v0.7.9.3 — the reference says what only the code knows, and saves get a rule

The generated card reference now carries the half TODO #15a said was the
point of generating it: every Enhancement's `live` / `dormantSolo` /
`unbuilt` status — whether its printed effect actually resolves yet — and
the opponent-directed Action and Space-use cards, none of which is dealt
in any deck. A transcription cannot carry either fact.

Card counts are removed throughout, as ruled: they move with play balance
so a document printing them is stale on the next retune. Where a count
matters it is a yes/no "is this dealt at all", which is a fact about the
design rather than the current tuning. #88 closes with it — it asked
whether `card-reference.md`'s industry rows were stale, deliberately
without rewriting them since Laborer counts are a balance decision. They
are; nothing in the engine changed; that file is simply no longer where
anyone looks. The balance question it guarded is #70.

Save compatibility becomes a general rule in `README.md` § Design notes
rather than a fact restated per version: a save is a list of moves and
reopens by being re-played through the CURRENT rules, so any change that
makes a once-legal move illegal stops an older one there — a deck change
being the likeliest breaker. It fails safe every time. #40 generalised,
#32's version-specific note dropped, #52 carries the ruling that
versioned replays are a post-1.0 question.

#94 opened: a Red Flag set out at an Office's Limits holds the next train
from that side and is drawn nowhere. `DivisionView`'s office node has no
`redFlag` field and `board-svg.ts` never mentions one, so after the single
log line announcing it there is nothing on screen. Same class as Gitea#21
and #22, and already on the common board's step 1 list.

No engine change. 897 tests pass, unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E3Qk7uresKCHksdZajXCLg
This commit is contained in:
Jesse.Markowitz
2026-09-07 14:50:11 -04:00
co-authored by Claude Opus 5
parent 819996faa2
commit e734481d65
6 changed files with 353 additions and 105 deletions
+12
View File
@@ -131,6 +131,18 @@ is the thing this machinery exists to prevent.
and they do not reconstruct the position. The phase driver mutates state and then describes it, so
roughly a third of the event types are never reduced at all. Anything that needs to rebuild a game
replays the intents.
- **A save is only guaranteed to replay on the version that wrote it.** This is the cost of the
property above and is not a bug to be fixed case by case: a save is a list of moves, so it reopens
by being *re-played through the current rules*. Any rules change that makes a once-legal move
illegal will stop an older save at that move — **a change to the deck is the likeliest breaker**,
since a history that names a card the deck no longer deals has no legal answer at all, but any
narrowing of what is permitted does it. It fails safe in every case: the load is declined, the
offending move is named, and the file is left untouched, so nothing a player has is destroyed.
Assume an older save may not open, tell players so wherever a build is announced, and read "this
save will not load" in a bug report as this before treating it as a fault. **Versioned, migratable
replays are a post-1.0 question** — deliberately not worth the effort while the rules are still
moving this fast, since every migration would have to be written against rules that changed again
next release.
- **Never call `Math.random()`.** One ambient random call silently breaks replay.
- **The Mainline Phase can stop and ask, and there are three questions it asks.** §8.1's clearance
ruling goes to the Superintendent; the Yard Office offer and the Red Flag prompt go to the owner of