Files
station-master/test/setup.test.ts
T
Jesse 9f3b92d08e v0.4.7 — the switching game: track order, the cut on your own card, and four rules
Eight play reports and one design that had been written up and not built. The
through-line is switching: what a card can hold, which end of a train a cut comes
off, which way a train meets cars standing on the line, and what the board and the
log say about all of it.

TRACK ORDER FOR STANDING CARS, AND THE CUT ON YOUR OWN CARD

Two reports turned out to be one root cause. `TrackCard.standing` claimed "in track
order (§A.3)" and had no defined orientation at all, while `CrewTray.consist` does
(nose first, relative to facing) — so every transfer between them was a conversion
nothing performed. §A.3 says what it should be: cars occupy the track "in the same
order they originally held, left-to-right". Left-to-right is west-to-east, and that
is now the defined orientation of `standing` and of an industry track through
`carsOn`. It is the board's orientation, not the train's, so it does not change when
a different train touches the card.

  - Setting out is batch-invariant. Four cars at once, four singles and two pairs
    parked three different orders, one of them physically impossible. Successive
    cuts off the same end stack up towards the engine, so the insertion point is the
    train's own place in the row.
  - Approaching a cut from either end now mirrors. `couples` is built nearest-first
    along the direction of travel and reverses onto the nose, so the farthest car met
    ends up nose-most — which is what makes a run-around worth its Move.
  - A train no longer drives through its own cut. The walk began at the neighbour of
    the start square and never read the start card, so a crew could set cars out and
    pull straight away from them. Coupling is mandatory (§A.4) and your own square is
    no exception; the cut counts against the four-car limit. Setting out off the end
    you are not leaving by still works.

`CrewTray.standingWest` records where a train stands among the cars on its card — a
train may set out off both ends on one square, so which side a cut is on is not
recoverable from the array alone.

On the board, the cut is drawn split at the train — west cars left, east cars right,
engine in the gap — and each car's tooltip says whether it stands ahead of or behind
the engine. The history says which end a cut came off, and a move's button separates
"takes your own boxcar back off this card" from cars found standing on the line.

Decided: taking your own cut back on the square you are standing on is UNDOING the
drop. It is exempt from trains 3/4's per-location freight budget, X13's "drop but not
pick up" and X22's "empties only", and it refunds the budget the drop spent.
Otherwise a legal-looking drop becomes silently one-way.

Measured, 200 paired seeds, developer bot: -0.55 revenue (t = -3.63), freight revenue
1.11 -> 0.56. That cost is the bot's, not the rule's — its trains run engine-first,
so at a stub industry it sets a car out between itself and the only way out, and the
correct play is §A.5's facing-point move, which is the cross-turn planning TODO.md
already records as out of reach of any bot. Filtering self-recoupling moves out of its
options took recoupling from 625 of 1,029 set-outs to 101 of 677, and all 101 that
remain are that case. Read the number as a bot measurement, not a balance one.

THE SUPERINTENDENT'S RULING NAMES THE TRAINS IT IS ABOUT

Reported: the Superintendent could not tell which train he was clearing. The heading
asks the question now — "may Train 6 follow Train 4 onto the same Mainline card?" —
and the trains moved to the FRONT of each button, because the button splits its label
at the first em-dash and showed only the head.

AN INDUSTRY TRACK HOLDS FOUR CARS, LIKE EVERY OTHER CARD

Reported at undo 188: "we wanted to drop two cars, but were only allowed to drop one."
An industry track was built as long as its box count, so a one-box industry had room
for one car. Box count is how much WORK an industry can hold, not how much RAIL it
has. Ordinary track was the other exception, unbounded; both are gone and every card
holds four.

THE FREIGHT AGENT MAY STAGE A LOAD BEFORE THE CAR IS THERE

§6.3 asks nothing of the industry track — the empty car belongs to §9.3's Load the
car, which is the Laborer's action. The gate now lives only there, so cargo can wait
on the dock while the car to ship it in is still being switched in. Nothing can jam:
a load in a green box is waiting, not stuck.

THE TRUCK DOCK UNLOADS, AND BRINGS NOBODY

+1 inbound, no Laborer. It printed +1 outbound and +1 Laborer, which made it a
longer-host-list copy of Forklifts. Beside Packing Sheds it now does nothing at all,
and the hand tooltip says so before it is played.

Also in this release, from the days before: Mainline card tooltips computed from the
crossing rule; an Extra starts from the Division Point its number sends it to; a
modifier's suppressed grant comes back when a Whistle Post is upgraded; the Oil
Refinery and the Grocer's Warehouse ship as well as receive, per the card reference;
and the dormant defences name the attack they answer. `.claude/` is now gitignored —
it holds Claude Code's worktrees, i.e. a second checkout of this repository.

570 tests, typecheck clean. The three published replays were re-recorded twice —
legality changed, so bot play changed. Full detail in CHANGELOG.md.
2026-08-19 12:12:30 -04:00

536 lines
23 KiB
TypeScript

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