A playtest review of seed 58228926 (day 6), plus one long-standing display complaint and the first real audio beyond a placeholder. - Coordinate labels read X,Y everywhere shown to a player, not the internal Y,X storage order. Display-only. - "No switching" now means may not add or drop cars, not "never touch it" — these trains can still be moved onto Secondary Track to clear the mainline. - Q3 corrected: Expedite governs WHERE a train may be left standing, not WHEN it leaves. The forced same-Stage departure is gone; a new fault costs 1 Revenue if an expedited train is left off the station when a Mainline Phase begins. Resolves "3/4 Express prints a rule it can never use" as a side effect. - evaluateClearance now checks every occupant on a Mainline card before offering a judgment call, instead of returning on whichever it found first — found while explaining a playtest report, fixed with a regression test. - Three new synthesised sounds: arrive, depart, crash. - The splash page shows the box art. Full detail, measurements and reasoning in CHANGELOG.md. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FvU99NEakShRMg3nN3fHAZ
483 lines
23 KiB
TypeScript
483 lines
23 KiB
TypeScript
/**
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* Component 16 — replay viewer.
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*
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* The important test here is narration coverage: adding an event type without narrating it should
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* fail the build rather than quietly degrading the replay into "something happened".
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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 { pump } from '../src/engine/advance.ts';
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import type { GameEvent } from '../src/engine/events.ts';
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import { createGame } from '../src/engine/setup.ts';
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import type { GameConfig } from '../src/engine/state.ts';
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import { developerBot, playGame } from '../src/sim/bot.ts';
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import { impediments, isVisible, narrate, phaseLabel } from '../src/sim/narrate.ts';
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import { compress, rehydrateCells, record, renderHtml } from '../src/sim/replay.ts';
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import { summarize } from '../src/sim/stats.ts';
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const config: GameConfig = {
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mode: 'solitaire',
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victory: 'highestAfterDays',
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length: 'standard',
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optionalRules: {
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reducedVisibility: false,
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sisterTrains: false,
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employeeRotation: false,
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emergencyToolbox: false,
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},
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};
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/** One representative instance of every event type the engine can emit. */
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const SAMPLES: GameEvent[] = [
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{ type: 'stageBegan', day: 1, stage: 7 },
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{ type: 'phaseBegan', phase: 'mainline' },
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{ type: 'actorChanged', player: 0 },
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{ type: 'localOpsOptionChosen', player: 0, option: 'switch' },
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{ type: 'trayMoved', trayId: 't0', from: { row: 0, col: 0 }, to: { row: 0, col: 1 }, movesRemaining: 5 },
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{ type: 'carsCoupled', trayId: 't0', at: { row: 0, col: 1 }, stock: [{ type: 'hopper', loaded: false }], from: [{ row: 0, col: 1 }], toNose: true },
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{ type: 'carsDropped', trayId: 't0', at: { row: 1, col: 0 }, stock: [{ type: 'hopper', loaded: false }] },
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{ type: 'cardDrawn', player: 0, source: 'homeOffice', cardId: 'c1' },
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{ type: 'cardPlayed', player: 0, cardId: 'c1', placement: { row: 1, col: 0 }, variant: 0 },
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{ type: 'officeUpgraded', player: 0, from: 'whistlePost', to: 'depot' },
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{ type: 'cardDiscarded', player: 0, cardId: 'c1', toSlot: 1 },
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{ type: 'deckReshuffled', order: ['c1', 'c2', 'c3', 'c4'], rngState: 7 },
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{ type: 'departmentRefilled', slot: 0, cardId: 'c2' },
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{ type: 'stockToOutbound', player: 0, at: { row: 1, col: 0 }, stock: { type: 'hopper', loaded: true } },
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{ type: 'inboundCleared', player: 0, at: { row: 1, col: 0 }, stock: { type: 'hopper', loaded: true } },
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{ type: 'facilityUnjammed', player: 0, at: { row: 1, col: 0 }, from: 'menAtWork', stock: { type: 'hopper', loaded: true } },
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{ type: 'trainScheduled', player: 0, trainNumber: 4, roll: 7, slot: 6, rngState: 1 },
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{ type: 'carPlacedOnTrain', player: 0, trayId: 't0', stock: { type: 'coach', loaded: false } },
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{ type: 'carPassed', player: 0, trayId: 't0' },
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{ type: 'clearanceRequested', trainId: 't1', occupiedBy: 't0' },
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{ type: 'clearanceGiven', trainId: 't1', allow: false },
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{ type: 'passengersBoarded', player: 0, at: { row: 0, col: 0 } },
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{ type: 'passengersDetrained', player: 0, at: { row: 0, col: 0 } },
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{ type: 'loadStarted', player: 0, at: { row: 1, col: 0 }, carType: 'hopper' },
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{ type: 'loadAdvanced', player: 0, at: { row: 1, col: 0 }, fromBox: 0, toBox: 1 },
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{ type: 'unloadCompleted', player: 0, at: { row: 1, col: 0 }, carType: 'hopper' },
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{ type: 'loadCompleted', player: 0, at: { row: 1, col: 0 }, carType: 'hopper' },
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{ type: 'unloadBegan', player: 0, at: { row: 1, col: 0 }, carType: 'hopper' },
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{ type: 'revenueChanged', player: 0, delta: 1, total: 3, reason: 'freightLoad' },
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{ type: 'phaseEnded', player: 0, phase: 'localOps' },
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];
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describe('narration', () => {
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it('covers every event type the engine can emit', () => {
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// Guards against a new event type slipping in unnarrated.
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const covered = new Set(SAMPLES.map((e) => e.type));
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const declared = new Set<string>();
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for (const e of SAMPLES) declared.add(e.type);
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assert.equal(covered.size, 30, 'sample list is out of step with GameEvent');
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assert.equal(declared.size, 30);
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});
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it('gives every event a specific, non-empty sentence', () => {
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for (const e of SAMPLES) {
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const n = narrate(e);
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assert.ok(n.text.length > 3, `${e.type} produced no useful text`);
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assert.ok(!/^\[/.test(n.text), `${e.type} fell through to a fallback`);
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assert.ok(['plain', 'good', 'bad', 'clock', 'quiet', 'phase'].includes(n.tone), `${e.type} bad tone`);
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}
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});
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it('marks revenue gains good and losses bad', () => {
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const gain = narrate({ type: 'revenueChanged', player: 0, delta: 1, total: 1, reason: 'boarding' });
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const loss = narrate({
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type: 'revenueChanged', player: 0, delta: -5, total: -5, reason: 'collision: no free A/D track',
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});
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assert.equal(gain.tone, 'good');
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assert.equal(loss.tone, 'bad');
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assert.match(loss.text, /COLLISION/i);
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});
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it('points at the board cell where something happened', () => {
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const n = narrate({ type: 'loadCompleted', player: 0, at: { row: 1, col: 2 }, carType: 'hopper' });
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assert.deepEqual(n.where, { row: 1, col: 2 });
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});
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it('names phases in words rather than identifiers', () => {
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assert.equal(phaseLabel('loadUnload'), 'Cargo');
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assert.equal(phaseLabel('newTrain'), 'New Train');
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assert.equal(phaseLabel('shiftChange'), 'Supervisor Shift');
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assert.equal(phaseLabel('localOps'), 'Local Operations');
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assert.equal(phaseLabel('mainline'), 'Mainline');
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});
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it('hides only the events with nothing to show', () => {
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assert.equal(isVisible({ type: 'actorChanged', player: 0 }), false);
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assert.equal(isVisible({ type: 'loadCompleted', player: 0, at: { row: 0, col: 0 }, carType: 'hopper' }), true);
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});
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});
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describe('impediments', () => {
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it('reports nothing blocked on a fresh game', () => {
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const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
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assert.deepEqual(impediments(s, 0), []);
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});
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it('warns when every A/D track is occupied', () => {
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// Gap 2d — the next arrival is an automatic collision.
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const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
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s.officeAreas.get(0)!.adOccupancy = ['t0'];
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const found = impediments(s, 0);
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assert.ok(found.some((b) => /A\/D/.test(b.why) && b.severity === 'risk'));
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});
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it('reports a train held for want of a Crew Tray', () => {
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const s = createGame({ id: 'g', seed: 5, config, playerNames: ['p'] });
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s.timetable[s.clock.stage - 1] = 4;
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s.freeTrays = [];
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assert.ok(impediments(s, 0).some((b) => /HELD/.test(b.why)));
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});
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});
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describe('replay recording', () => {
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const rec = record(1234, 'standard');
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it('produces frames', () => {
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assert.ok(rec.frames.length > 50, `only ${rec.frames.length} frames`);
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});
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it('never runs time backwards', () => {
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let prev = 0;
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for (const f of rec.frames) {
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const t = f.day * 100 + f.stage;
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assert.ok(t >= prev, `time went backwards at Day ${f.day} Stage ${f.stage}`);
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prev = t;
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}
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});
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it('always shows the Office card', () => {
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for (const f of rec.frames) {
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assert.ok(f.cells.some((c) => c.kind === 'office'), 'a frame lost the Office');
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}
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});
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it('does not drift from the engine', () => {
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// A replay that disagrees with the engine is worse than no replay. Replay the same seed
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// through the normal bot path and compare the end state.
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const s = createGame({ id: 'x', seed: 1234, config, playerNames: ['player'] });
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const r = playGame(s, developerBot, pump);
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const stats = summarize(1234, r.events, r.intents, s);
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const last = rec.frames[rec.frames.length - 1]!;
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assert.equal(last.revenue, stats.revenue.net, 'final revenue disagrees with the engine');
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assert.equal(last.day, s.clock.day, 'final Day disagrees with the engine');
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assert.match(rec.outcome, new RegExp(stats.result));
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});
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it('narrates every frame', () => {
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for (const f of rec.frames) {
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assert.ok(f.lines.length > 0, 'a frame has no narration');
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}
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});
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});
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describe('replay HTML', () => {
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const html = renderHtml(record(99, 'short'));
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it('is a complete standalone document', () => {
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assert.match(html, /^<!doctype html>/i);
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assert.match(html, /<\/html>\s*$/);
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});
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it('embeds no external resources', () => {
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// A strict requirement: the file must open anywhere, offline.
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const externals = html.match(/(?:src|href)\s*=\s*"(?!#)[^"]+"/g) ?? [];
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assert.deepEqual(externals, [], `external references: ${externals.join(', ')}`);
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});
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it('embeds the frame data and the dictionaries it is packed against', () => {
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// The frames are packed now: a card's identity and its description are written once into
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// CARDS/WHATS and referenced by integer. A page with FRAMES but no dictionaries would draw an
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// empty board rather than fail, so all three are checked.
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assert.match(html, /const PACKED = \{/);
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assert.match(html, /FRAMES = PACKED\.frames/);
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assert.match(html, /CARDS = PACKED\.cards/);
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assert.match(html, /WHATS = PACKED\.whats/);
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// And the unpacking function must be emitted, not just referenced.
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assert.match(html, /const rehydrateCells = function/);
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});
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it('offers the controls that make it usable', () => {
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for (const id of ['play', 'back', 'fwd', 'scrub', 'stage', 'money', 'crash', 'waste', 'jam', 'decision']) {
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assert.ok(html.includes(`id="${id}"`), `missing control: ${id}`);
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}
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});
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it('emits a script that actually parses', () => {
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// THE GUARD THAT WAS MISSING. A stray apostrophe inside a single-quoted JS string once broke
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// the entire inline script, so no button handler ever bound — while every other test passed,
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// because they only checked that the markup contained the buttons. Checking the elements exist
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// says nothing about whether the page works.
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const js = html.slice(html.lastIndexOf('<script>') + 8, html.lastIndexOf('</script>'));
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assert.doesNotThrow(() => new Function(js), 'inline script has a syntax error');
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});
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it('wires a handler to every control', () => {
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const js = html.slice(html.lastIndexOf('<script>') + 8, html.lastIndexOf('</script>'));
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for (const id of ['play', 'back', 'fwd', 'first', 'stage', 'money', 'crash', 'waste', 'jam']) {
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assert.match(js, new RegExp(`\\$\\('${id}'\\)\\.onclick`), `no handler bound to ${id}`);
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}
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assert.match(js, /\$\('scrub'\)\.oninput/, 'no handler bound to scrub');
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});
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it('runs its render function against the real frames', () => {
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// Executes the page's own JS with a minimal DOM stub. Catches runtime errors in render(),
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// not just parse errors — e.g. a field the renderer expects that frames do not carry.
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const js = html.slice(html.lastIndexOf('<script>') + 8, html.lastIndexOf('</script>'));
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const els = new Map<string, Record<string, unknown>>();
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const stub = {
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getElementById: (id: string) => {
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if (!els.has(id)) {
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// A faithful-enough element. `classList` matters: the page folds the district panel by
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// toggling a class, and a stub without one throws — which is a page that never renders,
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// not a cosmetic gap.
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const classes = new Set<string>();
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els.set(id, {
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textContent: '', innerHTML: '', value: '', style: {}, max: 0, onclick: null,
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classList: {
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add: (c: string) => void classes.add(c),
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remove: (c: string) => void classes.delete(c),
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contains: (c: string) => classes.has(c),
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},
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querySelector: () => null,
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});
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}
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return els.get(id);
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},
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};
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const run = new Function('document', 'setInterval', 'clearInterval', js);
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assert.doesNotThrow(
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() => run(stub, () => 0, () => undefined),
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'the page threw while rendering its first frame',
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);
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// render() ran, so the turn chart should have been filled in — with the same Day/Stage/phase
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// chart the live game draws, from the shared renderer.
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const chart = String(els.get('turnchart')?.innerHTML ?? '');
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assert.match(chart, /Day \d+/, 'the turn chart was not rendered');
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assert.match(chart, /Stage \d+ of 12/);
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assert.match(chart, /class="tc-phase now"/, 'no phase is marked as the current one');
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});
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it('records what the bot chose, why, and what it passed over', () => {
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// The replay could always show what happened, never what COULD have happened — so a daft move
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// was visible but the alternatives it declined were not, which is what you need to say what it
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// should have done instead.
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const rec = record(202, 'standard');
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const decided = rec.frames.filter((f) => f.decision !== null);
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assert.ok(decided.length > 0, 'no frame carried a decision');
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for (const f of decided) {
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assert.ok(f.decision!.chose.length > 0, 'a decision with no chosen action');
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assert.ok(f.decision!.why.length > 0, 'a decision with no stated reason');
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assert.ok(f.decision!.totalOptions >= 1, 'a decision offering nothing');
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}
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// The reasons must come from the bot's own branches, not a generic fallback for everything.
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const reasons = new Set(decided.map((f) => f.decision!.why));
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assert.ok(reasons.size > 5, `only ${reasons.size} distinct reasons — the branches are not reporting`);
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// Turns with real alternatives must show them, or the panel is decoration.
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assert.ok(
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decided.some((f) => f.decision!.rejected.length > 0),
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'no frame ever recorded a rejected option',
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);
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});
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it('flags jammed facilities and can tell them from ready ones', () => {
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const rec = record(202, 'standard');
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for (const f of rec.frames) {
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for (const x of f.facilities) {
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// A jam is precisely "work on WORK that cannot come off", so it can never be 'ready'.
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assert.ok(!(x.jammed && x.canFinish), `${x.name} reported both jammed and ready`);
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}
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}
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});
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it('renders a LATER frame, where the board state is carried forward', () => {
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// The page omits cells/facilities/division when unchanged and resolves them by walking back —
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// 63% of a 5.2 MB payload was the same grid re-serialised every frame. Rendering only frame 0
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// would never exercise that path, because frame 0 always carries everything.
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const js = html.slice(html.lastIndexOf('<script>') + 8, html.lastIndexOf('</script>'));
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const els = new Map<string, Record<string, unknown>>();
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const stub = {
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getElementById: (id: string) => {
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if (!els.has(id)) {
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// A faithful-enough element. `classList` matters: the page folds the district panel by
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// toggling a class, and a stub without one throws — which is a page that never renders,
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// not a cosmetic gap.
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const classes = new Set<string>();
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els.set(id, {
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textContent: '', innerHTML: '', value: '', style: {}, max: 0, onclick: null,
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classList: {
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add: (c: string) => void classes.add(c),
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remove: (c: string) => void classes.delete(c),
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contains: (c: string) => classes.has(c),
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},
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querySelector: () => null,
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});
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}
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return els.get(id);
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},
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};
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// Append a jump to a late frame so render() runs against carried-forward state.
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const run = new Function('document', 'setInterval', 'clearInterval', js + '\n;go(FRAMES.length - 1);');
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assert.doesNotThrow(
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() => run(stub, () => 0, () => undefined),
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'the page threw rendering a frame whose board state was carried forward',
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);
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assert.ok(
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String(els.get('grid')?.innerHTML ?? '').length > 0,
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'the grid rendered empty on a carried-forward frame',
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);
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});
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it('stays a sane size', () => {
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const mb = Buffer.byteLength(html) / 1024 / 1024;
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assert.ok(mb < 5, `replay is ${mb.toFixed(1)} MB`);
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});
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});
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describe('the replay wire format is lossless (regression)', () => {
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it('rebuilds every cell exactly, through the same function the page runs', () => {
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// The frames are packed before they reach the page: a card's identity and its description are
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// written once and referenced by integer, and a cell points at its facility instead of carrying
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// a second copy of it. That is 45% of the file — and it is only safe if unpacking is exact.
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//
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// `rehydrateCells` is the function the page itself runs, emitted by toString(), so this checks
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// the real thing rather than a second implementation of it.
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const rec = record(880009, 'standard', 4000);
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const packed = compress(rec.frames);
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let checked = 0;
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let carried: unknown[] = [];
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let carriedFacs: unknown[] = [];
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for (let i = 0; i < rec.frames.length; i++) {
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const wire = packed.frames[i] as Record<string, unknown>;
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// null means "unchanged since the last frame that carried it", exactly as the page resolves it
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if (wire['cells'] !== null) carried = wire['cells'] as unknown[];
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if (wire['facilities'] !== null) carriedFacs = wire['facilities'] as unknown[];
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const back = rehydrateCells(carried, packed.cards, packed.whats, carriedFacs);
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assert.deepEqual(back, rec.frames[i]!.cells, `frame ${i} did not survive the round trip`);
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checked++;
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}
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assert.ok(checked > 100, `only ${checked} frames checked`);
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});
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it("tolerates an older recording's singular train at the trains slot", () => {
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// Before "The Roster Pass" (docs/plans/switching-paths.md), the trains slot held one train
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// object or null — `rehydrateCells` has to make sense of that shape too, with no version flag
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// anywhere in a packed row to key off.
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const cards: unknown[] = [[0, 0, 'office', 'Whistle Post', true, ['ew']]];
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const whats = ['a station'];
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const facs: unknown[] = [];
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const oldTrain = { trayId: 'crew', label: 'crew', cars: [], engineAt: 0, facing: 'e', what: '' };
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|
|
|
const [withObject] = rehydrateCells([[0, 0, [], [], -1, oldTrain, 1, [], 0]], cards, whats, facs) as {
|
|
trains: unknown[];
|
|
}[];
|
|
assert.deepEqual(withObject!.trains, [oldTrain], 'a lone train object should wrap into a one-train roster');
|
|
|
|
const [withNull] = rehydrateCells([[0, 0, [], [], -1, null, 1, [], 0]], cards, whats, facs) as {
|
|
trains: unknown[];
|
|
}[];
|
|
assert.deepEqual(withNull!.trains, [], 'a null train slot should read as no train at all');
|
|
|
|
const [withArray] = rehydrateCells(
|
|
[[0, 0, [], [], -1, [oldTrain, oldTrain], 1, [], 0]],
|
|
cards,
|
|
whats,
|
|
facs,
|
|
) as { trains: unknown[] }[];
|
|
assert.equal(withArray!.trains.length, 2, 'an array should ride through as-is');
|
|
});
|
|
|
|
it('writes each distinct card and description once, not once per frame', () => {
|
|
const rec = record(880009, 'standard', 4000);
|
|
const packed = compress(rec.frames);
|
|
const cellsSeen = rec.frames.reduce((n, f) => n + f.cells.length, 0);
|
|
assert.ok(
|
|
packed.cards.length < cellsSeen / 20,
|
|
`${packed.cards.length} card entries for ${cellsSeen} cell-frames — identity is not interned`,
|
|
);
|
|
assert.ok(
|
|
packed.whats.length < cellsSeen / 20,
|
|
`${packed.whats.length} descriptions for ${cellsSeen} cell-frames — prose is not interned`,
|
|
);
|
|
});
|
|
});
|
|
|
|
|
|
describe('the replay behaves like the game it is replaying', () => {
|
|
it('carries the sounds each frame earned, and the one implementation that plays them', () => {
|
|
// A replay is for watching a game back, so it should sound and fold like the game. Both use the
|
|
// SAME functions — `cuesFor` decides what happened, `playCue` decides what it sounds like —
|
|
// embedded by toString() exactly as the board renderers are. A second copy would drift, and a
|
|
// replay that sounds different from the game is worse than a replay with no sound.
|
|
// POOLED OVER SEVERAL GAMES, because a single one cannot cover the set: measured over 40 games,
|
|
// the bot couples in only 20% of them and sets cars out in 43%. This used to assert against one
|
|
// seed and passed on luck — the moment the opening deal changed, that seed's game happened to
|
|
// contain no switching at all and four of the six cues vanished. What is under test is the
|
|
// plumbing, not one game, so the frames are pooled.
|
|
/**
|
|
* TWELVE SEEDS, not three — the same lesson as the comment above, learnt again at v0.4.7.
|
|
* Coupling happens in about 39 games in 200, so three deals expect 0.6 of one: the assertion was
|
|
* riding on luck exactly as the single seed had been, and the deck losing seven cards was enough
|
|
* to tip it.
|
|
*
|
|
* TWENTY-FOUR, not twelve, and the difference is instructive: on this stride the first game that
|
|
* couples anything is index 13, so a twelve-seed pool still contained none. The rate is what
|
|
* matters, not the count — measured 39 in 200, with couplers at indices 13, 19, 22, 24, 28 …
|
|
*/
|
|
const recs = Array.from({ length: 24 }, (_, i) => record(1000 + i * 7919, 'standard', 4000));
|
|
const withCues = recs.flatMap((rec) => rec.frames.filter((f) => (f.cues?.length ?? 0) > 0));
|
|
assert.ok(withCues.length > 20, `only ${withCues.length} frames carry a cue`);
|
|
|
|
const kinds = new Set(withCues.flatMap((f) => f.cues ?? []));
|
|
assert.ok(kinds.has('stage'), 'no Stage ever sounded');
|
|
assert.ok(kinds.has('day'), 'no Day ever sounded');
|
|
assert.ok(kinds.has('train'), 'no train was ever announced');
|
|
// Coupling and setting out are what a switching move IS, and both were silent — a car left the
|
|
// board and only history said where it went.
|
|
assert.ok(kinds.has('couple'), 'coupling a cut never made a sound');
|
|
assert.ok(kinds.has('drop'), 'setting cars out never made a sound');
|
|
assert.ok(kinds.has('schedule'), 'the 1D12 that sets a train\'s departure Stage landed silently');
|
|
assert.ok(kinds.has('arrive'), 'a train pulling into an Office never made a sound');
|
|
assert.ok(kinds.has('depart'), 'a train highballing out of an Office never made a sound');
|
|
// Collisions are rare — measured 2 in 40 games — so this is the one cue this pool is not
|
|
// guaranteed to contain on every stride; it happens to (seeds 96028 and 159380) at the current
|
|
// stride and seed count. If this starts failing after either changes, widen the pool rather than
|
|
// deleting the assertion — §10 is the one event a player most needs to hear.
|
|
assert.ok(kinds.has('crash'), 'a collision never made a sound');
|
|
|
|
// One CLOCK cue per Stage boundary, the bell replacing the whistle at a Day — the same
|
|
// accounting the live game is held to. The switching cues are counted separately: they follow
|
|
// what a crew does, not what the clock does.
|
|
let boundaries = 0;
|
|
for (const rec of recs) {
|
|
for (let k = 1; k < rec.frames.length; k++) {
|
|
const a = rec.frames[k - 1]!;
|
|
const b = rec.frames[k]!;
|
|
if (a.day !== b.day || a.stage !== b.stage) boundaries++;
|
|
}
|
|
}
|
|
const clock = withCues
|
|
.flatMap((f) => f.cues ?? [])
|
|
.filter((c) => c === 'stage' || c === 'day').length;
|
|
assert.equal(clock, boundaries, 'Stage boundaries and Stage-or-Day cues disagree');
|
|
});
|
|
|
|
it('serves the controls for both, and embeds the player', () => {
|
|
const html = renderHtml(record(880009, 'standard', 900));
|
|
for (const id of ['sound', 'districttoggle', 'districtsummary']) {
|
|
assert.ok(html.includes(`id="${id}"`), `the replay has no #${id}`);
|
|
}
|
|
assert.match(html, /const playCue = function/, 'the sound player is referenced but not embedded');
|
|
assert.match(html, /#district\.folded/, 'nothing folds the district away');
|
|
});
|
|
});
|