Files
station-master/test/setup.test.ts
T
Jesse.MarkowitzandClaude Opus 5 7c35e002af v0.4.9e — five of six playtest bugs: one button per train, and a load that has to go somewhere
Gameplay testing on 0.4.9d returned six reports. Five are fixed; the sixth could not be
reproduced and is written up in TODO.md with the two questions that would pin it down.

TWO TRAINS AT ONE PLATFORM ANSWERED TO ONE BUTTON. `porter.board` and `porter.detrain`
carried no tray, so there was one button per platform however many trains stood at it and
the reducer filled the first empty coach on the A/D tracks. `check` and the reducer were not
even asking the same question: `check` skipped a train whose card refuses passenger work and
the reducer did not. Both intents now carry an optional `trayId`, one function resolves the
train and the coach for check/execute/reduce alike, `legal.ts` offers one candidate per train,
and the label names it.

A LOAD COULD BE MADE AND BROKEN WITHOUT GOING ANYWHERE. A Freight House could unload the
boxcar it had just loaded; a platform could detrain the passengers it had just boarded. Full
Revenue at both ends for a movement that never happened. Jesse's rule: a load made anywhere in
an Office Area may not be broken anywhere in that Office Area, ever — it has to be carried to
another district. The load carries the seat that made it (`RollingStock.origin`), stripped by
`pooled` at every yard push. Measured at -0.60 +/- 0.10 Revenue a game (t = -6.1) over 400
paired deals: 78 worse, 3 better, 319 unchanged — free Revenue coming off the board, not a nerf.

THE GROCER'S WAREHOUSE SHIPPED AND THE REFINERY RECEIVED. Both were `flow: 'both'` on the
reading that "Freight House" was a collective term for exactly those two, and therefore what
§9.3 described. The engine has dealt a Freight House CARD since before v0.4.9, so §9.3 names
it and the argument goes. The card set agrees: all three Refinery modifiers grant +1 outbound.
Refinery outbound-only, Grocer's inbound-only, Freight House the one two-way industry — which
leaves exactly the one same-district pairing the rule above refuses.

NOT REPRODUCED: cars left behind when backing up over them. Five layouts tried, including cars
spotted at an industry; every one couples the lot. Three are pinned in `apply.test.ts`. One way
to create such cars was closed anyway — `flyingSwitch` wrote its cut past `carsOn`.

Both published replays that had gone dead were re-recorded; a rules change retires a save, and
`harness.test.ts` is what catches it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011nbvwWMef8CuEP6t5cgkTv
2026-08-21 23:55:08 -04:00

543 lines
24 KiB
TypeScript

/**
* Build order step 1 — "Card data loads; a game state can be constructed and seeded."
* See architecture/components.md §4.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import type { CarType } from '../src/engine/content.ts';
import { DEFENCE_ONLY_CARDS, DEFENCE_ONLY_COPIES, MODIFIER_PROFILES, OPENING_OTHER, OPENING_TRACK, SOLITAIRE_DECK_SIZE, TRACK_CARDS, TRACK_IN_DECK } from '../src/engine/content.ts';
import {
DECK_SIZE,
EXTRA_TRAINS,
FREIGHT_PROFILES,
LENGTH_PROFILES,
MAX_CONSIST,
OFFICE_PROFILES,
ROLLING_STOCK_SUPPLY,
TIMETABLED_TRAINS,
TOTAL_ROLLING_STOCK,
crewTrayCount,
deckComposition,
isFreightHouse,
lengthProfile,
mainlineCardCount,
nextOfficeTier,
officeProfile,
} from '../src/engine/content.ts';
import { createRng } from '../src/engine/rng.ts';
import { buildDeck, buildRollingStock, createGame } from '../src/engine/setup.ts';
import type { StartingHand } from '../src/engine/content.ts';
import type { GameConfig } from '../src/engine/state.ts';
import { subdivisions } from '../src/engine/state.ts';
const solitaireConfig: GameConfig = {
mode: 'solitaire',
victory: 'highestAfterDays',
length: 'standard',
optionalRules: {
reducedVisibility: false,
sisterTrains: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
const newSolitaireGame = (seed = 1234) =>
createGame({ id: 'g1', seed, config: solitaireConfig, playerNames: ['Jesse'] });
/** A game dealt under one named `StartingHand`, for the tests that are about the deal itself. */
const gameDealtWith = (startingHand: StartingHand, seed = 1234) =>
createGame({
id: 'g1',
seed,
config: { ...solitaireConfig, houseRules: { startingHand } },
playerNames: ['Jesse'],
});
// ---------------------------------------------------------------------------
describe('card catalogue (component 1)', () => {
it('composes the deck from the design', () => {
// Transcribed from docs/Deck cards2.xlsx. The sheet's own totals are "Sum other 115" and
// "Total track 104", i.e. 219, plus 12 start cards for its grand total of 231.
//
// We are at 235 rather than 219 because of three deliberate departures, all flagged in
// content.ts: 18 extra industry cards (Gap 12, industries 9 → 27), 7 extra office cards (Q12,
// offices 7 → 14), and the 8 sharp curves taken back OUT. The first two were tuned against a deck
// that had NO track in it, so both are due a re-measurement now that 96 track cards share the
// draw.
//
// Two entries are dealt ZERO copies and kept in the catalogue so the design stays visible:
// Poling, whose effect is "TBD in the source", and the sharp curves, whose only difference from
// an ordinary curve was a Move cost nothing ever charged.
// DECK_SIZE is the CATALOGUE, 235. The deck actually dealt is smaller: the 22 opponent-directed
// cards are held back in every mode until they are implemented, so `buildDeck` returns 213.
assert.equal(DECK_SIZE, 235);
assert.equal(buildDeck().length, SOLITAIRE_DECK_SIZE);
});
it('matches the design deck composition exactly', () => {
const byCategory = Object.fromEntries(deckComposition().map((c) => [c.category, c.count]));
assert.deepEqual(byCategory, {
// 96, not the sheet's 104: the 8 SHARP CURVES are dealt zero copies. The only thing that made
// one different from an ordinary curve was a Move cost that nothing ever charged, so they were
// geometric duplicates taking 8 draws. Kept in the catalogue at zero, as Poling is.
track: 96,
// 14, not the sheet's 7 — Q12 office density; see OFFICE_PROFILES.
office: 14,
// 27, not the sheet's 9 — Gap 12 industry density; see INDUSTRY_PROFILES.
industry: 27,
modifier: 23,
train: 22,
spaceUse: 12,
enhancement: 18,
mainlineModifier: 7,
// 6, not 7 — Poling is dealt no copies until its rule is known.
maneuver: 6,
action: 10,
});
});
it('removes opponent-directed cards from a solitaire deck', () => {
// Q6 took Space-use and Action cards out of solitaire, where they have no legal target. They are
// now out of the COMPETITIVE deck too, until they are implemented: `checkPlay` answers both
// categories NOT_IMPLEMENTED, so dealing them would make 22 of 235 draws (9%) reject outright.
// 206, not 213: the 22 opponent-directed cards come out, and so do the SEVEN that exist only to
// answer them — Facing Point Locks (both the Enhancement and the Mainline modifier, 2 each), two
// Water Columns and one Overpass. A defence with nothing to defend against is the same dead draw
// as the attack would be. `SimpleCard.answers` names the pairing, so they return together.
assert.equal(SOLITAIRE_DECK_SIZE, 206);
assert.equal(DEFENCE_ONLY_COPIES, 7);
for (const c of DEFENCE_ONLY_CARDS) {
assert.ok(c.answers, `${c.name} is held back without saying what it answers`);
assert.ok(
!buildDeck().some((x) => (x.kind as { key?: string }).key === c.key),
`${c.name} is still dealt`,
);
}
for (const mode of ['solitaire', 'competitive'] as const) {
const deck = buildDeck(mode);
assert.equal(deck.length, SOLITAIRE_DECK_SIZE, `${mode} deck size`);
assert.ok(
!deck.some((c) => c.kind.kind === 'spaceUse' || c.kind.kind === 'action'),
`${mode} deck still holds opponent-directed cards`,
);
}
});
it('deals track FROM the deck, at the sheet\'s counts', () => {
// Column B of Deck cards2.xlsx, "Number in Deck": 32 straights, 16+16 curves, 16+16 turnouts —
// and 4+4 sharp curves, which are dealt none. An earlier reading took the sheet's LAST column,
// "Track Per Player" (26), as a separate stack outside the deck; it is the sheet's 104 shared out
// among four players, not a second pile.
assert.equal(TRACK_IN_DECK, 96);
const deck = buildDeck();
for (const t of TRACK_CARDS) {
const n = deck.filter(
(c) => c.kind.kind === 'track' && c.kind.geometry === t.geometry && c.kind.hand === t.hand,
).length;
assert.equal(n, t.copiesInDeck, `${t.name}: ${n} in the deck, expected ${t.copiesInDeck}`);
}
});
it('makes track the largest category in the deck', () => {
// 96 of 235. Building a district is paid for in the industry or train you did not draw, which
// is the whole reason it matters that track is a card rather than a private supply.
const deck = buildDeck();
const track = deck.filter((c) => c.kind.kind === 'track').length;
assert.ok(track > deck.length / 3, `track is only ${track} of ${deck.length} cards`);
});
it('has 12 timetabled trains, odd westbound and even eastbound', () => {
assert.equal(TIMETABLED_TRAINS.length, 12);
for (const t of TIMETABLED_TRAINS) {
assert.equal(t.direction, t.number % 2 === 1 ? 'west' : 'east', `train ${t.number}`);
}
});
it('never lets a consist exceed four slots, caboose included', () => {
// §A.4 + Gap 4c — the most likely off-by-one in the whole model.
for (const t of [...TIMETABLED_TRAINS, ...EXTRA_TRAINS]) {
const slots = t.consist.freight + t.consist.coach + t.consist.caboose;
assert.ok(slots <= MAX_CONSIST, `${t.name} ${t.number} uses ${slots} slots`);
}
});
it('numbers Extras X13-X22, all junior to every timetabled train', () => {
// This is why Gap 5's Extra-vs-Timetabled tie can no longer occur.
assert.deepEqual(
EXTRA_TRAINS.map((t) => t.number).sort((a, b) => a - b),
[13, 14, 15, 16, 17, 18, 19, 20, 21, 22],
);
assert.ok(EXTRA_TRAINS.every((e) => TIMETABLED_TRAINS.every((t) => t.number < e.number)));
});
it('gives every train a name and a speed class', () => {
for (const t of [...TIMETABLED_TRAINS, ...EXTRA_TRAINS]) {
assert.ok(t.name.length > 2, `train ${t.number} has no name`);
assert.ok(t.speed === 'fast' || t.speed === 'slow', `train ${t.number} has no speed`);
}
});
it('names the Freight House and nothing else as the two-way industry', () => {
/**
* §9.3 — "Passenger Facilities and Freight Houses permit cars to move each direction". ONE card
* answers to that.
*
* This briefly asserted three. `card-reference.md` reads "'Freight House' is not a card. It is
* the collective term for a freight facility that loads *and* unloads — the Grocer's Warehouse
* and the Oil Refinery", and on that premise the Refinery and the Grocer's were both made
* `flow: 'both'`. The premise is dead: `glossary.md` and `rules-v0.2.md` corrected the Freight
* House to a card of its own, dealt like any other industry, so §9.3 names it and the table's
* "Both" column loses its only argument.
*
* Reported from playtesting v0.4.9d and confirmed by Jesse: the Refinery only ships tanks out,
* the Grocer's Warehouse only receives. `StationMaster-Home-Deck-v0.4.5.md` prints both that way,
* and so does the modifier set — all three Refinery modifiers grant outbound.
*/
const houses = FREIGHT_PROFILES.filter(isFreightHouse).map((f) => f.kind);
assert.deepEqual(houses.sort(), ['freightHouse']);
const refinery = FREIGHT_PROFILES.find((f) => f.kind === 'refinery')!;
assert.equal(refinery.flow, 'outbound');
assert.deepEqual([refinery.baseOut, refinery.baseIn], [1, 0]);
const grocers = FREIGHT_PROFILES.find((f) => f.kind === 'grocersWarehouse')!;
assert.equal(grocers.flow, 'inbound');
assert.deepEqual([grocers.baseOut, grocers.baseIn], [0, 1]);
});
it('starts every industry at one car out and one loader', () => {
// The design is far leaner than the placeholder: capacity grows via modifier cards.
for (const f of FREIGHT_PROFILES) {
assert.ok(f.baseOut <= 1, `${f.name} baseOut ${f.baseOut}`);
assert.ok(f.baseIn <= 1, `${f.name} baseIn ${f.baseIn}`);
assert.equal(f.baseLoaders, 1, `${f.name} loaders`);
}
});
it('gives a facility capacity only in the directions it allows', () => {
for (const f of FREIGHT_PROFILES) {
const wantsOut = f.flow === 'outbound' || f.flow === 'both';
const wantsIn = f.flow === 'inbound' || f.flow === 'both';
assert.equal(f.baseOut > 0, wantsOut, `${f.name} outbound`);
assert.equal(f.baseIn > 0, wantsIn, `${f.name} inbound`);
}
});
it('records lockouts symmetrically', () => {
// Column E of the sheet. Semantics are still open, but the data must be consistent.
for (const f of FREIGHT_PROFILES) {
for (const other of f.lockouts) {
const o = FREIGHT_PROFILES.find((x) => x.kind === other)!;
assert.ok(o.lockouts.includes(f.kind), `${f.kind} locks out ${other} but not vice versa`);
}
}
});
it('ties every modifier to at least one real host', () => {
for (const m of MODIFIER_PROFILES) {
assert.ok(m.hosts.length > 0, `${m.name} has no host`);
for (const h of m.hosts) {
if (h === 'office') continue;
assert.ok(FREIGHT_PROFILES.some((f) => f.kind === h), `${m.name} names unknown host ${h}`);
}
}
});
it('makes only the Whistle Post a non-Control-Point', () => {
for (const o of OFFICE_PROFILES) {
assert.equal(o.isControlPoint, o.tier !== 'whistlePost', o.tier);
assert.equal(o.isPassengerFacility, o.tier !== 'whistlePost', o.tier);
}
});
it('scales A/D tracks 1/2/3/4 and slots above porter count', () => {
assert.deepEqual(OFFICE_PROFILES.map((o) => o.adTracks), [1, 2, 3, 4]);
// The design gives slots EQUAL to porters; the earlier guess was one too generous.
for (const o of OFFICE_PROFILES) {
if (o.tier === 'whistlePost') continue;
assert.equal(o.passengerOut, o.porters, `${o.tier} green slots`);
assert.equal(o.passengerIn, o.porters, `${o.tier} red slots`);
}
});
it('forms an office pyramid so the strict upgrade sequence cannot stall', () => {
// Assert the PROPERTY, not the literal counts. Upgrades are strictly sequential (Gap 3b), so
// every tier must be at least as common as the one above it — otherwise players reach a rung
// whose next card is scarcer than the one that got them there. Densities are provisional (Q12)
// and expected to move again; the pyramid shape is what must survive.
const inDeck = OFFICE_PROFILES.filter((o) => o.copiesInDeck > 0).map((o) => o.copiesInDeck);
assert.ok(inDeck.length >= 2, 'there must be an upgrade ladder at all');
for (let i = 1; i < inDeck.length; i++) {
assert.ok(
inDeck[i]! <= inDeck[i - 1]!,
`tier ${i} has ${inDeck[i]} copies but the tier below it has ${inDeck[i - 1]}`,
);
}
// The Whistle Post is the starting state, never a card.
assert.equal(OFFICE_PROFILES.find((o) => o.tier === 'whistlePost')!.copiesInDeck, 0);
});
it('walks the upgrade sequence without skipping', () => {
assert.equal(nextOfficeTier('whistlePost'), 'depot');
assert.equal(nextOfficeTier('depot'), 'station');
assert.equal(nextOfficeTier('station'), 'terminal');
assert.equal(nextOfficeTier('terminal'), null);
});
it('supplies the full rolling stock roster', () => {
// 80 pieces after the Gap 12 supply scale-up. Asserted against the constant rather than a
// literal so the invariant is "the yard holds exactly the roster", not a number to re-edit.
assert.equal(TOTAL_ROLLING_STOCK, 80);
assert.equal(buildRollingStock().length, TOTAL_ROLLING_STOCK);
});
it('never demands more cars than the supply can furnish', () => {
// card-reference.md §8 supply check, as an executable assertion.
const supply = new Map(ROLLING_STOCK_SUPPLY.map((s) => [s.type, s.loaded + s.empty]));
const demand = new Map<CarType, number>();
for (const f of FREIGHT_PROFILES) {
const need = (f.baseOut + f.baseIn) * f.copies;
for (const t of f.carTypes) demand.set(t, (demand.get(t) ?? 0) + need);
}
for (const [type, need] of demand) {
assert.ok(need <= supply.get(type)!, `${type}: demand ${need} > supply ${supply.get(type)}`);
}
});
it('uses the Gap 10e revised victory targets', () => {
assert.deepEqual(
LENGTH_PROFILES.map((p) => [p.target, p.days]),
[[10, 3], [20, 5], [45, 10]],
);
assert.equal(lengthProfile('standard').target, 20);
});
it('scales fixed supplies with player count', () => {
assert.equal(mainlineCardCount(1), 2);
assert.equal(mainlineCardCount(3), 4);
assert.equal(crewTrayCount(1), 4);
assert.equal(crewTrayCount(3), 6);
});
});
// ---------------------------------------------------------------------------
describe('seeded RNG (component 7)', () => {
it('is deterministic for a given seed', () => {
const a = createRng(42);
const b = createRng(42);
const drawsA = Array.from({ length: 50 }, () => a.nextInt(1000));
const drawsB = Array.from({ length: 50 }, () => b.nextInt(1000));
assert.deepEqual(drawsA, drawsB);
});
it('differs between seeds', () => {
const a = Array.from({ length: 20 }, ((r) => () => r.nextInt(1000))(createRng(1)));
const b = Array.from({ length: 20 }, ((r) => () => r.nextInt(1000))(createRng(2)));
assert.notDeepEqual(a, b);
});
it('rolls a D12 strictly within 1..12', () => {
const rng = createRng(7);
const seen = new Set<number>();
for (let i = 0; i < 5000; i++) {
const roll = rng.d12();
assert.ok(roll >= 1 && roll <= 12, `roll out of range: ${roll}`);
seen.add(roll);
}
assert.equal(seen.size, 12, 'every face should appear over 5000 rolls');
});
it('shuffles without mutating or losing elements', () => {
const rng = createRng(99);
const input = Array.from({ length: 52 }, (_, i) => i);
const out = rng.shuffle(input);
assert.deepEqual(input, Array.from({ length: 52 }, (_, i) => i), 'input mutated');
assert.deepEqual([...out].sort((x, y) => x - y), input, 'elements lost');
assert.notDeepEqual(out, input, 'shuffle was a no-op');
});
it('rejects an invalid bound', () => {
const rng = createRng(1);
assert.throws(() => rng.nextInt(0));
assert.throws(() => rng.nextInt(-3));
});
});
// ---------------------------------------------------------------------------
describe('game setup (component 2)', () => {
it('constructs a solitaire game from a seed', () => {
const g = newSolitaireGame();
assert.equal(g.status, 'active');
assert.equal(g.players.length, 1);
assert.equal(g.clock.day, 1);
assert.equal(g.clock.stage, 1);
assert.equal(g.clock.phase, 'localOps');
assert.equal(g.clock.superintendent, 0);
assert.equal(g.clock.currentActor, 0);
});
it('is reproducible from the same seed and differs on another', () => {
assert.deepEqual(newSolitaireGame(5).decks.homeOffice, newSolitaireGame(5).decks.homeOffice);
assert.notDeepEqual(
newSolitaireGame(5).decks.homeOffice,
newSolitaireGame(6).decks.homeOffice,
);
});
it('builds the MVP division: DP - ML - Office - ML - DP', () => {
const g = newSolitaireGame();
assert.deepEqual(
g.division.nodes.map((n) => n.kind),
['divisionPoint', 'mainline', 'office', 'mainline', 'divisionPoint'],
);
});
it('deals each Mainline card a terrain type', () => {
// Terrain is what sets crossing time (Q1), so every Mainline node must carry a card kind.
const g = newSolitaireGame();
for (const node of g.division.nodes) {
if (node.kind === 'mainline') {
assert.ok(node.card, 'mainline node has no card type');
assert.deepEqual(node.transits, []);
}
}
});
it('opens with the whole railroad as one Subdivision', () => {
// §8 — every Office is a Whistle Post, which is not a Control Point.
const g = newSolitaireGame();
const subs = subdivisions(g);
assert.equal(subs.length, 1, 'expected exactly one Subdivision at game start');
});
it('starts each player on a Whistle Post with three cards in a row', () => {
const g = newSolitaireGame();
const area = g.officeAreas.get(0)!;
assert.equal(area.tier, 'whistlePost');
assert.equal(area.grid.size, 3, 'Limits, Whistle Post, Limits');
assert.equal(officeProfile(area.tier).adTracks, 1);
assert.equal(area.adOccupancy.length, 0);
});
it('deals three random cards by default, and starts three Department piles', () => {
// The prototype rule, and the New Game dialog's default: three off one deck, already at the hand
// limit, with no guarantee of anything. The other two shapes are below.
const g = newSolitaireGame();
assert.equal(g.decks.hands.get(0)!.length, 3);
assert.equal(g.decks.departments.length, 3);
assert.ok(g.decks.departments.every((pile) => pile.length === 1), 'each Department starts with one face-up card');
});
it('deals six random cards when that is the rule, over the hand limit on purpose', () => {
// Six against a hand limit of three is deliberate: the first turn is spent choosing which of
// them to keep. What it does NOT do is guarantee track, which is the difference from the split
// deal below.
const g = gameDealtWith('sixRandom');
assert.equal(g.decks.hands.get(0)!.length, 6);
});
it('deals three track and three other cards when that is the rule', () => {
// From two separately shuffled piles, so the district you can build is dealt rather than waited
// for — a run-around needs five specific pieces, and drawing for them took eight games.
const g = gameDealtWith('threeTrackThreeOther');
const hand = g.decks.hands.get(0)!;
assert.equal(hand.length, OPENING_TRACK + OPENING_OTHER);
const track = hand.filter((id) => g.cards.get(id)!.kind.kind === 'track');
assert.equal(track.length, OPENING_TRACK, 'the opening hand is not three track cards');
assert.equal(hand.length - track.length, OPENING_OTHER, 'the opening hand is not three other cards');
});
it('shuffles the leftover track back into one deck for the rest of the game', () => {
// The split is an opening-deal device only. If the leftover track stayed out, every draw after
// the first turn would be drawn from a deck with no track in it at all.
const g = gameDealtWith('threeTrackThreeOther');
const rest = [...g.decks.homeOffice, ...g.decks.departments.flat()];
const track = rest.filter((id) => g.cards.get(id)!.kind.kind === 'track');
assert.equal(
track.length, TRACK_IN_DECK - OPENING_TRACK,
'the track left over after the deal is not back in the deck',
);
});
it('leaves every card accounted for whichever shape it was dealt in', () => {
// The single-deck path and the two-pile path deal from different piles into the same game; a
// card lost or duplicated by either would be a deck that quietly runs short mid-game.
for (const shape of ['threeRandom', 'sixRandom', 'threeTrackThreeOther'] as const) {
const g = gameDealtWith(shape);
const all = [
...g.decks.homeOffice,
...g.decks.departments.flat(),
...g.decks.salvageYard,
...[...g.decks.hands.values()].flat(),
];
assert.equal(all.length, SOLITAIRE_DECK_SIZE, `cards lost or duplicated dealing ${shape}`);
assert.equal(new Set(all).size, all.length, `duplicate card dealing ${shape}`);
}
});
it('accounts for every card exactly once', () => {
const g = newSolitaireGame();
const all = [
...g.decks.homeOffice,
...g.decks.departments.flat(),
...g.decks.salvageYard,
...[...g.decks.hands.values()].flat(),
];
// A solitaire deck omits the 22 opponent-directed cards (Q6).
assert.equal(all.length, SOLITAIRE_DECK_SIZE, 'cards lost or duplicated');
assert.equal(new Set(all).size, SOLITAIRE_DECK_SIZE, 'duplicate card ids');
});
it('flanks every Office with Mainline cards, never a Division Point', () => {
// The layout is always DP · Mainline · Office · Mainline · … · Mainline · DP, at every player
// count. `moveTrain` carries a branch for departing an Office straight onto a Division Point
// which this makes UNREACHABLE — it is kept correct rather than deleted, and this is the
// invariant that says why. If the layout ever changes, that branch wakes up and wants checking.
for (const players of [1, 2, 3, 4]) {
const g = createGame({
id: 'g', seed: 1234,
// Solitaire is a one-player mode by construction, so the wider counts run competitive.
config: players === 1 ? solitaireConfig : { ...solitaireConfig, mode: 'competitive' },
playerNames: Array.from({ length: players }, (_, i) => `p${i}`),
});
const nodes = g.division.nodes;
nodes.forEach((n, i) => {
if (n.kind !== 'office') return;
for (const j of [i - 1, i + 1]) {
assert.equal(nodes[j]?.kind, 'mainline', `office at ${i} is not flanked by Mainline at ${j}`);
}
});
}
});
it('starts with no trains scheduled and none running', () => {
// §4 — "no trains are officially running yet". This is the Day-1 revenue ramp (Gap 10e).
const g = newSolitaireGame();
assert.equal(g.timetable.length, 12);
assert.ok(g.timetable.every((slot) => slot === null));
assert.equal(g.trays.size, 0);
});
it('provides player-count + 3 crew trays', () => {
assert.equal(newSolitaireGame().freeTrays.length, 4);
});
it('puts every rolling stock piece in the Division Yard', () => {
const g = newSolitaireGame();
assert.equal(g.yards.divisionYard.length, TOTAL_ROLLING_STOCK);
assert.equal(g.yards.classificationYard.length, 0);
});
it('rejects a solitaire game with more than one player', () => {
assert.throws(() =>
createGame({ id: 'x', seed: 1, config: solitaireConfig, playerNames: ['a', 'b'] }),
);
});
});