134 lines
7.9 KiB
TypeScript
134 lines
7.9 KiB
TypeScript
/**
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* Events — protocol.md §3.
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*
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* An event is a FACT: ordered, append-only, and standalone. Events NARRATE the game — they drive the
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* log, the sounds and the replay's captions.
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*
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* THEY DO NOT RECONSTRUCT IT. This header claimed `state = fold(events)` until v0.4.0 and it was
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* never true. `applyIntent` does go through `reduce`, but the phase driver in `advance.ts` mutates
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* state and THEN emits a descriptive event, so fourteen of the forty-six types below are never
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* reduced — the clock, and the whole Mainline phase, which is every train movement in the game.
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*
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* The canonical record is `{ seed, history: Intent[] }`, replayed by `fromSave`. That is what save,
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* restore, undo, restart recovery and post-game replay all run on. See
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* `docs/architecture/protocol.md` §3, and `test/events.test.ts`, which pins the unreduced set so
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* that closing the gap is a deliberate act rather than a surprise.
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*
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* DESIGN RULE (overview.md, post-game replay): events must render STANDALONE. Carry the from/to,
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* not just an id the renderer has to resolve against live state — otherwise a replay viewer has to
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* reconstruct the whole board to draw one frame.
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*/
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import type { CarType, OfficeTier } from './content.ts';
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import type { LocalOpsOption } from './intents.ts';
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import type { CardId, GridCoord, PlayerIndex, RollingStock, TrayId } from './state.ts';
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export type GameEvent =
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// -- clock
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| { type: 'stageBegan'; day: number; stage: number }
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| { type: 'phaseBegan'; phase: string }
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| { type: 'actorChanged'; player: PlayerIndex | null }
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// -- local operations
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| { type: 'localOpsOptionChosen'; player: PlayerIndex; option: LocalOpsOption }
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| { type: 'trayMoved'; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; facing?: 'n' | 's' | 'e' | 'w' }
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| {
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type: 'carsCoupled';
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trayId: TrayId;
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at: GridCoord;
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stock: RollingStock[];
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/** The cards the cars were lifted from — the ones the crew actually ran over. */
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from: GridCoord[];
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/**
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* Coupled onto the ENGINE'S NOSE rather than behind the train (§A.3). True when the crew was
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* running forward: the engine meets the cars head-on and takes them on the front.
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*/
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toNose: boolean;
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}
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| { type: 'carsDropped'; trayId: TrayId; at: GridCoord; stock: RollingStock[]; fromNose?: boolean }
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| { type: 'consistSorted'; trayId: TrayId; at: GridCoord; before: RollingStock[]; after: RollingStock[] }
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| { type: 'cardDrawn'; player: PlayerIndex; source: 'homeOffice' | 'department'; slot?: number; cardId: CardId }
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/**
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* §6.2 — the Home Office deck ran out, so the Salvage Yard and all three Department decks were
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* collected, reshuffled, and dealt back out as a fresh deck plus three face-up Departments.
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*
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* The full shuffled `order` rides the event rather than being recomputed from `rngState`. A save
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* is a seed plus the intents, so events are never serialised and the size costs nothing — and an
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* event that states the outcome outright cannot drift from the reducer the way a re-derivation
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* can. `rngState` still rides along so the next roll follows on.
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*/
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| { type: 'deckReshuffled'; order: CardId[]; rngState: number }
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/** `variant` is the chosen orientation (Gap 11); it must be replayable, so it rides the event. */
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| { type: 'cardPlayed'; player: PlayerIndex; cardId: CardId; placement?: GridCoord; variant?: number }
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| { type: 'mainlineModified'; player: PlayerIndex; cardId: CardId; node: number; key: string; became?: string }
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| { type: 'redFlagsSet'; player: PlayerIndex; cardId: CardId; trayId: TrayId; node: number }
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| {
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type: 'trainsDestroyed';
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player: PlayerIndex;
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trains: { label: string; consist: RollingStock[] }[];
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reason: string;
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where: string;
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}
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| { type: 'flyingSwitch'; player: PlayerIndex; cardId: CardId; trayId: TrayId; to: GridCoord; stock: RollingStock[] }
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| { type: 'officeUpgraded'; player: PlayerIndex; from: OfficeTier; to: OfficeTier }
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| { type: 'cardDiscarded'; player: PlayerIndex; cardId: CardId; toSlot: number }
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| { type: 'departmentRefilled'; slot: number; cardId: CardId }
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// -- freight agent
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| { type: 'stockToOutbound'; player: PlayerIndex; at: GridCoord; stock: RollingStock }
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| { type: 'inboundCleared'; player: PlayerIndex; at: GridCoord; stock: RollingStock }
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| { type: 'facilityUnjammed'; player: PlayerIndex; at: GridCoord; from: string; stock: RollingStock }
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// -- trains
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/**
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* §7 — a Timetabled Train card played from hand is scheduled by a 1D12 roll. `rngState` carries
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* the advanced RNG so that folding events reproduces the draw exactly.
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*/
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| { type: 'trainScheduled'; player: PlayerIndex; trainNumber: number; roll: number; slot: number; rngState: number }
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/**
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* Train lifecycle. These were originally squeezed into `phaseBegan` with a free-text label,
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* which made the replay say "New Train" and nothing else. A train being made up, departing,
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* arriving or finishing its run are four distinct facts and deserve four event types.
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*/
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/**
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* `at` is a square in the Office Area; `node` is a Division node, for an Enhancement that goes on
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* a Mainline card. Exactly one is set — see `card.play` in intents.ts for why they are not one
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* field wearing a sentinel.
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*/
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| { type: 'enhancementPlaced'; player: PlayerIndex; key: string; at?: GridCoord; node?: number }
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| { type: 'extraQueued'; player: PlayerIndex; trainNumber: number }
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| { type: 'secondSectionOrdered'; player: PlayerIndex; trainNumber: number }
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| { type: 'trainMadeUp'; trainNumber: number; isExtra: boolean; at: string; direction: string }
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| { type: 'trainHeld'; trainNumber: number; reason: string }
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/** A train whose card pays for standing still (X18 Circus) collected on it. */
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| { type: 'trainStoodStill'; trainNumber: number; where: string }
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| { type: 'trainHighballed'; trainNumber: number; from: string; to: string }
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/**
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* `expedited` because it changes what the player must do RIGHT NOW. Q3 — an expedited train
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* departs the same Stage it arrives, so there is no Local Operations turn in which to work it;
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* every other train stands until the next Mainline Phase and can be switched in between.
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*/
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| { type: 'trainArrived'; trainNumber: number; consist: RollingStock[]; office: string; expedited: boolean }
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| { type: 'trainDiverted'; trainNumber: number; to: string; reason: string }
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/**
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* The train ran the length of the Division and left it. `side` is the Division Point it left by,
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* which is what the announcement needs — and every player scores 1 for it, so this event is
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* always followed by one `revenueChanged` per player.
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*/
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| { type: 'trainCompleted'; trainNumber: number; isExtra: boolean; side: 'east' | 'west'; consist: RollingStock[] }
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| { type: 'carPlacedOnTrain'; player: PlayerIndex; trayId: TrayId; stock: RollingStock }
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| { type: 'carPassed'; player: PlayerIndex; trayId: TrayId }
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| { type: 'dispatchBonusUsed'; key: string; bonus: number; trainNumber: number; againstTrain: number }
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| { type: 'clearanceRequested'; trainId: TrayId; occupiedBy: TrayId }
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| { type: 'clearanceGiven'; trainId: TrayId; allow: boolean }
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// -- load / unload
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| { type: 'passengersBoarded'; player: PlayerIndex; at: GridCoord }
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| { type: 'passengersDetrained'; player: PlayerIndex; at: GridCoord }
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| { type: 'loadStarted'; player: PlayerIndex; at: GridCoord; carType: CarType }
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| { type: 'loadAdvanced'; player: PlayerIndex; at: GridCoord; fromBox: number; toBox: number }
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| { type: 'unloadCompleted'; player: PlayerIndex; at: GridCoord; carType: CarType }
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| { type: 'loadCompleted'; player: PlayerIndex; at: GridCoord; carType: CarType }
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| { type: 'unloadBegan'; player: PlayerIndex; at: GridCoord; carType: CarType }
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// -- consequences
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| { type: 'revenueChanged'; player: PlayerIndex; delta: number; total: number; reason: string }
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| { type: 'phaseEnded'; player: PlayerIndex; phase: string };
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export type EventType = GameEvent['type'];
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