Files
station-master/test/cut-ordering.test.ts
T
Jesse.Markowitz 40f07b0710 v0.6.0 — saves survive a release, Employee Rotation is real, and the lobby
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.
2026-08-21 21:45:34 -04:00

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/**
* §A.3 — cars occupy the track "in the same order they originally held, left-to-right".
*
* Left-to-right is west-to-east, and `TrackCard.standing` had no defined orientation at all until
* this release. Three reports came out of that one omission and each gets its own battery here:
* a cut parked in a different order depending on how many cars were set out at once; a train that
* got the identical consist whichever end it approached a cut from; and a train that drove straight
* through the cars it had just set out.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { applyIntent, areaOf, check } from '../src/engine/apply.ts';
import { createGame } from '../src/engine/setup.ts';
import type { CrewTray, GameConfig, GameState, GridCoord, RollingStock, TrackCard } from '../src/engine/state.ts';
import { carsOn, coordKey, turnOf } from '../src/engine/state.ts';
const config: GameConfig = {
mode: 'solitaire',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
const game = (seed = 77): GameState => createGame({ id: 'g', seed, config, playerNames: ['Jesse'] });
const at = (row: number, col: number): GridCoord => ({ row, col });
const car = (type: string, loaded = false): RollingStock => ({ type, loaded }) as RollingStock;
const straight = (standing: RollingStock[] = []): TrackCard => ({
geometry: { kind: 'track', geometry: 'straight' },
baseOperationalRail: true,
standing,
standingWest: 0,
facility: null,
modifiers: [],
enhancements: [],
});
function addCard(s: GameState, coord: GridCoord, card: TrackCard): void {
areaOf(s, 0).grid.set(coordKey(coord), card);
}
/** A row of plain straights, on row 1 — row 0 is the Running Track and holds the Office. */
function row(s: GameState, n: number): void {
for (let c = 0; c < n; c++) addCard(s, at(1, c), straight());
}
function placeTray(
s: GameState,
coord: GridCoord,
consist: RollingStock[],
facing: 'e' | 'w',
engineAt = 0,
): string {
const id = s.freeTrays.pop()!;
s.trays.set(id, {
id,
trainNumber: null,
trainIsExtra: false,
engineAt,
consist,
direction: facing === 'w' ? 'west' : 'east',
facing,
railFacing: facing,
position: { at: 'grid', seat: 0, coord },
movesUsed: 0,
} as CrewTray);
return id;
}
/** Puts the game in the one phase switching intents are legal in. */
function switching(s: GameState): void {
s.clock.phase = 'localOps';
s.clock.currentActor = 0;
turnOf(s, 0).option = 'switch';
}
const types = (cars: readonly RollingStock[]): string[] => cars.map((c) => c.type);
const FOUR = (): RollingStock[] => [car('boxcar'), car('hopper'), car('reefer'), car('tank')];
const standingAt = (s: GameState, coord: GridCoord): string[] =>
types(carsOn(areaOf(s, 0).grid.get(coordKey(coord))!));
// ---------------------------------------------------------------------------
describe('a cut parks in the same order however many cars come off at once', () => {
/**
* Reported: "when dropping all 4 cars, order was reversed. It worked properly if we dropped cars
* individually." Both halves are the same bug — `carsDropped` pushed onto the end of the array
* whatever end the cut came off, so the answer depended on how the player chose to spend the drop.
*
* A drop costs no Moves, so one drop of four and four drops of one are the SAME turn played two
* ways. They must park the same cars in the same order, and that is the whole property.
*/
function park(facing: 'e' | 'w', fromNose: boolean, batches: number[]): string[] {
const s = game();
row(s, 1);
// The engine goes at whichever end lets the cut come off the one being tested: cars ahead of it
// for a nose drop, behind it for a tail drop.
const id = placeTray(s, at(1, 0), FOUR(), facing, fromNose ? 4 : 0);
switching(s);
for (const count of batches) {
const r = applyIntent(s, 0, {
type: 'switch.dropCars',
trayId: id,
count,
...(fromNose ? { fromNose: true } : {}),
});
assert.ok(r.ok, `drop of ${count} refused: ${r.ok ? '' : r.code}`);
}
return standingAt(s, at(1, 0));
}
for (const facing of ['e', 'w'] as const) {
for (const fromNose of [false, true]) {
const end = fromNose ? 'nose' : 'tail';
it(`is batch-invariant off the ${end}, facing ${facing}`, () => {
const all = park(facing, fromNose, [4]);
assert.equal(all.length, 4, 'all four cars should be standing on the card');
assert.deepEqual(park(facing, fromNose, [1, 1, 1, 1]), all, 'four singles parked a different order than one four');
assert.deepEqual(park(facing, fromNose, [2, 2]), all, 'two pairs parked a different order again');
});
}
}
it('parks west-to-east, so an east-facing train sets its tail cut out behind itself', () => {
// Consist is nose first and the nose points east, so `[boxcar hopper reefer tank]` stands on the
// ground as tank, reefer, hopper, boxcar reading west to east. The tail car is the westmost.
assert.deepEqual(park('e', false, [4]), ['tank', 'reefer', 'hopper', 'boxcar']);
// Facing west the tray already reads west-to-east, so it goes down as it stands.
assert.deepEqual(park('w', false, [4]), ['boxcar', 'hopper', 'reefer', 'tank']);
});
it('keeps the two cuts apart when a train sets out off both ends on one square', () => {
// §A.3 lets a cut come off either outer end, so both can happen on one square. The engine ends
// up standing between them, which is the thing `standingWest` exists to record.
const s = game();
row(s, 1);
const id = placeTray(s, at(1, 0), FOUR(), 'e', 2);
switching(s);
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: id, count: 1, fromNose: true }).ok);
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: id, count: 1 }).ok);
// Facing east: the nose cut (boxcar) is set out east of the engine, the tail cut (tank) west.
assert.deepEqual(standingAt(s, at(1, 0)), ['tank', 'boxcar']);
// `standingWest` lives on the CARD now, not the tray (docs/plans/switching-paths.md — "The
// Roster Pass"): the Office is the one square more than one train may share, and a cut lies
// west or east of the block of A/D tracks rather than of any one engine.
assert.equal(
areaOf(s, 0).grid.get(coordKey(at(1, 0)))!.standingWest,
1,
'the engine should be standing between the two cuts',
);
});
});
// ---------------------------------------------------------------------------
describe('a parked cut mirrors depending on which end the train comes from', () => {
/**
* The consist a train ends up with must depend on which way it ran, or a run-around buys nothing.
* `couples` was accumulated in path order with no reference to the direction of travel, so both
* approaches produced the identical tray.
*/
function collect(from: 'west' | 'east'): string[] {
const s = game();
row(s, 3);
// The cut stands on the middle square, boxcar west of hopper.
addCard(s, at(1, 1), straight([car('boxcar'), car('hopper')]));
const start = from === 'west' ? at(1, 0) : at(1, 2);
const to = from === 'west' ? at(1, 2) : at(1, 0);
const id = placeTray(s, start, [], from === 'west' ? 'e' : 'w');
switching(s);
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to, reverse: false });
assert.ok(r.ok, `the run was refused: ${r.ok ? '' : r.code}`);
return types(s.trays.get(id)!.consist);
}
it('gives mirrored consists, never the same one twice', () => {
const eastbound = collect('west');
const westbound = collect('east');
assert.notDeepEqual(eastbound, westbound, 'approaching from either end gave the identical consist');
assert.deepEqual(eastbound, [...westbound].reverse(), 'the two approaches are not mirror images');
});
it('puts the car the engine met LAST on the nose, running forward', () => {
// Running east onto boxcar-then-hopper, the engine pushes the boxcar ahead of it and picks the
// hopper up in front of that. Nose first, the tray reads hopper, boxcar.
assert.deepEqual(collect('west'), ['hopper', 'boxcar']);
assert.deepEqual(collect('east'), ['boxcar', 'hopper']);
});
it('couples behind the train nearest-car-first when backing up', () => {
const s = game();
row(s, 3);
addCard(s, at(1, 1), straight([car('boxcar'), car('hopper')]));
// Facing east at the east end, so backing up runs WEST into the cut: it meets the hopper first.
const id = placeTray(s, at(1, 2), [car('caboose')], 'e');
switching(s);
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(1, 0), reverse: true });
assert.ok(r.ok, `the reverse move was refused: ${r.ok ? '' : r.code}`);
assert.deepEqual(types(s.trays.get(id)!.consist), ['caboose', 'hopper', 'boxcar']);
});
});
// ---------------------------------------------------------------------------
describe('a train may not drive through the cut on its own card (§A.4)', () => {
/**
* Reported: "if I put cars off the nose on a given track, and my next move is go forward, I need
* to couple those cars right back on." The walk started at the NEIGHBOUR of the start square and
* never read the start card at all, so the cut was simply left behind.
*
* The rule is direction-sensitive, which is the point: only the cut at the end the train pulls out
* through is in the way. That is what makes setting out off one particular end a decision.
*/
function runOut(fromNose: boolean, reverse: boolean): { consist: string[]; left: string[] } {
const s = game();
row(s, 3);
const id = placeTray(s, at(1, 1), [car('boxcar'), car('hopper')], 'e', fromNose ? 2 : 0);
switching(s);
assert.ok(
applyIntent(s, 0, {
type: 'switch.dropCars',
trayId: id,
count: 1,
...(fromNose ? { fromNose: true } : {}),
}).ok,
);
const to = reverse ? at(1, 0) : at(1, 2);
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to, reverse });
assert.ok(r.ok, `the move was refused: ${r.ok ? '' : r.code}`);
return { consist: types(s.trays.get(id)!.consist), left: standingAt(s, at(1, 1)) };
}
it('picks a nose cut back up when it pulls forward through it', () => {
const out = runOut(true, false);
assert.deepEqual(out.left, [], 'the cut was left standing on the card the train pulled out of');
assert.equal(out.consist.length, 2, 'the train should have both cars back');
});
it('leaves a nose cut standing when it backs away from it instead', () => {
const out = runOut(true, true);
assert.deepEqual(out.left, ['boxcar'], 'backing away from a nose cut should leave it where it is');
assert.deepEqual(out.consist, ['hopper']);
});
it('encodes §A.5’s trailing-point step 1 — drop the back cars, then pull away from them', () => {
// "Drop the back two cars (blue and red) on Card F. Move train to Card B." The whole example
// collapses if that first move drags them along again.
const s = game();
row(s, 3);
const id = placeTray(s, at(1, 2), FOUR(), 'w');
switching(s);
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: id, count: 2 }).ok);
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(1, 0), reverse: false });
assert.ok(r.ok, `pulling away from the set-out cars was refused: ${r.ok ? '' : r.code}`);
assert.deepEqual(types(s.trays.get(id)!.consist), ['boxcar', 'hopper'], 'the train kept cars it had set out');
assert.deepEqual(
standingAt(s, at(1, 2)),
['reefer', 'tank'],
'the two cars set out should still be standing on the square the train left',
);
});
it('counts the own cut against the four-car limit', () => {
// A full tray that sets out one car cannot simply pull forward through it again — that would be
// five cars, and coupling is mandatory, so the MOVE is what has to be refused.
const s = game();
row(s, 3);
const id = placeTray(s, at(1, 1), FOUR(), 'e', 4);
switching(s);
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: id, count: 1, fromNose: true }).ok);
// Refill the tray so the recoupled car would be a fifth.
s.trays.get(id)!.consist = FOUR();
assert.equal(check(s, 0, { type: 'switch.move', trayId: id, to: at(1, 2), reverse: false }), 'ILLEGAL_MOVE');
// Backing away from it is still legal — the cut is not at that end.
assert.equal(check(s, 0, { type: 'switch.move', trayId: id, to: at(1, 0), reverse: true }), null);
});
});
// ---------------------------------------------------------------------------
describe('the round trip comes back with the train it started with', () => {
/**
* Drop, run clear, back up, collect. This was already self-consistent before the fix — whatever
* order got parked came back — and it has to STAY that way now that both halves have changed, at
* both facings and every batch size.
*/
for (const facing of ['e', 'w'] as const) {
for (const batches of [[4], [1, 1, 1, 1], [2, 2]]) {
it(`survives ${batches.join('+')} cars set out, facing ${facing}`, () => {
const s = game();
row(s, 3);
const start = facing === 'e' ? at(1, 0) : at(1, 2);
const away = facing === 'e' ? at(1, 2) : at(1, 0);
const before = types(FOUR());
const id = placeTray(s, start, FOUR(), facing);
switching(s);
turnOf(s, 0).movesRemaining = 6;
for (const count of batches) {
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: id, count }).ok);
}
assert.equal(s.trays.get(id)!.consist.length, 0, 'the whole train should be on the ground');
// Pull forward clear of the cut, then back up onto it again.
assert.ok(applyIntent(s, 0, { type: 'switch.move', trayId: id, to: away, reverse: false }).ok);
const back = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: start, reverse: true });
assert.ok(back.ok, `backing onto the cut was refused: ${back.ok ? '' : back.code}`);
assert.deepEqual(types(s.trays.get(id)!.consist), before, 'the train came back in a different order');
assert.deepEqual(standingAt(s, start), [], 'cars were left behind');
});
}
}
});
// ---------------------------------------------------------------------------
describe('taking your own cut back is undoing the drop, not a fresh pick-up', () => {
/**
* Jesse's call, of the two answers the plan put up. Trains 3/4 print "may drop OR pick up one
* freight car at every location" and the two share one budget, so a drop off the nose would
* otherwise leave the train forbidden to pull forward past its own cars — a legal-looking move
* that is silently one-way. Same shape for X13's "drop but not pick up".
*/
it('refunds the 3/4 Express its per-location freight budget', () => {
const s = game();
row(s, 3);
const id = placeTray(s, at(1, 1), [car('boxcar'), car('hopper')], 'e', 2);
s.trays.get(id)!.trainNumber = 3;
switching(s);
turnOf(s, 0).movesRemaining = 6;
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: id, count: 1, fromNose: true }).ok);
const r = applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(1, 2), reverse: false });
assert.ok(r.ok, `the Express could not take its own car back: ${r.ok ? '' : r.code}`);
assert.equal(s.trays.get(id)!.consist.length, 2, 'the car it set out should be back on the train');
assert.deepEqual(
Object.values(turnOf(s, 0).freightWorked).filter((n) => n > 0),
[],
'the drop it undid is still charged against the square it was made on',
);
});
it('still charges a genuine pick-up', () => {
// The exemption is for YOUR OWN cut and nothing else: a car that was already standing there when
// the crew arrived is an ordinary pick-up and the budget still bites.
const s = game();
row(s, 3);
addCard(s, at(1, 2), straight([car('reefer')]));
const id = placeTray(s, at(1, 1), [car('boxcar'), car('hopper')], 'e', 2);
s.trays.get(id)!.trainNumber = 3;
switching(s);
turnOf(s, 0).movesRemaining = 6;
assert.ok(applyIntent(s, 0, { type: 'switch.dropCars', trayId: id, count: 1, fromNose: true }).ok);
assert.ok(applyIntent(s, 0, { type: 'switch.move', trayId: id, to: at(1, 2), reverse: false }).ok);
assert.equal(
turnOf(s, 0).freightWorked[`${id}@${coordKey(at(1, 2))}`],
1,
'only the car that was already standing there should be charged',
);
});
});