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517238a727 |
v0.8.1.0 — the car comes back empty, and the lobby lets you leave
A second-digit bump, deliberately. 0.8.1 had been reserved for the seatless display table; that work is getting more thought, and this table pass over v0.8.0.17 earned the number on its own. Six reports: one was a rules question, one a wording complaint with a real bug underneath, four straightforward. A CAR CLEARED FROM A RED INBOUND BOX CAME BACK STILL LOADED. Reported as wording — "technically accurate but doesn't make any sense" — and the wording was the visible half. `inboundCleared` pushed `pooled(e.stock)` under a comment reading "a car back in a yard is back in the common supply, carrying nothing", and `pooled` does not do that: it strips the load's origin stamp and keeps `loaded` ON PURPOSE, because a train can retire at a Division Point with freight aboard. So the comment described an intention the call never carried out, and every car the Freight Agent cleared reached the Classification Yard carrying a load already delivered and already paid for. It bites hardest on coaches: `passengersDetrained` takes `coach && !loaded` out of the Division Yard and §2.2 refills that yard from Classification, so a cleared coach came back as stock that could never unload another passenger. Measured over five three-Day solitaire games: 18 loaded coaches in Classification against 6 empty. The red box is where a journey ENDS; clearing it sends the passengers out of the station, or the delivered load into the industry, and returns the CAR, empty. The option says that now instead of describing the counter that moves. SCOPED TO THE RED BOX ON PURPOSE. `retireTrain` also returns loaded cars and is left alone: that is what `pooled`'s own documentation describes, and a loaded car in a yard is pre-loaded cargo rather than dead stock — it can be made up and delivered, and a loaded coach can still detrain. Only the red box's contents had already finished their journey. GAMES IN PROGRESS DO RESUME, MEASURED RATHER THAN ARGUED. Yard contents change, so the worry was real. All twelve saves on the test server were pulled and replayed through `tryResumeSession` — the server's own boot check — against this build. Six resume, six refuse, and the six refusals are the SAME six, at the same moves, with the same codes, that 0.8.0.17 already logged. Nothing new was stranded. That pre-install replay is a better check than reading the next boot log, because it answers before the install rather than after. THE HISTORY SAID "Mainline card 7" and left the reader to remember what card 7 was — with two Plains dealt, which is why the slot is kept beside the name rather than replaced by it. A second fault sat one word to its left and nobody reported it: the name was built as `e.key.replace(/([A-Z])/g, ' $1')`, so `absSignals` printed as "abs Signals" while the action list directly above said "ABS Signals". `narrate` takes `mainlineAt` and `enhancementName` beside the `facilityAt` it already had, and `simpleCardName` is exported so the log reads the same table the buttons do. `mainlineModified` had both faults and is fixed with it. LEAVING A RUNNING GAME WAS A DEAD END. `enterSeating` hides the choice section and only the lobby's own two leave paths put it back; leaving a running game is a third route, so the lobby came back holding nothing but "Games you are in" with both doors on the page at display:none and no control able to reveal them. Reset in `runLobby`, which is the one function every route onto that screen goes through — which is exactly why the two paths that did it themselves missed a third. THE LOBBY'S ACTION BUTTONS CARRY THE BOARD'S AMBER. A list of the actions rather than `#lobby button`: the settings form under Create is a field of inputs, and amber on all of it would say everything is a move and so say nothing. A disabled Start game drops back to chrome. THE DEPARTMENT REFILL IS A RULE AND IS NOW WRITTEN DOWN. §6.2 — "if any of the Department decks is empty, draw a Home Office card and place it in the empty spot" — firing only when the draw actually empties the pile. Kept as implemented (Jesse's ruling) and stated in rules.md and home-deck.md, neither of which had ever mentioned it. A rule implemented from the prototype and never written down is a rule that surprises the table. 1016 fast tests and 35 sim tests pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MUizFYCMHRWhbWwXhp7WPR |
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b90c0413d2 |
v0.8.0.17 — four things the game knew and the screen did not say
All four reported from a table on Day 1 of v0.8.0.16, and all the same shape. ABS SIGNALS COULD ONLY BE PLAYED ON ONE MAINLINE CARD, while its tooltip said "any Mainline card". The engine was never wrong: check accepts any node whose kind is mainline and legalActions filters by check, so all of them were legal. The failure was the LABEL — describeIntent named i.placement and never i.node, so every placement described itself as plain "play ABS Signals", and the action list drops duplicate labels. All but the lowest-index node were discarded before the menu saw them. This is the THIRD time that trap has fired and the file documents the other two three lines apart: a turnout's two rotations, and three Department discards. Same fix — name what distinguishes them. The card is also called what the card face calls it. prettyKey rendered absSignals as "Abs Signals" beside a tooltip saying ABS, an acronym no key-splitter can recover, so the authored names now win. Three of those names were transcribed in sentence case and were CORRECTED rather than adopted: the repository says "Yard Office" 36 times against "Yard office" twice. A lookup that imports its own source's typos is the drift it exists to prevent. NOTHING ON A MAINLINE CARD SHOWED WHAT WAS STANDING ON IT. Played, ABS left no mark and you found out by hovering — the same complaint the Heavy Grade wedge answered, and it matters more here because ABS decides whether a second train on that card is safe. It draws a signal mast with a lit lamp now; a signal is the literal object and needs no room for words, which is what lets it sit clear of a name as long as "Uncontrolled Siding" on a 152px cell. The Mainline modifiers draw as BRK, AIR and HLP. Realignment is deliberately not among them: reduce takes the `became` branch and changes node.card, so a realigned Trestle IS an Uncontrolled Siding afterwards. Asserted, so the absence reads as a finding. A FREIGHT AGENT TURN SAID A CAR MOVED WHEN NONE HAD. Three faults behind one line. It asserted an outcome, where §6.3 requires no action and the bot declines deliberately — unjamming a healthy box destroys a load that cost a whole action to stock. An idle Agent was then silent, which read as a dropped turn; a new freightAgentIdled event says so and why, reducing to nothing exactly like switchingEnded. And the work named a coordinate rather than the industry, though a `place` helper has existed for precisely that since the switching lines moved to it. "Loaded a loaded boxcar INTO the green Outbound box at the Freight House", with the direction in capitals because to-or-from was the question asked. THE LOG AND THE ACTION MENU SPELLED THE SAME SQUARE DIFFERENTLY. view.ts wrote (col,row) — X,Y, east/west then north/south — with a comment saying why; narrate.ts wrote the internal storage order with no comment at all. So the menu offered a move to "(1,-1)" and the log reported it at "(-1,1)", side by side. Pinned by a test that renders one square through BOTH describers and compares them to each other: a test written against either file alone would have passed. THE DOCUMENTATION IS REACHABLE FROM A RUNNING GAME, AND ALL OF IT IS PUBLISHED. v0.8.0.16 published the Quickstart and nothing it points at — its §8 links five documents by relative path and every one 404'd on the package, verified against the running container. The build publishes the full set, and the test reads the links OUT OF the guide rather than listing them. They are linked from the This Game card, where reference already lives, rather than the header that must not wrap; no mode awareness is needed, because solitaire and multiplayer are the same page on the same origin. THE REFERENCES DROPPED THE VERSION FROM THEIR NAMES. Four described v0.8.0.16 and had since the v0.8.0.15 audit; the v0.4.5 was the prototype edition they were first written against, kept only because 36 citations pointed at it — and it read as documentation five minor versions stale. They are quickstart.md, rules.md, home-deck.md, mainline-deck.md and components.md now, kept current with each release rather than published as editions. Two errors surfaced while checking them against this release, which is the argument for doing it: home-deck.md filed ABS Signals under Enhancements "played into your district" that "change what a square does" — it does neither, this release's bug written down — and mainline-deck.md, which lists everything playable onto a Mainline card, never mentioned it at all. 1010 fast tests and 35 sim tests pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MUizFYCMHRWhbWwXhp7WPR |