Arrivals name whose Office they reached, and no longer tell every seat they can work the train. The turn chart follows the animation queue, so being five behind looks five behind across the whole screen rather than half of it. Pause sits beside Skip and preserves the dwell a held step still owed. A one-render look at another player's Office Area. The district summary counts the board being shown. LIMITS is printed beneath its card instead of through its border. The Mainline region divider is visible. Only Hilly mentions FAST/SLOW, because it is the only card that reads it. A passenger Modifier on a Whistle Post reports itself dormant rather than claiming the facility "only receives". An automatic phase says what the Division is doing instead of answering by negation. The version appears once in the header rather than twice on every .s9pk. Save files carry the join code, the Stage and the date. The New Train phase, reviewed before being changed: the make-up panel now says what the train STILL needs rather than only what its card calls for, explains that a player adds one car before the round passes on, marks the train being loaded on the Division map, and gives an addable car in the yard the same amber every other clickable thing on the page wears. Reasoning, measurements and the reports behind each are in CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX
238 lines
14 KiB
TypeScript
238 lines
14 KiB
TypeScript
/**
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* Events — protocol.md §3.
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*
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* An event is a FACT: ordered, append-only, and standalone. Events NARRATE the game — they drive the
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* log, the sounds and the replay's captions.
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*
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* THEY DO NOT RECONSTRUCT IT. This header claimed `state = fold(events)` until v0.4.0 and it was
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* never true. `applyIntent` does go through `reduce`, but the phase driver in `advance.ts` mutates
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* state and THEN emits a descriptive event, so fourteen of the forty-six types below are never
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* reduced — the clock, and the whole Mainline phase, which is every train movement in the game.
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*
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* The canonical record is `{ seed, history: Intent[] }`, replayed by `fromSave`. That is what save,
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* restore, undo, restart recovery and post-game replay all run on. See
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* `docs/architecture/protocol.md` §3, and `test/events.test.ts`, which pins the unreduced set so
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* that closing the gap is a deliberate act rather than a surprise.
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*
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* DESIGN RULE (overview.md, post-game replay): events must render STANDALONE. Carry the from/to,
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* not just an id the renderer has to resolve against live state — otherwise a replay viewer has to
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* reconstruct the whole board to draw one frame.
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*/
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import type { CarType, Direction, OfficeTier } from './content.ts';
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import type { ExtraStart, LocalOpsOption } from './intents.ts';
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import type { CardId, GridCoord, PlayerIndex, RollingStock, SeatIndex, TrayId } from './state.ts';
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export type GameEvent =
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// -- clock
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| { type: 'stageBegan'; day: number; stage: number }
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/** Employee Rotation (Appendix B) — every player has moved one chair left for the new Day. */
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| { type: 'seatsRotated'; day: number; seating: PlayerIndex[] }
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| { type: 'phaseBegan'; phase: string }
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| { type: 'actorChanged'; player: PlayerIndex | null }
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// -- local operations
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| { type: 'localOpsOptionChosen'; player: PlayerIndex; option: LocalOpsOption }
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/**
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* `via` mirrors the intent's `via` (docs/plans/switching-paths.md) — present only when there was
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* more than one legal route to `to`, so the history can say which one ran rather than leaving a
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* choice the player made invisible in their own log.
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*/
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| { type: 'trayMoved'; player: PlayerIndex; trayId: TrayId; from: GridCoord; to: GridCoord; movesRemaining: number; facing?: 'n' | 's' | 'e' | 'w'; via?: GridCoord }
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| {
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type: 'carsCoupled';
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player: PlayerIndex;
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trayId: TrayId;
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at: GridCoord;
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stock: RollingStock[];
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/** The cards the cars were lifted from — the ones the crew actually ran over. */
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from: GridCoord[];
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/**
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* Coupled onto the ENGINE'S NOSE rather than behind the train (§A.3). True when the crew was
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* running forward: the engine meets the cars head-on and takes them on the front.
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*/
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toNose: boolean;
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/**
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* Cars that STAY on the card the crew pulled out of, when it coupled its own cut.
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*
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* A train may set out off both ends on one square, and pulling forward picks up only the cut
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* at the end it leaves by — the one behind it is still standing there. `from` names the cards
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* to sweep and every other one is emptied outright, so the start card needs the exception said
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* explicitly rather than recomputed: the tray has already moved by the time this is reduced,
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* and `standingWest` went with it.
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*/
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leaves?: { at: GridCoord; stock: RollingStock[] };
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/**
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* The train's OWN cut, lifted back off the square it set it out on.
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*
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* Recoupling your own cars on the square you are standing on is UNDOING the drop, not a fresh
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* pick-up (Jesse's call, of the two the plan put up). Trains 3/4 spend a per-location freight
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* budget on setting out, so without this a legal-looking drop became silently one-way: the
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* train could only ever back away from its own cut, never pull forward through it. The budget
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* is refunded here and not charged again at the far end.
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*/
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recoupled?: { at: GridCoord; stock: RollingStock[] };
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}
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| { type: 'carsDropped'; player: PlayerIndex; trayId: TrayId; at: GridCoord; stock: RollingStock[]; fromNose?: boolean }
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| { type: 'consistSorted'; player: PlayerIndex; trayId: TrayId; at: GridCoord; before: RollingStock[]; after: RollingStock[] }
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| { type: 'cardDrawn'; player: PlayerIndex; source: 'homeOffice' | 'department'; slot?: number; cardId: CardId }
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/**
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* §6.2 — the Home Office deck ran out, so the Salvage Yard and all three Department decks were
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* collected, reshuffled, and dealt back out as a fresh deck plus three face-up Departments.
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*
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* The full shuffled `order` rides the event rather than being recomputed from `rngState`. A save
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* is a seed plus the intents, so events are never serialised and the size costs nothing — and an
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* event that states the outcome outright cannot drift from the reducer the way a re-derivation
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* can. `rngState` still rides along so the next roll follows on.
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*/
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| { type: 'deckReshuffled'; order: CardId[]; rngState: number }
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/** `variant` is the chosen orientation (Gap 11); it must be replayable, so it rides the event. */
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| { type: 'cardPlayed'; player: PlayerIndex; cardId: CardId; placement?: GridCoord; variant?: number }
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/**
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* `from` is the card's kind BEFORE the change, carried so the log can say what was realigned
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* rather than only what it turned into (playtest, 2026-09-15: "it should state that the mainline
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* card 3 curves was converted to plains"). Events are derived by replaying a save, never stored,
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* so widening one strands nothing on disk.
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*/
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| { type: 'mainlineModified'; player: PlayerIndex; cardId: CardId; node: number; key: string; from?: string; became?: string }
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/** §Q (Gitea#19) — a flag planted on one side of a district's Limits. */
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| { type: 'redFlagsSet'; player: PlayerIndex; cardId: CardId; seat: SeatIndex; side: Direction }
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/** §Q (Gitea#19) — the flag stopped a train and came down with it. One card, one train. */
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| { type: 'redFlagSpent'; seat: SeatIndex; side: Direction; trainNumber: number }
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/** §Q (Gitea#19) — the district's owner answered the out-of-phase "flag against this train?". */
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| { type: 'redFlagRuled'; player: PlayerIndex; trainId: TrayId; flag: boolean }
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| {
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type: 'trainsDestroyed';
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player: PlayerIndex;
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trains: { label: string; consist: RollingStock[] }[];
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reason: string;
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where: string;
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}
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| { type: 'flyingSwitch'; player: PlayerIndex; cardId: CardId; trayId: TrayId; to: GridCoord; stock: RollingStock[] }
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| { type: 'officeUpgraded'; player: PlayerIndex; from: OfficeTier; to: OfficeTier }
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| { type: 'cardDiscarded'; player: PlayerIndex; cardId: CardId; toSlot: number }
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| { type: 'departmentRefilled'; slot: number; cardId: CardId }
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// -- freight agent
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| { type: 'stockToOutbound'; player: PlayerIndex; at: GridCoord; stock: RollingStock }
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| { type: 'inboundCleared'; player: PlayerIndex; at: GridCoord; stock: RollingStock }
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| { type: 'facilityUnjammed'; player: PlayerIndex; at: GridCoord; from: string; stock: RollingStock }
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// -- trains
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/**
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* §7 — a Timetabled Train card played from hand is scheduled by a 1D12 roll. `rngState` carries
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* the advanced RNG so that folding events reproduces the draw exactly.
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*/
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| { type: 'trainScheduled'; player: PlayerIndex; trainNumber: number; roll: number; slot: number; rngState: number }
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/**
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* Train lifecycle. These were originally squeezed into `phaseBegan` with a free-text label,
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* which made the replay say "New Train" and nothing else. A train being made up, departing,
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* arriving or finishing its run are four distinct facts and deserve four event types.
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*/
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/**
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* `at` is a square in the Office Area; `node` is a Division node, for an Enhancement that goes on
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* a Mainline card. Exactly one is set — see `card.play` in intents.ts for why they are not one
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* field wearing a sentinel.
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*/
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| { type: 'enhancementPlaced'; player: PlayerIndex; key: string; at?: GridCoord; node?: number }
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| { type: 'extraQueued'; player: PlayerIndex; trainNumber: number }
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| { type: 'secondSectionOrdered'; player: PlayerIndex; trainNumber: number }
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| { type: 'trainMadeUp'; trainNumber: number; isExtra: boolean; at: string; direction: string }
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| { type: 'trainHeld'; trainNumber: number; reason: string }
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/** A train whose card pays for standing still (X18 Circus) collected on it. */
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| { type: 'trainStoodStill'; trainNumber: number; where: string }
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/**
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* Q3 — A STATION MASTER FAULT. An expedited train is not to be held anywhere but the station: if
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* it is still off the Office square — parked on Secondary Track, say, to clear a switching move —
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* when a Mainline Phase begins, that is a failure to keep it ready to highball, and it costs
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* Revenue. `where` names the square it was found on. Always followed by a `revenueChanged`.
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*/
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| { type: 'expediteFault'; player: PlayerIndex; trainNumber: number; where: string }
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/**
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* `why` is the RULE that let it go now, not a restatement of the move.
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*
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* Reported from play: "some trains seem to be moving before I can switch or do other operations on
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* them." Every departure looked identical in the history, so the one that mattered — an Expedited
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* train leaving at the end of the Stage it arrived, with no Local Operations turn in between —
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* read exactly like an ordinary train leaving a Stage later.
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*/
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| { type: 'trainHighballed'; trainNumber: number; from: string; to: string; why: string }
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/**
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* `expedited` flags a train that must not be left standing off the station (Q3) — it may be
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* switched normally like any other arrival, but it has to be back on the Office square before the
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* next Mainline Phase begins, or `expediteFault` fires.
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*/
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/**
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* `owner` is WHOSE Office it reached — the district's player, not whoever is acting. The Mainline
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* Phase has no actor, so nothing else in the line could name the seat, and the narration said only
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* "ARRIVED at the Whistle Post" — every seat's Office has a tier, and at a four-seat table three of
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* them are somebody else's (Jesse, playtest 2026-09-16).
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*/
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| { type: 'trainArrived'; trainNumber: number; consist: RollingStock[]; office: string; owner: PlayerIndex; expedited: boolean }
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| { type: 'trainDiverted'; trainNumber: number; to: string; reason: string }
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/**
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* The train ran the length of the Division and left it. `side` is the Division Point it left by,
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* which is what the announcement needs — and every player scores 1 for it, so this event is
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* always followed by one `revenueChanged` per player.
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*/
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| { type: 'trainCompleted'; trainNumber: number; isExtra: boolean; side: 'east' | 'west'; consist: RollingStock[] }
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/** An Extra took a Crew Tray and started its run — at a Division Point, or at a Control Point. */
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/**
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* Carries the RESOLVED start and direction (`resolveExtraStart`), not the raw intent fields, so
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* the reducer never re-answers a question `check` already answered — the same shape as
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* `passengersBoarded` carrying its tray and coach index.
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*/
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| {
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type: 'extraStarted';
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player: PlayerIndex;
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trainNumber: number;
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at: ExtraStart;
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direction: Direction;
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}
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| { type: 'carPlacedOnTrain'; player: PlayerIndex; trayId: TrayId; stock: RollingStock }
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| { type: 'carPassed'; player: PlayerIndex; trayId: TrayId }
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| { type: 'dispatchBonusUsed'; key: string; bonus: number; trainNumber: number; againstTrain: number }
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| { type: 'clearanceRequested'; trainId: TrayId; occupiedBy: TrayId }
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| { type: 'clearanceGiven'; trainId: TrayId; allow: boolean }
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// -- load / unload
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/**
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* `trayId` and `coachIndex` name the TRAIN and the COACH the Porter worked, rather than leaving the
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* reducer to find them again — the same lesson as `unloadBegan`'s `carIndex` below. Re-deriving
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* "the first empty coach on the first train at the Office" is how two trains standing at one
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* station both answered to one roster chip (v0.4.9d playtest), and how a coach the player had not
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* chosen got filled. Required, not optional: an event is a fact, and a fact that has to be looked
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* up against live state cannot render standalone in a replay.
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*/
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| { type: 'passengersBoarded'; player: PlayerIndex; at: GridCoord; trayId: TrayId; coachIndex: number }
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| { type: 'passengersDetrained'; player: PlayerIndex; at: GridCoord; trayId: TrayId; coachIndex: number }
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| { type: 'loadStarted'; player: PlayerIndex; at: GridCoord; carType: CarType }
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| { type: 'loadAdvanced'; player: PlayerIndex; at: GridCoord; fromBox: number; toBox: number }
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| { type: 'unloadCompleted'; player: PlayerIndex; at: GridCoord; carType: CarType }
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| { type: 'loadCompleted'; player: PlayerIndex; at: GridCoord; carType: CarType }
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/**
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* `carIndex` carries the SPECIFIC car the player picked off the industry track — see the comment
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* on `laborer.beginUnload` in `apply.ts` for why the reducer must not re-derive it.
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*/
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| { type: 'unloadBegan'; player: PlayerIndex; at: GridCoord; carType: CarType; carIndex: number }
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// -- consequences
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| { type: 'revenueChanged'; player: PlayerIndex; delta: number; total: number; reason: string }
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| { type: 'phaseEnded'; player: PlayerIndex; phase: string }
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// -- §3.3, extended play (Gitea#11)
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/**
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* One seat's answer to "play one more Day?". Every seat votes; the vote is unanimous, and one
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* refusal ends it. In the log so that a table can see who is still being waited on, and who
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* called time.
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*/
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| { type: 'extensionVoted'; player: PlayerIndex; agree: boolean }
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/** The table agreed. `day` is the Day the extra one becomes — `config.days + extraDays`. */
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| { type: 'dayExtended'; day: number }
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/**
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* Play is over for good — somebody declined the extension.
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*
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* Distinct from the ending itself, which `checkVictory` already announced by way of the result: an
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* ending that COULD have been played past and was not is a decision the table made, and the log
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* should say so rather than simply stopping.
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*/
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| { type: 'playConcluded'; declinedBy: PlayerIndex }
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/** §11 (Gitea#5) — the district's owner answered the Yard Office offer. */
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| { type: 'yardOfficeRuled'; player: PlayerIndex; trainId: TrayId; take: boolean };
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export type EventType = GameEvent['type'];
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