v0.4.9e — five of six playtest bugs: one button per train, and a load that has to go somewhere
Gameplay testing on 0.4.9d returned six reports. Five are fixed; the sixth could not be reproduced and is written up in TODO.md with the two questions that would pin it down. TWO TRAINS AT ONE PLATFORM ANSWERED TO ONE BUTTON. `porter.board` and `porter.detrain` carried no tray, so there was one button per platform however many trains stood at it and the reducer filled the first empty coach on the A/D tracks. `check` and the reducer were not even asking the same question: `check` skipped a train whose card refuses passenger work and the reducer did not. Both intents now carry an optional `trayId`, one function resolves the train and the coach for check/execute/reduce alike, `legal.ts` offers one candidate per train, and the label names it. A LOAD COULD BE MADE AND BROKEN WITHOUT GOING ANYWHERE. A Freight House could unload the boxcar it had just loaded; a platform could detrain the passengers it had just boarded. Full Revenue at both ends for a movement that never happened. Jesse's rule: a load made anywhere in an Office Area may not be broken anywhere in that Office Area, ever — it has to be carried to another district. The load carries the seat that made it (`RollingStock.origin`), stripped by `pooled` at every yard push. Measured at -0.60 +/- 0.10 Revenue a game (t = -6.1) over 400 paired deals: 78 worse, 3 better, 319 unchanged — free Revenue coming off the board, not a nerf. THE GROCER'S WAREHOUSE SHIPPED AND THE REFINERY RECEIVED. Both were `flow: 'both'` on the reading that "Freight House" was a collective term for exactly those two, and therefore what §9.3 described. The engine has dealt a Freight House CARD since before v0.4.9, so §9.3 names it and the argument goes. The card set agrees: all three Refinery modifiers grant +1 outbound. Refinery outbound-only, Grocer's inbound-only, Freight House the one two-way industry — which leaves exactly the one same-district pairing the rule above refuses. NOT REPRODUCED: cars left behind when backing up over them. Five layouts tried, including cars spotted at an industry; every one couples the lot. Three are pinned in `apply.test.ts`. One way to create such cars was closed anyway — `flyingSwitch` wrote its cut past `carsOn`. Both published replays that had gone dead were re-recorded; a rules change retires a save, and `harness.test.ts` is what catches it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011nbvwWMef8CuEP6t5cgkTv
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@@ -121,6 +121,14 @@ is the thing this machinery exists to prevent.
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it was worth more than the entire freight and passenger economy put together, for traffic nobody
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has to work. A seed alone therefore no longer names a game — the settings ride in the URL beside
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it, and every save records the rules it was dealt under.
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- **A load may not be broken in the district that made it.** Freight or passengers loaded anywhere in
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an Office Area cannot be unloaded anywhere in that same Office Area — not at another facility, not
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in a later Stage. A train has to carry them to a different district first. The printed game turns
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the chip upside down in the tray; here the load carries the seat that made it (`RollingStock.origin`
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in `src/engine/state.ts`) and it never expires. Without it a Freight House could unload the boxcar
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its own Laborers had just loaded and a platform could detrain the passengers it had just boarded,
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each paying Revenue at both ends for a load that went nowhere: worth **0.60 ± 0.10 Revenue a game**
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to the developer bot over 400 paired deals, on 78 of them.
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- **A turnout can be laid on top of a card already down.** It upgrades a straight at any rotation, or
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a curve whose arc matches its own diverging leg — both strict port supersets of what they replace,
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so an upgrade can never sever an existing join. Without it a district could only hang off track that
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