The 0.6.2 change, ported to the playtest line. Three from the v0.4.9e gameplay-testing round — Gitea#4 extras did not start where the player said, #6 train cards could be discarded, #7 four train cards had the wrong coach counts — plus two bugs found underneath #4. Gitea#2 is diagnosed but NOT fixed; it needs a ruling, and the reasoning is in TODO.md. GITEA#4 — AN EXTRA STARTS WHERE THE PLAYER PUTS IT. Both Division Points are offered now, and the START decides the direction rather than the number: an odd westbound Extra placed at the WEST end would otherwise leave the Division on its first move having crossed nothing and be paid for the run. At an Interchange or a Control Point the player picks the direction. The Interchange start is a YARD, off the running line, which is what makes the Superintendent clause work — placing an Extra there can never force a collision, a guaranteed one holds it for another Stage, and a potential one is the Superintendent's to rule on, which are §8.1's two existing answers. Where an Extra may start is a new setting in the New Game dialog, defaulting to what the engine already did so this build does not change under its testers mid-line. FOUND UNDERNEATH IT, both already shipping: an Extra started away from a Division Point could never be given a consist and ran empty, so the Control Point start has been broken since it was added; and collide left destroyed trains' transits on the Mainline card, permanently poisoning that card for every later train. THE MAINLINE CARDS ARE DEALT FROM THE PRINTED DECK NOW, without replacement. They were drawn from the nine types with replacement, so a Division could hold two Interchanges — and "an Extra may start at the Interchange if one is on the board" only reads as a rule if the board holds at most one. This re-deals every seed, so both published replays were retired and re-recorded. GITEA#6 — A TRAIN CARD IS NEVER DISCARDED, Timetabled and Extra alike. No forcing mechanism was needed: nothing discardable plus a hand over the limit leaves exactly one legal way to end the turn, and playing a train is unconditionally legal, so a hand of four cannot trap anyone. The hand panel says so on the train, and the blocked end-turn button changes its wording. GITEA#7 — COACH COUNTS. 1/2 Crack Limited 3 -> 2, 5/6 The Sparrow 2 -> 3. WHAT DIFFERS FROM THE MAIN LINE. The car-placement round rotation test that accompanies #7 there arrived with the 0.6 multiplayer work and does not exist here, so there was nothing for the coach-count change to follow. src/web/main.ts and test/web.test.ts needed hand-resolution: this line's New Game dialog has neither the mode radios nor the victory dials, so only the Extra-start parts were taken. The content.ts comment pass came across whole; main's TODO documentation item did not, since this line keeps its own TODO. 623 tests pass, tsc clean, site builds.
580 lines
25 KiB
TypeScript
580 lines
25 KiB
TypeScript
/**
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* Build order step 1 — "Card data loads; a game state can be constructed and seeded."
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* See architecture/components.md §4.
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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 type { CarType } from '../src/engine/content.ts';
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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';
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import {
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DECK_SIZE,
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EXTRA_TRAINS,
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FREIGHT_PROFILES,
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LENGTH_PROFILES,
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MAX_CONSIST,
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OFFICE_PROFILES,
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ROLLING_STOCK_SUPPLY,
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TIMETABLED_TRAINS,
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TOTAL_ROLLING_STOCK,
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crewTrayCount,
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deckComposition,
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isFreightHouse,
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lengthProfile,
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MAINLINE_DECK,
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mainlineCardCount,
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nextOfficeTier,
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officeProfile,
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} from '../src/engine/content.ts';
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import { createRng } from '../src/engine/rng.ts';
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import { buildDeck, buildRollingStock, createGame } from '../src/engine/setup.ts';
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import type { StartingHand } from '../src/engine/content.ts';
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import type { GameConfig } from '../src/engine/state.ts';
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import { subdivisions } from '../src/engine/state.ts';
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const solitaireConfig: 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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const newSolitaireGame = (seed = 1234) =>
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createGame({ id: 'g1', seed, config: solitaireConfig, playerNames: ['Jesse'] });
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/** A game dealt under one named `StartingHand`, for the tests that are about the deal itself. */
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const gameDealtWith = (startingHand: StartingHand, seed = 1234) =>
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createGame({
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id: 'g1',
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seed,
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config: { ...solitaireConfig, houseRules: { startingHand } },
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playerNames: ['Jesse'],
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});
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// ---------------------------------------------------------------------------
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describe('card catalogue (component 1)', () => {
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it('composes the deck from the design', () => {
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// Transcribed from docs/Deck cards2.xlsx. The sheet's own totals are "Sum other 115" and
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// "Total track 104", i.e. 219, plus 12 start cards for its grand total of 231.
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//
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// We are at 235 rather than 219 because of three deliberate departures, all flagged in
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// content.ts: 18 extra industry cards (Gap 12, industries 9 → 27), 7 extra office cards (Q12,
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// offices 7 → 14), and the 8 sharp curves taken back OUT. The first two were tuned against a deck
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// that had NO track in it, so both are due a re-measurement now that 96 track cards share the
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// draw.
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//
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// Two entries are dealt ZERO copies and kept in the catalogue so the design stays visible:
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// Poling, whose effect is "TBD in the source", and the sharp curves, whose only difference from
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// an ordinary curve was a Move cost nothing ever charged.
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// DECK_SIZE is the CATALOGUE, 235. The deck actually dealt is smaller: the 22 opponent-directed
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// cards are held back in every mode until they are implemented, so `buildDeck` returns 213.
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assert.equal(DECK_SIZE, 235);
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assert.equal(buildDeck().length, SOLITAIRE_DECK_SIZE);
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});
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it('matches the design deck composition exactly', () => {
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const byCategory = Object.fromEntries(deckComposition().map((c) => [c.category, c.count]));
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assert.deepEqual(byCategory, {
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// 96, not the sheet's 104: the 8 SHARP CURVES are dealt zero copies. The only thing that made
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// one different from an ordinary curve was a Move cost that nothing ever charged, so they were
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// geometric duplicates taking 8 draws. Kept in the catalogue at zero, as Poling is.
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track: 96,
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// 14, not the sheet's 7 — Q12 office density; see OFFICE_PROFILES.
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office: 14,
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// 27, not the sheet's 9 — Gap 12 industry density; see INDUSTRY_PROFILES.
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industry: 27,
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modifier: 23,
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train: 22,
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spaceUse: 12,
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enhancement: 18,
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mainlineModifier: 7,
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// 6, not 7 — Poling is dealt no copies until its rule is known.
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maneuver: 6,
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action: 10,
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});
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});
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it('removes opponent-directed cards from a solitaire deck', () => {
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// Q6 took Space-use and Action cards out of solitaire, where they have no legal target. They are
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// now out of the COMPETITIVE deck too, until they are implemented: `checkPlay` answers both
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// categories NOT_IMPLEMENTED, so dealing them would make 22 of 235 draws (9%) reject outright.
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// 206, not 213: the 22 opponent-directed cards come out, and so do the SEVEN that exist only to
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// answer them — Facing Point Locks (both the Enhancement and the Mainline modifier, 2 each), two
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// Water Columns and one Overpass. A defence with nothing to defend against is the same dead draw
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// as the attack would be. `SimpleCard.answers` names the pairing, so they return together.
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assert.equal(SOLITAIRE_DECK_SIZE, 206);
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assert.equal(DEFENCE_ONLY_COPIES, 7);
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for (const c of DEFENCE_ONLY_CARDS) {
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assert.ok(c.answers, `${c.name} is held back without saying what it answers`);
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assert.ok(
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!buildDeck().some((x) => (x.kind as { key?: string }).key === c.key),
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`${c.name} is still dealt`,
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);
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}
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for (const mode of ['solitaire', 'competitive'] as const) {
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const deck = buildDeck(mode);
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assert.equal(deck.length, SOLITAIRE_DECK_SIZE, `${mode} deck size`);
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assert.ok(
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!deck.some((c) => c.kind.kind === 'spaceUse' || c.kind.kind === 'action'),
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`${mode} deck still holds opponent-directed cards`,
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);
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}
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});
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it('deals track FROM the deck, at the sheet\'s counts', () => {
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// Column B of Deck cards2.xlsx, "Number in Deck": 32 straights, 16+16 curves, 16+16 turnouts —
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// and 4+4 sharp curves, which are dealt none. An earlier reading took the sheet's LAST column,
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// "Track Per Player" (26), as a separate stack outside the deck; it is the sheet's 104 shared out
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// among four players, not a second pile.
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assert.equal(TRACK_IN_DECK, 96);
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const deck = buildDeck();
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for (const t of TRACK_CARDS) {
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const n = deck.filter(
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(c) => c.kind.kind === 'track' && c.kind.geometry === t.geometry && c.kind.hand === t.hand,
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).length;
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assert.equal(n, t.copiesInDeck, `${t.name}: ${n} in the deck, expected ${t.copiesInDeck}`);
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}
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});
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it('makes track the largest category in the deck', () => {
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// 96 of 235. Building a district is paid for in the industry or train you did not draw, which
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// is the whole reason it matters that track is a card rather than a private supply.
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const deck = buildDeck();
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const track = deck.filter((c) => c.kind.kind === 'track').length;
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assert.ok(track > deck.length / 3, `track is only ${track} of ${deck.length} cards`);
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});
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it('has 12 timetabled trains, odd westbound and even eastbound', () => {
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assert.equal(TIMETABLED_TRAINS.length, 12);
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for (const t of TIMETABLED_TRAINS) {
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assert.equal(t.direction, t.number % 2 === 1 ? 'west' : 'east', `train ${t.number}`);
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}
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});
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it('never lets a consist exceed four slots, caboose included', () => {
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// §A.4 + Gap 4c — the most likely off-by-one in the whole model.
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for (const t of [...TIMETABLED_TRAINS, ...EXTRA_TRAINS]) {
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const slots = t.consist.freight + t.consist.coach + t.consist.caboose;
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assert.ok(slots <= MAX_CONSIST, `${t.name} ${t.number} uses ${slots} slots`);
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}
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});
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it('numbers Extras X13-X22, all junior to every timetabled train', () => {
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// This is why Gap 5's Extra-vs-Timetabled tie can no longer occur.
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assert.deepEqual(
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EXTRA_TRAINS.map((t) => t.number).sort((a, b) => a - b),
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[13, 14, 15, 16, 17, 18, 19, 20, 21, 22],
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);
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assert.ok(EXTRA_TRAINS.every((e) => TIMETABLED_TRAINS.every((t) => t.number < e.number)));
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});
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it('gives every train a name and a speed class', () => {
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for (const t of [...TIMETABLED_TRAINS, ...EXTRA_TRAINS]) {
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assert.ok(t.name.length > 2, `train ${t.number} has no name`);
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assert.ok(t.speed === 'fast' || t.speed === 'slow', `train ${t.number} has no speed`);
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}
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});
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it('names the Freight House and nothing else as the two-way industry', () => {
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/**
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* §9.3 — "Passenger Facilities and Freight Houses permit cars to move each direction". ONE card
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* answers to that.
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*
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* This briefly asserted three. `card-reference.md` reads "'Freight House' is not a card. It is
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* the collective term for a freight facility that loads *and* unloads — the Grocer's Warehouse
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* and the Oil Refinery", and on that premise the Refinery and the Grocer's were both made
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* `flow: 'both'`. The premise is dead: `glossary.md` and `rules-v0.2.md` corrected the Freight
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* House to a card of its own, dealt like any other industry, so §9.3 names it and the table's
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* "Both" column loses its only argument.
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*
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* Reported from playtesting v0.4.9d and confirmed by Jesse: the Refinery only ships tanks out,
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* the Grocer's Warehouse only receives. `StationMaster-Home-Deck-v0.4.5.md` prints both that way,
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* and so does the modifier set — all three Refinery modifiers grant outbound.
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*/
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const houses = FREIGHT_PROFILES.filter(isFreightHouse).map((f) => f.kind);
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assert.deepEqual(houses.sort(), ['freightHouse']);
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const refinery = FREIGHT_PROFILES.find((f) => f.kind === 'refinery')!;
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assert.equal(refinery.flow, 'outbound');
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assert.deepEqual([refinery.baseOut, refinery.baseIn], [1, 0]);
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const grocers = FREIGHT_PROFILES.find((f) => f.kind === 'grocersWarehouse')!;
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assert.equal(grocers.flow, 'inbound');
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assert.deepEqual([grocers.baseOut, grocers.baseIn], [0, 1]);
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});
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it('starts every industry at one car out and one loader', () => {
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// The design is far leaner than the placeholder: capacity grows via modifier cards.
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for (const f of FREIGHT_PROFILES) {
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assert.ok(f.baseOut <= 1, `${f.name} baseOut ${f.baseOut}`);
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assert.ok(f.baseIn <= 1, `${f.name} baseIn ${f.baseIn}`);
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assert.equal(f.baseLoaders, 1, `${f.name} loaders`);
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}
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});
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it('gives a facility capacity only in the directions it allows', () => {
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for (const f of FREIGHT_PROFILES) {
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const wantsOut = f.flow === 'outbound' || f.flow === 'both';
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const wantsIn = f.flow === 'inbound' || f.flow === 'both';
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assert.equal(f.baseOut > 0, wantsOut, `${f.name} outbound`);
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assert.equal(f.baseIn > 0, wantsIn, `${f.name} inbound`);
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}
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});
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it('records lockouts symmetrically', () => {
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// Column E of the sheet. Semantics are still open, but the data must be consistent.
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for (const f of FREIGHT_PROFILES) {
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for (const other of f.lockouts) {
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const o = FREIGHT_PROFILES.find((x) => x.kind === other)!;
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assert.ok(o.lockouts.includes(f.kind), `${f.kind} locks out ${other} but not vice versa`);
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}
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}
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});
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it('ties every modifier to at least one real host', () => {
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for (const m of MODIFIER_PROFILES) {
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assert.ok(m.hosts.length > 0, `${m.name} has no host`);
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for (const h of m.hosts) {
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if (h === 'office') continue;
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assert.ok(FREIGHT_PROFILES.some((f) => f.kind === h), `${m.name} names unknown host ${h}`);
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}
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}
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});
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it('makes only the Whistle Post a non-Control-Point', () => {
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for (const o of OFFICE_PROFILES) {
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assert.equal(o.isControlPoint, o.tier !== 'whistlePost', o.tier);
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assert.equal(o.isPassengerFacility, o.tier !== 'whistlePost', o.tier);
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}
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});
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it('scales A/D tracks 1/2/3/4 and slots above porter count', () => {
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assert.deepEqual(OFFICE_PROFILES.map((o) => o.adTracks), [1, 2, 3, 4]);
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// The design gives slots EQUAL to porters; the earlier guess was one too generous.
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for (const o of OFFICE_PROFILES) {
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if (o.tier === 'whistlePost') continue;
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assert.equal(o.passengerOut, o.porters, `${o.tier} green slots`);
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assert.equal(o.passengerIn, o.porters, `${o.tier} red slots`);
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}
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});
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it('forms an office pyramid so the strict upgrade sequence cannot stall', () => {
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// Assert the PROPERTY, not the literal counts. Upgrades are strictly sequential (Gap 3b), so
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// every tier must be at least as common as the one above it — otherwise players reach a rung
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// whose next card is scarcer than the one that got them there. Densities are provisional (Q12)
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// and expected to move again; the pyramid shape is what must survive.
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const inDeck = OFFICE_PROFILES.filter((o) => o.copiesInDeck > 0).map((o) => o.copiesInDeck);
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assert.ok(inDeck.length >= 2, 'there must be an upgrade ladder at all');
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for (let i = 1; i < inDeck.length; i++) {
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assert.ok(
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inDeck[i]! <= inDeck[i - 1]!,
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`tier ${i} has ${inDeck[i]} copies but the tier below it has ${inDeck[i - 1]}`,
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);
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}
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// The Whistle Post is the starting state, never a card.
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assert.equal(OFFICE_PROFILES.find((o) => o.tier === 'whistlePost')!.copiesInDeck, 0);
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});
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it('walks the upgrade sequence without skipping', () => {
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assert.equal(nextOfficeTier('whistlePost'), 'depot');
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assert.equal(nextOfficeTier('depot'), 'station');
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assert.equal(nextOfficeTier('station'), 'terminal');
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assert.equal(nextOfficeTier('terminal'), null);
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});
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it('supplies the full rolling stock roster', () => {
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// 80 pieces after the Gap 12 supply scale-up. Asserted against the constant rather than a
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// literal so the invariant is "the yard holds exactly the roster", not a number to re-edit.
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assert.equal(TOTAL_ROLLING_STOCK, 80);
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assert.equal(buildRollingStock().length, TOTAL_ROLLING_STOCK);
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});
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it('never demands more cars than the supply can furnish', () => {
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// card-reference.md §8 supply check, as an executable assertion.
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const supply = new Map(ROLLING_STOCK_SUPPLY.map((s) => [s.type, s.loaded + s.empty]));
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const demand = new Map<CarType, number>();
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for (const f of FREIGHT_PROFILES) {
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const need = (f.baseOut + f.baseIn) * f.copies;
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for (const t of f.carTypes) demand.set(t, (demand.get(t) ?? 0) + need);
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}
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for (const [type, need] of demand) {
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assert.ok(need <= supply.get(type)!, `${type}: demand ${need} > supply ${supply.get(type)}`);
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}
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});
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it('uses the Gap 10e revised victory targets', () => {
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assert.deepEqual(
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LENGTH_PROFILES.map((p) => [p.target, p.days]),
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[[10, 3], [20, 5], [45, 10]],
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);
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assert.equal(lengthProfile('standard').target, 20);
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});
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it('scales fixed supplies with player count', () => {
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assert.equal(mainlineCardCount(1), 2);
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assert.equal(mainlineCardCount(3), 4);
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assert.equal(crewTrayCount(1), 4);
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assert.equal(crewTrayCount(3), 6);
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});
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});
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// ---------------------------------------------------------------------------
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describe('seeded RNG (component 7)', () => {
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it('is deterministic for a given seed', () => {
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const a = createRng(42);
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const b = createRng(42);
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const drawsA = Array.from({ length: 50 }, () => a.nextInt(1000));
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const drawsB = Array.from({ length: 50 }, () => b.nextInt(1000));
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assert.deepEqual(drawsA, drawsB);
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});
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it('differs between seeds', () => {
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const a = Array.from({ length: 20 }, ((r) => () => r.nextInt(1000))(createRng(1)));
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const b = Array.from({ length: 20 }, ((r) => () => r.nextInt(1000))(createRng(2)));
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assert.notDeepEqual(a, b);
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});
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it('rolls a D12 strictly within 1..12', () => {
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const rng = createRng(7);
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const seen = new Set<number>();
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for (let i = 0; i < 5000; i++) {
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const roll = rng.d12();
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assert.ok(roll >= 1 && roll <= 12, `roll out of range: ${roll}`);
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seen.add(roll);
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}
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assert.equal(seen.size, 12, 'every face should appear over 5000 rolls');
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});
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it('shuffles without mutating or losing elements', () => {
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const rng = createRng(99);
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const input = Array.from({ length: 52 }, (_, i) => i);
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const out = rng.shuffle(input);
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assert.deepEqual(input, Array.from({ length: 52 }, (_, i) => i), 'input mutated');
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assert.deepEqual([...out].sort((x, y) => x - y), input, 'elements lost');
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assert.notDeepEqual(out, input, 'shuffle was a no-op');
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});
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it('rejects an invalid bound', () => {
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const rng = createRng(1);
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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('deals the Mainline cards from the printed deck, without replacement', () => {
|
|
/**
|
|
* `buildDivision` drew uniformly from the nine card TYPES with replacement, so a Division could
|
|
* be dealt two Interchanges (or two Tunnels), and Plains — printed twice in the deck — carried
|
|
* the same weight as cards printed once. That became a rules question rather than a flavour one
|
|
* when an Extra gained the right to start "at the Interchange if one is on the board" (§7): the
|
|
* board has to hold at most one for that to mean anything.
|
|
*
|
|
* Swept over many seeds because a single deal cannot tell a deck from a die.
|
|
*/
|
|
const seen = new Map<string, number>();
|
|
for (let seed = 0; seed < 400; seed++) {
|
|
for (const players of [1, 2, 3, 4]) {
|
|
const g = createGame({
|
|
id: 'deck', seed,
|
|
config: players === 1 ? solitaireConfig : { ...solitaireConfig, mode: 'competitive' },
|
|
playerNames: Array.from({ length: players }, (_, i) => `P${i}`),
|
|
});
|
|
const cards = g.division.nodes.flatMap((n) => (n.kind === 'mainline' ? [n.card] : []));
|
|
assert.equal(cards.length, mainlineCardCount(players));
|
|
const counts = new Map<string, number>();
|
|
for (const c of cards) {
|
|
const n = (counts.get(c) ?? 0) + 1;
|
|
counts.set(c, n);
|
|
seen.set(c, (seen.get(c) ?? 0) + 1);
|
|
// Plains is the one card printed twice; nothing else may be dealt twice at all.
|
|
assert.ok(n <= (c === 'plains' ? 2 : 1), `${c} dealt ${n} times at seed ${seed}`);
|
|
}
|
|
}
|
|
}
|
|
// Every card in the deck reachable, so the deal is not quietly missing one.
|
|
for (const kind of new Set(MAINLINE_DECK)) {
|
|
assert.ok((seen.get(kind) ?? 0) > 0, `${kind} was never dealt in 400 seeds`);
|
|
}
|
|
});
|
|
|
|
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'] }),
|
|
);
|
|
});
|
|
});
|