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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