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
This commit is contained in:
Jesse
2026-08-19 16:52:10 -04:00
co-authored by Claude Sonnet 5
parent 7932bb6ccf
commit fbaa3d4147
14 changed files with 440 additions and 36 deletions
+4 -1
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@@ -126,10 +126,13 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
: 'Chose FREIGHT AGENT work — one car moved to or from a facility',
};
case 'trayMoved':
// `via` rides on the event only when there was another legal route to the same square
// (docs/plans/switching-paths.md) — so naming it here says which one the crew actually took,
// rather than leaving a real choice invisible in the crew's own history.
return {
tone: 'plain',
where: e.to,
text: `CREW moved ${at(e.from)} → ${at(e.to)} — ${e.movesRemaining} of 6 Moves left. The crew chip on the grid carries the whole train with it.`,
text: `CREW moved ${at(e.from)} → ${at(e.to)}${e.via ? ` via ${at(e.via)}` : ''} — ${e.movesRemaining} of 6 Moves left. The crew chip on the grid carries the whole train with it.`,
};
case 'carsCoupled': {
/**
+14 -3
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@@ -19,6 +19,7 @@ import {
movesFor,
ownCutFor,
portersLeft,
selectDestination,
} from '../engine/apply.ts';
import {
ACTION_CARDS,
@@ -736,9 +737,19 @@ export function describeIntent(s: GameState, i: Intent): string {
const tray = s.trays.get(i.trayId);
const here = tray?.position.at === 'grid' ? tray.position.coord : null;
let picks = '';
let routeNote = '';
if (here) {
const dest = destinationsFor(s, tray!.position.at === 'grid' ? playerAtSeat(s, tray!.position.seat) : 0, i.trayId, here, i.reverse)
.find((d) => d.coord.row === i.to.row && d.coord.col === i.to.col);
const dests = destinationsFor(s, tray!.position.at === 'grid' ? playerAtSeat(s, tray!.position.seat) : 0, i.trayId, here, i.reverse);
const dest = selectDestination(dests, i.to, i.via);
// Two routes to the same square (docs/plans/switching-paths.md) would otherwise print the
// identical button twice — "move to (0,0)" and "move to (0,0)" — and the action list drops
// duplicate labels, silently discarding the second choice. `via` is the one thing that
// differs in the DATA, so it is the one thing safe to print without guessing at scenery
// this function has no other reason to know the name of.
const atSameSquare = dests.filter((d) => d.coord.row === i.to.row && d.coord.col === i.to.col);
if (dest && i.via && atSameSquare.length > 1) {
routeNote = ` via ${at(i.via)}`;
}
if (dest && dest.couples.length > 0) {
/**
* NAME THE CARS THE CREW SET OUT HERE SEPARATELY. They are at the front of `couples` — the
@@ -756,7 +767,7 @@ export function describeIntent(s: GameState, i: Intent): string {
: ` — couples ${carsLabel(dest.couples)} on the way${end}`;
}
}
return `move to ${at(i.to)}${i.reverse ? ' (reverse)' : ''}${picks}`;
return `move to ${at(i.to)}${routeNote}${i.reverse ? ' (reverse)' : ''}${picks}`;
}
case 'switch.dropCars': {
/**