the Roster Pass: every train at the Office visible
Builds "The Roster Pass" / "Two Trains, One Card" (station display for multiple trains at one Office). The Office is the one square where more than one train may legally stand at once (one per A/D track), and CellView.train had room for exactly one — a second train at a busy Station was counted in the old A/D pips and never drawn. CellView.train -> CellView.trains: TrainView[], seat-filtered and collecting every match rather than the first (fixes a latent cross-district leak in the process: trainOnCard never checked seat). The A/D pips are replaced with one roster chip per A/D track, always, free or occupied; clicking a chip sets selectedCrew, wiring the board and the action panel to the same value. standingWest moves from CrewTray to TrackCard: two trays sharing one Office card need one shared split, not one each, and there is no such thing as "west of one particular A/D track". No save migration — Save replays through the engine — and a stale value on an emptied card is inert because nothing reads a split with no train standing there. The Division map's Office cell is now sized by A/D capacity rather than occupancy, so it holds still as trains arrive and leave; chips lay into fixed slots instead of centre-spreading onto the Limits cards either side. 584 tests, 0 failures. Verified end-to-end against the built app and a direct render of a 4-train Terminal (screenshotted). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SAt2YCXgd5qCjBcF2x34aK
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@@ -137,9 +137,35 @@ export type TrackCard = {
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* WEST-TO-EAST IS THE BOARD'S ORIENTATION, not the train's, which is exactly why it is the right
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* one: it is a property of the card, so it does not change when a different train touches it. The
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* two conversions are stated once, in `apply.ts`'s `carsDropped` and `carsCoupled` reducers, and
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* `CrewTray.standingWest` records where a train standing here sits among them.
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* `standingWest` below records where a train standing here sits among them.
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*/
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standing: RollingStock[];
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/**
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* HOW MANY OF `standing` LIE WEST OF THE TRAIN(S) STANDING HERE.
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*
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* `standing` runs west to east and a train sits somewhere IN that row: cars `[0, standingWest)`
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* are west of it, cars `[standingWest, end)` are east. A train can set out off both ends on the
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* same square — §A.3 lets a cut come off either outer end — so "which side is this cut on" is not
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* recoverable from the array alone, and it is the question every remaining rule asks: which cars
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* are AHEAD of an engine and which BEHIND (combine with `CrewTray.railFacing`), which cut a
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* departing train must couple back up (the one at the end it leaves by), and which side of the
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* chip the renderer draws the cut on.
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*
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* WITH NO TRAIN STANDING HERE, THIS NUMBER MEANS NOTHING: a card's cars are simply a cut with no
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* near or far side, and the next train to arrive couples all of them regardless — nothing reads
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* `standingWest` in that state, so a stale value left over from a train that has since moved on is
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* inert, not wrong. That reasoning is unchanged from when this lived on `CrewTray`.
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*
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* WHAT MOVED IT TO THE CARD: the Office square is the one place more than one train may stand at
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* once, and only one route lets two trays disagree about the same row of cars — a train already
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* at the Office sets out a cut in place, without moving, while a second train on another A/D track
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* still holds whatever split it arrived with. A cut lies west or east of the WHOLE block of A/D
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* tracks, never of one particular track and never between two trains, so there is exactly one
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* number for the card to carry and every train standing there reads the same one. Everywhere else
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* on the board at most one train ever stands on a card, so the two homes for this field are
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* identical in every other case.
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*/
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standingWest: number;
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facility: Facility | null;
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modifiers: ModifierKind[];
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/** Enhancement cards laid on this card (§7 of implications.md). */
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@@ -345,25 +371,6 @@ export type CrewTray = {
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* puts the engine on the other end, which is the one thing the arrow exists to show.
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*/
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railFacing?: 'e' | 'w';
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/**
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* HOW MANY OF THIS CARD'S STANDING CARS LIE WEST OF THIS TRAIN.
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*
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* `carsOn(card)` runs west to east and a train standing on the card sits somewhere IN that row:
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* cars `[0, standingWest)` are west of the engine, cars `[standingWest, end)` are east of it. A
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* train can set out off both ends on the same square — §A.3 lets a cut come off either outer end —
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* so "which side is this cut on" is not recoverable from the array alone, and it is the question
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* every remaining rule asks.
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*
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* It answers all three: which cars are AHEAD of the engine and which BEHIND (combine with
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* `railFacing`), which cut a departing train must couple back up (the one at the end it leaves
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* by), and which side of the chip the renderer draws the cut on.
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*
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* Kept on the TRAY rather than the card because it describes a relationship, not the card: with no
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* train standing there, a card's cars are simply a cut with no near or far side, and the next
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* train to arrive couples all of them regardless. Reset to 0 on every move, which is sound because
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* coupling is mandatory — a train arrives on a card it has just emptied.
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*/
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standingWest?: number;
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position: NodeRef;
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movesUsed: number;
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/**
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