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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@@ -30,6 +30,7 @@ import type { Intent } from '../engine/intents.ts';
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import { legalActions } from '../engine/legal.ts';
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import { createGame } from '../engine/setup.ts';
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import type { CardId, GameConfig, GameState, PlayerIndex } from '../engine/state.ts';
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import { playerAtSeat } from '../engine/state.ts';
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import { cuesFor, narrate } from '../sim/narrate.ts';
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// Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv,
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// which would pull node:fs into a browser bundle.
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@@ -53,7 +54,7 @@ import {
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import type { Hand, HouseRuleOverrides, TrackGeometry } from '../engine/content.ts';
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import type { Port } from '../engine/track.ts';
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import { connectionsFor, joins, neighbour, variantsFor } from '../engine/track.ts';
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import { areaOf, trainNeedingCars } from '../engine/apply.ts';
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import { areaOf, destinationsFor, selectDestination, trainNeedingCars } from '../engine/apply.ts';
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import type { Frame } from '../sim/view.ts';
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export const SOLO_CONFIG: GameConfig = {
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@@ -99,7 +100,19 @@ export type ActionGroup = {
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* Resolved HERE for the same reason `tip` is: a remote client holds no `GameState` and cannot look
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* up where a tray is standing. See `docs/architecture/multiplayer.md` §5.
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*/
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actions: { index: number; label: string; tip?: string; coord?: { row: number; col: number } }[];
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actions: {
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index: number;
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label: string;
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tip?: string;
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coord?: { row: number; col: number };
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/**
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* Every square a `switch.move` runs OVER on its way to `coord`, when there is more than one
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* legal route there (docs/plans/switching-paths.md) — so hovering a route lights the whole
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* road, not just its destination, which is the only way to tell two buttons reading "move to
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* (0,0)" apart before clicking one.
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*/
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route?: { row: number; col: number }[];
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}[];
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};
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/**
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@@ -117,6 +130,23 @@ export function coordOf(i: Intent): { row: number; col: number } | null {
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return null;
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}
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/**
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* Every intermediate square a `switch.move` runs over, resolved the same way `execute` resolves
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* `via` — so the squares that light up on hover are exactly the squares the move will actually
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* couple cars from. `undefined` for the overwhelming majority of moves, which run in a straight
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* line and need nothing beyond the destination `coordOf` already carries.
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*/
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function routeFor(state: GameState, i: Intent): { row: number; col: number }[] | undefined {
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if (i.type !== 'switch.move') return undefined;
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const tray = state.trays.get(i.trayId);
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if (!tray || tray.position.at !== 'grid') return undefined;
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const actor = playerAtSeat(state, tray.position.seat);
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const dests = destinationsFor(state, actor, i.trayId, tray.position.coord, i.reverse);
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const dest = selectDestination(dests, i.to, i.via);
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if (!dest || dest.path.length === 0) return undefined;
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return dest.path.map((step) => step.coord);
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}
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export type Game = {
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state: GameState;
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seed: number;
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@@ -245,6 +275,7 @@ export function actionGroups(game: Game): { options: Intent[]; groups: ActionGro
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tip?: string;
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trayId?: string;
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coord?: { row: number; col: number };
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route?: { row: number; col: number }[];
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};
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const byKind = new Map<string, Entry[]>();
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options.forEach((intent, index) => {
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@@ -261,12 +292,14 @@ export function actionGroups(game: Game): { options: Intent[]; groups: ActionGro
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*/
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if (!list.some((a) => a.label === label && a.trayId === trayId)) {
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const coord = coordOf(intent);
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const route = routeFor(game.state, intent);
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list.push({
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index,
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label,
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...(tip ? { tip } : {}),
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...(trayId ? { trayId } : {}),
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...(coord ? { coord } : {}),
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...(route ? { route } : {}),
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});
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}
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byKind.set(intent.type, list);
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