Files
station-master/src/web/main.ts
T
Jesse.MarkowitzandClaude Opus 5 ad277fb994 v0.8.0.13 — the board on screen is the board you can act on
Nine reports from the Day 1-2 playtest of v0.8.0.12. One moved a car, one was a
rule working correctly with nothing on screen to say so, and the rest are things
the table could not see.

The real bug: the Division Yard chips stayed lit and clickable while the board
was catching up. `renderActions` puts the action list away while the queue is
behind — a move offered against a position that has already moved on is a move
made blind — but the make-up wiring sat outside that guard. A chip was clicked
during a bot's make-up, a coach left the yard, and the train ended up with three
cars: a real intent submitted against a board several moves stale. The chips now
follow the queue like every other control, and the yard COUNTS are drawn from the
shown board rather than the live game — they were the one panel still reporting a
future the player had not been shown.

The Office Area picker had a button per opponent and none for yourself, so the
one player who could not reach their own district was the player waiting on
everybody else. Your own seat is in the row now, and the row is ordered by SEAT,
west to east as the Division map draws it, rather than by join order — sorted
from the Frame's own `seat` on every render, so it rotates with Employee Rotation
instead of having to be told.

§5's handover of the Fedora rode on `actorChanged`, which is turn bookkeeping and
which `record()` drops as noise, so the one moment it carried that a player needed
went past in silence. It is its own event now, narrated and announced. The phase
keeps its name: the Supervisor Shift refreshes every Laborer and Porter EVERY
Stage and the Fedora moves only every third.

A collision now names whose Office it was and who paid the 5 Revenue, which rode
in a separate `revenueChanged`; a Mainline collision is phrased differently
because §10 makes it the Superintendent's.

Passengers, reported as a bug and ruled not one after replaying the save: the
Depot's capacity and modifiers were fine, and §6.3 stocking wants a LOADED coach
out of the Division Yard, which held none while six sat in Classification. The
shortage stays — running out is part of the game, the same ruling Gitea#2 got —
but the blocked panel says so now instead of the action being silently absent.

Smaller: "working left" is "working eastward" in the make-up panel and the New
Train tip, because the map runs west to east and the table does not; the history
panel keeps 90 lines instead of 60 in the same 230px box.

`git diff v0.8.0.12..v0.8.0.13 -- src/engine/` is NOT empty this time:
`events.ts` declares `superintendentChanged` and `advance.ts` emits it. Both are
additive — `check()`, `legal.ts` and every predicate are untouched, and events are
derived by replaying a save rather than stored — so no once-legal move became
illegal and games in progress resume.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DmdqqCNoiqE7GBo6wthBnR
2026-09-17 04:43:59 -04:00

3099 lines
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TypeScript
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/**
* Browser entry point — wires the DOM to a `Session`.
*
* Presentation only. Every question of what is legal, what it means, or what the board looks like
* is answered by the engine or by the shared view helpers.
*/
import { BOARD_CSS, divisionSvg, officeSvg } from '../sim/board-svg.ts';
import { TURNCHART_CSS, turnChartHtml } from '../sim/turnchart.ts';
import type { Frame } from '../sim/view.ts';
import { seatLabel } from '../sim/view.ts';
import type { Menu, Save } from './game.ts';
import { PANEL_CSS, blockedHtml, dayEndHtml, facilitiesHtml, pilesHtml, resultsHtml, timetableHtml, yardHtml } from './panels.ts';
import { TOOLTIP_CSS, installTooltips } from './tooltip.ts';
import { playCue } from './sound.ts';
import {
MOVES_PER_LOCAL_OPS,
EXTRA_START_LABELS,
STARTING_HAND_LABELS,
houseRules,
} from '../engine/content.ts';
import type { ExtraStartRule, HouseRuleOverrides, HouseRules, RevenueRules, StartingHand } from '../engine/content.ts';
import type { NewGameOptions } from './game.ts';
import type { LocalSession, Session } from './session.ts';
import { createLocalSession, createRemoteSession } from './session.ts';
import type { PlayerIndex } from '../engine/state.ts';
import type { PublicDistrict } from '../sim/view.ts';
import { actorOnScreen, createStepQueue } from './step-queue.ts';
import { PACE_LEVELS } from '../sim/pacing.ts';
import { notice, postJson, prefillCode, runLobby } from './lobby.ts';
import type { LobbyReady } from './lobby.ts';
import {
closestPreset,
configFromFrame,
gameTypeLabel,
preset,
presetOf,
presetSettings,
settingsOf,
} from './presets.ts';
import type { GameType, PresetName } from './presets.ts';
import { rulesListHtml, settingsForm } from './settings-form.ts';
import type { SettingsForm } from './settings-form.ts';
const SAVE_KEY = 'station-master.save.v1';
const SETTINGS_KEY = 'station-master.settings.v1';
/**
* The multiplayer session — `lobby-and-sessions.md` §1's token, plus the `gameId`/`seat` a fresh
* `createRemoteSession` needs without waiting on a push to learn its own seat. Separate from
* `SAVE_KEY`: a solitaire save is the seed plus intents and is meant to be portable between
* browsers; this is a credential for THIS origin's server and must never be treated as one.
*/
const REMOTE_KEY = 'station-master.remote.v1';
/** Preset board zoom levels — a fraction applied to the rendered SVG's own pixel dimensions. */
const ZOOM_LEVELS = [0.75, 1, 1.25, 1.5] as const;
/**
* Small persisted preferences, kept in a `localStorage` key of their own — separate from
* `SAVE_KEY`. A save is the seed plus the intents and has to stay portable; none of this belongs
* in it, and in a multiplayer game two players may reasonably want these set differently. Grows as
* more of the page's display state earns a preference; `districtMode`/`soundOn`/`zoom` are the
* first three.
*/
type Settings = {
districtMode: 'auto' | 'open' | 'closed';
soundOn: boolean;
zoom: number;
/**
* Is the This Game card open? (TODO #28.) Folded by default: it answers "what did we set that
* to?", which Jesse's own framing says is "not something they're likely to need all the time".
*/
gameCardOpen: boolean;
/**
* HOW FAST OTHER PEOPLE'S TURNS PLAY BACK — v0.8.0, TODO #13/#18. A multiplier over the dwell
* table in `sim/pacing.ts`: 1 is as tabled, 0.5 is twice as fast, and **0 turns animation off**,
* which is TODO #18's "a player who has seen it a hundred times will want it off" without a second
* mechanism for it.
*
* Here rather than in the game's config, on Jesse's call 2026-09-09: dwell is presentation, not a
* rule, and a `GameConfig` rides along in saves and replays. It is also per-viewer for the reason
* this whole object exists — two players at one table may reasonably want different speeds.
*/
pace: number;
};
const DEFAULT_SETTINGS: Settings = { districtMode: 'auto', soundOn: false, zoom: 1, gameCardOpen: false, pace: 1 };
/**
* `?pace=` — a per-session override that persists nothing.
*
* The third of the three tuning levels the design calls for (`docs/plans/jitsi-common-board.md`
* § v0.8.0 § 5): the committed table needs a rebuild, the setting needs a click, and this needs a
* link — which is what makes it the one that is actually useful at a playtest, where two testers can
* be handed different speeds and compared. Follows `?seed=`, which is already the convention here.
*
* Read ONCE, at load. The queue asks for the pace on every step it measures, and `behind()` asks for
* every step still queued — so parsing the query string in there meant building a `URLSearchParams`
* a hundred times to render one row. It cannot change without a reload anyway.
*/
const PACE_OVERRIDE: number | null = (() => {
try {
const raw = new URLSearchParams(location.search).get('pace');
if (raw === null) return null;
const n = Number(raw);
return Number.isFinite(n) && n >= 0 ? n : null;
} catch {
return null;
}
})();
function loadSettings(): Settings {
try {
const raw = localStorage.getItem(SETTINGS_KEY);
const parsed = raw ? (JSON.parse(raw) as Partial<Settings>) : {};
// A missing key, a corrupt value, or a level dropped from `ZOOM_LEVELS` since it was saved all
// fall back to the default for that one field, rather than rejecting the whole object.
return {
districtMode:
parsed.districtMode === 'open' || parsed.districtMode === 'closed' ? parsed.districtMode : 'auto',
soundOn: typeof parsed.soundOn === 'boolean' ? parsed.soundOn : DEFAULT_SETTINGS.soundOn,
zoom:
typeof parsed.zoom === 'number' && (ZOOM_LEVELS as readonly number[]).includes(parsed.zoom)
? parsed.zoom
: DEFAULT_SETTINGS.zoom,
gameCardOpen:
typeof parsed.gameCardOpen === 'boolean' ? parsed.gameCardOpen : DEFAULT_SETTINGS.gameCardOpen,
// A negative or non-finite saved value is corrupt, not a request to run time backwards.
pace:
typeof parsed.pace === 'number' && Number.isFinite(parsed.pace) && parsed.pace >= 0
? parsed.pace
: DEFAULT_SETTINGS.pace,
};
} catch {
// A full or disabled localStorage must not take the game down with it — same guard as the save.
return { ...DEFAULT_SETTINGS };
}
}
let settings = loadSettings();
function saveSettings(patch: Partial<Settings>): void {
settings = { ...settings, ...patch };
try {
localStorage.setItem(SETTINGS_KEY, JSON.stringify(settings));
} catch {
/* nothing to do */
}
}
/**
* The game, behind the Session boundary — `LocalSession` (solitaire, `?seat=` absent from the URL)
* or `RemoteSession` (`?seat=` present, Phase 2). Typed as the common `Session` surface; every
* LocalSession-only touch (undo, local saves, dealing a new game) goes through `isLocal` below rather
* than assuming, since `session` may now be either.
*/
let session: Session;
/**
* THE ANIMATION QUEUE — v0.8.0, TODO #13/#15/#18.
*
* Holds the board the screen is showing, which is not always the board the game is on. One queue
* for both session kinds: solitaire drains its own collector and a remote session reads the same
* steps off the wire, and this cannot tell which it has (`web/step-queue.ts`).
*
* Reads `pace` through a function rather than a captured value, so changing the setting takes effect
* on the next step instead of the next game. `?pace=` wins over the saved setting for this session
* only.
*/
const stepQueue = createStepQueue(
() => PACE_OVERRIDE ?? settings.pace,
// Whose moves not to bother replaying — this client's own. Read lazily: `session` is assigned when
// a game starts, long after this queue is built.
() => (session ? session.seat() : null),
);
/**
* Pulls whatever the session has for us into the queue. Called on every push, before rendering.
*
* A RESET IS TAKEN FIRST AND SEPARATELY: it means "start over from this board", so applying it after
* the steps that arrived with it would draw them onto a baseline they do not chain from.
*/
function drainIntoQueue(): void {
const reset = session.takeDisplayReset();
if (reset) stepQueue.reset(reset);
stepQueue.push(session.takeDisplaySteps());
/**
* NOWHERE TO ANIMATE MEANS DO NOT QUEUE AT ALL.
*
* Without `requestAnimationFrame` nothing ever advances the queue, so `busy()` would stay true for
* good — and since "Your Move" is now put away while the board is catching up, that would hide a
* player's own actions permanently, leaving Skip as the only way to play the game. Drawing
* everything at once is exactly what `pace = 0` does deliberately, so that is the honest fallback
* rather than a broken page. Caught by `test/web.test.ts`, whose DOM stub has no `rAF` — the same
* stub that has been proving this page still starts since long before any of this existed.
*/
if (typeof requestAnimationFrame !== 'function') {
stepQueue.skip();
return;
}
if (stepQueue.busy()) startAnimationLoop();
}
/**
* WHOSE DISTRICT THE BOARD IS SHOWING — v0.8.0, TODO #13. Null means "your own", drawn exactly as
* it always was.
*
* FOLLOW THE ACTOR (Jesse, 2026-09-09). While the queue is animating, follow the step being shown,
* so a bot's switching turn is watched on the bot's board. At rest, follow whoever the game is
* waiting on — which is how you watch a human opponent work in something close to real time, since
* their steps trickle in as they click rather than arriving in a burst.
*
* `Frame.cells` is the VIEWER'S district and nobody else's, which is the whole reason a step stream
* alone could not answer #13: the data would arrive with nowhere to be drawn. This is where it gets
* drawn — from `PublicDistrict`, which `officeSvg` can render as-is because it takes board data and
* has never needed a private viewer.
*/
function renderWatching(f?: Frame): void {
const behind = stepQueue.behind();
const row = $('watching');
/**
* VISIBLE WHILE THE BOARD IS BEHIND **OR** STILL SHOWING SOMETHING.
*
* It used to hide the moment `behind` hit zero — which is the moment the LAST step of a burst goes
* up, so the one step a player was most likely to be reading about lost its caption. Collapsed
* otherwise: in solitaire that is nearly always, and between turns in multiplayer too, and a row
* that is always there is a row nobody reads.
*/
if (behind === 0 && !stepQueue.busy()) {
row.hidden = true;
return;
}
row.hidden = false;
// A held queue stops counting down, so the counter has to say why rather than look stuck.
$('watching-behind').textContent =
(behind === 0 ? 'catching up' : `${behind} behind`) + (stepQueue.paused() ? ' · paused' : '');
/**
* THE CAPTION IS #15, and this is where that item lands rather than as a line of its own.
*
* TODO Reference · #15 could not decide the unit — "most recent action" is right in solitaire and
* wrong in multiplayer, where what you missed is everything that happened while you were waiting.
* The queue IS that, so the caption simply names the step being shown, and the counter beside it
* says how much of the wait is left.
*/
/**
* WHO, THEN WHAT — Jesse, 2026-09-09: *"it didn't tell me what the actual action was, like who I
* was waiting on or what they were doing. I knew I was behind, but I wasn't sure what I was
* supposed to be looking for."*
*
* The caption was there; it was the wrong half of the sentence. Half the waiting is automatic
* phases, whose narration reads "Mainline" — accurate, and no answer at all to "who am I waiting
* on". So the name goes first, and a phase says so in as many words rather than leaving the reader
* to infer that nobody is acting.
*
* The narrated line is used as it stands otherwise, because `record()` already prefixes it with the
* player — "Player Bot 1 moved Train 3 (−1,−2) → (−1,1)" — so a second name would stutter.
*/
const showing = stepQueue.showing();
const said = showing?.lines[0]?.text ?? '';
const who =
showing === null || showing === undefined
? ''
: showing.player === null
? 'The Division'
: (f?.players[showing.player]?.name ?? `Seat ${seatLabel(showing.player)}`);
// A player action already names its actor; a phase does not, so it is introduced.
$('watching-what').textContent = showing?.player === null && said !== '' ? `${who}: ${said}` : said;
/**
* SKIP COSTS THE ANIMATION AND NEVER THE INFORMATION.
*
* Every line skipped is already in the History panel — the queue animates a board, it does not
* carry the record — which is what makes this safe to press without weighing it up. Assigned each
* render rather than once, matching how every other button on this page is wired.
*/
$('watching-skip').onclick = () => {
if (stepQueue.skip()) render();
};
/**
* PAUSE IS SKIP'S OPPOSITE, and shares its row for that reason.
*
* The label says what pressing it DOES, so it flips to Resume while held — the same rule the
* district's three-mode control settled on, for the same reason: a label that reports state reads
* as a status line and gets skipped over.
*
* `performance.now()` because that is the clock `requestAnimationFrame` hands `advance()`; mixing
* in `Date.now()` would shift the deadline by the page's whole lifetime. Guarded because the
* static build is loaded head-first against a DOM stub with no `performance`.
*/
const pauseBtn = $('watching-pause');
pauseBtn.textContent = stepQueue.paused() ? 'Resume' : 'Pause';
pauseBtn.onclick = () => {
const now = typeof performance !== 'undefined' ? performance.now() : Date.now();
if (stepQueue.paused()) {
stepQueue.resume(now);
// The loop exits whenever the queue stops being busy; restart it rather than assume it survived.
startAnimationLoop();
} else {
stepQueue.pause(now);
}
render();
};
}
/**
* THE TABLE AS IT IS ON SCREEN — the Day, the Stage, the clock, the phase and the Fedora.
*
* "WHEN PLAYER JESSE IS 5 BEHIND, IT SHOULD ALWAYS LOOK LIKE HE'S 5 BEHIND" (playtest, 2026-09-16).
* The board, the district panel and the caption row have followed the queue since v0.8.0; the turn
* chart never did. So a player watching three bots play out a Stage saw their cards moving under a
* chart that had already ticked over to the next phase — the one part of the screen quietly
* insisting the game was somewhere else. Being behind is fine and is stated plainly by the counter;
* being behind on some of the screen and level on the rest is what makes it unreadable.
*
* Only while the queue is actually behind. At rest this IS the live frame, so nothing downstream
* needs to know which of the two it was handed.
*/
function shownTable(f: Frame): Pick<Frame, 'day' | 'stage' | 'clock' | 'phase' | 'phaseKey' | 'superintendent'> {
const pub = stepQueue.current();
if (!pub || !stepQueue.busy()) return f;
return {
day: pub.day,
stage: pub.stage,
clock: pub.clock,
phase: pub.phase,
phaseKey: pub.phaseKey,
superintendent: pub.superintendent,
};
}
function watchedDistrict(f: Frame): PublicDistrict | null {
const pub = stepQueue.current();
if (!pub) return null;
/**
* FOLLOW WHOEVER IS ACTING. While animating that is the step on screen; at rest it is whoever the
* game is waiting on.
*
* A PHASE STEP NAMES NOBODY — the Mainline advances itself — so it falls through to the actor,
* which keeps the board where it was instead of snapping home mid-sequence.
*/
/**
* A deliberate look wins over whoever happens to be acting, for this one render (see `peekPlayer`)
* — INCLUDING A LOOK AT YOUR OWN BOARD, which is why this returns rather than falling through.
*
* Falling through sent "show me mine" to the actor logic below, so the one player who could not
* reach their own Office Area was the player waiting on everybody else (playtest, 2026-09-16: Tom,
* hanging about while the board followed Jesse). Null IS your own district: it is what the caller
* draws from `f.cells` when nobody else is being watched.
*/
if (peekPlayer !== null) {
return peekPlayer === f.viewer ? null : (pub.districts.find((d) => d.player === peekPlayer) ?? null);
}
let player: PlayerIndex | null = f.actor;
if (stepQueue.busy()) {
const acting = stepQueue.showing()?.player;
if (acting !== undefined && acting !== null) player = acting;
}
if (player === null || player === f.viewer) return null;
return pub.districts.find((d) => d.player === player) ?? null;
}
/**
* Drives the queue from the browser's own frame clock, ON DEMAND.
*
* The queue owns no timer of its own — that is what makes it testable without faking one — so
* something has to advance it. This runs only while there is a backlog and stops itself when the
* board catches up, for two reasons beyond tidiness:
*
* - **Loops must not accumulate.** `startAnimationLoop` is reachable from both session kinds, and
* a player can go lobby → game → lobby → game in one page load. A loop started per game and
* never stopped would leave one running per visit, each calling `render()` forever.
* - An idle table should do nothing at all. Solitaire between clicks, and multiplayer between
* turns, is the common case.
*
* `requestAnimationFrame` may be absent — the static build is loaded head-first by `test/web.test.ts`
* against a DOM stub. Nothing here is required for correctness; without it the board simply arrives
* without being animated, which is exactly what `pace = 0` does on purpose.
*/
let animating = false;
function startAnimationLoop(): void {
if (animating || typeof requestAnimationFrame !== 'function') return;
animating = true;
const tick = (now: number): void => {
try {
if (stepQueue.advance(now)) render();
} catch (err) {
/**
* A BROKEN QUEUE MUST NOT TAKE THE GAME WITH IT, or wedge itself on.
*
* `applyPublicDelta` throws when a delta says "unchanged" and there is nothing to merge onto
* — a sender/receiver disagreement about what has been delivered. The board is still correct
* (the authoritative Frame comes down the same push and is drawn from `session.view()`); only
* the animation is lost. Without the flag being cleared here, one throw would leave `animating`
* true forever and no later burst would ever play.
*/
console.error('display queue stopped:', err);
animating = false;
// Do not strand the player behind a queue that can no longer advance: jump the board to the
// live position, which brings "Your Move" back with it.
try {
stepQueue.skip();
} catch {
/* nothing further to try — the authoritative Frame is still what the rest of the page draws */
}
render();
return;
}
if (!stepQueue.busy()) {
animating = false;
/**
* A FULL RENDER, not just the row. The board being level again is what brings "Your Move"
* back and clears the last lit pile, so redrawing only the catching-up row would leave the
* action list hidden until something else happened to trigger a render — which, when the game
* is waiting on this player, is nothing at all.
*/
render();
return;
}
requestAnimationFrame(tick);
};
requestAnimationFrame(tick);
}
/**
* The three `Capabilities` (`undo`/`saveLocal`/`newGame`) travel together — all `true` for a
* `LocalSession`, all `false` for a `RemoteSession` (`session.ts`) — so any one of them is a safe
* discriminant. `newGame` is used here since it reads clearly at every call site: "only if this
* session can deal locally."
*/
function isLocal(s: Session): s is LocalSession {
return s.capabilities.newGame;
}
/** Which card or track piece is picked, waiting for a location. */
let selected: string | null = null;
/**
* WHAT the picked card is being used for.
*
* The hand is the action surface, and a card has two verbs: play it onto the board, or discard it
* onto a Department. Both then ask "where?", and the answer is highlighted in place — squares on the
* board for a play, the three Department piles for a discard. Without this the two flows would need
* two selections, which is the thing being removed.
*/
let mode: 'play' | 'discard' | null = null;
/** A square picked on the board, waiting for a rotation. */
let pendingAt: string | null = null;
/**
* AUTO-FOCUS on the district.
*
* It is only worth the vertical space during the phases that change it — Local Operations, where
* cards and track are placed and the crew switches, and Cargo, where loads move. During New Train,
* Mainline and Supervisor Shift nothing in the district moves and the Division map is what matters.
*
* 'auto' follows the phase; 'open' and 'closed' are the player overriding it and stay put until
* they change it again. Display only — in a multiplayer game two players may reasonably want it
* set differently, so this must never become part of game state. Persisted in `settings`, not the
* save, for exactly that reason.
*/
let districtMode: 'auto' | 'open' | 'closed' = settings.districtMode;
let gameCardOpen = settings.gameCardOpen;
/**
* Sound, OFF by default until a player asks for it once — then remembered via `settings`.
*
* Everything it plays is synthesised rather than recorded, so it is a placeholder for real audio
* rather than the finished thing. One click in the title bar turns it on, and that click is also
* the gesture browsers require before any audio may start.
*/
let soundOn = settings.soundOn;
/** Preset board zoom (see `ZOOM_LEVELS`), persisted in `settings`. */
let zoom = settings.zoom;
/**
* The phase the page last drew, so a change of phase can be announced.
*
* Local Operations ends the moment the last Move is spent, and New Train and Mainline then run
* themselves — so a player looking at the board finds themselves in Cargo with no idea their turn
* ended or what happened in between. Reported exactly that way.
*/
let lastPhase: string | null = null;
/**
* The Day the page last drew, so a Day rolling over can be shown as a dialog (Gitea#10).
*
* Null until the first frame: arriving in a game already on Day 3 is not Day 2 ending, and a page
* reloaded mid-game would otherwise announce a rollover that happened before it was watching.
*/
let lastDay: number | null = null;
/**
* WHICH CREW THE BOARD IS DRAWING, when the district holds more than one.
*
* Reported from play: "make it clear which train you are switching — it is possible to have more
* than one train available." A train standing on an A/D track while a local shunts is ordinary, and
* the board used to highlight whichever crew came first out of the map while the action list offered
* every crew's moves under one heading.
*
* Display state, deliberately not in the game: which train a player is looking at is not a fact
* about the railroad, and in a multiplayer game two players may reasonably be looking at different
* ones. Cleared whenever the named crew stops being one of the choices.
*/
let selectedCrew: string | null = null;
/**
* A ONE-RENDER LOOK AT SOMEBODY ELSE'S OFFICE AREA — Jesse, playtest 2026-09-16.
*
* Deliberately NOT a mode. It survives exactly the render its own click causes and is cleared at the
* end of `renderDistrict`, so the panel is back to following whoever is acting the next time
* anything redraws. That is the whole design, in his words: *"if you want to study someone else's
* office area, you should do it while it's your turn to move, or put the backlog on pause, then look
* at their area, and when you're done looking, resume."*
*
* A sticky pin would have to answer what happens when the game moves on beneath it — and the honest
* answers are all bad: silently snap home, or leave a player staring at a stale board with the game
* waiting on them. Pause already means "hold everything", so it is the right lever for a long look,
* and this stays a glance.
*/
let peekPlayer: PlayerIndex | null = null;
const FOCUS_PHASES = new Set(['localOps', 'loadUnload']);
/** The crew whose squares the board is drawing: the chosen one, or the only one there is. */
function pickedCrew(f: Frame): Frame['moves'][number] | null {
if (f.moves.length === 0) return null;
return f.moves.find((m) => m.trayId === selectedCrew) ?? f.moves[0] ?? null;
}
const $ = (id: string): HTMLElement => {
const el = document.getElementById(id);
if (!el) throw new Error(`missing element: ${id}`);
return el as HTMLElement;
};
const esc = (s: string): string =>
s.replace(/[&<>"]/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;' })[c] ?? c);
/**
* Size a freshly-rendered board SVG off its own `viewBox`, at the current `zoom`.
*
* `#grid` and `#division` already scroll horizontally when their content is wider than the column
* (`overflow-x:auto` in `play.html`) — that mechanism is untouched. This only changes how big the
* SVG itself renders, in real pixels rather than a CSS `transform` (which would leave the container's
* scrollable area the wrong size), so zooming in genuinely grows the scrollable area and zooming out
* genuinely shrinks it.
*/
function applyZoom(container: HTMLElement): void {
const svg = container.querySelector('svg');
const box = svg?.viewBox.baseVal;
if (!svg || !box || box.width === 0) return;
svg.style.width = `${box.width * zoom}px`;
svg.style.height = `${box.height * zoom}px`;
}
/**
* A DRAWING OF THE PIECE A PLACEMENT WOULD LAY.
*
* "Allows traffic from the east to travel west or turn to the south" is exact and still leaves a
* player working out which way the leg will point once the card is down. Rendered by `officeSvg` —
* the board's own renderer, on a one-card board — so the preview and the board cannot disagree about
* what the piece looks like. The coordinate stamp and the RUNNING TRACK caption are stripped: they
* belong to a position, and this is a card on its own.
*/
function piecePreview(links: string[], label: string): string {
const cell = {
row: 0, col: 0, kind: 'trk', label, running: false, enhancements: [], enhancementsWhat: [],
trains: [], adTracks: null, cars: [], standingWest: 0, facility: null, links, what: '',
};
return officeSvg([cell] as never, 99).replace(
/<text class="bs-(coord|rowlab)"[^>]*>[^<]*<\/text>/g,
'',
);
}
// ---------------------------------------------------------------------------
/**
* THE TURN CHART — the five phases of a Stage, in order, with the current one lit.
*
* Built by `turnChartHtml`, shared with both replay viewers, so all three screens report where you
* are in the Day the same way and with the same violet highlight. It used to live here alone.
*/
function renderTurnChart(f: Frame): void {
// The move on screen, not the live one, while the board is still catching up (Gitea#25).
const { actor, replaying } = actorOnScreen(stepQueue, f.actor);
const actorName = actor === null ? null : (f.players[actor]?.name ?? null);
// The Day, Stage and phase of the step being shown, so the whole screen reports one moment.
const table = shownTable(f);
// Named only at a table with more than one seat: in solitaire the Fedora is always yours, and a
// chip that can never change is a chip to read past.
const superName =
f.players.length > 1 ? (f.players.find((p) => p.index === table.superintendent)?.name ?? null) : null;
$('turnchart').innerHTML = turnChartHtml(
replaying ? { ...f, ...table, awaiting: null } : f,
actorName,
superName,
);
}
/**
* The settings this game was dealt under, beside the seed, because the seed alone does not name it.
*
* Abbreviated to fit a header that must not wrap — `3 cards · 1/1/0` — with the whole of it in the
* tooltip. Written down at all because a playtest note is worthless without it: "scored 4" means one
* thing at 1 Revenue per transit and another at 5.
*/
function gameCardSummary(f: Frame): string {
const { passengerPerCoach: pax, freightPerLoad: frt, trainPerTransit: trn } = f.houseRules.revenue;
const short = { threeRandom: '3 cards', sixRandom: '6 cards', threeTrackThreeOther: '3+3 cards' };
const config = configFromFrame(f);
const type = gameTypeLabel(presetOf(config, f.players.length, f.days), f.mode);
const floor = f.minCombinedRevenue === 0 ? 'no floor' : `floor ${f.minCombinedRevenue}`;
return `${type} · ${f.days} Days · ${floor} · ${short[f.houseRules.startingHand]} · ${pax}/${frt}/${trn}`;
}
/**
* THIS GAME — every setting it was dealt under, in a card rather than along the top line (TODO #28).
*
* Jesse, 2026-08-23: "the game-specific information in the very top line should probably be a card
* like Facilities, timetable or blocked. Off on the side, we can give complete information about all
* the game options and not take up valuable real estate at the top of the screen." And on when it is
* read: "To go, 'Oh wait, what did we set that to?' They should be able to look that up, but it does
* not need to be at the top every moment."
*
* NOTHING NEW TRAVELS FOR THIS. `configFromFrame` already turns the Frame's copy of the config back
* into a `GameConfig`, and `rulesListHtml` is the renderer the lobby's join preview and seating
* screen already draw — so what a player agreed to before the deal and what they can read mid-game
* come from ONE implementation and cannot drift. The identity block above it is the half
* `rulesListHtml` has no notion of: which seed or seat this is, and what the game is called.
*
* THE SEED IS SOLITAIRE-ONLY, and that is a redaction rule rather than a layout one: it is never
* sent to a remote client at all, because it would leak every future shuffle and roll
* (`multiplayer.md` §7). `RemoteSession` has no `.seed()` to call. A seated player gets their seat
* instead, which is the thing they actually need to know.
*/
function renderGameCard(f: Frame): void {
const sec = $('gamecard');
sec.classList.toggle('folded', !gameCardOpen);
$('gamecardsummary').textContent = gameCardSummary(f);
const btn = $('gamecardtoggle');
btn.textContent = gameCardOpen ? 'hide' : 'show';
btn.onclick = () => {
gameCardOpen = !gameCardOpen;
saveSettings({ gameCardOpen });
render();
};
if (!gameCardOpen) {
// Folded: the body is display:none anyway, and rebuilding it every frame is work nobody sees.
$('gamecardbody').innerHTML = '';
return;
}
const config = configFromFrame(f);
const players = f.players.length;
const type = presetOf(config, players, f.days);
const who = isLocal(session)
? `<dt>Seed</dt><dd>${esc(String(session.seed()))}</dd>`
: `<dt>Seat</dt><dd>${esc(String(seatLabel(session.seat())))}</dd>`;
const code = gameCode === '' ? '' : `<dt>Game code</dt><dd>${esc(gameCode)}</dd>`;
$('gamecardbody').innerHTML =
`<dl>${who}${code}<dt>Type</dt><dd>${esc(gameTypeLabel(type, f.mode))}</dd></dl>` +
rulesListHtml(config, players, f.days);
}
/**
* THE COLLISION COUNTS, WHICH ARE A LIVE SCORE (TODO #28, Jesse's call 2026-08-30).
*
* They stay on the top line while the limits themselves move into the card, because the two are
* different kinds of thing: `maxCollisionsPerDay` is a setting you agreed to once, and "2 of 3
* today" is a number that changes how you play the next Stage. The Frame has carried both counts
* since v0.7.0 and nothing drew them, so the one victory condition that ends a game EARLY ran
* invisibly — v0.7.9 made it reachable in solitaire too, which is what made this worth having.
*
* `0` means the limit is off (the engine's convention), and a half that is off is left out rather
* than shown as "1 of 0". With both off the chip is empty, and an empty span collapses.
*/
function renderCollisions(f: Frame): void {
const parts: string[] = [];
if (f.maxCollisionsPerDay > 0) parts.push(`${f.collisionsToday} of ${f.maxCollisionsPerDay} today`);
if (f.maxCollisionsTotal > 0) parts.push(`${f.collisionsTotal} of ${f.maxCollisionsTotal} total`);
const el = $('collisions');
el.textContent = parts.length === 0 ? '' : `collisions ${parts.join(' · ')}`;
el.title =
parts.length === 0
? ''
: 'Reaching either limit ends the game immediately and results in a loss. Both limits are in ' +
'the This Game card; these are the running counts.';
}
/**
* THE HOUSE RULES AND VICTORY DIALS TRAVEL IN THE URL, BESIDE THE SEED.
*
* A seed on its own no longer names a game: `?seed=430` dealt three random cards is a different
* railroad from `?seed=430` dealt three track and three other, and at 0 Revenue per transit it is a
* different economy again — and now a game with `minrev=15` is a different game from one with
* `minrev=0`. The link has to carry all of it or "same link, same deal" stops being true — and the
* New Game dialog navigates by URL, so this is also how its answers reach `start()`.
*
* Absent parameters mean the DEFAULTS, not the legacy rules: a bare `?seed=430` is a new game at
* today's settings. It is a save with no rules in it that is old (`game.ts`, `configFor`).
*/
const RULE_PARAMS = { passenger: 'passengerPerCoach', freight: 'freightPerLoad', transit: 'trainPerTransit' } as const;
/** The four victory-condition dials added 2026-08-20 (`GameConfig`), same URL-round-trip convention. */
const VICTORY_PARAMS = {
days: 'days',
minrev: 'minCombinedRevenue',
colday: 'maxCollisionsPerDay',
coltotal: 'maxCollisionsTotal',
} as const;
/**
* Appendix B's three, in the URL like everything else the dialog asks (2026-08-23).
*
* The dialog navigates to a URL and `start()` reads the game back out of it, so a setting missing
* from here is a setting the dialog silently discards — which is exactly what happened to these
* three for as long as only the lobby offered them.
*/
const OPTIONAL_PARAMS = {
vis: 'reducedVisibility',
rot: 'employeeRotation',
tool: 'emergencyToolbox',
} as const;
function gameOptionsFromUrl(params: URLSearchParams): NewGameOptions {
const rules: HouseRuleOverrides = {};
const hand = params.get('hand');
if (STARTING_HAND_LABELS.some((o) => o.value === hand)) rules.startingHand = hand as StartingHand;
const extra = params.get('extra');
if (EXTRA_START_LABELS.some((o) => o.value === extra)) rules.extraStart = extra as ExtraStartRule;
// §6.2 (Gitea#9). This one defaults ON, so the URL only ever has to carry the OFF case — `?toss=0`.
// Read the same way the optional rules are: present and not "0" means on.
const toss = params.get('toss');
if (toss !== null) rules.discardTimetabled = toss !== '0';
const revenue: Partial<RevenueRules> = {};
for (const [param, key] of Object.entries(RULE_PARAMS)) {
const raw = params.get(param);
// `houseRules()` clamps and rounds, so anything hand-edited into the URL lands in range rather
// than dealing a game at 900 Revenue a coach.
if (raw !== null && raw.trim() !== '' && Number.isFinite(Number(raw))) revenue[key] = Number(raw);
}
if (Object.keys(revenue).length > 0) rules.revenue = revenue;
const options: NewGameOptions = { houseRules: rules };
for (const [param, key] of Object.entries(VICTORY_PARAMS)) {
const raw = params.get(param);
// Negative or fractional values from a hand-edited URL are clamped the same way `configWith`'s
// defaults are — a stray `minrev=-5` should mean "off-ish", not a config the engine never sees.
if (raw !== null && raw.trim() !== '' && Number.isFinite(Number(raw))) {
options[key] = Math.max(0, Math.round(Number(raw)));
}
}
const optional: Partial<NonNullable<NewGameOptions['optionalRules']>> = {};
for (const [param, key] of Object.entries(OPTIONAL_PARAMS)) {
const raw = params.get(param);
// Present and not "0" means on: `?rot=1` and `?rot` alike, since a bare flag reads as ''.
if (raw !== null) optional[key] = raw !== '0';
}
if (Object.keys(optional).length > 0) options.optionalRules = optional;
return options;
}
/**
* THE SOLITAIRE GAME TYPE'S RULES, under whatever the URL actually named.
*
* `SOLO_CONFIG` is the ENGINE's fallback and stays where it is — every engine test and every sim run
* is measured against it, and moving it would silently re-deal all of them. What a PLAYER is dealt
* when they open the page is a different question, and its answer is the Solitaire game type
* (`presets.ts`) — which since 2026-08-23 opens with six cards, like every other type, so that the
* New Game dialog and the lobby agree about what "Solitaire" means.
*/
function solitaireDefaults(options: NewGameOptions): NewGameOptions {
const days = options.days ?? 5;
const p = presetSettings('solitaire', 1, days);
const revenue = options.houseRules?.revenue ?? {};
return {
days,
minCombinedRevenue: options.minCombinedRevenue ?? p.minCombinedRevenue,
maxCollisionsPerDay: options.maxCollisionsPerDay ?? p.maxCollisionsPerDay,
maxCollisionsTotal: options.maxCollisionsTotal ?? p.maxCollisionsTotal,
optionalRules: {
reducedVisibility: options.optionalRules?.reducedVisibility ?? p.reducedVisibility,
// One player, so there is nobody to rotate with whatever a hand-edited URL says.
employeeRotation: false,
emergencyToolbox: options.optionalRules?.emergencyToolbox ?? p.emergencyToolbox,
},
houseRules: {
startingHand: options.houseRules?.startingHand ?? p.startingHand,
extraStart: options.houseRules?.extraStart ?? p.extraStart,
discardTimetabled: options.houseRules?.discardTimetabled ?? p.discardTimetabled,
revenue: {
passengerPerCoach: revenue.passengerPerCoach ?? p.passengerPerCoach,
freightPerLoad: revenue.freightPerLoad ?? p.freightPerLoad,
trainPerTransit: revenue.trainPerTransit ?? p.trainPerTransit,
},
},
};
}
function rulesToUrl(rules: HouseRules, options: NewGameOptions, seed: string): string {
const params = new URLSearchParams();
if (seed !== '') params.set('seed', seed);
params.set('hand', rules.startingHand);
// The dialog answers reach `start()` through the URL and nowhere else, so a setting missing from
// here is a setting the dialog silently discards.
params.set('extra', rules.extraStart);
// Written only when OFF, for the reason the optional rules are written only when on: this one
// defaults to on, so `toss=1` on every link would say nothing and cost a parameter.
if (!rules.discardTimetabled) params.set('toss', '0');
for (const [param, key] of Object.entries(RULE_PARAMS)) params.set(param, String(rules.revenue[key]));
for (const [param, key] of Object.entries(VICTORY_PARAMS)) {
const value = options[key];
if (value !== undefined) params.set(param, String(value));
}
for (const [param, key] of Object.entries(OPTIONAL_PARAMS)) {
// Only the ones that are ON: a URL that spells out three `=0`s says nothing extra and is three
// parameters longer.
if (options.optionalRules?.[key] === true) params.set(param, '1');
}
return `?${params}`;
}
/**
* WHAT THIS BROWSER REMEMBERS ABOUT A MULTIPLAYER GAME, and when.
*
* It used to be written only at `Lobby.Start`, which meant a refresh while SEATED — before the host
* started — orphaned the chair: the token existed nowhere else, so the player could not return and
* the seat could not be freed, and a table that needs every chair filled could no longer start.
* The record is written the moment a seat is taken, and `stage` says how far it got.
*/
type RemoteRecord = {
token: string;
gameId: string;
gameCode: string;
/** Only known once the game exists; a lobby-stage record has no seat yet. */
seat?: PlayerIndex;
stage: 'lobby' | 'game';
};
/**
* EVERY multiplayer game this browser holds a seat in, and which was last played.
*
* It used to be ONE record under one key, so joining a second game overwrote the first — and since
* the token IS the identity (`lobby-and-sessions.md` §1), that seat was then locked out for good.
* `TODO.md` had it as "a second, nearer limit" under the lost-token item; Jesse hit it from the
* other side, asking how to leave a game and play a different one later.
*/
type RemoteStore = { games: Record<string, RemoteRecord>; last: string | null };
function readStore(): RemoteStore {
try {
const raw = localStorage.getItem(REMOTE_KEY);
if (!raw) return { games: {}, last: null };
const parsed = JSON.parse(raw) as Partial<RemoteStore> & Partial<RemoteRecord>;
// The single-record shape written before 2026-08-23 — carried across rather than dropped, so an
// update does not throw away the game somebody is in the middle of.
if (typeof parsed.token === 'string' && typeof parsed.gameId === 'string') {
const one: RemoteRecord = {
token: parsed.token,
gameId: parsed.gameId,
gameCode: parsed.gameCode ?? '',
...(parsed.seat === undefined ? {} : { seat: parsed.seat }),
stage: parsed.stage ?? 'game',
};
return { games: { [one.gameId]: one }, last: one.gameId };
}
const games = parsed.games ?? {};
return { games, last: parsed.last ?? null };
} catch {
return { games: {}, last: null };
}
}
function writeStore(store: RemoteStore): void {
try {
localStorage.setItem(REMOTE_KEY, JSON.stringify(store));
} catch {
// A full or disabled localStorage must not take the game down with it — the session in memory
// keeps working, it simply will not survive a reload.
}
}
/** The game to re-enter on a bare page load: the one most recently played. */
function loadRemote(): RemoteRecord | null {
const store = readStore();
return store.last === null ? null : (store.games[store.last] ?? null);
}
function saveRemote(record: RemoteRecord): void {
const store = readStore();
store.games[record.gameId] = record;
store.last = record.gameId;
writeStore(store);
}
/** Deliberate, and the one irreversible thing on the lobby screen: the token is the only proof of
* who you are, so forgetting it gives up the seat with no way back from this browser. */
function forgetRemote(gameId: string): void {
const store = readStore();
delete store.games[gameId];
if (store.last === gameId) store.last = null;
writeStore(store);
}
function knownRemote(): RemoteRecord[] {
return Object.values(readStore().games);
}
/** The handlers the lobby drives this page through — one place, since four callers open a lobby.
* Storage lives here rather than in `lobby.ts`, which owns the screen and not the browser. */
const lobbyHandlers = {
onReady: (ready: LobbyReady): void => beginRemote(ready),
onSeated: (s: { token: string; gameId: string; gameCode: string }): void =>
saveRemote({ ...s, stage: 'lobby' }),
onLeft: (gameId?: string): void => {
const target = gameId ?? readStore().last;
if (target !== null && target !== undefined) forgetRemote(target);
},
known: (): { gameId: string; gameCode: string; stage: 'lobby' | 'game' }[] =>
knownRemote().map((r) => ({ gameId: r.gameId, gameCode: r.gameCode, stage: r.stage })),
forget: (gameId: string): void => forgetRemote(gameId),
rejoin: (gameId: string): void => {
const record = readStore().games[gameId];
if (!record) return;
if (record.stage === 'game' && record.seat !== undefined) {
beginRemote({ ...record, seat: record.seat }, true);
return;
}
// Still seated in a lobby that had not started: the stream puts us back on the seating screen,
// and its own probe handles a game that began while we were away.
showScreen('lobby');
runLobby(lobbyHandlers, { token: record.token, gameId: record.gameId, gameCode: record.gameCode });
},
};
/**
* THE GAME CODE THIS PAGE IS IN, once it is in one.
*
* It ended at the lobby door before 2026-08-23 — `LobbyReady` carried the token, the game id and the
* seat, and the code (the only one of the four a person can read out) was dropped. A seated player
* could not say which game they were in, match it against the administrator's Games in Progress
* list, or pass it to a latecomer. Empty in solitaire, where there is no code.
*/
let gameCode = '';
/** How long the handoff curtain holds, so the start of a game is a moment rather than a snap. */
const HANDOFF_BEAT_MS = 1500;
/** How long to wait before saying the board has not arrived. */
const HANDOFF_STALL_MS = 8000;
let handoffOpenedAt = 0;
let handoffStall: number | null = null;
let firstFrameSeen = false;
/** Set when this page entered a game it was already seated in, so the first frame says so. */
let rejoiningRemote = false;
function setText(id: string, text: string): void {
const el = document.getElementById(id);
if (el) el.textContent = text;
}
/** The curtain between `Lobby.Start` and the first Frame — see `#handoff` in `play.html`. */
function openHandoff(): void {
const el = document.getElementById('handoff');
if (!el) return;
firstFrameSeen = false;
handoffOpenedAt = Date.now();
el.classList.add('shown');
setText('handoff-title', 'Dealing the railroad…');
setText('handoff-note', 'Laying out the Division and rolling for seats.');
if (handoffStall !== null) clearTimeout(handoffStall);
handoffStall = window.setTimeout(() => {
if (firstFrameSeen) return;
setText('handoff-title', 'Still waiting for the server');
setText(
'handoff-note',
'The game exists, but its board has not arrived yet. It will appear as soon as the server sends it.',
);
}, HANDOFF_STALL_MS);
}
function closeHandoff(): void {
document.getElementById('handoff')?.classList.remove('shown');
if (handoffStall !== null) clearTimeout(handoffStall);
handoffStall = null;
}
/** Flash a one-line announcement over the board. Shared by the session's own announcements and by
* the "the game has begun" line, which comes from the page rather than from an event. */
function flashAnnounce(text: string): void {
const el = document.getElementById('announce');
if (!el) return;
el.textContent = text;
el.className = 'shown';
window.setTimeout(() => {
if (el.textContent === text) el.className = '';
}, 4200);
}
/**
* THE DAY ROLLING OVER, as a dialog that has to be dismissed (Gitea#10).
*
* "As the game rolls off the end of the day, you get a dialog saying such. Hard to keep track of
* time." Nothing on screen was wrong — the clock, the turn chart and the timetable all said which
* Day it was — but a Day turns over inside the phases that run themselves, so it happens while the
* player is looking at the board waiting for their next turn. The two transient signals the page
* already had are both gone in under five seconds.
*
* Not shown when:
* - this is the first frame (`lastDay === null`) — arriving on Day 3 is not Day 2 ending;
* - the Day went DOWN, which is Undo stepping back across the rollover, not a Day passing;
* - the game finished on that rollover, when the outcome panel is the thing to read instead.
*/
function noteDayEnd(f: Frame): void {
const previous = lastDay;
lastDay = f.day;
if (previous === null || f.day <= previous) return;
if (f.status !== 'active') return;
const dlg = document.getElementById('dayenddlg') as HTMLDialogElement | null;
const body = document.getElementById('dayendbody');
if (!dlg || !body) return;
body.innerHTML = dayEndHtml(f);
// A second rollover cannot happen while this one is open, but a redraw can — `showModal` throws
// on an already-open dialog rather than doing nothing.
if (!dlg.open) dlg.showModal();
}
/**
* THE FIRST FRAME OF A MULTIPLAYER GAME — the one moment nobody had ever seen drawn.
*
* The board simply appeared, mid-Local-Operations, with a log already several bot turns deep and
* nothing saying this was the game just set up. `#phasenote` cannot help: it announces a CHANGE of
* phase, and there is no previous phase to have changed from.
*/
function noteFirstFrame(f: Frame, rejoining = false): void {
if (firstFrameSeen || isLocal(session)) return;
firstFrameSeen = true;
const held = Date.now() - handoffOpenedAt;
const config = configFromFrame(f);
const type = gameTypeLabel(presetOf(config, f.players.length, f.days), f.mode);
window.setTimeout(
() => {
closeHandoff();
/**
* "BEGUN" IS ONLY TRUE ONCE. `firstFrameSeen` is per page-load, so re-entering a game this
* browser already holds a seat in — a reload mid-game, or picking it out of the lobby's list
* — announced that the game had begun, to a player who had been playing it for an hour.
* Reported for the solitaire side by Jesse, 2026-08-30; the same line was wrong here.
*/
flashAnnounce(
`The game has ${rejoining ? 'resumed' : 'begun'} — ${type} · ${f.players.length} players · ` +
`Day ${f.day}, Stage ${f.stage}`,
);
},
Math.max(0, HANDOFF_BEAT_MS - held),
);
}
/**
* COMING BACK TO A GAME, said out loud — the solitaire counterpart to `noteFirstFrame`.
*
* A restored game draws exactly like a dealt one: mid-Day, mid-phase, with a log already several
* turns deep. Nothing distinguished "this is the game you left" from "this is a game that has just
* started", and the multiplayer path had the opposite problem — it announced that the game had
* BEGUN to a player rejoining one (Jesse, 2026-08-30: "do not post a message that says 'The game
* has begun.' … it needs to say 'The game has resumed.'").
*/
function announceResumed(f: Frame): void {
flashAnnounce(`The game has resumed — Day ${f.day}, Stage ${f.stage}`);
}
/** Toggles the three mutually-exclusive top-level screens `play.html` defines — `#lobby` (Phase 4),
* `#gameui` (the board, whether local or remote), and `#solitairesetup` (asked before the first
* solitaire deal, the same way `#lobby` is asked before the first multiplayer one — Jesse,
* 2026-08-29). All three start `hidden` in the markup so none ever flashes before `start()` decides
* which one this load actually needs. */
function showScreen(which: 'lobby' | 'gameui' | 'solitairesetup'): void {
document.getElementById('lobby')!.hidden = which !== 'lobby';
document.getElementById('gameui')!.hidden = which !== 'gameui';
document.getElementById('solitairesetup')!.hidden = which !== 'solitairesetup';
}
/**
* The one place a `RemoteSession` gets built — from a fresh `Lobby.Start` push (`lobby.ts`'s
* `runLobby` callback) or from a `{token, gameId, seat}` already sitting in `localStorage` from an
* earlier visit. Either way the token is what makes reconnection work (`lobby-and-sessions.md` §1),
* so it is always written back here before anything else happens.
*/
function beginRemote(ready: LobbyReady, rejoining = false): void {
saveRemote({ token: ready.token, gameId: ready.gameId, gameCode: ready.gameCode, seat: ready.seat, stage: 'game' });
gameCode = ready.gameCode;
showScreen('gameui');
// Nothing can be drawn until the first push arrives, and a page showing nothing at all is
// indistinguishable from a page that is broken — which is exactly what a dead session used to
// look like, forever. This is its own state now rather than a borrowed line in the DISCONNECT
// banner (`#presence`), and it holds a beat so the game visibly begins.
openHandoff();
session = createRemoteSession(ready.token, ready.seat, abandonRemote);
remoteToken = ready.token;
rejoiningRemote = rejoining;
applyCapabilities();
// A LocalSession has data the instant it is constructed; a RemoteSession does not — its first
// real Frame only exists once the SSE connection's first push arrives, so the first render waits
// for `subscribe`'s callback rather than firing immediately (`session.ts`'s own doc comment on
// `createRemoteSession` explains why `view()` would otherwise throw).
// Steps are pulled in BEFORE the redraw, so a push and the animation it starts land together.
session.subscribe(() => { drainIntoQueue(); render(); });
}
/**
* The game this browser remembered is gone, so stop waiting for it and go somewhere useful.
*
* Two things legitimately destroy a game under a seated player, and both are by design: an
* engine-version bump refuses to resume it (D7 — a move legal under the old rules may not be under
* the new ones), and an administrator ends it. Neither used to be survivable here. The remembered
* token sent `start()` straight past the lobby into a game that no longer existed, `EventSource`
* retried the 404 in silence, and the player sat on a blank page with no controls and no way back
* short of clearing site data.
*
* Forgetting the token is what makes the next load land in the lobby instead of repeating it.
*/
function abandonRemote(): void {
// That one game is gone; any OTHER game this browser is in is untouched.
const store = readStore();
if (store.last !== null) forgetRemote(store.last);
closeHandoff();
showScreen('lobby');
$('presence').textContent = '';
runLobby(lobbyHandlers);
// The lobby's own notice slot, not the create form's error line: the player may well have been a
// joiner, and with the two doors that line is behind a panel they are not looking at.
notice(
'That game is no longer on this server — it was either ended by whoever runs it, or the ' +
'service was updated, which does not carry games in progress across. Create or join a new one.',
);
}
/**
* NO `?seat=` SHORTCUT ANY MORE. A remote game is reached by creating or joining one through
* `#lobby` (`lobby.ts`), which is what hands out the token `beginRemote` needs — hand-editing a URL
* cannot produce one. `start()`'s job is only to decide which of three screens this load is: back
* into a remembered multiplayer game, straight into solitaire (the zero-friction default, D11 — the
* common case and the only one a bare page load has ever needed a decision for), or the lobby.
*/
/**
* A SEAT RECOVERY LINK — Gitea#33.
*
* The token is the only identity this game has, and it lives in one browser's `localStorage`. Lose
* that and the seat is unreachable: nothing else on the server will accept a claim to it. This is the
* supported way back — an administrator mints a short-lived, single-use code (`server/claims.ts`) and
* the player opens a link carrying it.
*
* THE LINK CARRIES A CODE, NEVER THE TOKEN. `lobby-and-sessions.md` §1 says to keep the token out of
* URLs so it is not shoulder-surfed or pasted into a chat — and a recovery link is precisely the sort
* of thing that ends up in a chat. So the code is traded for the token here, over the connection the
* page was going to open anyway, and is dead the moment it is spent.
*
* THE CODE IS STRIPPED FROM THE URL EITHER WAY, so a reload does not re-spend a code that is already
* gone and the address bar stops carrying a credential-shaped string. `replaceState` rather than
* assigning `location.search`, which everywhere else on this page means "navigate" — it reloads, and
* reloading is exactly what must not happen to the session we have just been handed. Guarded like
* `requestAnimationFrame` and `performance` are, because the static build is imported head-first by
* `test/web.test.ts` against a DOM stub that provides neither.
*/
async function claimSeat(code: string): Promise<void> {
showScreen('lobby');
const { status, body } = await postJson('/api/claim', { code });
if (typeof history !== 'undefined' && typeof history.replaceState === 'function') {
history.replaceState(null, '', location.pathname);
}
if (status !== 200) {
runLobby(lobbyHandlers);
notice(
'That restore link has already been used, or it has expired. Ask whoever runs the server for a ' +
'fresh one — each link works once.',
);
return;
}
// `beginRemote` writes the seat into this browser's storage itself, which is the whole point of
// the exercise: the next ordinary reload finds it and goes straight back into the game.
beginRemote(
{
token: body['token'] as string,
gameId: body['gameId'] as string,
gameCode: (body['gameCode'] as string | undefined) ?? '',
seat: body['player'] as PlayerIndex,
},
true,
);
}
function start(): void {
const params = new URLSearchParams(location.search);
/**
* A RECOVERY LINK OUTRANKS EVERYTHING, including a game this browser already remembers: someone
* arriving on one is being handed a seat deliberately, and that is never the load to second-guess.
*/
const claimCode = params.get('claim');
if (claimCode !== null && claimCode !== '') {
void claimSeat(claimCode);
return;
}
/**
* ASKING FOR THE LOBBY BEATS RESUMING A GAME.
*
* The splash's "Play multiplayer" door and an invite link both land here with `?lobby`, and both
* mean "I want to pick a game" — but a remembered session used to be checked first, so anyone
* already in a game was dropped straight back into it and could never reach the lobby from the
* door at all. A BARE load still resumes, which is the common case and the one D11 is about.
*/
const invited = params.get('code');
if (params.get('lobby') !== null || invited !== null) {
showScreen('lobby');
if (invited !== null && invited !== '') prefillCode(invited);
runLobby(lobbyHandlers);
return;
}
/**
* ASKING FOR SOLITAIRE BEATS RESUMING A MULTIPLAYER SESSION TOO — same reasoning as `?lobby`
* above, for the door on the other side. A browser that has ever held a multiplayer seat carries
* `remembered` forever (`loadRemote` finds it below), and a bare `./play.html` load could not tell
* "I clicked Play solitaire" apart from "I reloaded mid-game" — so the splash's solitaire door
* always lost to whatever multiplayer game or lobby this browser last touched, and could never
* actually reach solitaire. Found 2026-08-29 verifying v0.7.5 on `phoenix.local`: the door landed
* back in a Co-op, four-seat LOBBY from unrelated earlier testing rather than solitaire's own new
* setup screen. The door now marks its intent explicitly, the same way `?lobby` already does —
* and so does everything else that already means "this is a solitaire navigation": an explicit
* `?seed=` (a shared or bookmarked deal) and `?hand=` (the setup screen's own Deal button writes
* it on every commit, so landing back here with it set is that navigation, not a bare reload).
* Checked here, ahead of `remembered`, rather than only below with `saved` — otherwise Deal would
* work once and then bounce the very next load into whatever multiplayer game this browser last
* touched, since its URL carries `hand=` but not `solitaire=`.
*/
const wantsSolitaire =
params.get('solitaire') !== null || params.get('seed') !== null || params.has('hand');
// Entered without checking it still exists — deliberately. Verifying up front would mean an
// await before anything renders on the common path, where the game IS still there; instead the
// session reports a dead game through `abandonRemote`, which lands in the lobby.
const remembered = wantsSolitaire ? null : loadRemote();
if (remembered && remembered.stage === 'game' && remembered.seat !== undefined) {
beginRemote({ ...remembered, seat: remembered.seat }, true);
return;
}
/**
* A SEAT TAKEN BUT NOT YET PLAYING — this browser reloaded while the lobby was still seating.
*
* The lobby stream answers all three cases from here without another route: it pushes the seating
* screen if the lobby is still open, and its `onerror` probe finds either a game that started
* while we were away (straight in) or a lobby that is gone (back to the doors, with a reason).
*/
if (remembered) {
showScreen('lobby');
runLobby(lobbyHandlers, {
token: remembered.token,
gameId: remembered.gameId,
gameCode: remembered.gameCode,
});
return;
}
// A saved game carries its OWN rules and re-deals itself under them, whatever the URL says — see
// `configFor`. Read once, here, so the same answer decides both whether to ask before dealing and
// (below) whether to restore.
const saved = load();
const requested = params.get('seed');
/**
* ASK BEFORE THE FIRST DEAL, THE SAME WAY THE LOBBY ASKS BEFORE THE FIRST MULTIPLAYER GAME
* (Jesse, 2026-08-29 — "let the user choose their options like the start of a multiplayer game";
* "asking first is the only path").
*
* Three things answer the question and so skip the screen, in this order of precedence:
* `hand` (every `commitNewGame` write sets it, so this navigation IS the Deal button landing back
* here to deal), `seed` (a specific deal someone chose to share or bookmark), and — only when the
* player did not explicitly ask to set one up — an existing save, which is a game to resume.
*
* THE DOOR OUTRANKS A SAVED GAME, and getting that wrong is what made this feature unreachable
* for three releases. v0.7.5 skipped the screen whenever `load()` found ANYTHING, reasoned as "a
* saved game is a game to resume" — but a browser that has ever played solitaire always has one,
* so the door could never reach the screen again. Reported three times (Jesse, 2026-08-29 twice
* and 2026-08-30); a private window appeared to absolve it only because it had never played and
* so had no save. Clicking "Play solitaire" is a request to set a game up, not to resume one — a
* BARE reload is the resume case, and still is. `#ss-resume` is what keeps the save reachable, so
* this costs nobody the game they were playing.
*/
const askedToSetUp = params.get('solitaire') !== null;
if (requested === null && !params.has('hand') && (askedToSetUp || !saved)) {
showScreen('solitairesetup');
runSolitaireSetup(params, saved !== null);
return;
}
showScreen('gameui');
// A seed in the URL makes a game shareable and reproducible: same link, same deal.
const seed = requested !== null ? Number(requested) || 1 : Math.floor(Math.random() * 1e9);
const local = createLocalSession(seed, solitaireDefaults(gameOptionsFromUrl(params)));
session = local;
const restored = Boolean(saved) && requested === null;
if (saved && restored) local.restore(saved);
applyCapabilities();
// Every render goes through the session, so the page redraws whenever the game says it changed —
// which is what a remote session will use to push. Locally it fires on each accepted intent.
// Steps are pulled in BEFORE the redraw, so a push and the animation it starts land together.
session.subscribe(() => { drainIntoQueue(); render(); });
render();
// Coming back to a game is not the same event as being dealt one, and the board looks identical
// either way — mid-Day, mid-phase, with a log already deep (Jesse, 2026-08-30).
if (restored) announceResumed(session.view());
}
/**
* Hide the controls this session does not offer.
*
* Undo, a local save and dealing a new game are all things only a local session can do — a server
* cannot un-see what the other players have already seen, the server is the store, and dealing is
* the lobby's job. Hidden rather than disabled: a greyed-out Undo in a multiplayer game invites the
* question "why not?" every turn, and the honest answer is that the control does not belong there.
*/
/**
* The session token of a server-backed game, or null in solitaire (playtest, 2026-09-15: "most of the
* time, I want to go ahead and just save it as a JSON file"). It is the seat's proof of identity to
* `/api/save`, exactly as it is to `/api/stream` — a save is the seed and the moves, every one of which
* is already on this player's screen.
*/
let remoteToken: string | null = null;
function applyCapabilities(): void {
const c = session.capabilities;
const hide = (id: string, on: boolean): void => {
const el = document.getElementById(id);
if (el) el.hidden = !on;
};
hide('undo', c.undo);
hide('savefile', c.saveLocal || remoteToken !== null);
hide('newgame', c.newGame);
// Creating or joining ANOTHER multiplayer game from inside a running one is not a thing this
// page offers — same reasoning as `newgame`, and the same capability answers both.
hide('multiplayer', c.newGame);
// The mirror of the three above: leaving a game is the one control that only a REMOTE session has.
hide('leavegame', !c.newGame);
}
/**
* The west-to-east chain in words, with the D12 that decided it (§4.4).
*
* The map shows where everyone ended up; this says WHY, which is the half `state.openingRolls` was
* kept for. It is also the answer to "am I always at the eastern end" — no, the roll decides, and
* here is the roll.
*/
function renderSeatingChain(f: Frame): void {
const el = document.getElementById('seating-chain');
if (!el) return;
/**
* ONLY WHILE THE GAME IS STILL OPENING.
*
* This answers "who is where, and why" — which is a question you have once, at the start, when
* the chain has just been rolled and the names are new. By Day 1 Stage 2 the map itself has been
* answering it for a while, and a permanent line restating it is a permanent line to read past.
*/
const opening = f.day === 1 && f.stage === 1;
if (f.players.length < 2 || !opening) {
el.textContent = '';
return;
}
const bySeat = [...f.players].sort((a, b) => a.seat - b.seat);
const chain = bySeat
.map((p) => {
const roll = f.openingRolls.division[p.index];
const marks = [p.index === f.viewer ? 'you' : '', p.index === f.actor ? 'now' : '']
.filter(Boolean)
.join(', ');
return `${p.name}${roll === undefined ? '' : ` (${roll})`}${marks ? ` [${marks}]` : ''}`;
})
.join(' → ');
el.textContent = `West to East: ${chain}. Order set by the opening D12 — highest roll takes the eastern end.`;
}
/**
* `lobby-and-sessions.md` §5 — names every currently-DISCONNECTED other seat, so a stalled table
* has a reason on screen instead of silence. Always empty for a `LocalSession` (`presence()` never
* has anything to report), and empty again the moment everyone reports back in — `#presence:empty`
* collapses the banner rather than leaving a reassuring "all connected" line nobody needs to read.
*/
function renderPresence(f: Frame): void {
const name = (seat: PlayerIndex): string =>
f.players.find((pl) => pl.index === seat)?.name ?? `Seat ${seatLabel(seat)}`;
const presence = session.presence();
/**
* TWO DIFFERENT ABSENCES, and they call for two different things from the table.
*
* A seat the server has never heard from has not opened the game yet — somebody needs to send them
* the link. A seat that WAS here and dropped will probably be back. The server reports both from
* `/api/stream`'s connect push (2026-08-23); before that a client learnt of a seat only when it
* disconnected AFTER you connected, so a table where two people had not shown up yet said nothing
* at all.
*/
const dropped = presence.filter((p) => p.seen && !p.connected).map((p) => name(p.seat));
const never = presence.filter((p) => !p.seen).map((p) => name(p.seat));
const parts: string[] = [];
if (dropped.length > 0) parts.push(`${dropped.join(', ')} — disconnected`);
if (never.length > 0) parts.push(`${never.join(', ')} — not here yet`);
$('presence').textContent = parts.length === 0 ? '' : `⚠ waiting on ${parts.join(' · ')}`;
}
/**
* WHICH GAME THIS IS, in the header: its code and its type.
*
* Neither used to be anywhere on the board. The code ended at the lobby door, and the type was never
* on the Frame at all — so a player could read what a load paid but not whether they were in a Co-op
* game or a Cutthroat one, which is the difference between helping the table and racing it.
*/
function renderGameIdentity(f: Frame): void {
const codeEl = document.getElementById('gamecode');
if (!codeEl) return;
codeEl.textContent = gameCode === '' ? '' : `game ${gameCode}`;
/**
* THE CODE KEEPS ITS TOOLTIP, AND THE TOOLTIP KEEPS THE RULES. The game type and the house rules
* moved into the This Game card (TODO #28), but the code is the thing a player reads out to say
* WHICH game they are in — so it is worth being able to hover it and get the whole answer without
* opening the card.
*
* IN SOLITAIRE THERE IS NO CODE, so the span is empty and this tooltip is unreachable. That is not
* a hole: the card's summary line is always on screen whether the card is folded or not, and it
* opens with the type — "Solitaire · 5 Days · floor 15 · 3 cards · 4/2/1". A lone player has no
* game to name to anybody, and the one thing this tooltip adds over that line is the blurb.
*/
const config = configFromFrame(f);
const players = f.players.length;
const type = presetOf(config, players, f.days);
const near = closestPreset(config, players, f.days);
const blurb =
type === 'custom'
? `A custom game, scored as ${preset(near.name).scoring === 'coop' ? 'Co-op' : 'Competitive'}. ` +
`${near.differing.length} ${near.differing.length === 1 ? 'setting differs' : 'settings differ'} ` +
`from ${preset(near.name).label}.`
: preset(type).blurb;
codeEl.title =
`${gameTypeLabel(type, f.mode)}. ${blurb}\n\n${rulesSummary(f)}\n\n` +
'The full settings are in the This Game card, at the foot of the right-hand column.';
}
/** The victory conditions in force, spelled out for the header's tooltip. */
function rulesSummary(f: Frame): string {
const off = (n: number): string => (n === 0 ? 'off' : String(n));
return (
`Days: ${f.days}\n` +
`Combined Revenue floor: ${off(f.minCombinedRevenue)}\n` +
`Collisions in one Day that end the game: ${off(f.maxCollisionsPerDay)}\n` +
`Collisions in the whole game that end it: ${off(f.maxCollisionsTotal)}`
);
}
function render(): void {
const f = session.view();
const menu = session.menu();
noteFirstFrame(f, rejoiningRemote);
// Which squares the selected card or track piece may go on. Highlighting them is what turns the
// coordinate list into a board: you pick the thing, then click where it goes.
// Squares light up only while a card is picked FOR PLAY. `selected` names the card; the placeable
// entry that carries its squares is keyed the same way the menu keys it.
const forPlay =
mode === 'play' && selected !== null ? menu.hand.find((h) => `hand:${h.cardId}` === selected) : undefined;
const chosen = forPlay
? menu.placeable.flatMap((g) => g.items).find((it) => it.subjectKey === forPlay.placeKey)
: undefined;
// A spot with no coordinate is not on this board — ABS Signals goes out on the Mainline — so it
// is chosen from the action list and lights nothing in the district.
const spotsAt = new Map<string, { label: string; index: number }[]>();
for (const sp of chosen?.spots ?? []) {
if (sp.coord === null) continue;
const key = `${sp.coord.row},${sp.coord.col}`;
spotsAt.set(key, [...(spotsAt.get(key) ?? []), sp]);
}
renderTurnChart(f);
renderPresence(f);
renderWatching(f);
$('revenue').textContent = String(f.revenue);
/**
* THE OBJECTIVE, WITHOUT THE COMMENTARY.
*
* It used to read "3 of 20 · 2 Days left · behind the pace (expected 8)". The score, the target and
* the Days left are what a player steers by; the pace verdict and the engine's guess at what the
* score ought to be were an opinion taking up the one line that must not wrap — and the expected
* figure came from a target that is itself an open question.
*/
const obj = $('objective');
/**
* Past the original timetable this has to stop saying "N Days left" of a Day count that no longer
* applies (Gitea#11). `objective.daysLeft` already counts against the EXTENDED timetable; what it
* cannot say on its own is that the Days being counted are borrowed ones.
*/
const left = `${f.objective.daysLeft} Day${f.objective.daysLeft === 1 ? '' : 's'} left`;
obj.textContent =
f.extraDays > 0
? `${f.revenue} · Day ${f.day} — ${f.extraDays} beyond the timetable`
: `${f.revenue} of ${f.objective.target} · ${left}`;
obj.className = 'pace';
renderCollisions(f);
renderGameIdentity(f);
renderGameCard(f);
// -- division
$('division').innerHTML = divisionSvg(f.division, {
players: f.players,
actor: actorOnScreen(stepQueue, f.actor).actor,
viewer: f.viewer,
// A Realignment changes the Division under everyone; flashed only while the step that did it is up.
flash: stepQueue.busy() ? stepQueue.flashing() : [],
});
renderSeatingChain(f);
applyZoom($('division'));
// -- board. Both renderers are shared with the replay so the two can never draw different
// pictures of the same position.
const grid = $('grid');
// The empty squares a legal placement would extend the district onto. Drawn by `officeSvg` in the
// same pass so they share its origin and its canvas: a target outside the canvas is a legal move
// the player cannot click.
const ghostCoords = [...spotsAt.keys()]
.filter((k) => !f.cells.some((c) => `${c.row},${c.col}` === k))
.map((k) => {
const [gr, gc] = k.split(',').map(Number);
return { row: gr!, col: gc! };
});
/**
* WHAT PLAYING ON AN OCCUPIED SQUARE WOULD DO.
*
* Three different acts light up the same blue: building on empty ground, EXTENDING the Running
* Track at a Limits sign (the sign moves outward with the card — the only way a district grows
* along the main), and ATTACHING an Enhancement to a card already down. The first says "place
* here" on a ghost card; the other two said nothing at all, which is why the Depot lighting up
* read as a bug rather than as an offer.
*/
const legalCaps = [...spotsAt.keys()].flatMap((k) => {
const cell = f.cells.find((c) => `${c.row},${c.col}` === k);
if (!cell) return [];
const label =
cell.kind === 'limits'
? 'EXTEND THE RUNNING TRACK HERE'
: cell.kind === 'office'
? 'ATTACH TO YOUR OFFICE'
: 'ATTACH TO THIS CARD';
return [{ row: cell.row, col: cell.col, label }];
});
/**
* SOMEBODY ELSE'S BOARD IS READ-ONLY, and that is not a cosmetic distinction.
*
* No ghosts, no legal caps and no selected crew: all three are answers to "what could YOU do
* here", computed from this seat's own menu, and drawing them over another player's district
* would offer moves on a board you cannot play. Every click handler below is skipped for the same
* reason — `spotsAt` holds coordinates in YOUR district, and the same coordinates exist in theirs,
* so wiring them up would silently attach your moves to their squares.
*/
const watched = watchedDistrict(f);
$('districtwho').textContent = watched ? `${watched.name}'s Office Area` : 'Your Office Area';
grid.innerHTML = watched
? officeSvg(watched.cells, watched.runningRow, [], [], watched.limits, null)
: officeSvg(f.cells, f.runningRow, ghostCoords, legalCaps, f.limits, selectedCrew);
applyZoom(grid);
if (!watched) {
// Wire the roster chips: clicking one sets `selectedCrew`, the same value the "Which train are
// you switching?" picker writes, so the board and the action panel drive one value either way.
for (const g of Array.from(grid.querySelectorAll('g[data-crew]'))) {
const trayId = (g as HTMLElement).dataset['crew'];
if (trayId) (g as unknown as HTMLElement).onclick = () => { selectedCrew = trayId; render(); };
}
// Highlighting rides on top of the drawing: outline the legal squares and make them clickable.
for (const [key, list] of spotsAt) {
const [gr, gc] = key.split(',').map(Number);
const g = grid.querySelector(`g[data-cell="${gr},${gc}"]`);
if (g) {
g.classList.add('bs-legal');
(g as unknown as HTMLElement).onclick = () => pick(key, list);
}
}
// Wire the targets. They are already in the SVG, so nothing is re-serialised here.
for (const [key, list] of spotsAt) {
if (f.cells.some((c) => `${c.row},${c.col}` === key)) continue;
const g = grid.querySelector(`g[data-ghost="${key}"]`);
if (g) (g as unknown as HTMLElement).onclick = () => pick(key, list);
}
/**
* THE SWITCHING MOVE, ON THE BOARD.
*
* Every switching decision is about geography — which card the crew can reach, what it will couple
* on the way, whether it can get back — and none of it was drawn: the moves were text buttons
* reading "move to (0, -2)". The classes and the replay viewer have highlighted a position for
* months; the play page simply never used them.
*
* WHERE IT IS, WHERE IT MAY GO, AND WHY NOT THE REST. A blocked card carries its reason in its own
* tooltip, so "why can I not get into that industry?" is answered by hovering the industry.
*/
/**
* ONE CREW'S SQUARES AT A TIME. Drawing every crew's reachable squares at once is worse than
* drawing one crew's: the highlights merge into a single blob and stop meaning "here is where
* THIS train can go", which is the whole reason they are on the board.
*/
const crew = pickedCrew(f);
if (crew && !forPlay) {
// Marked on the crew strip, not the whole card: the Office is the one square a second train may
// share, and outlining the card would claim it belongs to both.
const strip = grid.querySelector(`g[data-cell="${crew.from.row},${crew.from.col}"] .bs-crew`);
if (strip) strip.classList.add('bs-from');
for (const c of crew.to) {
const g = grid.querySelector(`g[data-cell="${c.row},${c.col}"]`);
if (g) g.classList.add('bs-focus');
}
for (const b of crew.blocked) {
const g = grid.querySelector(`g[data-cell="${b.coord.row},${b.coord.col}"]`);
if (!g) continue;
// Two different things wearing two different marks. A turnout you cannot STOP on is not in
// your way — you run through it — so it must not be drawn like an industry that is locked.
const passable = b.kind === 'noStopping';
g.classList.add(passable ? 'bs-nostop' : 'bs-blocked');
const own = g.getAttribute('data-tip') ?? '';
const head = passable ? 'NO STOPPING HERE' : 'THE CREW CANNOT MOVE HERE';
g.setAttribute('data-tip', `${own}\n\n${head}: ${b.why}`);
}
}
}
function pick(key: string, list: { label: string; index: number }[]): void {
if (list.length === 1) {
const intent = menu.options[list[0]!.index];
if (intent) void session.submit(intent);
selected = null;
pendingAt = null;
} else {
pendingAt = key;
}
render();
}
// -- facilities
$('facs').innerHTML = facilitiesHtml(f);
// Name AND effect. A hand of names alone tells a player nothing about what they can do.
// Name and status stay on the page; what the card DOES is reference detail, so it hovers.
/**
* THE HAND, AS THE ACTION SURFACE.
*
* Each card carries its own verbs. This used to be a read-only row, with the same cards appearing
* again in the action list — once as subjects to play and once as one button per Department to
* discard, which for a four-card hand was twelve buttons repeating three choices four times.
*/
$('hand').innerHTML = menu.hand.length
? menu.hand
.map((h) => {
const canPlace = h.placeKey !== null && h.spots > 0;
const canPlay = canPlace || h.playNow !== null;
const canDiscard = h.discard.some((d) => d !== null);
const picked = selected === `hand:${h.cardId}`;
const verb = (kind: string, on: boolean, text: string, tip: string): string =>
on
? `<button class="cardact ${kind}${picked && mode === kind ? ' on' : ''}" ` +
`data-card="${esc(h.cardId)}" data-verb="${kind}" data-tip="${esc(tip)}">${text}</button>`
: '';
// A track card shows what it would look like on the board, in every orientation it has —
// which is how a player sees a turnout has two at all, and what a curve actually is.
const fig = h.shapes.length
? ` data-tip-html="${esc(h.shapes.map((l) => piecePreview(l, h.name)).join(''))}"`
: '';
// The card just drawn, badged so it can be told from the two beside it. It stands until
// another draw replaces it, rather than flashing once — the question a player asks looking
// at the row is "which of these is new", not "did something happen".
const fresh = h.cardId === session.justDrawn();
return (
`<div class="handcard${canPlay ? '' : ' unplayable'}${picked ? ' picked' : ''}${fresh ? ' fresh' : ''}"${fig}` +
`${h.what ? ` data-tip="${esc(h.what)}"` : ''} tabindex="0">` +
`<b>${esc(h.name)}</b>` +
`<div class="cardacts">` +
verb(
'play',
canPlay,
canPlace ? `play <span class="dim">${h.spots}</span>` : 'play',
canPlace
? `Play it onto the board — ${h.spots} square${h.spots === 1 ? '' : 's'} will light up.`
: 'Play it. This card needs no square on the board.',
) +
verb('discard', canDiscard, 'discard', 'Discard it face up on top of a Department — pick which one.') +
`</div></div>`
);
})
.join('')
: '<span class="dim">empty</span>';
/**
* THE THREE DEPARTMENT PILES, and how deep each one is.
*
* They are decks, not single face-up cards: a discard goes on TOP of the one its owner chooses, so
* a pile is a card being offered with a history of cards buried under it. Only the top may be
* taken, which makes the depth real information — a deep pile is where cards have been put beyond
* reach. Drawn like the hand so they read as cards, dashed and unlit because taking one is a draw
* action rather than a click on the card itself.
*/
// The pile the move being WATCHED just touched, lit for as long as that step is on screen. Empty
// whenever the board is level with the game, or when the move was this player's own.
$('depts').innerHTML = pilesHtml(f, stepQueue.busy() ? stepQueue.lit() : []);
renderYards(f);
// -- the hand's verbs. Picking one selects the card and says what it is for; the "where" is then
// highlighted in place, on the board or on the Department piles.
for (const b of Array.from($('hand').querySelectorAll('button.cardact'))) {
const node = b as HTMLElement;
node.onclick = () => {
const cardId = node.dataset['card']!;
const verb = node.dataset['verb'] as 'play' | 'discard';
const entry = menu.hand.find((h) => h.cardId === cardId);
if (!entry) return;
// A card that needs no square goes straight down; there is nothing to ask.
if (verb === 'play' && entry.placeKey === null && entry.playNow !== null) {
const intent = menu.options[entry.playNow];
if (intent) void session.submit(intent);
selected = null;
mode = null;
pendingAt = null;
render();
return;
}
const key = `hand:${cardId}`;
const same = selected === key && mode === verb;
selected = same ? null : key;
mode = same ? null : verb;
pendingAt = null;
render();
};
}
// -- discarding: the three Department piles become the targets. They already show their top card
// and their depth, which is exactly what you choose between.
const discarding = mode === 'discard' && selected !== null
? menu.hand.find((h) => `hand:${h.cardId}` === selected)
: undefined;
if (discarding) {
// Dim the piles that are not targets, so the three that are read as a choice being offered
// rather than as four cards that happen to be there.
$('depts').classList.add('aiming');
for (const el of Array.from($('depts').querySelectorAll('[data-dept]'))) {
const node = el as HTMLElement;
const slot = Number(node.dataset['dept']);
const index = discarding.discard[slot];
if (index === null || index === undefined) continue;
node.classList.add('target');
node.onclick = () => {
const intent = menu.options[index];
if (intent) void session.submit(intent);
selected = null;
mode = null;
render();
};
}
}
else {
$('depts').classList.remove('aiming');
}
/**
* -- making up a train: the Division Yard chip that shows the car IS the button.
*
* NOT WHILE THE BOARD IS BEHIND (playtest, 2026-09-16). `renderActions` puts the action list away
* while the queue is catching up — a move offered against a position that has already moved on is
* a move made blind — but this wiring sat outside that guard, so the yard chips stayed lit and
* clickable. Jesse clicked one during a bot's make-up, a coach left the yard, and the train ended
* up with three cars: he had submitted a real intent against a board he could not see. The chips
* follow the same rule as every other control now.
*/
if (menu.makeUp && !stepQueue.busy()) {
for (const el of Array.from($('divyard').querySelectorAll('[data-car]'))) {
const node = el as HTMLElement;
const car = menu.makeUp!.cars.find(
(c) => c.carType === node.dataset['car'] && c.loaded === (node.dataset['loaded'] === '1'),
);
if (!car) continue;
node.classList.add('addable');
node.onclick = () => {
const intent = menu.options[car.index];
if (intent) void session.submit(intent);
render();
};
}
}
/**
* THE TIMETABLE, with the slot the die just filled flashed.
*
* `scheduled` is cleared as it is consumed, so the flash marks the moment rather than the state —
* it is gone by the next render, which is what makes it read as "that just happened".
*/
// Draining: the flash marks the moment the die was read, not a state, so it is gone by the next
// render. Taken once here and handed to both the timetable and the action panel.
const justSet = session.takeScheduled();
$('timetable').innerHTML = timetableHtml(f, justSet);
$('blocked').innerHTML = blockedHtml(f);
// -- log
const log = $('log');
/**
* THE LOG IS HELD BACK WITH THE BOARD (playtest, 2026-09-15).
*
* A push carries its narration and its display steps together, so every line of a bot's turn was in
* this panel before the board had drawn a single move of it — the history ran ahead of the "N behind"
* counter it is meant to match. Those lines are the TAIL of the log, so exactly the ones belonging to
* steps still queued are withheld, and each appears as its step goes up.
*/
const heldBack = stepQueue.pendingLines();
const allLines = heldBack > 0 ? session.lines().slice(0, -heldBack) : session.lines();
/**
* NINETY LINES, IN THE SAME BOX (Jesse, 2026-09-16: "increase to 90, keep the box the same size").
*
* The panel scrolls already, so a longer tail costs no screen and lets a player scroll further
* back through a Stage they were not watching. It is capped at all only because the list is
* rebuilt on every render; the log itself is uncapped in memory, so the number is a display
* choice rather than a limit. The BOX stays 230px on purpose — growing it would push the newest
* line, the one being read, further from where the eye already is.
*/
const shownLines = allLines.slice(-90);
/**
* WHERE THE GAME BEGAN. In a multiplayer game the bots move the instant the host presses Start, so
* by the time the board paints the log already has several turns in it and nothing says which of
* them are yours to have missed. Only drawn while the whole log is on screen: past sixty lines the
* end of the panel is no longer the start of the game, and a marker claiming otherwise would lie.
*/
const startMarker =
!isLocal(session) && allLines.length === shownLines.length
? '<div class="line t-phase">— the game began —</div>'
: '';
/**
* NEWEST FIRST (TODO #23). Jesse, 2026-08-30: "it should be reversed so the top line is the most
* recent and the further down you go, the older the entry."
*
* The panel used to run oldest-first and scroll itself to the bottom, so the thing that had just
* happened was the one line you had to go and find. A glance at the top is now always the most
* recent thing, and `scrollTop = 0` keeps it there as lines arrive rather than chasing the end.
*
* THE PHASE HEADINGS NOW TRAIL THEIR LINES, and that is accepted rather than overlooked. A
* `t-phase` line reads forwards — it introduces what follows it — so reversing puts each one
* BELOW the events it announced. Jesse ruled on it directly: "stage changes will be beneath
* (prior to / older than) the following events. That is OK." Reading down the panel is reading
* backwards in time, and a heading sitting under its own lines is what backwards looks like.
* Grouping by phase and reversing the groups was the alternative, and it was declined as more
* machinery than the complaint needs.
*
* The start marker moves with the same logic: it is the OLDEST thing on screen, so it goes last.
*
* `replays.ts` keeps its own oldest-first log deliberately — it is paired with a frame stepper,
* where "what just happened" is the step you have this moment clicked, so newest-first would
* fight the stepping rather than help it.
*/
log.innerHTML =
shownLines
.map((l) => `<div class="line t-${l.tone}">${esc(l.text)}</div>`)
.reverse()
.join('') + startMarker;
log.scrollTop = 0;
/**
* SAY WHEN THE PHASE TURNS OVER.
*
* The five phases run themselves once Local Operations ends, so the page can change out from under
* a player between one click and the next. The turn chart already shows WHERE you are; this says
* that it moved, which is the part you miss when you were looking at the board.
*/
if (lastPhase !== null && lastPhase !== f.phaseKey) {
const el = $('phasenote');
el.textContent = `${f.phase} — Day ${f.day}, Stage ${f.stage}`;
el.className = 'shown';
window.setTimeout(() => {
if (el.textContent?.startsWith(f.phase)) el.className = '';
}, 2600);
}
lastPhase = f.phaseKey;
noteDayEnd(f);
/**
* A train completing its run pays every player and nobody took a turn to cause it, so it is said
* out loud rather than left in the log. Drained, so it shows once and does not re-fire on a redraw.
*/
const announcement = session.takeAnnouncement();
if (announcement) flashAnnounce(announcement);
renderDistrict(f);
renderActions(menu, f, justSet);
renderUndo();
// Drain whatever the last batch of events earned. Cleared either way, so turning sound on does
// not then play a backlog of everything that happened while it was off.
const cues = session.takeCues();
if (soundOn) for (const c of cues) playCue(c);
save();
}
/**
* UNDO, as far back as you like.
*
* The game is a seed and a list of intents, so stepping back is replaying without the last one —
* see `undo()` in game.ts. The button says how many moves are behind you, because "can I still get
* back?" is the question it exists to answer; it goes quiet when there is nothing to take back.
*
* The whole page is re-rendered from the rebuilt game, including the history panel, so nothing on
* screen is left describing a move that no longer happened. Any card picked up mid-choice is
* dropped: the position it was going to be played into may not exist any more.
*/
function renderUndo(): void {
const btn = document.getElementById('undo') as HTMLButtonElement | null;
if (!btn || !isLocal(session)) return;
// Captured as a `const` rather than read as `session` again inside the closure below: `session` is
// a mutable module-level `let`, so TypeScript cannot carry the `isLocal` narrowing across a closure
// boundary — a local const it can never see reassigned keeps the narrowed `LocalSession` type.
const local = session;
const n = local.steps();
btn.disabled = n === 0;
btn.textContent = n === 0 ? 'Undo' : `Undo (${n})`;
btn.onclick = () => {
// The session drops the rebuilt game's cues and draws — replaying the history re-records them,
// and none of it is news to a player who just stepped back.
if (!local.undo()) return;
selected = null;
mode = null;
pendingAt = null;
// A phase change is announced by comparing against the last frame drawn. Stepping BACK into a
// different phase is not that event, so the banner is suppressed rather than fired backwards.
lastPhase = null;
// Same for the Day: `noteDayEnd` already ignores a Day going down, but undoing back across a
// rollover and then replaying forward through it would announce the same Day ending twice.
lastDay = null;
};
}
/**
* The two yards, and how close the Division Yard is to running out.
*
* §2 — used Rolling Stock is set out in the Classification Yard, and it only returns when the
* Division Yard is BARE. So the interesting number is not how much has been used but how little is
* left, and the moment the Division Yard empties a whole pile comes back at once.
*/
function renderYards(f: Frame): void {
/**
* THE YARDS BELONG TO THE BOARD ON SCREEN, NOT TO THE GAME (playtest, 2026-09-16).
*
* They were drawn from the live Frame while everything around them was held back, so a player
* five moves behind read yard counts from a future they had not been shown — "the yards may not
* be in sync with the turns behind", and they were not. Same rule as the turn chart: while the
* queue is behind, this is the shown board's yards; at rest the two are the same object.
*/
const pub = stepQueue.current();
const yards = pub && stepQueue.busy() ? pub.yards : f.yards;
$('divyard').innerHTML = yardHtml(yards.division);
$('clsyard').innerHTML = yardHtml(yards.classification);
$('divtot').textContent = `${yards.divisionTotal} cars`;
$('clstot').textContent = `${yards.classificationTotal} cars`;
// The one thing worth calling out: the yard about to turn over.
const bare = yards.divisionTotal === 0;
$('divyard').classList.toggle('bare', bare);
$('yardnote').textContent = bare
? `The Division Yard is bare — the ${yards.classificationTotal} cars in Classification return to it now.`
: 'loaded / empty. Classification returns to the Division Yard only when the Division Yard is bare.';
}
function renderDistrict(f: Frame): void {
// The phase ON SCREEN, so the panel opens for the Local Operations being WATCHED rather than for
// one the game has already moved past — same rule as the turn chart, see `shownTable`.
const open =
districtMode === 'auto' ? FOCUS_PHASES.has(shownTable(f).phaseKey) : districtMode === 'open';
const sec = $('district');
if (open) sec.classList.remove('folded');
else sec.classList.add('folded');
/**
* THE SUMMARY COUNTS THE BOARD ON SCREEN, WHICH IS NOT ALWAYS YOUR OWN.
*
* The panel has drawn somebody else's district since v0.8.0 — `watchedDistrict` follows whoever is
* acting — and the heading beside this line says whose it is. The counts were read from `f`, the
* viewer's own Frame, every time: so while a bot's turn played out, the header read "Bot 2's Office
* Area" over a board of Bot 2's cards, with a summary counting YOUR cards, facilities and trains
* (Jesse, playtest 2026-09-16 — "the hidden office summary line describes my district, not the one
* being shown"). One source for the drawing and the counting, so the two cannot disagree again.
*/
const watched = watchedDistrict(f);
const cells = watched?.cells ?? f.cells;
const facilityCount = watched ? watched.facilities.length : f.facilities.length;
const cars = cells.reduce((n, c) => n + c.cars.length, 0);
// Trains, not cards-with-a-crew: the Office is the one card that may hold more than one, and a
// card-count silently read "1 crew on the board" with two trains standing at a busy Station.
const crew = cells.reduce((n, c) => n + c.trains.length, 0);
$('districtsummary').textContent =
`${cells.length} cards · ${facilityCount} facilities · ${cars} cars standing` +
(crew > 0 ? ` · ${crew} crew on the board` : '');
/**
* THREE CONTROLS, ONE PER MODE (TODO #16) — not one control that cycles.
*
* The cycle was `auto -> (open ? 'closed' : 'open') -> auto`, where `open` is what auto is doing
* AT THAT MOMENT — `FOCUS_PHASES.has(f.phaseKey)`. So which pin a press reached depended on the
* phase: during Local Operations or Cargo it offered "always hidden", and in every other phase
* "always showing". Getting from one pin to the other meant clicking back to auto, waiting for
* the phase to turn over, and clicking again — which is why it never read as a setting.
*
* The labels still say what pressing DOES rather than what the panel is doing. That was a
* deliberate earlier fix ("auto · folded" read as a status line and was missed entirely) and it
* survives the change; what the CYCLE could not do was be honest about the state it was in, which
* is now carried by `aria-pressed` and the lit button instead of by the label.
*/
/**
* Addressed by id, one lookup each, rather than by querying the container's children. Everything
* else on this page is reached with `$('...')`, and it is what makes the control testable at all:
* the page never writes this markup, so a child query finds nothing in a stubbed DOM and the
* whole control would ship green and unexercised.
*/
for (const mode of ['auto', 'open', 'closed'] as const) {
const b = $(`dm-${mode}`);
b.setAttribute('aria-pressed', String(mode === districtMode));
b.onclick = () => {
districtMode = mode;
saveSettings({ districtMode });
render();
};
}
/**
* ONE BUTTON PER OPPONENT, and nothing at a table of one.
*
* Built with `createElement` and `textContent` rather than interpolated into `innerHTML`, because
* a player's NAME is whatever they typed in the lobby — the one string on this page that comes
* from another person, and so the one that must never be pasted into markup.
*/
const peek = $('districtpeek');
/**
* EVERY SEAT, YOURS INCLUDED, IN MAP ORDER (playtest, 2026-09-16).
*
* Two faults, both reported from one game. There was no button for your OWN district, so a player
* waiting on everybody else could look at any board except the one they were playing — and the
* buttons came out in player order, which is the order people joined, not the order they sit.
*
* Sorted by SEAT, which is west-to-east along the Division exactly as the map draws it, so the row
* reads left to right the way the railroad does. Seat is not player index and must not be assumed
* to be: under Employee Rotation the seating moves, and because this sorts the Frame's own `seat`
* on every render, the buttons rotate with the players rather than having to be told.
*/
const seats = [...f.players].sort((a, b) => a.seat - b.seat);
peek.innerHTML = '';
peek.hidden = seats.length < 2;
const watchedNow = watchedDistrict(f);
for (const p of seats) {
const b = document.createElement('button');
b.type = 'button';
b.className = 'ghost';
// NAMES GO IN AS TEXT, NEVER MARKUP: a display name is whatever somebody typed in the lobby.
b.textContent = p.name;
const isYou = p.index === f.viewer;
// Which board is up right now — yours when nothing is being watched, otherwise the watched one.
const showing = watchedNow === null ? f.viewer : watchedNow.player;
// `.seg button[aria-pressed="true"]` already lights the current one — no extra class to style.
b.setAttribute('aria-pressed', String(p.index === showing));
b.title = isYou
? 'Back to your own Office Area.'
: `Look at ${p.name}'s Office Area. It is read-only, and it reverts as soon as the board next ` +
`redraws — press Pause first if you want to study it.`;
b.onclick = () => {
peekPlayer = p.index;
render();
};
peek.appendChild(b);
}
// SPENT. The look lasted the render it asked for; the next one follows the game again.
peekPlayer = null;
}
/**
* The square an action button acts on, as an attribute the board can be matched against.
*
* `null` for the actions that act on no square at all — ending a turn, drawing a card, a train card
* that goes to the timetable — so those buttons carry nothing and highlight nothing.
*/
function cellRef(
coord: { row: number; col: number } | null | undefined,
route?: { row: number; col: number }[],
): string {
const square = coord ? ` data-square="${coord.row},${coord.col}"` : '';
// Only a `switch.move` with more than one legal route carries this (docs/plans/switching-paths.md)
// — every intermediate square the chosen route runs over, so hovering lights the whole road, not
// just where it ends.
const path = route && route.length > 0 ? ` data-route="${route.map((c) => `${c.row},${c.col}`).join(' ')}"` : '';
return square + path;
}
/**
* POINT AT THE SQUARE THE BUTTON MEANS.
*
* The action list is a column of sentences that differ by a coordinate — "(1,3)" against "(-1,3)" —
* and the board is right beside it saying nothing about which one is which. Hovering a button now
* lights its square up, so the check happens with the eye rather than by reading two numbers off a
* button and finding them on a map. Reported by Jesse: recoverable in solitaire, where Undo is a
* click; a disaster in multiplayer, where it is not.
*
* ON FOCUS AS WELL AS HOVER, so tabbing through the list works the same way as pointing at it — the
* keyboard route is not a lesser one.
*
* BOTH KINDS OF SQUARE. A played card is a `data-cell`; a square being placed ONTO is an empty
* `data-ghost` target, which is precisely the case where the player is choosing between coordinates.
* Matching only one of the two would leave the most mistake-prone moment unhelped.
*/
function wirePointing(node: HTMLElement, key: string, routeKeys: readonly string[] = []): void {
const grid = $('grid');
const keys = [key, ...routeKeys];
const marks = (): Element[] =>
keys
.flatMap((k) => [grid.querySelector(`g[data-cell="${k}"]`), grid.querySelector(`g[data-ghost="${k}"]`)])
.filter((g): g is Element => g !== null);
const on = (): void => {
for (const g of marks()) g.classList.add('bs-point');
};
const off = (): void => {
for (const g of marks()) g.classList.remove('bs-point');
};
node.onmouseenter = on;
node.onmouseleave = off;
node.onfocus = on;
node.onblur = off;
}
/**
* THE END OF THE GAME — the action area once there is nothing left to decide, or only one thing.
*
* Two states share this, and they are genuinely different (Gitea#11):
*
* - `awaitingExtension` — the timetable ran out on an ending the table MAY play past. The result
* is already recorded and already readable; the only question open is whether to run one more
* Day. In multiplayer that is a unanimous vote, so this also has to show who is still to answer.
* - `finished` — over for good. The results screen, and a new game.
*
* The results are reachable in BOTH, and stay reachable after play continues, which is the
* constraint Gitea#16 and Gitea#11 put on each other: continuing must not cost you the results
* screen, so it is a button that reopens rather than a screen you get one look at.
*/
function renderEnding(el: HTMLElement, f: Frame): void {
const o = f.official?.outcome ?? f.outcome;
const won = o?.result === 'win';
/**
* Put the results up once per ending, unasked.
*
* "Once per ENDING" rather than once per game is the extended-play case: an extended game ends,
* is played on, and ends again, and each of those is a moment worth reading. `renderActions`
* clears the flag whenever the game is running again, so the next ending gets its own showing —
* while a redraw during the same ending does not reopen a dialog the player has dismissed.
*/
if (!resultsShown) {
resultsShown = true;
showResults(f);
}
if (f.status === 'awaitingExtension') {
const mine = f.extensionVotes[f.viewer];
// Only seats that exist are counted; `extensionVotes` is per PLAYER and so is `players`.
const waiting = f.players.filter((p) => f.extensionVotes[p.index] === null);
const tally = f.players.length > 1
? '<div class="vote-tally">' +
f.players
.map((p) => {
const v = f.extensionVotes[p.index];
const mark = v === true ? '✓' : v === false ? '✗' : '·';
return `<span class="vote ${v === true ? 'yes' : v === false ? 'no' : 'wait'}">` +
`${mark} ${esc(p.name)}${p.index === f.viewer ? ' (you)' : ''}</span>`;
})
.join('') +
'</div>'
: '';
el.innerHTML =
`<div class="over ${won ? 'win' : 'loss'}">` +
`${won ? 'THE DIVISION RAN' : 'THE DIVISION FAILED'} — Day ${f.official?.day ?? f.days} is scored.<br>` +
'The result above is final. Play one more Day?</div>' +
tally +
(mine === null
? '<button id="extend-yes">play one more Day</button>' +
'<button id="extend-no">end the game here</button>'
: `<div class="dim">You voted ${mine ? 'to play on' : 'to end it'}. ` +
(waiting.length
? `Waiting on ${waiting.map((p) => esc(p.name)).join(', ')}.`
: 'Settling…') +
'</div>') +
'<button id="results">see the full results</button>';
if (mine === null) {
const vote = (agree: boolean) => () =>
void session.submit({ type: 'game.extend', player: f.viewer, agree });
$('extend-yes').onclick = vote(true);
$('extend-no').onclick = vote(false);
}
$('results').onclick = () => showResults(f);
return;
}
el.innerHTML =
`<div class="over ${won ? 'win' : 'loss'}">` +
`${won ? 'THE DIVISION RAN' : 'THE DIVISION FAILED'}<br>` +
`final Revenue ${f.revenue}${f.objective.target > 0 ? ` against a target of ${f.objective.target}` : ''}</div>` +
'<button id="results">see the full results</button>' +
(session.capabilities.newGame ? '<button id="again">new game</button>' : '');
$('results').onclick = () => showResults(f);
if (session.capabilities.newGame) {
$('again').onclick = () => {
clearSave();
location.search = '';
};
}
}
/**
* Whether the results have been put up by themselves for the ending currently on screen.
*
* Cleared by `renderActions` the moment the game is running again, so an extended game gets a fresh
* showing at each of its endings while a redraw during one ending does not reopen a dialog the
* player has just dismissed.
*/
let resultsShown = false;
function showResults(f: Frame): void {
const dlg = document.getElementById('resultsdlg') as HTMLDialogElement | null;
const body = document.getElementById('resultsbody');
if (!dlg || !body) return;
body.innerHTML = resultsHtml(f);
/**
* ASK THE EXTENSION QUESTION ON THE THING THAT IS ACTUALLY IN FRONT OF THE PLAYER.
*
* This dialog opens itself at every ending and it is MODAL, so `renderEnding`'s own "play one more
* Day" buttons — written into `#actions` — are behind it. The player read a results screen offering
* nothing but Close and concluded the game was over, which is exactly what it looked like (Jesse,
* 2026-08-30). Gitea#11 was verified over the HTTP API, where there is no dialog to be behind.
*
* The buttons in `#actions` stay, and are still correct: they are what remains after this is
* closed, and what a player who reopened the results with "see the full results" comes back to.
* Voting from either place submits the same intent.
*/
const yes = document.getElementById('rs-extend-yes') as HTMLButtonElement | null;
const no = document.getElementById('rs-extend-no') as HTMLButtonElement | null;
const asking = f.status === 'awaitingExtension' && f.extensionVotes[f.viewer] === null;
if (yes && no) {
yes.hidden = !asking;
no.hidden = !asking;
if (asking) {
// `method="dialog"` closes it on click; the vote rides along. Assigned every time rather than
// once, because `f` is a fresh Frame on each ending.
yes.onclick = () => void session.submit({ type: 'game.extend', player: f.viewer, agree: true });
no.onclick = () => void session.submit({ type: 'game.extend', player: f.viewer, agree: false });
}
}
// A redraw can arrive while it is open — `showModal` throws on an already-open dialog rather
// than doing nothing (the same trap `noteDayEnd` documents).
if (!dlg.open) dlg.showModal();
}
function renderActions(
menu: Menu,
f: Frame,
justSet: number | null,
): void {
const el = $('actions');
if (f.status !== 'active') {
renderEnding(el, f);
return;
}
/**
* YOUR MOVE IS PUT AWAY WHILE THE BOARD IS CATCHING UP — Jesse, 2026-09-10: *"your actions should
* be hidden while catching up."*
*
* Two reasons, and the second is the one that changed my mind about it. The board on screen is
* behind the game, so a move offered here is a move against a position that has already moved on —
* the menu is computed from the CURRENT state and would be acted on while looking at an older one.
* And the display had grown to four things demanding attention at once — the district, the history,
* the catching-up row and now a lit pile — which is what made the pile highlight so easy to miss.
* Taking the action list out of that competition while there is nothing to decide anyway is the
* cheapest way to quieten it.
*
* NOT A BLOCK. Skip is one click away and sits at the left of the row, so the wait is always
* voluntary; this replaces the buttons with the reason they are gone, rather than leaving a live
* menu over a stale board.
*/
if (stepQueue.busy()) {
el.innerHTML =
'<div class="dim">Catching up on what everyone else did — your move is here when the board is ' +
'level with the game. <b>Skip</b> jumps straight to it.</div>';
return;
}
// The game is running, so the next ending — an extended Day's, or a fresh game's — is entitled to
// put its results up unasked again (Gitea#11).
resultsShown = false;
if (menu.direct.length === 0 && menu.placeable.length === 0) {
el.innerHTML = '<div class="dim">nothing to decide — the engine is running the Division</div>';
return;
}
const apply = (index: number): void => {
const intent = menu.options[index];
if (intent) void session.submit(intent);
selected = null;
mode = null;
pendingAt = null;
render();
};
/**
* A long label is two things: the action, and why it is offered. Put the first on the button and
* the second on the tooltip, or the list crowds out the board.
*
* AND IF THE LABEL CARRIES NO EXPLANATION, ask the card. Tooltips used to depend entirely on a
* label happening to contain an em-dash, so an action naming a card could have none at all while
* the same card in hand explained itself perfectly — reported on "Realignment on Mainline card 3",
* which had neither a name for the card it meant nor a word about what it would do.
*/
const actionButton = (a: {
index: number;
label: string;
tip?: string;
coord?: { row: number; col: number };
route?: { row: number; col: number }[];
}): string => {
const { label, index } = a;
const cut = label.indexOf(' — ');
const head = cut > 0 ? label.slice(0, cut) : label;
// The menu resolved the card's description server-side, so the page never needs the state.
const rest = cut > 0 ? label.slice(cut + 3) : (a.tip ?? '');
return (
`<button class="act" data-i="${index}"${cellRef(a.coord, a.route)}${rest ? ` data-tip="${esc(rest)}"` : ''}>${esc(head)}</button>`
);
};
/**
* MOVES LEFT, WHERE THE MOVES ARE.
*
* §6.1 gives six Moves a turn and every switching decision is really "can I still get back?" — so
* the count belongs beside the buttons. It was reported only in the history panel, which is the
* one place a player is not looking while switching.
*/
/**
* WHAT THE DIE DID, said where the player is looking.
*
* Playing a train card rolls 1D12 for its departure Stage, and the card simply left the hand — the
* answer arrived only in the history panel, one line among many. The timetable now shows it and
* flashes the slot; this says it in words at the same moment.
*/
const scheduledNote =
justSet !== null && f.timetable[justSet] != null
? `<div class="scheduled" data-tip="The Stage is rolled on 1D12 when the card is played; if that Stage is taken the train works down the column to the next free one. From now on it runs at this time every Day.">` +
`Train ${f.timetable[justSet]} is scheduled to depart at Stage ${justSet + 1} — see the Timetable</div>`
: '';
const movesNote =
f.movesLeft !== null
? `<div class="moves${f.movesLeft === 0 ? ' spent' : ''}" data-tip="Six Moves a turn. A Move runs any distance in one direction; changing direction costs another, which is why a run-around has to be planned inside the count.">` +
`${f.movesLeft} of ${MOVES_PER_LOCAL_OPS} Moves left</div>`
: '';
// A heading over the buttons, so the panel says what it is before it says what is in it. The
// list below is already phase-specific: it comes from `legalActions`, so in the Cargo phase with
// no worker able to act, the only thing offered is "End my Cargo phase".
let html = `<h3 class="actions-hd">Actions</h3>${scheduledNote}${movesNote}`;
/**
* WHICH TRAIN AM I SWITCHING? Only asked when there is more than one crew to be switching, so a
* solitaire opening — one crew, no ambiguity — is unchanged. The chosen one is the crew whose
* reachable squares the board draws, so this row and the highlights are the same statement.
*/
if (f.moves.length > 1) {
const chosen = pickedCrew(f);
html +=
`<div class="grp crewpick"><h3>Which train are you switching?</h3>` +
f.moves
.map(
(m) =>
`<button class="act crew${m.trayId === chosen?.trayId ? ' on' : ''}" data-crew="${esc(m.trayId)}"${cellRef(m.from)} ` +
`data-tip="Draw this crew's reachable squares on the board, and show its moves below. ${esc(m.label)} is standing at (${m.from.col}, ${m.from.row}) with ${m.to.length} square${m.to.length === 1 ? '' : 's'} it can reach.">` +
`${esc(m.label)} <span class="dim">(${m.from.col}, ${m.from.row})</span></button>`,
)
.join('') +
`</div>`;
}
/**
* WHAT IS LEFT IN THE ACTION LIST.
*
* Everything about a card in hand now lives on the card, and everything about making up a train
* lives on the yard chip. What remains is the rest of the turn: the Local Operations choice,
* drawing, switching moves, the Freight Agent, and finishing.
*
* EXCLUDE BY TITLE, NOT BY PREFIX. This used to be `!/^Making up /.test(g.title)`, on the
* assumption only the yard-chip panel's own group is ever titled that way. It is not: "choose
* where Extra X22 starts" is titled by `trainCardTitle`, which also begins "Making up Extra
* X22…", so the regex swallowed it too — and with no tray yet being filled, `menu.makeUp` is
* null, so nothing rendered it anywhere else. REPORTED as the game hanging with the Freight
* House mid-cycle: an Extra came due, the action panel had a legal decision and zero buttons,
* and nothing short of restarting looked like it would ever move again. Matching the exact
* title of the ONE group `menu.makeUp` actually covers leaves every other "Making up …" group,
* however it is titled, on screen where a player can act on it.
*/
html += menu.direct
.filter((g) => !/^(Play|Discard) a card from my hand$/.test(g.title) && g.title !== menu.makeUp?.title)
.map(
(g) =>
`<div class="grp"><h3>${esc(g.title)}</h3>` +
g.actions
.map((a) => {
// §6.2 — a drawn card has to be played or discarded before the turn can end. Keyed on
// the INTENT, not the label: matching button text would break the moment the wording
// changed, and would have caught `switch.end` too.
return actionButton(a);
})
.join('') +
`</div>`,
)
.join('');
/**
* MAKING UP A TRAIN.
*
* The cars are added from the Division Yard chips, but the panel still has to exist: it names the
* train and what its card calls for, and it carries the "no more cars" button, which is the ONLY
* way to finish when the yard holds nothing the train may take.
*
* Moving the cars onto the yard chips without this left a train being made up with no control on
* screen at all whenever no chip was addable — a hard softlock, reported at Stage 10 of seed
* 775569289 with Train 10 waiting at the West Division Point.
*/
if (menu.makeUp) {
const addable = menu.makeUp.cars.length;
html +=
`<div class="grp"><h3>${esc(menu.makeUp.title)}</h3>` +
/**
* WHAT IS STILL WANTED, which is not what the heading says.
*
* The heading names what the card CALLS FOR and goes on saying it unchanged as cars go on, so
* the one question a player has while clicking — what is left? — was the only thing on screen
* that had to be worked out by eye, against a consist drawn in the other column (Jesse,
* playtest 2026-09-16). `consistNeeds` counts by the same categories `acceptsCar` does, so it
* can never ask for a car the engine would then refuse.
*/
(menu.makeUp.needs !== null
? `<div class="makeup-needs">Still needs <b>${esc(menu.makeUp.needs)}</b></div>`
: `<div class="makeup-needs done">Its card's consist is complete — nothing further may be added.</div>`) +
`<div class="dim makeup-note">` +
(addable > 0
? `Click a car in the Division Yard below to add it — the ${addable} kind${addable === 1 ? '' : 's'} it may take ` +
`${addable === 1 ? 'is' : 'are'} highlighted in amber there. ` +
/**
* WHY YOUR TURN ENDS AFTER ONE CAR — §7's round, said where the clicking happens.
*
* It was written down only in the turn chart's New Train chip tooltip: hovered once, early
* on, and never again. "Click a car" then reads as "build this train", so a player adds one
* and the turn moves on with no explanation (Jesse, playtest 2026-09-16).
*/
`<b>Each player adds one car at a time</b>, starting from the Superintendent and working ` +
`eastward, repeating until the train is full or the Division Yard holds nothing it can take.`
: menu.makeUp.pass !== null
? 'The Division Yard is bare, so there is nothing to add. Send the train out as it stands.'
: 'Nothing in the Division Yard may join this train, and passing is not allowed while the yard holds cars.') +
`</div>` +
/**
* WHICH ORDER TO ADD THEM IN, when the order is what decides whether the train can work.
*
* Only ever present for a train the order can lock — 7/8 Local — so this is not a standing
* caption a player learns to skip. Reported from play as "I can't drop a car at all": the
* Local made up ENGINE, freight, coach cannot set anything out for the rest of the game, and
* nothing on screen said so until the crew was out on the district with no button to press.
*/
(menu.makeUp.advice
? `<div class="makeup-advice ${menu.makeUp.advice.tone}">${esc(menu.makeUp.advice.text)}</div>`
: '') +
(menu.makeUp.pass !== null
? `<button class="act" data-i="${menu.makeUp.pass}" data-tip="A train may depart with FEWER cars than its card lists, but never with the wrong ones. This sends it out as it stands.">no more cars — send it out</button>`
: '') +
`</div>`;
}
/**
* The card is picked in the hand and the square on the board, so all that is left here is the
* ROTATION — the one question neither of those can ask, and only for the card actually picked.
*/
const picked =
mode === 'play' && selected !== null ? menu.hand.find((h) => `hand:${h.cardId}` === selected) : undefined;
for (const group of menu.placeable) {
const relevant = group.items.filter((it) => picked && it.subjectKey === picked.placeKey);
if (relevant.length === 0) continue;
html += `<div class="grp"><h3>${esc(group.title)}</h3>`;
for (const item of relevant) {
{
// Once a square is picked, show only that square's rotations — the rest is noise.
const shown = pendingAt
? item.spots.filter((sp) => sp.coord !== null && `${sp.coord.row},${sp.coord.col}` === pendingAt)
: item.spots;
html +=
`<div class="spots"><div class="dim">` +
(pendingAt ? `choose a rotation for (${esc(pendingAt.replace(',', ', '))}):` : 'click a highlighted square, or:') +
`</div>` +
shown
.map((sp) => {
// The picture rides on the button that would lay it, so hovering a rotation shows
// that rotation — which is the question "which of these two do I want?" answered.
const fig = sp.links.length
? ` data-tip-html="${esc(piecePreview(sp.links, item.subject))}"`
: '';
return (
`<button class="act" data-i="${sp.index}"${fig}${cellRef(sp.coord)}` +
` data-tip="${esc(`${item.subject} — ${sp.label}`)}">${esc(sp.label)}</button>`
);
})
.join('') +
`</div>`;
}
}
html += `</div>`;
}
/**
* WHY "END LOCAL OPERATIONS" IS NOT THERE (#45).
*
* This asked the question backwards: "the engine is offering no `draw.end`, so it must be the
* hand limit." That was true only because `check('draw.end')` happens to refuse for exactly three
* reasons and the two guards above rule out the other two — a fourth reason would have made this
* block explain a refusal by describing something else entirely, which is #90 verbatim.
*
* `f.overHandLimit` IS the fact, and the Frame has carried it all along for precisely this: "the
* same test the engine applies to `draw.end`, asked here so the page can disable the button with a
* reason instead of hiding a move that has simply become illegal" (`web/game.ts`). It was computed,
* serialised and sent to nobody. Behaviour is unchanged today; what changes is that the screen now
* states the reason it is giving rather than inferring it from an absence.
*/
if (f.phaseKey === 'localOps' && f.option === 'draw' && f.overHandLimit) {
// The hand being counted is the VIEWER's, like `f.option` and `f.handCount` beside it — and the
// viewer is the actor whenever this menu is on screen at all.
const hand = f.handCount;
/**
* WHEN NOTHING IN HAND MAY BE DISCARDED, SAY SO AND SAY WHAT TO DO INSTEAD.
*
* §6.2 (Gitea#9) leaves two kinds of undiscardable card — an Extra always, and a Timetabled
* train in a game whose `discardTimetabled` rule is off. Either way a player holding nothing but
* those has exactly one way forward: play one. The rule creates that corner deliberately and
* needs no machinery, but it must not be a corner the player has to infer from a discard button
* that has quietly stopped appearing. The reason is the card's own (`handKeepWhy`), so this says
* what actually refused rather than assuming which of the two rules is in force.
*/
const stuck = f.handDiscardable.length > 0 && f.handDiscardable.every((d) => !d);
const why = f.handKeepWhy.find((w) => w !== null) ?? '';
const tip = stuck
? 'You may not end a turn holding more than three cards, and every card you hold is one that ' +
`cannot be thrown away. ${why} The only way on is to play one.`
: 'You may not end a turn holding more than three cards (four with a Red Flag). Play ' +
'one onto the board, or discard one face-up to a Department slot — where a rival may pick ' +
'it up.';
html +=
`<div class="grp"><button class="act blocked" disabled data-tip="${tip.replace(/"/g, '&quot;')}">` +
(stuck
? `End Local Operations — play a train card first, they cannot be discarded (holding ${hand})`
: `End Local Operations — play or discard down to three first (holding ${hand})`) +
`</button></div>`;
}
el.innerHTML = html;
for (const b of Array.from(el.querySelectorAll('button.act'))) {
const node = b as HTMLElement;
// The crew buttons choose what the board draws; they submit nothing, so they must not fall
// through to `apply` with an undefined index.
const crewId = node.dataset['crew'];
node.onclick = crewId
? () => {
selectedCrew = crewId;
render();
}
: () => apply(Number(node.dataset['i']));
const square = node.dataset['square'];
const route = node.dataset['route'];
if (square) wirePointing(node, square, route ? route.split(' ') : []);
}
}
// ---------------------------------------------------------------------------
// Saving. localStorage only — nothing leaves the browser.
// ---------------------------------------------------------------------------
/**
* Write the game out as a file.
*
* The save IS the replay: a seed and the moves made, which the engine can replay exactly. A few
* hundred bytes, so a finished game can be emailed or dropped on the site's replay directory —
* where a rendered page would have been megabytes.
*/
function writeFile(name: string, data: string): void {
const blob = new Blob([data], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = name;
a.click();
URL.revokeObjectURL(url);
}
/**
* WHICH GAME, HOW FAR IN, AND WHEN — Jesse, playtest 2026-09-16.
*
* The name was `station-master-day1-stage5.json` for every server game at that point in every
* Stage, so two saves off the same table collided in the downloads folder and neither said which
* table it came from. The join code is the one thing a player already says out loud to identify a
* game, so it leads: `whistle-6945.day1.stage5.2026.09.16.json`.
*
* Lowercased because a filename is not a thing you shout, and dotted because that is the shape
* Jesse asked for. A solitaire game has no join code and falls back to its seed, which is the
* equivalent identity for a game nobody else is sitting at.
*/
function saveFileName(prefix: string, f: { day: number; stage: number }): string {
const d = new Date();
const pad = (n: number): string => String(n).padStart(2, '0');
const date = `${d.getFullYear()}.${pad(d.getMonth() + 1)}.${pad(d.getDate())}`;
return `${prefix}.day${f.day}.stage${f.stage}.${date}.json`;
}
async function downloadSave(): Promise<void> {
const f = session.view();
/**
* A SERVER-BACKED GAME HAS NO LOCAL SAVE TO HAND OVER, so it asks the server for its own — the seat's
* token is the gate (`/api/save`), the same one the stream and every intent already use. The StartOS
* Manage Game action cannot do this: an action result is text only, with no file member in the SDK.
*/
if (!isLocal(session)) {
if (remoteToken === null) return;
try {
const res = await fetch(`/api/save?token=${encodeURIComponent(remoteToken)}`);
if (!res.ok) return;
const body = (await res.json()) as { save: unknown };
const code = gameCode === '' ? 'station-master' : gameCode.toLowerCase();
writeFile(saveFileName(code, f), JSON.stringify(body.save, null, 1));
} catch {
// Offline, or the game has been ended under us: the button simply does nothing, which is the
// same thing every other server call on this page does when the server is not there.
}
return;
}
const solo = gameCode === '' ? `station-master-seed${session.seed()}` : gameCode.toLowerCase();
writeFile(saveFileName(solo, f), JSON.stringify(session.save(), null, 1));
}
function save(): void {
if (!isLocal(session)) return;
try {
localStorage.setItem(SAVE_KEY, JSON.stringify(session.save()));
} catch {
// A full or disabled localStorage must not take the game down with it.
}
}
function load(): Save | null {
try {
const raw = localStorage.getItem(SAVE_KEY);
return raw ? (JSON.parse(raw) as Save) : null;
} catch {
return null;
}
}
function clearSave(): void {
try {
localStorage.removeItem(SAVE_KEY);
} catch {
/* nothing to do */
}
}
// BOTH stylesheets. The board is SVG built by the shared renderers, and every shape it draws is
// styled by class — without BOARD_CSS each rect falls back to a black fill on a near-black
// background, so the cards are drawn correctly and are simply invisible.
const pageStyle = document.createElement('style');
pageStyle.textContent = BOARD_CSS + TOOLTIP_CSS + TURNCHART_CSS + PANEL_CSS;
document.head.appendChild(pageStyle);
installTooltips();
const saveBtn = document.getElementById('savefile');
if (saveBtn) saveBtn.onclick = () => void downloadSave();
/**
* Forget the saved game and deal a fresh one.
*
* The only way out used to be finishing the game — `start()` restores from localStorage on every
* load, so a game you no longer wanted followed you across reloads, and the "new game" button
* appeared solely on the game-over screen. Confirmed because it throws the whole game away — Undo
* steps back one action at a time, but nothing brings back a game that has been dealt over, and the
* replay download is right beside it.
*
* Navigating rather than re-rendering, so a stale `?seed=` in the URL goes too — leaving it would
* deal the same game again and look like the button had done nothing.
*/
const multiplayerBtn = document.getElementById('multiplayer');
if (multiplayerBtn) {
multiplayerBtn.onclick = () => {
// Hidden whenever `session` cannot deal (`applyCapabilities`), but repeated here for the same
// reason `newBtn`'s handler repeats its own guard: the click handler outlives any one session.
if (!isLocal(session)) return;
const f = session.view();
const started = f.status === 'active' && (f.day > 1 || f.stage > 1);
if (started && !confirm(`Leave this game (seed ${session.seed()}, Day ${f.day}) for multiplayer?`)) return;
showScreen('lobby');
runLobby(lobbyHandlers);
};
}
/**
* LEAVE A RUNNING GAME — back to the lobby, seat and token kept.
*
* Reported by Jesse 2026-08-23: a player who has to go had no way out at all. The page re-entered
* the same game on every load, and the only thing that ever let go of a session was the game itself
* being destroyed. Leaving does NOT give up the seat: `lobby-and-sessions.md` §5 keeps it and the
* table waits, which is the design — nothing moves on an absent player's behalf. The token is kept
* too, so the game can be re-entered from "Games you are in"; forgetting it is a separate, deliberate
* act on that list, because the token is the only proof of who you are.
*/
const leaveBtn = document.getElementById('leavegame');
if (leaveBtn) {
leaveBtn.onclick = () => {
if (isLocal(session)) return;
const f = session.view();
const code = gameCode === '' ? 'this game' : gameCode;
if (!confirm(`Leave ${code} (Day ${f.day}, Stage ${f.stage})? Your seat is kept and the game waits for you.`)) return;
// Stop listening before leaving the screen, so the table sees the seat go quiet rather than
// being told somebody is present who is not.
session.close?.();
closeHandoff();
showScreen('lobby');
$('presence').textContent = '';
runLobby(lobbyHandlers);
notice(`You left ${code}. It is still yours — rejoin it under "Games you are in" whenever you like.`);
};
}
/**
* ONE GAME-TYPE BLOCK, WIRED — the type radios, the shared rules form beneath them, and the small
* glue between them (which type is currently selected, what its note says, how Days feeds the
* floor). The in-game "New game" dialog (`ng-`) and the pre-game setup screen (`ss-`, Gitea
* "let the user choose their options like the start of a multiplayer game", 2026-08-29) both need
* an identical copy of this — factored out once so the two cannot drift apart the way the rules
* block itself already had before `settings-form.ts` existed to stop it.
*
* PREFILLING IS DELIBERATELY LEFT TO THE CALLER. The dialog opens on the game CURRENTLY IN PLAY
* (so redealing to compare keeps comparing); the setup screen opens on the plain Solitaire
* defaults, because there is no game yet to read. `setBase` plus a direct `form.write(...)` is the
* seam that lets each caller do its own version of "what do these fields show at first paint"
* without this function having to guess which one it is wiring.
*/
type WiredGameType = {
form: SettingsForm;
days(): number;
refresh(): void;
/** The common case: prefill straight from a named type's own defaults, then repaint. */
selectPreset(name: PresetName): void;
/** The dialog's case: the caller writes the form itself (from a live game), then calls `refresh`
* — this only sets which type that write should be compared against. */
setBase(name: PresetName, type: GameType): void;
};
function wireGameTypeBlock(prefix: string, root: ParentNode): WiredGameType {
const field = <T extends HTMLElement>(id: string): T => document.getElementById(`${prefix}${id}`) as T;
const form = settingsForm(prefix);
let base: PresetName = 'solitaire';
let type: GameType = 'solitaire';
/** As in the lobby: the floor is derived from the length until the player sets one themselves. */
let floorTyped = false;
const days = (): number => {
const raw = Number(field<HTMLInputElement>('days').value);
return Number.isFinite(raw) && raw >= 1 ? Math.round(raw) : 5;
};
const typeRadios = (): HTMLInputElement[] =>
Array.from(root.querySelectorAll<HTMLInputElement>(`input[name="${prefix}type"]`));
function refresh(): void {
const differing = form.mark(base, 1, days());
if (differing.length > 0) type = 'custom';
else if (type === 'custom') type = base;
for (const r of typeRadios()) r.checked = r.value === type;
/**
* NO SENTENCE UNDER THE RADIOS. It restated the type just chosen — the row is already labelled
* and already carries its own one-line description — so it was the choice read back to the
* person who had just made it (Jesse, 2026-08-30: "It's obvious from what they selected above
* what they're playing. There's no need to repeat it below.").
*
* The Custom case said something the radios do NOT — how many settings differ, and from which
* type — and that is not lost: `form.mark` puts a hint on each row that actually differs, which
* is where a reader can act on it rather than a count they would then have to go and find.
*/
}
function selectPreset(name: PresetName): void {
base = name;
type = name;
floorTyped = false;
const values = presetSettings(name, 1, days());
form.write(values, values);
refresh();
}
function setBase(name: PresetName, t: GameType): void {
base = name;
type = t;
floorTyped = false;
}
for (const r of typeRadios()) {
/**
* Nothing here can deal a multiplayer game: a `LocalSession` runs the engine in this browser and
* a table needs a server. Dimmed rather than hidden, so what this screen offers and what the
* lobby offers read as one list (Jesse, 2026-08-23 — a disabled radio that looks enabled reads
* as a broken one).
*
* NO REASON PRINTED BESIDE THEM since 2026-08-30. Each row used to gain "— use the Multiplayer
* button; a table needs a server", which is three unreachable types each explaining the same
* thing on a screen whose heading already says "Game type (solitaire)". Jesse: "grayed out with
* no additional explanation. The explanation above… is sufficient." The lobby dims Solitaire the
* same way and says nothing either, which is what lets one list serve both screens.
*/
if (r.value !== 'solitaire' && r.value !== 'custom') {
r.disabled = true;
r.closest('label')?.classList.add('disabled');
}
r.onchange = () => {
if (!r.checked) return;
if (r.value === 'custom') {
type = 'custom';
refresh();
return;
}
selectPreset(r.value as PresetName);
};
}
form.onEdit((key) => {
if (key === 'minCombinedRevenue') floorTyped = true;
type = 'custom';
refresh();
});
// Days is a parameter, not a rule: it re-derives the floor and never makes a game Custom by itself.
field<HTMLInputElement>('days').oninput = () => {
if (!floorTyped) {
const values = form.read();
const want = presetSettings(base, 1, days());
form.write({ ...values, minCombinedRevenue: want.minCombinedRevenue }, want);
}
refresh();
};
// "Everyone moves one chair left" has no meaning at a table of one — disabled with the rest of the
// block still visible, so every screen that offers it reads the same.
form.setEmployeeRotationAvailable(false);
return { form, days, refresh, selectPreset, setBase };
}
/**
* THE COMMIT — reads a wired block's answers and turns them into a URL, the same path `?seed=`
* already took: `start()` reads it back out, so there is exactly one place that turns a URL into a
* game, whichever screen produced it.
*/
function commitNewGame(wired: WiredGameType, seedFieldValue: string): void {
const asked = seedFieldValue.trim();
// A seed the browser cannot parse is not a reason to refuse to deal — blank and unparseable both
// mean "surprise me", which is what leaving the box alone plainly asks for.
const seed = asked === '' || !Number.isFinite(Number(asked)) ? '' : String(Math.trunc(Number(asked)));
const settings = wired.form.read();
const rules = houseRules({
houseRules: {
startingHand: settings.startingHand,
extraStart: settings.extraStart,
discardTimetabled: settings.discardTimetabled,
revenue: {
passengerPerCoach: settings.passengerPerCoach,
freightPerLoad: settings.freightPerLoad,
trainPerTransit: settings.trainPerTransit,
},
},
});
const victory: NewGameOptions = {
days: Math.max(1, wired.days()),
minCombinedRevenue: settings.minCombinedRevenue,
maxCollisionsPerDay: settings.maxCollisionsPerDay,
maxCollisionsTotal: settings.maxCollisionsTotal,
optionalRules: {
reducedVisibility: settings.reducedVisibility,
// Never on at a table of one, whatever the box says — the control is disabled for the same
// reason, and this is the half that reaches the engine.
employeeRotation: false,
emergencyToolbox: settings.emergencyToolbox,
},
};
clearSave();
const next = rulesToUrl(rules, victory, seed);
// Assigning the search string the page ALREADY has does nothing at all, which reads as a button
// that did not work — and it is the common case: deal a random seed, decide it was a bad deal,
// deal another at the same settings. Reload instead, and `start()` rolls a fresh seed.
if (next === location.search) location.reload();
else location.search = next;
}
/**
* THE IN-GAME "NEW GAME" BUTTON GOES TO THE SETUP SCREEN (Jesse, 2026-08-30 — "it should not go to
* a separate screen. We should reuse the Solitaire New Game Screen").
*
* `#newgamedlg` used to be a third copy of the same questions and the one that drifted: it carried
* multiplayer wording on a screen only a solitaire player ever sees. It is deleted; this navigates
* to the screen that already asks these questions properly.
*
* Nothing is lost on the way: `render()` calls `save()` every frame, so the game in progress is
* always on disk, and the setup screen offers "Continue saved game" to come back to it.
*/
const newBtn = document.getElementById('newgame');
if (newBtn) {
newBtn.onclick = () => {
showScreen('solitairesetup');
// IN PLACE, not a navigation: the live session stays in memory, so the fields can open on the
// rules actually being played and "Continue saved game" is just showing the board
// again rather than a reload and a replay.
runSolitaireSetup(new URLSearchParams(), true, session.view());
};
}
/**
* THE PRE-GAME SETUP SCREEN — asked before the FIRST solitaire deal, the same way `#lobby` is
* already asked before the first multiplayer one (Jesse, 2026-08-29: "let the user choose their
* options like the start of a multiplayer game"; "asking first is the only path").
*
* Only reached for a genuinely fresh visit — `start()` is what decides that; by the time this runs,
* there is no saved game and no URL already carrying a deal's answers. It opens on the plain
* Solitaire defaults, since there is no live game to compare against yet, and reuses the identical
* `wireGameTypeBlock`/`commitNewGame` pair the in-game dialog uses — the two are one design, not two.
*/
function runSolitaireSetup(params: URLSearchParams, hasSave = false, live: Frame | null = null): void {
const screen = document.getElementById('solitairesetup');
const dealBtn = document.getElementById('ss-deal');
if (!screen || !dealBtn) return;
const ss = wireGameTypeBlock('ss-', screen);
// A `?seed=` with no other rules params still means SOMETHING — a shared or bookmarked link
// naming a specific deal — so it is honoured as a prefill rather than discarded because this
// visit happened to be routed through the screen that now asks first.
const seedField = document.getElementById('ss-seed') as HTMLInputElement | null;
if (seedField) seedField.value = params.get('seed') ?? '';
/**
* WHAT THE FIELDS OPEN ON, and it is not the same question in both directions.
*
* Reached mid-game from "New game", this opens on the rules CURRENTLY IN PLAY — that is what the
* deleted dialog was good for, and losing it would make "change one dial and redeal to compare"
* impossible. Reached from the splash, there is no game to read, so it opens on the plain
* Solitaire defaults.
*/
if (live) {
const daysField = document.getElementById('ss-days') as HTMLInputElement | null;
if (daysField) daysField.value = String(live.days);
ss.setBase('solitaire', 'solitaire');
ss.form.write(settingsOf(configFromFrame(live)), presetSettings('solitaire', 1, live.days));
ss.refresh();
} else {
ss.selectPreset('solitaire');
}
/**
* THE WAY BACK TO A GAME IN PROGRESS, and the reason the door is allowed to outrank a save at all.
* Dealing from here calls `clearSave()`, so a player who reached this screen from the splash — by
* clicking "Play solitaire", which nobody reads as "throw away what I was playing" — needs their
* game one button away and needs to be told what Deal costs.
*
* Mid-game the game is still in memory, so going back is just showing it again. From the splash
* there is nothing loaded yet, so it is a navigation to the bare URL and `start()` restores the
* save — one place that turns a URL into a game, either way.
*/
const resumeBtn = document.getElementById('ss-resume');
const savedNote = document.getElementById('ss-saved-note');
const canResume = hasSave || live !== null;
if (resumeBtn) {
resumeBtn.hidden = !canResume;
resumeBtn.onclick = live
? () => {
showScreen('gameui');
render();
announceResumed(session.view());
}
: () => void (location.search = '');
}
if (savedNote) savedNote.hidden = !canResume;
dealBtn.onclick = () => commitNewGame(ss, seedField?.value ?? '');
}
/**
* PLAYBACK SPEED — v0.8.0.3, TODO #13.
*
* Persisted per viewer in `Settings`, so it survives the navigation that was eating `?pace=`. The
* queue reads `settings.pace` through a closure on every step, so a change here takes effect on the
* very next move rather than the next game.
*/
const paceSlowerBtn = document.getElementById('paceslower') as HTMLButtonElement | null;
const paceFasterBtn = document.getElementById('pacefaster') as HTMLButtonElement | null;
const paceLabel = document.getElementById('pacelabel');
if (paceSlowerBtn && paceFasterBtn && paceLabel) {
const nearestPace = (): number => {
// A saved or URL value need not be on the ladder — `?pace=7` and a hand-edited setting are both
// legitimate — so the buttons step from whichever preset is closest rather than refusing to move.
const want = PACE_OVERRIDE ?? settings.pace;
return PACE_LEVELS.reduce((best, p) => (Math.abs(p - want) < Math.abs(best - want) ? p : best), PACE_LEVELS[0]);
};
const paintPace = (): void => {
const p = PACE_OVERRIDE ?? settings.pace;
paceLabel.textContent = p === 0 ? 'off' : `${p}×`;
const i = PACE_LEVELS.indexOf(nearestPace() as (typeof PACE_LEVELS)[number]);
paceSlowerBtn.disabled = i >= PACE_LEVELS.length - 1;
paceFasterBtn.disabled = i <= 0;
// A `?pace=` in the URL wins over the setting, so say so rather than showing dead buttons.
if (PACE_OVERRIDE !== null) {
paceSlowerBtn.disabled = true;
paceFasterBtn.disabled = true;
paceLabel.textContent = `${PACE_OVERRIDE}× (URL)`;
}
};
const stepPace = (by: number): void => {
const i = PACE_LEVELS.indexOf(nearestPace() as (typeof PACE_LEVELS)[number]);
const next = PACE_LEVELS[Math.min(PACE_LEVELS.length - 1, Math.max(0, i + by))];
if (next === undefined) return;
saveSettings({ pace: next });
paintPace();
// The row's countdown is measured in steps that will dwell, so a change to 0 empties it at once.
renderWatching();
};
// Slower is a BIGGER multiplier, so "−" walks up the ladder. Labelled by what it does to the game,
// not to the number: a player pressing "slower" wants to watch for longer.
paceSlowerBtn.onclick = () => stepPace(1);
paceFasterBtn.onclick = () => stepPace(-1);
paintPace();
}
const zoomOutBtn = document.getElementById('zoomout') as HTMLButtonElement | null;
const zoomInBtn = document.getElementById('zoomin') as HTMLButtonElement | null;
const zoomLabel = document.getElementById('zoomlabel');
if (zoomOutBtn && zoomInBtn && zoomLabel) {
const paintZoom = (): void => {
zoomLabel.textContent = `${Math.round(zoom * 100)}%`;
zoomOutBtn.disabled = zoom <= ZOOM_LEVELS[0]!;
zoomInBtn.disabled = zoom >= ZOOM_LEVELS[ZOOM_LEVELS.length - 1]!;
};
const setZoom = (level: number): void => {
zoom = level;
saveSettings({ zoom });
paintZoom();
// Re-apply to whichever boards are already on the page — no full re-render needed, this is
// display-only sizing, same as `render()`'s own calls after each innerHTML assignment.
applyZoom($('division'));
applyZoom($('grid'));
};
zoomOutBtn.onclick = () => {
const i = ZOOM_LEVELS.indexOf(zoom as (typeof ZOOM_LEVELS)[number]);
if (i > 0) setZoom(ZOOM_LEVELS[i - 1]!);
};
zoomInBtn.onclick = () => {
const i = ZOOM_LEVELS.indexOf(zoom as (typeof ZOOM_LEVELS)[number]);
if (i >= 0 && i < ZOOM_LEVELS.length - 1) setZoom(ZOOM_LEVELS[i + 1]!);
};
paintZoom();
}
const soundBtn = document.getElementById('sound');
if (soundBtn) {
const paint = (): void => {
soundBtn.textContent = soundOn ? '\u{1F50A} sound' : '\u{1F507} muted';
};
soundBtn.onclick = () => {
soundOn = !soundOn;
saveSettings({ soundOn });
paint();
// Confirm the change audibly — the one press where a sound is unambiguously wanted, and it
// doubles as the user gesture the browser needs before any audio may start.
if (soundOn) playCue('stage');
};
paint();
}
start();