switching paths: two routes to the same square
Builds docs/plans/switching-paths.md. A passing loop can offer two legal routes between the same two squares, coupling different cars — the engine only ever found one, an artifact of search order (Reported by Jesse, undo 379). exploreMoves now enumerates every simple route (per-path visited set, capped at 4000 frontier nodes) and dedupes on outcome — destination, entry side, and origin-tagged cars — rather than on reaching the square at all. switch.move gains an optional `via: GridCoord` naming one intermediate square on the chosen route; absent, it resolves exactly as before, so every existing save and bot decision replays identically (575/575, then 579/579 with the new tests). Threaded through the label, the action-list dedupe, the hover highlight (data-route), and the history (trayMoved.via). Ruling recorded as Gap 14 in docs/rules/open-questions.md: the player may choose the path; §A.4's "may not go around" a car does not reach a different track the player declined to enter. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SAt2YCXgd5qCjBcF2x34aK
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# Plan — Train Switching Paths: two routes to the same square
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**Status:** planned, not built. Written against `461c4d9` (v0.4.8).
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**Status:** built, v0.4.8. Written against `461c4d9`; see `docs/rules/open-questions.md` Gap 14 and
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the CHANGELOG's "Two routes to the same square" for the ruling and what shipped.
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**Reported by Jesse:** *"There are times when a train can take two different paths to get to a
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destination. See game at undo 379. Train 11 can go from Eastern limits to the straight at 1,1 two
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different ways. It can go through the refinery and pick up the tanker on its nose, or it could go
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@@ -28,6 +28,7 @@ left open, with the consequence noted.
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| 11 | Track card orientation | **SUPERSEDED** — handedness is printed; both hands supplied |
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| 12 | Balance targets | **INVALIDATED** — measured against a placeholder ruleset |
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| 13 | Deck scaling by player count | **LARGELY DISSOLVED** — track is per-player by design |
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| 14 | Two routes to the same square | **DECIDED** |
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---
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@@ -1003,3 +1004,28 @@ needs to get started, while giving each player material to build with.
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**Not yet decided**, because it interacts with Gap 12's variance question: more facilities per player
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would raise the ceiling on the runaway mode as well as the floor.
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## Gap 14 — Two routes to the same square
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**Status:** DECIDED.
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**Reported by Jesse:** "There are times when a train can take two different paths to get to a
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destination. See game at undo 379. Train 11 can go from Eastern limits to the straight at 1,1 two
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different ways. It can go through the refinery and pick up the tanker on its nose, or it could go
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straight and then make the curve and skip the refinery and not pick up the car. The player should
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have the two different options."
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**The question:** a passing loop — turnout off the main, curve down, industry, curve back up — offers
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two legal routes between the same two squares, and they couple different cars. Does §A.4's "you may
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not go around" a car standing on your track forbid taking the bypass?
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**Ruling: the player may choose the path.** Different paths may pick up different cars, or none.
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§A.4 says "cars **on your track**", and the industry spur is a different track — declining to enter
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it is not going around the car standing on it, it is not going to that car's track at all, which is
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ordinary railroading. The mandatory half still bites in full once a route is chosen: every car
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standing on the chosen route couples, and there is no route that passes a car and leaves it.
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**Built in v0.4.8** — see `docs/plans/switching-paths.md`. The engine enumerates every distinct
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simple route, dedupes by outcome (destination, entry side, and origin-tagged cars) rather than by
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destination alone, and an intent that would otherwise be ambiguous carries a `via` naming one
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intermediate square on the chosen route.
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@@ -801,7 +801,10 @@ same order they originally held, left-to-right.
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- The exception is your Office track, which has the number of A/D tracks listed (§11.1). As long as
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fewer trains are holding there than A/D tracks, you may enter and pass through.
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- If you move your Crew Tray into cars on your track, you **MUST** pick them up. You may not go around
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them.
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them. Where a passing loop offers two routes to the same square, choosing not to enter a siding is
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not "going around" a car standing on it — that car is on a different track, and declining to run
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onto it is ordinary railroading. Once a route is chosen, every car standing on it still must be
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coupled in full.
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- A Crew Tray must always have an engine, and may move a maximum of four Rolling Stock — cabooses
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included **[Gap 4c]**.
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- You automatically couple to cars you meet during your Moves. The same is **not** true of trains
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