The multiplayer set-up, the lobby, the start of a game, and four signals a remote client had never been sent. Reasoning, the preset table and what was verified how: CHANGELOG.md. - Co-op, Competitive, Cutthroat, Solitaire and Custom, on both screens, from one shared block — they had drifted, and each was missing a question the other asked. - A player reads the whole rule set before taking a seat, may leave a lobby or a running game, and keeps a seat across a reload. The host may clear a chair. The browser remembers every game it is in, not just the last one. - The start of a game is drawn: a handoff beat, an announcement, the code and type in the header. - Sound, the timetable flash, announcements and the just-drawn badge now reach a remote client; justDrawn goes to the seat that drew it and nobody else. - Played on StartOS, which found the rest: an Extra belongs to the player who played it, the board never named the Superintendent, bot seats were reported as absent players, and rule section numbers are out of every string a player reads. Also carries the previous session's Heavy Grade documentation work — asked again, answer unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016JczK5i33ZNSf2PtzZqdhS
194 lines
14 KiB
Markdown
194 lines
14 KiB
Markdown
# Station Master
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A railroad operations game set in the era of timetable-and-train-order railroading (1840–1950),
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being built as a multiplayer browser game with an authoritative server.
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You are the Station Master of a lineside Office on a shared east–west Division. Trains run to a
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timetable with no radios — just pocket watches and written orders. You switch cars, work freight and
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passengers, and take your turn as Superintendent deciding whether it is safe to clear a following
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train into an occupied Subdivision. Get that wrong and two trains meet at speed.
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## Status
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**Solitaire is playable in a browser and multiplayer runs against a server.** The solitaire game runs
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entirely client-side — the engine is pure, imports nothing outside itself, and never touches
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`Math.random`, so a static host is all it needs. Multiplayer adds an authoritative server for the
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seats a shared game requires.
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The current version is in [`package.json`](package.json), and every page stamps it with the commit
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and build date, so what is deployed can always be identified from the page itself. This section
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deliberately no longer names one: it went stale for six releases.
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- **Rules** — specified. Thirteen gaps in the original prototype rules were found and closed, and the
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three that came after were all settled in v0.5.0: a coach may be set out at the Office (§A.4),
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Poling stays out of the deck at zero copies since the source records its effect only as "TBD", and
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**a Heavy Grade's orientation is rolled from the seed, never chosen by a player** — see
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[`docs/rules/implications.md`](docs/rules/implications.md) §10 for each ruling and its reasoning.
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- **Card faces** — every card's printed values specified.
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- **Architecture** — seven documents, including a 20-component build plan and the multiplayer plan.
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- **Code** — the engine, the bot, the balance harness, the replay viewer, the playable page, and the
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server. A game can be saved, shared, replayed and stepped back through.
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- **Multiplayer — built and running.** `src/server/` serves a lobby (create, join, preview, leave,
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add a bot, start, and a stream), turn submission, per-session state and persistence, with its own
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tests under `test/server/`. Games survive a release rather than being destroyed by one. A player
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weighing a join reads the **whole rule set before taking a seat**; a seat survives a browser
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reload; anybody may leave and the host may clear a chair; and the four transient signals that make
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a game feel alive — sound, the timetable flash, an announcement, the badge on the card you just
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drew — reach a remote client, which they did not before v0.7.0. What is still open is in `TODO.md`
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under Multiplayer — chiefly that **a player cannot see what the others did**, and that a lost
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session token still locks someone out of a running game from a genuinely fresh browser.
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- **Not built** — the opponent-directed cards (the Action and Space-use categories, held out of every
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deck until they have an implementation, along with the defensive cards whose only purpose is to
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answer them), and real audio. No screen offers a control for the opponent cards any more: the
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toggle could not do anything, so both screens state the fact in words instead.
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Balance is *not* where it should be, and this file no longer quotes a figure for it. It used to say
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"the developer bot averages 7.0 Revenue against a target of 20", which stopped being true the moment
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the transit rule it names was defaulted to off — that rule was worth ~5.4 of the 7.0, for traffic
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nobody had to work. Measured at the current defaults the bot means about **zero**.
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The three rates — passenger per coach, freight per load, train per transit — are **settings fixed when
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the game is dealt**, along with the opening hand and where an Extra may start, so the economy can be
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read on its own and the alternatives played rather than argued about. Run
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`node src/sim/harness.ts 400 standard` for today's number rather than trusting one written here;
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`TODO.md` says which of the gap is the bot and which is the deck.
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Versions follow the convention at the top of [`CHANGELOG.md`](CHANGELOG.md): third digit for fixes,
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second for a set of features, 1.0 for the first release that deserves the name.
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## Layout
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```
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station-master/
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├── CHANGELOG.md ← what changed and why, in detail, commit to commit
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├── TODO.md ← open questions, provisional numbers, things to come back to
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├── docs/
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│ ├── rules/ ← the ruleset, card reference, glossary, decision record
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│ ├── architecture/ ← how it is built, and what the pieces are
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│ ├── plans/ ← worked plans for a single change, kept for the reasoning
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│ └── design/ ← board layout studies and rendering samples
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├── public/
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│ ├── replays/ ← saved games published to the site's replay directory
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│ └── images/ ← art the build copies into the site
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├── scripts/ ← build and deploy the static site
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├── src/
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│ ├── engine/ ← pure rules engine: no I/O, no clock, deterministic from a seed
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│ ├── server/ ← the authoritative multiplayer server: lobby, sessions, persistence
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│ ├── sim/ ← bot, harness, replay, board rendering
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│ └── web/ ← the playable site: splash, game, lobby, replay viewer
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└── test/ ← including test/server/ for the server's own suite
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```
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Start with [`docs/design.md`](docs/design.md) — it indexes everything. Commit messages stay high
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level; [`CHANGELOG.md`](CHANGELOG.md) carries the reasoning and the measurements, and
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[`TODO.md`](TODO.md) is what we have decided not to forget.
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## Development
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Requires **Node 22.18+**, which runs TypeScript directly by type stripping — so there is no compile
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step, and the engine, the bot and the tests all run straight from source. (`npm run build:web` is a
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separate thing: it assembles the static SITE into `dist/`.)
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```sh
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npm install
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npm test # node --test
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npm run typecheck # tsc --noEmit
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```
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Because Node strips types rather than compiling them, the codebase is restricted to **erasable
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syntax**: no `enum`, no parameter properties, no namespaces. `tsconfig.json` enforces this.
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### Measuring the bot
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```sh
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node src/sim/harness.ts 200 # how the bot does, with the funnel
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node src/sim/compare.ts 1600 trainCapSlack=1 # one change, paired against the current bot
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```
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**Never judge a heuristic on an unpaired run.** Revenue has σ ≈ 9 across games, so two runs of the
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*identical* bot differ by about a point through nothing but the deal. `compare.ts` gives both
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policies the same seed and reports the per-seed difference, where σ is 5.3 — 1600 seeds puts the
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standard error at ±0.13, in under two minutes. Keep a change at **t ≥ 3**, and read the
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better/worse/identical split beside the mean: a gain carried by a few rescued games is a different
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claim from one spread across the field.
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Variants come from `makeDeveloperBot(tweaks)`. A tweak is **temporary** — when it measures well it
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becomes the default and the flag is deleted in the same commit; when it measures badly it is deleted
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with the finding recorded in `CHANGELOG.md`. A bot that accumulates switches nobody can account for
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is the thing this machinery exists to prevent.
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## Design notes worth knowing
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- **The rules engine is pure.** No I/O, no clock, no sockets, and all randomness derives from one
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stored seed — so any game is exactly replayable, and a full game can be driven in a unit test with
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no server at all.
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- **It has two entry points, not one.** `apply(state, intent)` for player actions, and
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`advance(state)` for everything the game does on its own — Mainline movement, collisions, the Stage
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clock, Superintendent rotation.
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- **The canonical record is the seed plus the intents.** A game is `{ seed, history: Intent[] }` and
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`fromSave` replays it exactly — that one property gives save, share, undo, restart recovery and
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post-game replay. Events are a DERIVED stream: they narrate what happened and drive the display,
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and they do not reconstruct the position. The phase driver mutates state and then describes it, so
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roughly a third of the event types are never reduced at all. Anything that needs to rebuild a game
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replays the intents.
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- **Never call `Math.random()`.** One ambient random call silently breaks replay.
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- **A game is one of four TYPES, and a type is a set of defaults rather than a ruleset.** Co-op,
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Competitive, Cutthroat and Solitaire (`src/web/presets.ts`) each name an opening hand, an Extra
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rule, three revenue rates and the victory conditions; picking one fills the form, and changing any
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of them selects **Custom**, which keeps the scoring of the type it came from. The type is *derived*
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from the numbers rather than stored, so a saved game carries no name that can disagree with what it
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actually is. Both screens that deal a game — the lobby and the New Game dialog — ask the same
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eleven questions through one shared block (`src/web/settings-form.ts`), because for two releases
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they each had a question the other lacked. What separates the types: Co-op alone pays for a
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transit, Cutthroat alone lets an Extra be planted in another player's district and has no shared
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failure condition at all beyond three collisions in a Day, and the Revenue floor is a formula in
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the table size and the length (3 per player per Day in Co-op, 2 in Competitive) rather than a
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number.
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- **Track is a deck card, but the opening district is dealt.** Track is the largest category in the
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deck by a distance — so a district is built from what you draw, and building it costs you the
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industry or train you drew instead. The opening hand is the exception, and it is **chosen when the
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game is dealt**: three random cards (the prototype rule), six random cards, or three track and
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three other from two separately shuffled piles. The last of those is the only one that guarantees
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you a district to build; deal six and you open over the limit of three, so the first turn is spent
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choosing. **Every game type now deals six** (Jesse’s call, v0.7.0) — the engine's own fallback,
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`SOLO_CONFIG`, deliberately did not move with it, because every sim measurement is taken against
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that. See `TODO.md`.
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- **What the work pays is a setting too.** Passenger revenue per coach, freight revenue per load and
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train revenue per transit each run 0–5 and are fixed when the game is dealt. The first two default
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to 1 and pay at both ends of a movement — boarding *and* detraining, loading *and* unloading. The
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third pays every player when a train runs off the end of the Division and **defaults to 0**: at 1
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it was worth more than the entire freight and passenger economy put together, for traffic nobody
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has to work. A seed alone therefore no longer names a game — the settings ride in the URL beside
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it, and every save records the rules it was dealt under.
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- **A load may not be broken in the district that made it.** Freight or passengers loaded anywhere in
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an Office Area cannot be unloaded anywhere in that same Office Area — not at another facility, not
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in a later Stage. A train has to carry them to a different district first. The printed game turns
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the chip upside down in the tray; here the load carries the seat that made it (`RollingStock.origin`
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in `src/engine/state.ts`) and it never expires. Without it a Freight House could unload the boxcar
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its own Laborers had just loaded and a platform could detrain the passengers it had just boarded,
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each paying Revenue at both ends for a load that went nowhere: worth **0.60 ± 0.10 Revenue a game**
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to the developer bot over 400 paired deals, on 78 of them.
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- **A turnout can be laid on top of a card already down.** It upgrades a straight at any rotation, or
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a curve whose arc matches its own diverging leg — both strict port supersets of what they replace,
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so an upgrade can never sever an existing join. Without it a district could only hang off track that
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happened to be a turnout when it went down. Blocked by a standing car or a built Enhancement; the
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replaced card leaves play, as board cards always do. `checkTurnoutUpgrade` in `src/engine/apply.ts`.
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- **A Subdivision is the unit of clearance, not a card.** §8.1 asks whether the next *Subdivision*
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holds an opposing train (an absolute bar) or a following one (the Superintendent's call). Every
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Office starts as a Whistle Post, which is not a Control Point, so the whole railroad begins as ONE
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Subdivision — that is why early traffic is so constrained, and why upgrading an Office to a Control
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Point splits one in two and buys capacity. `subdivisions()` in `src/engine/state.ts`.
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- **A Passenger Facility handles no freight, structurally.** `menAtWork` is `null` on a Depot, Station
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or Terminal rather than an unused array, so freight work is refused on the shape of the facility and
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no renderer can draw a pipeline that cannot exist. The converse holds: industries carry no porters.
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- **The track is 45° geometry, not a graph on a grid.** Measured off `docs/tracks.png`: the through
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rail runs east–west across the *exact vertical middle* of every card, there is no north–south track
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anywhere, and everything that leaves through the north or south edge does so at **45°, through the
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middle of that edge**. So two ports meeting is not enough to make a rail — two 45° legs can meet at
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the same point and still form a V. Adjacency is `joins()` in `src/engine/track.ts`, never a bare
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pair of `hasPort()` calls. A printed card turns 180° but never flips, so its handedness fixes which
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diagonal its leg lies on for good, and a run-around needs one card of each hand. **Left is `nw_se`**
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— named from the points, the side a train entering a turnout sees its diverging route leave toward,
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with curves following the turnout whose leg they continue. Both tables had it inverted until
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playtesting caught it; the geometry was never wrong, only the words.
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