
|
||
}
|
||
});
|
||
});
|
||
|
||
// ---------------------------------------------------------------------------
|
||
|
||
describe('the history says WHY a train moved, and says it truthfully', () => {
|
||
/**
|
||
* REPORTED from play: "some trains seem to be moving before I can switch or do other operations on
|
||
* them — it may be the rules are wrong, or it may be my perception."
|
||
*
|
||
* It was perception, but the log was actively feeding it. Every departure read alike, and the
|
||
* arrival line for an Expedited train said there was "no turn in which to work it" — which was
|
||
* false under the OLD (v0.4.8 and earlier) same-stage-departure reading of Q3, and cost the player
|
||
* the Cargo turn they did have.
|
||
*
|
||
* v0.4.9 CORRECTED Q3 ITSELF, not just the narration: Expedite does not change when a train
|
||
* leaves — it is released by the ordinary §8.1 rules exactly like any other train, and may be
|
||
* switched normally while it stands. What it means is that the train must not be PARKED anywhere
|
||
* but the station; leaving it on Secondary Track when a Mainline Phase begins is a Station Master
|
||
* fault (`expediteFault`, `EXPEDITE_FAULT_PENALTY`). These pin that behaviour, so a phase-order
|
||
* change cannot silently bring back the old forced departure.
|
||
*/
|
||
/**
|
||
* Drop one named train at the Western Division Point and follow it, counting the DISTINCT phases
|
||
* it spends standing in a district — `advance` is called many times inside one phase, so a raw
|
||
* count would say nothing. Driven by the developer bot rather than a hand-rolled phase-ender,
|
||
* which deadlocks the moment Local Operations wants an option chosen before it can be ended.
|
||
*/
|
||
const phasesWith = (trainNumber: number): { localOps: number; loadUnload: number; leftIn: string } => {
|
||
const s = game(7, { days: 5 });
|
||
for (const n of s.division.nodes) if (n.kind === 'mainline') n.card = 'plains';
|
||
/**
|
||
* A DIVISION WITH NOTHING ELSE ON IT. §8.1 can still hold any train, Expedited or not, on a
|
||
* same-direction meet — with the bot's own traffic running, Train 6 was held four Stages and
|
||
* collected four Local Operations turns. Correct behaviour, but it is traffic noise for what
|
||
* this test is trying to pin, so clearing the timetable isolates the rule from it.
|
||
*/
|
||
s.timetable = s.timetable.map(() => null);
|
||
const id = 'watched';
|
||
s.trays.set(id, {
|
||
id, trainNumber, trainIsExtra: false, engineAt: 0,
|
||
consist: [{ type: 'coach', loaded: true }] as never,
|
||
direction: 'east', facing: 'e',
|
||
position: { at: 'divisionPoint', side: 'west' }, movesUsed: 0,
|
||
});
|
||
const dp = s.division.nodes.find((n) => n.kind === 'divisionPoint' && n.side === 'west');
|
||
if (dp?.kind === 'divisionPoint') dp.holding.push(id);
|
||
|
||
const standingIn = new Set<string>();
|
||
let reachedOffice = false;
|
||
let leftIn = '';
|
||
|
||
for (let i = 0; i < 20_000; i++) {
|
||
const phase = s.clock.phase;
|
||
const onGrid = s.trays.get(id)?.position.at === 'grid';
|
||
if (onGrid) {
|
||
reachedOffice = true;
|
||
standingIn.add(`${s.clock.day}|${s.clock.stage}|${phase}`);
|
||
}
|
||
|
||
const r = advance(s);
|
||
|
||
if (reachedOffice && onGrid && s.trays.get(id)?.position.at !== 'grid' && leftIn === '') {
|
||
leftIn = phase;
|
||
break;
|
||
}
|
||
if (s.status === 'finished') break;
|
||
if (r.needsInput) {
|
||
/**
|
||
* A PLAYER WHO DOES NOTHING. The developer bot plays train cards, and a train card rolls
|
||
* itself onto the Timetable — so clearing the Timetable above achieved nothing while the bot
|
||
* was driving, and the watched train kept meeting traffic it had to be cleared past. This
|
||
* ends every turn without playing anything, which is the only way to isolate one train.
|
||
*/
|
||
const actor = s.clock.pendingDecision !== null ? s.clock.superintendent : s.clock.currentActor;
|
||
if (actor === null) break;
|
||
const options = legalActions(s, actor);
|
||
if (options.length === 0) break;
|
||
const pick =
|
||
options.find((x) => x.type === 'mainline.clearance') ??
|
||
options.find(
|
||
(x) =>
|
||
x.type === 'switch.end' ||
|
||
x.type === 'draw.end' ||
|
||
x.type === 'loadUnload.end' ||
|
||
x.type === 'freightAgent.end',
|
||
) ??
|
||
options.find((x) => x.type === 'localOps.choose') ??
|
||
options[0]!;
|
||
if (!applyIntent(s, actor, pick).ok) break;
|
||
}
|
||
}
|
||
|
||
const count = (phase: string): number => [...standingIn].filter((k) => k.endsWith(`|${phase}`)).length;
|
||
assert.ok(reachedOffice, `train ${trainNumber} never reached a district at all`);
|
||
return { localOps: count('localOps'), loadUnload: count('loadUnload'), leftIn };
|
||
};
|
||
|
||
it('gives an ordinary train a Local Operations turn before it goes', () => {
|
||
// Train 12 Drag Freight — no Expedite. Arrives in a Mainline Phase, stands, and the player gets
|
||
// a Local Operations turn with it in the NEXT Stage. This is what the arrival line promises.
|
||
const r = phasesWith(12);
|
||
assert.ok(r.localOps >= 1, `an ordinary train got ${r.localOps} Local Operations turns`);
|
||
assert.equal(r.leftIn, 'mainline', 'an ordinary train should leave in a Mainline Phase');
|
||
});
|
||
|
||
it('gives an Expedited train a Local Operations turn too, exactly like an ordinary one', () => {
|
||
// Train 6 The Sparrow — Expedite. v0.4.9 corrected Q3: Expedite no longer forces a same-stage
|
||
// departure, so an Expedited train is released by the ordinary §8.1 rule and stands for a
|
||
// Local Operations turn the same as Train 12 above.
|
||
const r = phasesWith(6);
|
||
assert.ok(r.localOps >= 1, `an Expedited train got ${r.localOps} Local Operations turns`);
|
||
assert.ok(r.loadUnload >= 1, 'an Expedited train never stood through a Cargo phase');
|
||
assert.equal(r.leftIn, 'mainline', 'an Expedited train should leave in a Mainline Phase, like any other');
|
||
});
|
||
|
||
it('faults an Expedited train left off the station when a Mainline Phase begins', () => {
|
||
// What Expedite actually restricts now: not WHEN the train leaves, but WHERE it may be left
|
||
// standing in the meantime. Parked on Secondary Track — cleared there to make way for other
|
||
// switching, say — it must not still be there when the next Mainline Phase begins.
|
||
const s = game(7, { days: 5 });
|
||
const area = areaOf(s, 0);
|
||
const id = 'expedited';
|
||
const secondary = { row: area.officeCoord.row, col: area.officeCoord.col + 1 };
|
||
s.trays.set(id, {
|
||
id, trainNumber: 6, trainIsExtra: false, engineAt: 0, consist: [],
|
||
direction: 'east', facing: 'e',
|
||
position: { at: 'grid', seat: 0, coord: secondary }, movesUsed: 0,
|
||
});
|
||
|
||
s.clock.phase = 'mainline';
|
||
const before = s.players[0]!.revenue;
|
||
const r = advance(s);
|
||
|
||
assert.ok(
|
||
r.events.some((e) => e.type === 'expediteFault' && e.trainNumber === 6),
|
||
'no fault was raised for an Expedited train left off the station',
|
||
);
|
||
assert.equal(
|
||
s.players[0]!.revenue,
|
||
before - EXPEDITE_FAULT_PENALTY,
|
||
'the fault did not cost Revenue',
|
||
);
|
||
});
|
||
|
||
it('does not fault an Expedited train legitimately held at the station itself', () => {
|
||
// A train sitting on the Office square is not "left" anywhere — including one §8.1 is holding
|
||
// for a same-direction meet, which is an ordinary hold, not a Station Master failure.
|
||
const s = game(7, { days: 5 });
|
||
const area = areaOf(s, 0);
|
||
const id = 'expedited';
|
||
s.trays.set(id, {
|
||
id, trainNumber: 6, trainIsExtra: false, engineAt: 0, consist: [],
|
||
direction: 'east', facing: 'e',
|
||
position: { at: 'grid', seat: 0, coord: area.officeCoord }, movesUsed: 0,
|
||
});
|
||
area.adOccupancy.push(id);
|
||
|
||
// A train ahead of it in the same Subdivision, running the SAME way — §8.1's fourth condition,
|
||
// which is the Superintendent's call rather than an absolute bar.
|
||
const ahead = s.division.nodes.findIndex((n) => n.kind === 'mainline');
|
||
const node = s.division.nodes[ahead];
|
||
assert.equal(node?.kind, 'mainline');
|
||
s.trays.set('ahead', {
|
||
id: 'ahead', trainNumber: 12, trainIsExtra: false, engineAt: 0, consist: [],
|
||
direction: 'east', facing: 'e', position: { at: 'mainline', index: ahead }, movesUsed: 0,
|
||
});
|
||
if (node?.kind === 'mainline') {
|
||
node.transits.push({ tray: 'ahead', stagesRemaining: 2, stagesTotal: 2, direction: 'east' });
|
||
}
|
||
|
||
s.clock.phase = 'mainline';
|
||
const before = s.players[0]!.revenue;
|
||
const r = advance(s);
|
||
|
||
assert.ok(
|
||
r.events.some((e) => e.type === 'clearanceRequested' && e.trainId === id),
|
||
'the departure was not put to the Superintendent',
|
||
);
|
||
assert.ok(
|
||
!r.events.some((e) => e.type === 'expediteFault'),
|
||
'a train properly parked at the station was faulted anyway',
|
||
);
|
||
assert.equal(
|
||
s.players[0]!.revenue,
|
||
before,
|
||
'Revenue changed for a train legitimately held at the station',
|
||
);
|
||
});
|
||
});
|
||
|
||
// ---------------------------------------------------------------------------
|
||
|
||
describe('an Extra starts where its number sends it, or at a Control Point', () => {
|
||
/**
|
||
* REPORTED: "Extras should start at Eastern or Western Division point based on their numbers. Even
|
||
* trains run to the east (start at western DP), odd run to the west (start at eastern DP). They
|
||
* can also start at a control point (any office except whistlepost) at player's choice."
|
||
*
|
||
* Every Extra used to launch eastbound from the West Division Point, hardcoded, with the
|
||
* simplification flagged in a comment — so half the Extras ran the wrong way and the Control Point
|
||
* option did not exist at all.
|
||
*/
|
||
const pending = (trainNumber: number, tier?: 'depot' | 'station'): GameState => {
|
||
const s = game(11);
|
||
s.pendingExtras = [trainNumber];
|
||
s.timetable = s.timetable.map(() => null);
|
||
if (tier) s.officeAreas.get(0)!.tier = tier;
|
||
s.clock.phase = 'newTrain';
|
||
advance(s);
|
||
return s;
|
||
};
|
||
|
||
const started = (s: GameState): CrewTray => {
|
||
const tray = [...s.trays.values()].find((t) => t.trainIsExtra);
|
||
assert.ok(tray, 'the Extra never took a Crew Tray');
|
||
return tray;
|
||
};
|
||
|
||
it('stops for the decision instead of launching the train itself', () => {
|
||
const s = pending(17);
|
||
assert.equal(s.clock.phase, 'newTrain');
|
||
assert.equal(s.trays.size, 0, 'the Extra was placed without anyone choosing where');
|
||
assert.ok(
|
||
legalActions(s, s.clock.currentActor ?? 0).some((i) => i.type === 'newTrain.startExtra'),
|
||
'the placement was never offered',
|
||
);
|
||
});
|
||
|
||
it('sends an odd Extra west from the EASTERN Division Point', () => {
|
||
// §2.3 — odd runs west. It therefore starts at the end it runs away from.
|
||
const s = pending(17);
|
||
assert.ok(applyIntent(s, 0, { type: 'newTrain.startExtra', trainNumber: 17, atSeat: null }).ok);
|
||
const tray = started(s);
|
||
assert.equal(tray.direction, 'west');
|
||
assert.equal(tray.position.at === 'divisionPoint' && tray.position.side, 'east');
|
||
});
|
||
|
||
it('sends an even Extra east from the WESTERN Division Point', () => {
|
||
const s = pending(18);
|
||
assert.ok(applyIntent(s, 0, { type: 'newTrain.startExtra', trainNumber: 18, atSeat: null }).ok);
|
||
const tray = started(s);
|
||
assert.equal(tray.direction, 'east');
|
||
assert.equal(tray.position.at === 'divisionPoint' && tray.position.side, 'west');
|
||
});
|
||
|
||
it('refuses a Whistle Post, which is not a Control Point', () => {
|
||
const s = pending(18);
|
||
assert.equal(s.officeAreas.get(0)!.tier, 'whistlePost');
|
||
assert.equal(
|
||
check(s, 0, { type: 'newTrain.startExtra', trainNumber: 18, atSeat: 0 }),
|
||
'NOT_A_CONTROL_POINT',
|
||
);
|
||
});
|
||
|
||
it('starts at a Control Point when the player picks one, taking an A/D track', () => {
|
||
// Upgrading the Office is what buys this: a Depot is a Control Point, a Whistle Post is not.
|
||
const s = pending(18, 'depot');
|
||
const r = applyIntent(s, 0, { type: 'newTrain.startExtra', trainNumber: 18, atSeat: 0 });
|
||
assert.ok(r.ok, `starting at the Depot was refused: ${r.ok ? '' : r.code}`);
|
||
const tray = started(s);
|
||
const area = s.officeAreas.get(0)!;
|
||
assert.equal(tray.position.at, 'grid');
|
||
assert.deepEqual(
|
||
tray.position.at === 'grid' ? tray.position.coord : null,
|
||
area.officeCoord,
|
||
'the Extra did not start on the Office card',
|
||
);
|
||
assert.ok(area.adOccupancy.includes(tray.id), 'it did not take an A/D track');
|
||
assert.equal(tray.direction, 'east', 'an even Extra still runs east from wherever it starts');
|
||
});
|
||
|
||
it('takes the Extra off the pending list once, whichever end it started from', () => {
|
||
const s = pending(17);
|
||
assert.ok(applyIntent(s, 0, { type: 'newTrain.startExtra', trainNumber: 17, atSeat: null }).ok);
|
||
assert.deepEqual(s.pendingExtras, []);
|
||
assert.equal(
|
||
check(s, 0, { type: 'newTrain.startExtra', trainNumber: 17, atSeat: null }),
|
||
'NO_EXTRA_PENDING',
|
||
);
|
||
});
|
||
});
|