Files
station-master/test/events.test.ts
T
Jesse.MarkowitzandClaude Opus 5 517238a727 v0.8.1.0 — the car comes back empty, and the lobby lets you leave
A second-digit bump, deliberately. 0.8.1 had been reserved for the seatless
display table; that work is getting more thought, and this table pass over
v0.8.0.17 earned the number on its own. Six reports: one was a rules question,
one a wording complaint with a real bug underneath, four straightforward.

A CAR CLEARED FROM A RED INBOUND BOX CAME BACK STILL LOADED. Reported as
wording — "technically accurate but doesn't make any sense" — and the wording
was the visible half. `inboundCleared` pushed `pooled(e.stock)` under a comment
reading "a car back in a yard is back in the common supply, carrying nothing",
and `pooled` does not do that: it strips the load's origin stamp and keeps
`loaded` ON PURPOSE, because a train can retire at a Division Point with freight
aboard. So the comment described an intention the call never carried out, and
every car the Freight Agent cleared reached the Classification Yard carrying a
load already delivered and already paid for.

It bites hardest on coaches: `passengersDetrained` takes `coach && !loaded` out
of the Division Yard and §2.2 refills that yard from Classification, so a
cleared coach came back as stock that could never unload another passenger.
Measured over five three-Day solitaire games: 18 loaded coaches in
Classification against 6 empty. The red box is where a journey ENDS; clearing it
sends the passengers out of the station, or the delivered load into the
industry, and returns the CAR, empty. The option says that now instead of
describing the counter that moves.

SCOPED TO THE RED BOX ON PURPOSE. `retireTrain` also returns loaded cars and is
left alone: that is what `pooled`'s own documentation describes, and a loaded
car in a yard is pre-loaded cargo rather than dead stock — it can be made up and
delivered, and a loaded coach can still detrain. Only the red box's contents had
already finished their journey.

GAMES IN PROGRESS DO RESUME, MEASURED RATHER THAN ARGUED. Yard contents change,
so the worry was real. All twelve saves on the test server were pulled and
replayed through `tryResumeSession` — the server's own boot check — against this
build. Six resume, six refuse, and the six refusals are the SAME six, at the
same moves, with the same codes, that 0.8.0.17 already logged. Nothing new was
stranded. That pre-install replay is a better check than reading the next boot
log, because it answers before the install rather than after.

THE HISTORY SAID "Mainline card 7" and left the reader to remember what card 7
was — with two Plains dealt, which is why the slot is kept beside the name
rather than replaced by it. A second fault sat one word to its left and nobody
reported it: the name was built as `e.key.replace(/([A-Z])/g, ' $1')`, so
`absSignals` printed as "abs Signals" while the action list directly above said
"ABS Signals". `narrate` takes `mainlineAt` and `enhancementName` beside the
`facilityAt` it already had, and `simpleCardName` is exported so the log reads
the same table the buttons do. `mainlineModified` had both faults and is fixed
with it.

LEAVING A RUNNING GAME WAS A DEAD END. `enterSeating` hides the choice section
and only the lobby's own two leave paths put it back; leaving a running game is
a third route, so the lobby came back holding nothing but "Games you are in"
with both doors on the page at display:none and no control able to reveal them.
Reset in `runLobby`, which is the one function every route onto that screen goes
through — which is exactly why the two paths that did it themselves missed a
third.

THE LOBBY'S ACTION BUTTONS CARRY THE BOARD'S AMBER. A list of the actions rather
than `#lobby button`: the settings form under Create is a field of inputs, and
amber on all of it would say everything is a move and so say nothing. A disabled
Start game drops back to chrome.

THE DEPARTMENT REFILL IS A RULE AND IS NOW WRITTEN DOWN. §6.2 — "if any of the
Department decks is empty, draw a Home Office card and place it in the empty
spot" — firing only when the draw actually empties the pile. Kept as implemented
(Jesse's ruling) and stated in rules.md and home-deck.md, neither of which had
ever mentioned it. A rule implemented from the prototype and never written down
is a rule that surprises the table.

1016 fast tests and 35 sim tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MUizFYCMHRWhbWwXhp7WPR
2026-09-22 21:20:52 -04:00

286 lines
13 KiB
TypeScript

/**
* What the event log is, and what it is not.
*
* The README, four architecture documents and six source comments all claimed `state = fold(events)`
* until v0.4.0. It was never true, and the claim was load-bearing — it was the stated justification
* for reconnection, restart recovery and persistence, none of which were built yet. This file makes
* the real shape checkable so the claim cannot quietly come back.
*
* The decision (`docs/architecture/protocol.md` §3): **the intents are canonical.** A game is
* `{ seed, history: Intent[] }`, `fromSave` replays it exactly, and events narrate.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { join } from 'node:path';
import { fromSave, newGame, submit, toSave, view } from '../src/web/game.ts';
import { actionGroups, currentActor } from '../src/web/game.ts';
import { narrate } from '../src/sim/narrate.ts';
const src = (rel: string): string => readFileSync(join(import.meta.dirname, '..', 'src', rel), 'utf8');
/** Every `type: 'x'` in the `GameEvent` union. */
function eventTypes(): Set<string> {
const text = src('engine/events.ts');
const union = text.slice(text.indexOf('export type GameEvent ='));
return new Set([...union.matchAll(/type: '([a-zA-Z]+)'/g)].map((m) => m[1]!));
}
/** Every `case 'x':` inside `reduce`. */
function reducedTypes(): Set<string> {
const text = src('engine/apply.ts');
const body = text.slice(text.indexOf('export function reduce'));
return new Set([...body.matchAll(/case '([a-zA-Z]+)':/g)].map((m) => m[1]!));
}
/**
* The event types the reducer does not handle, as of v0.4.0.
*
* Every one is emitted by the phase driver in `advance.ts`, which mutates state and then describes
* what it did. Read the list: it is the clock, plus the entire Mainline phase — which is to say every
* train movement in the game. That is why folding the log rebuilds a district and not a railroad.
*/
const KNOWN_UNREDUCED = [
'actorChanged',
'carPassed',
'clearanceRequested',
'dispatchBonusUsed',
'expediteFault',
/**
* The Freight Agent chose to do nothing (§6.3 requires no action). Emitted by `freightAgent.end`
* beside the `phaseEnded` that ends the turn, and reduces to nothing itself — exactly the
* `switchingEnded` pattern below.
*/
'freightAgentIdled',
/**
* The New Train Phase's report that it could give a train nothing (playtest, 2026-09-16, the
* Sparrow running empty). Emitted by the phase driver after the make-up round has nothing left to
* offer, so it describes rather than reduces, like every entry on this list.
*/
'makeUpShort',
'phaseBegan',
/**
* §Q, Red Flags (Gitea#19). The flag comes down inside the phase driver as it stops a train, so
* this is described rather than reduced like everything else here.
*
* ADDED DELIBERATELY, and it cost a bug first: the flag was originally taken down in a `reduce`
* case, which never fires for an event `advance.ts` emits — so it stayed up and held every train
* that came. That is precisely the failure this list exists to make visible.
*/
'redFlagSpent',
// Employee Rotation moves `seating` in the phase driver and then describes what it did, which is
// the pattern every entry on this list follows.
'seatsRotated',
'stageBegan',
/**
* §5's Fedora handover, emitted by `shiftChange` on the same mutate-then-describe path as its
* neighbours here: the clock moves the Superintendent and then says so. Added 2026-09-16 because
* riding on `actorChanged` meant the log dropped it as turn bookkeeping.
*/
'superintendentChanged',
/**
* The line that closes a switching turn. Emitted by `switch.end` beside the `phaseEnded` that
* actually ends the turn, and reduces to nothing itself: it reports what the Moves were spent on
* and where the crew was left, both of which the state already holds.
*/
'switchingEnded',
'trainArrived',
'trainCompleted',
'trainDiverted',
'trainHeld',
'trainHighballed',
'trainMadeUp',
'trainStoodStill',
'trainsDestroyed',
];
describe('the event log narrates but does not reconstruct', () => {
it('has exactly the unreduced event types it is documented to have', () => {
/**
* A CHANGE-DETECTOR ON PURPOSE. If this fails because the list shrank, someone has made the
* phase driver reduce — good, and the docs in `protocol.md` §3, `events.ts` and the README now
* understate the engine and should be corrected in the same change. If it fails because the list
* GREW, a new event was added on the mutate-then-describe path, which is worth knowing before it
* becomes another thing the log cannot rebuild.
*/
const all = eventTypes();
const reduced = reducedTypes();
const unreduced = [...all].filter((t) => !reduced.has(t)).sort();
assert.deepEqual(
unreduced,
KNOWN_UNREDUCED,
'the set of events the reducer ignores has changed — see the comment above KNOWN_UNREDUCED',
);
});
it('never folds events in the phase driver, which is what makes the above true', () => {
// `advance.ts` mutating directly is the whole mechanism. If it ever starts calling `reduce`,
// the claim becomes recoverable and this file should be rewritten rather than relaxed.
assert.doesNotMatch(
src('engine/advance.ts'),
/\breduce\(s[,)]/,
'the phase driver now folds events — reconsider the canonical-record decision',
);
});
});
describe('the intents are what reconstructs a game', () => {
it('replays a partly-played game to exactly the same position', () => {
// The property that actually holds, stated as a test rather than as a comment. This is what
// save, share, undo, restart recovery and post-game replay all rest on.
const game = newGame(31337);
for (let i = 0; i < 120; i++) {
if (currentActor(game) === null) break;
const { options } = actionGroups(game);
if (options.length === 0) break;
if (!submit(game, options[0]!)) break;
}
assert.ok(game.history.length > 20, 'the driver did not play far enough to be a real test');
const back = fromSave(toSave(game));
assert.deepEqual(view(back).cells, view(game).cells, 'the board differs after replay');
assert.deepEqual(
back.state.players.map((p) => p.revenue),
game.state.players.map((p) => p.revenue),
'the score differs after replay',
);
assert.equal(back.state.clock.day, game.state.clock.day);
assert.equal(back.state.clock.stage, game.state.clock.stage);
assert.equal(back.state.clock.phase, game.state.clock.phase);
// The trains are the part folding the log would have lost, so check them specifically.
assert.deepEqual(
[...back.state.trays.keys()].sort(),
[...game.state.trays.keys()].sort(),
'the crews differ after replay',
);
});
it('carries no POSITION in the save — the seed, the rules dealt under, and the intents', () => {
// If anything else ever creeps into `Save`, the claim above weakens: the game would no longer be
// reconstructible from decisions alone, and persistence would have a schema to migrate.
//
// `rules` is the one addition, and it is not position: it is the other half of the seed. A seed
// only names a game together with the rules it was dealt under, which is why two published
// replays went dead when the rules moved (`TODO.md`) — the intents were fine, the deal was not.
const game = newGame(7);
assert.deepEqual(Object.keys(toSave(game)).sort(), ['history', 'rules', 'seed']);
});
});
/**
* A FREIGHT AGENT TURN, AS THE TABLE READS IT.
*
* Reported on Day 1 Stage 3 of v0.8.0.16, watching a bot: "one car moved to or from a facility —
* can we tell what car, what facility and whether it was to or from." Two separate faults sat
* behind that. The choice line ASSERTED a car had moved, which §6.3 does not require and the bot
* deliberately declines; and the three lines that do report the work named the grid coordinate
* rather than the industry standing on it.
*/
describe('a Freight Agent turn says what it did, to what, and where', () => {
const ctx = {
playerName: () => 'Bot 1',
facilityAt: (_p: number, c: { row: number; col: number }) =>
c.row === -1 && c.col === 1 ? 'the Freight House' : null,
};
it('announces the OPTION without claiming a car moved', () => {
const line = narrate({ type: 'localOpsOptionChosen', player: 0, option: 'freightAgent' } as never, ctx);
assert.ok(
!/one car moved/.test(line.text),
`the choice line still asserts an outcome: ${line.text}`,
);
// It must still say what the Freight Agent is FOR, or the option is a bare name.
assert.match(line.text, /Outbound|Inbound|jam/, `the choice line says nothing about the work: ${line.text}`);
});
it('says so when the Freight Agent deliberately does nothing', () => {
// The bot takes this route on purpose: unjamming a healthy box destroys a stocked load. Silence
// here is what made the turn read as a dropped turn.
const line = narrate({ type: 'freightAgentIdled', player: 0 } as never, ctx);
assert.match(line.text, /nothing worth doing/, `an idle Freight Agent is silent: ${line.text}`);
});
it('names the industry and the direction, not a coordinate', () => {
const at = { row: -1, col: 1 };
const stocked = narrate(
{ type: 'stockToOutbound', player: 0, at, stock: { type: 'boxcar', loaded: true } } as never,
ctx,
);
assert.match(stocked.text, /the Freight House/, `no industry named: ${stocked.text}`);
assert.ok(!/\(1, -1\)/.test(stocked.text), `still speaking in coordinates: ${stocked.text}`);
assert.match(stocked.text, /boxcar/, `the car is not named: ${stocked.text}`);
assert.match(stocked.text, /INTO/, `the direction is not stated: ${stocked.text}`);
const cleared = narrate(
{ type: 'inboundCleared', player: 0, at, stock: { type: 'hopper', loaded: true } } as never,
ctx,
);
assert.match(cleared.text, /the Freight House/, `no industry named: ${cleared.text}`);
assert.match(cleared.text, /OUT of/, `the direction is not stated: ${cleared.text}`);
const jam = narrate(
{ type: 'facilityUnjammed', player: 0, at, from: 'menAtWork', stock: { type: 'tank', loaded: true } } as never,
ctx,
);
assert.match(jam.text, /the Freight House/, `no industry named: ${jam.text}`);
/**
* Where there is no industry, the coordinate is still the honest fallback rather than "nowhere".
*
* AND IT IS SPELLED THE WAY THE ACTION MENU SPELLS IT — X,Y, east/west then north/south. The
* log printed the internal row/col order until 2026-09-21, so the same square read "(1,-1)" in
* the menu and "(-1,1)" in the log, side by side. `test/web.test.ts` pins the two against each
* other; this pins the order itself.
*/
const plain = narrate(
{ type: 'stockToOutbound', player: 0, at: { row: -2, col: 4 }, stock: { type: 'boxcar', loaded: true } } as never,
ctx,
);
assert.match(plain.text, /\(4,-2\)/, `the fallback coordinate is not in X,Y order: ${plain.text}`);
});
});
/**
* WHICH MAINLINE CARD, AND WHAT THE CARD IS CALLED.
*
* Reported 2026-09-22, playing ABS Signals: "In the history, it referred to it as Mainline card 7,
* but didn't give the actual card type, which was plains. It should specify both. Note there were
* two plains cards dealt in this hand." Both halves matter for that reason — the name informs, the
* slot is the only thing telling two Plains apart.
*/
describe('the log names the Mainline card an Enhancement was built on', () => {
const ctx = {
mainlineAt: (node: number) => (node === 7 ? 'Plains' : node === 3 ? 'Heavy Grade' : null),
enhancementName: (key: string) => (key === 'absSignals' ? 'ABS Signals' : null),
};
it('gives the slot AND the card type', () => {
const line = narrate({ type: 'enhancementPlaced', player: 0, key: 'absSignals', node: 7 } as never, ctx);
assert.match(line.text, /Mainline card 7/, `the slot is gone: ${line.text}`);
assert.match(line.text, /Plains/, `the card type is missing: ${line.text}`);
});
it('calls the card by its printed name, not a split key', () => {
const line = narrate({ type: 'enhancementPlaced', player: 0, key: 'absSignals', node: 7 } as never, ctx);
assert.match(line.text, /ABS Signals/, `not the printed name: ${line.text}`);
assert.ok(!/abs Signals/.test(line.text), `still splitting the key: ${line.text}`);
});
it('still says something useful when the card cannot be resolved', () => {
// No resolver at all — an engine test narrating events has no division to ask.
const bare = narrate({ type: 'enhancementPlaced', player: 0, key: 'absSignals', node: 2 } as never, {});
assert.match(bare.text, /Mainline card 2/, `the slot must survive with no resolver: ${bare.text}`);
});
it('leaves a grid-square Enhancement naming its coordinate', () => {
const line = narrate(
{ type: 'enhancementPlaced', player: 0, key: 'smallYard', at: { row: -1, col: 2 } } as never,
{ enhancementName: (k: string) => (k === 'smallYard' ? 'Small Yard' : null) },
);
assert.match(line.text, /Small Yard/, `not the printed name: ${line.text}`);
assert.match(line.text, /\(2,-1\)/, `the square is gone or in the wrong order: ${line.text}`);
});
});