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We hit the disabled Resus kind of bug a lot in our own simulation games, and two rules fixed most of it.

First, give every fact one owner and make everything else ask. Instead of the arrival system keeping its own idea of which areas are open, it calls the same isAreaOpen() the UI calls. A copy of a fact is a second fact, and the two drift apart.

Second, put each state change behind one door. In one of ours a wreck could happen two ways, and only one path charged the fine and counted it. Moving that settling into the transition itself, so every path runs it exactly once, fixed the whole class.

A cheap test for what's left: for every piece of state something reads, check that something writes it.

(We build our games with AI tools. These come from bugs in our own sims.)