v0.8.5 — housekeeping from the audit, and the playtest line retired
The third release from the audit; nothing a player sees changes. CHANGELOG has the detail. The 0.4.9 playtest line is no longer maintained (Jesse, 2026-09-29): the deploy rule that existed for it is gone and #85 is moot. The table test (#39 #35 #42a #40) is closed — every line of the checklist was met at a table. #46 is done and cannot regrow: the 36 unused declarations are removed and `noUnusedLocals`/`noUnusedParameters` are on; two of them were dead bot functions from rejected candidates the round said it had deleted. The documents no longer teach `trainCapSlack` (a knob that throws), point at `as-built.md` (deleted in 0.8.2), model `officeType` (the engine says `tier`) or describe `collisionOccurred` (never emitted); the README's account of bot flags now matches the bot's. Five playtest saves committed in `docs/` against the repository's own rule are in the ignored `playtests/`. What the audit found and did not fix is written down as TODO #112-#117, each with its reason. #112 is `docs/plans/structure.md`, the proposal for `http.ts`, `main.ts` and `check`. #117 — `/api/save` hands a seat the seed mid-game — waits on a conversation. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FrCWubm9GAftYCm2hWdKwK
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Claude Fable 5.1
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@@ -730,7 +730,6 @@ function entryConflict(
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/** Puts a train onto a Mainline card with its crossing time already computed. */
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function enterMainline(
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s: GameState,
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node: Extract<DivisionNode, { kind: 'mainline' }>,
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id: TrayId,
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tray: CrewTray,
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@@ -862,7 +861,7 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
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if (conflict === 'held') return 'held';
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if (conflict === 'collided') return 'moved';
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enterMainline(s, node, id, tray, target);
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enterMainline(node, id, tray, target);
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const dp = s.division.nodes[dpIndex];
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if (dp?.kind === 'divisionPoint') dp.holding = dp.holding.filter((t) => t !== id);
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events.push({
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@@ -926,7 +925,7 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
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// The wreck's A/D track is released by `collide` itself, which is why it has to be.
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if (conflict === 'collided') return 'moved';
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enterMainline(s, node, id, tray, target);
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enterMainline(node, id, tray, target);
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area.adOccupancy = area.adOccupancy.filter((t) => t !== id);
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events.push({
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type: 'trainHighballed',
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@@ -998,7 +997,7 @@ function moveTrain(s: GameState, id: TrayId, tray: CrewTray, events: GameEvent[]
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if (conflict === 'collided') return 'moved';
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node.holding = node.holding.filter((t) => t !== id);
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enterMainline(s, node, id, tray, index, true);
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enterMainline(node, id, tray, index, true);
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events.push({
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type: 'trainHighballed',
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trainNumber: tray.trainNumber ?? 0,
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@@ -1400,7 +1399,7 @@ function redFlagStop(
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return c?.kind.kind === 'maneuver' && c.kind.key === 'redFlags';
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});
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if (!holdsFlag) return 'proceed';
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if (!arrivalWouldCollide(s, id, tray, dest.seat)) return 'proceed';
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if (!arrivalWouldCollide(s, dest.seat)) return 'proceed';
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s.clock.pendingDecision = { kind: 'redFlag', train: id, seat: dest.seat, from };
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return 'ask';
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@@ -1413,7 +1412,7 @@ function redFlagStop(
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* if these two ever diverge, the prompt offers a flag against a collision that will not happen, or
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* stays silent before one that will.
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*/
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function arrivalWouldCollide(s: GameState, id: TrayId, tray: CrewTray, seat: SeatIndex): boolean {
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function arrivalWouldCollide(s: GameState, seat: SeatIndex): boolean {
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const area = areaAtSeat(s, seat);
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const hasInterlocking = [...area.grid.values()].some((c) => c.enhancements.includes('interlocking'));
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const full = area.adOccupancy.length >= officeProfile(area.tier).adTracks;
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