Broaden whole-game packed event coverage
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19 changed files with 1874 additions and 27 deletions
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@ -63,12 +63,23 @@ Implemented today:
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through the ordinary runtime path, and the first real world-flag family now executes too:
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descriptor `110` `Disable Stock Buying and Selling` lowers through checked-in keyed runtime
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metadata into `world.disable_stock_buying_and_selling`
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- that world-side effect batch now covers a broader recovered boolean scenario-rule family too:
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descriptors `111..138`, excluding the scalar `Limited Track Building Amount` slot, now lower
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through checked-in metadata into keyed `world_flags` for finance/trading, construction, and
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governance/company-formation restrictions
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- the same keyed world-toggle path now also covers the late special-condition band where current
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static evidence stays equally strong: `Use Bio-Accelerator Cars`, `Disable Cargo Economy`,
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`Disable Train Crashes`, `Disable Train Crashes AND Breakdowns`, and
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`AI Ignore Territories At Startup` now import and execute as keyed `world_flags`
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- whole-game ordinary-condition decode now covers checked-in world-flag condition ids too for
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boolean equality/inequality forms, so real packed rows can gate whole-game effects on existing
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`world_flags` through `world_flag_equals` without fixture-authored placeholder ids
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That means the next implementation work is breadth, not bootstrap. The recommended next slice is
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broader real grouped-descriptor and ordinary condition-id coverage beyond the current access,
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whole-game, train, player, and numeric-threshold batches. Richer runtime ownership should still be
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added only where a later descriptor or condition family needs more than the current event-owned
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roster.
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whole-game toggle, train, player, and numeric-threshold batches. Richer runtime ownership should
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still be added only where a later descriptor or condition family needs more than the current
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event-owned roster.
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## Why This Boundary
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