v0.7.0 — four game types, a lobby you can read and leave, and a multiplayer game that makes a sound
The multiplayer set-up, the lobby, the start of a game, and four signals a remote client had never been sent. Reasoning, the preset table and what was verified how: CHANGELOG.md. - Co-op, Competitive, Cutthroat, Solitaire and Custom, on both screens, from one shared block — they had drifted, and each was missing a question the other asked. - A player reads the whole rule set before taking a seat, may leave a lobby or a running game, and keeps a seat across a reload. The host may clear a chair. The browser remembers every game it is in, not just the last one. - The start of a game is drawn: a handoff beat, an announcement, the code and type in the header. - Sound, the timetable flash, announcements and the just-drawn badge now reach a remote client; justDrawn goes to the seat that drew it and nobody else. - Played on StartOS, which found the rest: an Extra belongs to the player who played it, the board never named the Superintendent, bot seats were reported as absent players, and rule section numbers are out of every string a player reads. Also carries the previous session's Heavy Grade documentation work — asked again, answer unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016JczK5i33ZNSf2PtzZqdhS
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@@ -139,7 +139,7 @@ export function makeDeveloperBot(tweaks: BotTweaks): BotPolicy {
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choose(s, player, options) {
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lastReason = 'no specific reason — first legal option';
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const clearance = ruleOnClearance(options);
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if (clearance) return because('the Superintendent must rule on a following train (§8.1)', clearance);
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if (clearance) return because('the Superintendent must rule on a following train', clearance);
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// Red Flags come before anything else — protection is only worth playing at the moment the
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// collision is actually pending, and that moment passes.
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