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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@@ -126,10 +126,13 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
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: 'Chose FREIGHT AGENT work — one car moved to or from a facility',
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};
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case 'trayMoved':
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// `via` rides on the event only when there was another legal route to the same square
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// (docs/plans/switching-paths.md) — so naming it here says which one the crew actually took,
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// rather than leaving a real choice invisible in the crew's own history.
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return {
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tone: 'plain',
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where: e.to,
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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.`,
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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.`,
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};
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case 'carsCoupled': {
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/**
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