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ci / check (push) Failing after 3s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
261 lines
11 KiB
Markdown
261 lines
11 KiB
Markdown
---
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id: CB-WP-0020
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kind: product
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title: "The table you can read: the card in your hand, the border that moves, the game that ends"
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status: done
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state_hub_workstream_id: "ac9dfd59-959b-4023-8749-88d1c20e928b"
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---
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# Purpose
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```
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structural tier S (presentation inside an existing capability — no new
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port, no canonical interface, no new dependency)
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chaos d8 = 8 → OVERRIDE, tier drawn: S
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declared tier S (structural S, chaos 8 → S)
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```
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Declaration 3 of chaos window 2, and **the first override at d8** — it
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fired on the second roll at the new rate. It changed nothing, which is
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the first half of window 2's retirement condition (*retire if an override
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changes nothing twice running*). **One.**
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## What the perceptual check found
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The maintainer ran it on 2026-08-03. **Item 1 passes** — the resting
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affordance reads. Everything else has a defect, and several are defects in
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things the tests call green, because no test here can see a layout.
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Quoted, because the wording carries the diagnosis:
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1. **Pickable is legible.** ✅ Nothing to do.
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2. *"the card is picked up but the linebreak vanishes and the card below
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does not vanish. So it is a little as if we have two cards now"*
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3. *"the upper and left borders of the dashed lines seem to be hidden for
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some items. Also for players the rectangle is quite large. Maybe we
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should not have a new dashed line but just set the existing borderline
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to dashed so that the layout is more stable and less complicated"*
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4. *"replacing the content of the picked up card breaks the visual clue
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about a card being moved"*
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5. *"the orange status line does not change as you describe. It seems to
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switch only if i put back a card"*
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6. *"I cant follow the actions of the other players too well because they
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do not visualize on the board other than by result and the log"*
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7. *"maybe should read 'Game finished' if the players have been
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successful… There is no button to start a new game"*
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## Task: the border moves, nothing else does
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```task
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id: CB-WP-0020-T01
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status: done
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priority: high
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state_hub_task_id: "cad5d2a7-2d3a-494d-b2ca-4ff765e152c2"
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```
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**Adopt the maintainer's design instruction**: a legal drop target changes
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its **existing border** to dashed and coloured. No second box.
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The current `outline: 2px dashed; outline-offset: 3px` draws a *new*
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rectangle outside the element. That is why the top and left edges vanish
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on some items — an `outline` on an SVG `<g>` is clipped by the SVG
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viewport, and on a card it collides with the neighbour's margin. It is
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also why a seat's highlight is *"quite large"*: it outlines a whole card
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when only the border needed to change.
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- HTML targets: restyle `border-style`/`border-color` in place.
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- SVG targets: change the existing `stroke`, not an added outline.
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**Control:** the marked set must still equal the set Rust emitted
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(ADR-0010 D2 property 1) — the mutation that derives targets instead of
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reading them must stay red. This is a style change and must not become a
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behaviour change.
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**Done 2026-08-03.** `.dropok` restyles `border-style`/`border-color` in
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place, and SVG targets change their existing `stroke` with a dash array.
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No `outline` remains. **A border already in the layout cannot move the
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layout**, which is what the instruction was for.
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## Task: the thing in your hand looks like a thing in your hand
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```task
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id: CB-WP-0020-T02
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status: done
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priority: high
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state_hub_task_id: "b754eeab-76c6-4bbe-b470-c83595e1bb2a"
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```
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Two reports, one cause. The ghost is a `textContent` copy of the card, so
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(2) the `<br>` collapses and it reads as a *second card*, and (4) the
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explanation **replaces** the label, so the only thing identifying what you
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are carrying disappears exactly when you need it.
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- The ghost must not impersonate a card. Make it read as a held token:
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smaller, distinct, and it may keep the line break.
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- The explanation is **additional**, never a replacement. Carrying
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*"Attack"* and hovering P2 should show both — the label and *"commit
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Attack against P2"*.
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- The element left behind must look **left behind**, so there are not two
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cards.
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**Control:** the description shown must still be the one Rust wrote for
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that pair (ADR-0010 D1) — the neighbouring-pair mutation stays red. And a
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new one: the ghost must still name what is held when an explanation is
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showing, so a mutation that drops the label goes red.
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**Done 2026-08-03.** The ghost is a pill, not a card — it cannot be
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mistaken for a second card — and the explanation is appended beside the
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label rather than replacing it. The left-behind element is dimmed to 0.35
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and dashed, so it reads as *left behind*.
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The stub grew `innerHTML` so the test can assert **both** are present at
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once; it previously could only see that *something* was displayed, which
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is why the replacement went unnoticed.
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## Task: say why a drop was refused, in words
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```task
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id: CB-WP-0020-T03
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status: done
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priority: high
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state_hub_task_id: "5150e851-f8f2-4c18-af3f-3bc16dd301ea"
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```
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Reported: the status line *"seems to switch only if i put back a card"*,
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and then reads `action-attack -> action-attack is not a legal move here`.
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Two defects.
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**The refusal is written in element ids.** `resolve` returns
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`"{down} -> {up} is not a legal move here"`, which is the vocabulary of
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the DOM, not of the game. A player reads *"you cannot Attack yourself"*.
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**And the no-target path apparently never fires.** CB-WP-0018 added
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*"took … , let go over nothing droppable"* for a drop on nothing, and the
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maintainer did not see it. Find out why before changing anything —
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the likely answer is that there is almost no bare background to drop on,
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every part of the page being a card, in which case the message is correct
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and unreachable, and the fix is elsewhere. **Do not "fix" a message that
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already works; reproduce the report first.**
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**Done 2026-08-03. Not reproduced, and recorded as not reproduced.** The
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harness test passes and the page has real gaps; without a browser I cannot
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see it fail.
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The likeliest cause is not the message but **which element the browser
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reports**: for touch and pen the pointer is implicitly captured to the
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`pointerdown` target, so `e.target` on `pointerup` is where you *started*.
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That would make every drop look like a drop-on-itself — which is the other
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half of the report. `document.elementFromPoint` is now used instead, and
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it is **correct under both explanations**.
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**The refusal is in the game's words**, not element ids: *"Attack on P2 is
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not a move you can make right now"*. A test asserts no `action-` id leaks
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into it.
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## Task: show what the other players did
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```task
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id: CB-WP-0020-T04
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status: done
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priority: medium
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state_hub_task_id: "7896a555-3b36-4143-a9b2-fb9184fb1a41"
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```
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Reported: *"I cant follow the actions of the other players"*.
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After Reveal, selections are public (GR-R04) and the seat card **does**
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carry them — as `Selection { action: Solve, target: None, problem: Some(1) }`.
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That is a `Debug` impl on a player-facing surface, which is the same
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defect the log fixed in CB-WP-0018 and did not fix here.
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Render a seat's revealed selection in the same words the log uses. Reuse,
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do not re-phrase: a second vocabulary drifts from the first.
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**Control:** a seat's rendered selection must match the log's phrasing for
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the same command, asserted rather than eyeballed.
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**Done 2026-08-03.** `selection_words` renders every field that is set.
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**The coverage gate failed my first version**, which matched on
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`(target, problem)` and showed only the target when both were present:
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*"claimed rendered, but absent: selections.\*.problem"*. The aggregate does
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not currently produce both — the gate does not care whether the case is
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reachable, and it was right not to.
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## Task: the game ends in a way you can act on
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```task
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id: CB-WP-0020-T05
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status: done
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priority: medium
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state_hub_task_id: "0a889c81-aa01-411f-bfb5-02e9558d4a05"
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```
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Three things, in the order they matter:
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- **"game over" is the wrong headline when the group succeeded.** It
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should say what happened — the outcome carries `group_success`, so use
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it.
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- **A new game.** Reported as *"would be nice"*, and it is more than that:
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the only way to play twice today is to go back to a terminal, which
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makes the browser a strictly worse client than the CLI it was meant to
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replace.
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- **The scores read 0 and the winner is nobody.** That is very likely the
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stand-in dataset, not a scoring bug — GROUND-WP-0002 T01 has now ruled
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the edition data authoritative. **Do not fix scoring here.** Confirm the
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cause and record it; the import is its own pass.
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**Done 2026-08-03.** The headline reads from the outcome: *"the group held
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the frame"* / *"did not hold the frame"*, and only says *"game over"* when
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there is no outcome to report.
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**"Play again" is real, and its first version was useless.** `run_game`
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bound a fresh listener per game, so a second game moved to a new port and
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left the player's tab pointing at a dead one — the CB-WP-0018 defect
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returning by another route. The listener is bound once per **session**
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now. `play_again_deals_a_second_game` asserts the second game is a
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**different deal**, not merely that one happened.
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**The 0 scores and `winners nobody` are the stand-in dataset**, confirmed,
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not a scoring bug. Not fixed here.
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## Task: evidence
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```task
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id: CB-WP-0020-T06
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status: done
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priority: high
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state_hub_task_id: "33786601-914e-4557-8a92-11c5d140118d"
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```
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`evidence/CB-EV-0018-*.md`.
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- **What the perceptual check bought this time**, and the running count:
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four runs, four sets of defects no test could reach.
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- **Which of these the test suite called green**, and whether any of them
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*could* have been caught mechanically — for those that could, say why
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they were not, and for those that could not, say so plainly rather than
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proposing a check that would not work.
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- **Chaos: the first override at d8**, and that it changed nothing. That
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is one half of window 2's retirement condition; record it as such.
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- **Quote CB-WP-0019's cost by re-running the instrument**, per the rule
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it wrote.
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**Done 2026-08-03.**
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[CB-EV-0018](../evidence/CB-EV-0018-the-table-you-can-read.md). `make all`
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exits 0.
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- **Four human checks, four sets of defects the suite called green.**
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Of these seven, **two** could have been caught mechanically and neither
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by a check that exists; the other five are about layout and hit-testing
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and cannot be reached from here. Saying otherwise would be the error
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this project keeps naming.
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- **Two defects found by this project's own tests** while fixing the
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reported ones: a renderer dropping a field (coverage gate) and "play
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again" moving the game to a dead port.
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- **Chaos: the first override at d8 changed nothing** — one half of
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window 2's retirement condition.
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- **CB-WP-0019 settled at $38.54/117** against $34.80/107 last reported.
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**Eight for eight**, and the first under 20% — which is what re-running
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at quote time is for.
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