CB-WP-0008-T02: cb-play — INTENT stage 0's CLI player
A human seat is a Policy like any bot, so the CLI adds no second driver:
HumanPolicy renders the projection, lists the legal commands and reads an
index or `pass`. `make play` runs it; `--all-bots` watches one.
K13's Project trait gains its first implementor after six passes with
none. Hidden: other seats' face-down selections until Reveal, hands and
deck (counts only), a face-down Problem's suit and value, and the seed —
not secret content, but a seat holding it can compute the deck.
A played session becomes an artifact: --record writes it as a scenario
the runner executes, --replay writes a .cbreplay bundle. record.rs is the
inverse of parse_command and its warrant is a round-trip test over every
command shape.
The acceptance test for the projection passed vacuously twice. First it
asserted the text contained "face-down", which every render does because
of Problems. Counted, it then reported zero inspected entries: seats are
asked in order, so a human at P1 is prompted before anyone has selected.
Seated at P3 it inspects ten entries and dies when the projection is
mutated to reveal everything. Counting what the harness examined caught
both, which is the second time that remedy has worked where a stronger
predicate would not have.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 14:43:53 +02:00
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//! Turn a played game back into a scenario (CB-WP-0008 T02).
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//!
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//! `ScenarioGame::parse_command` reads a `CommandStep` into a typed
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//! command. This is its inverse, so a game somebody played becomes a
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//! scenario the runner can re-execute and a `.cbreplay` bundle can carry.
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//!
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//! **The round trip is the test**, and it is the only reason this is
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//! trustworthy: `parse_command(to_step(actor, cmd)) == (actor, cmd)` for
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//! every command shape. An encoder checked only against hand-written
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//! expectations agrees with itself.
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use crate::{Action, GroundChoice, GroundCommand, GroundMode, SupportResponse};
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use cb_game_runtime::{CommandStep, Setup};
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use cb_kernel::{Actor, PlayerId};
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use std::collections::BTreeMap;
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fn seat(p: PlayerId) -> serde_yaml::Value {
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serde_yaml::Value::String(format!("P{}", p.0 + 1))
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}
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fn num(n: u64) -> serde_yaml::Value {
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serde_yaml::Value::Number(n.into())
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}
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fn text(s: &str) -> serde_yaml::Value {
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serde_yaml::Value::String(s.to_string())
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}
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fn actor_name(actor: Actor) -> String {
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match actor {
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Actor::Player(p) => format!("P{}", p.0 + 1),
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Actor::System => "SYSTEM".into(),
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}
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}
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fn action_name(action: Action) -> &'static str {
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match action {
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Action::Investigate => "INVESTIGATE",
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Action::Solve => "SOLVE",
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Action::Support => "SUPPORT",
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Action::Attack => "ATTACK",
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Action::Ground => "GROUND",
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}
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}
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fn mode_name(mode: GroundMode) -> &'static str {
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match mode {
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GroundMode::Gr => "GR",
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GroundMode::Ou => "OU",
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GroundMode::Nd => "ND",
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}
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}
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fn response_name(r: SupportResponse) -> &'static str {
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match r {
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SupportResponse::AcceptBond => "accept_bond",
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SupportResponse::DeclineBond => "decline_bond",
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SupportResponse::FlipToBond => "flip_to_bond",
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SupportResponse::BreakRivalry => "break_rivalry",
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}
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}
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/// One issued command as a scenario step.
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pub fn to_step(actor: Actor, command: &GroundCommand) -> CommandStep {
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let mut args: BTreeMap<String, serde_yaml::Value> = BTreeMap::new();
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let cmd = match command {
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GroundCommand::SelectAction {
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action,
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target,
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problem,
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} => {
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args.insert("action".into(), text(action_name(*action)));
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if let Some(t) = target {
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args.insert("target".into(), seat(*t));
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}
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if let Some(p) = problem {
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args.insert("problem".into(), num(u64::from(*p)));
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}
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"select_action"
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}
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GroundCommand::SpendFreedom => "spend_freedom",
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GroundCommand::ChooseGroundMode { mode, choice } => {
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args.insert("mode".into(), text(mode_name(*mode)));
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match choice {
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None => {}
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Some(GroundChoice::RestoreProblem { problem }) => {
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args.insert("choice".into(), text("restore_problem"));
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args.insert("problem".into(), num(u64::from(*problem)));
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}
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Some(GroundChoice::ProtectProblem { problem }) => {
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args.insert("choice".into(), text("protect_problem"));
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args.insert("problem".into(), num(u64::from(*problem)));
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}
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Some(GroundChoice::CancelAttack { attacker }) => {
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args.insert("choice".into(), text("cancel_attack"));
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args.insert("seat".into(), num(u64::from(attacker.0)));
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}
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Some(GroundChoice::RemoveBlame { owner }) => {
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args.insert("choice".into(), text("remove_blame"));
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args.insert("seat".into(), num(u64::from(owner.0)));
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}
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Some(GroundChoice::BreakRelation { with }) => {
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args.insert("choice".into(), text("break_relation"));
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args.insert("seat".into(), num(u64::from(with.0)));
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}
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Some(GroundChoice::RejectReverse) => {
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args.insert("choice".into(), text("reject_reverse"));
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}
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}
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"choose_ground_mode"
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}
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GroundCommand::RespondToSupport { response } => {
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args.insert("response".into(), text(response_name(*response)));
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"respond_to_support"
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}
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GroundCommand::ChooseDarvoTarget { target } => {
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if let Some(p) = target.problem {
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args.insert("problem".into(), num(u64::from(p)));
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}
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if let Some(t) = target.player {
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args.insert("target".into(), seat(t));
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}
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"choose_darvo_target"
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}
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GroundCommand::Reveal => "reveal",
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GroundCommand::Resolve => "resolve",
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GroundCommand::EndRound => "end_round",
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};
|
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CommandStep {
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actor: actor_name(actor),
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cmd: cmd.into(),
|
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args,
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}
|
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}
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/// A whole played game as a scenario file.
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///
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/// `covers` is deliberately **empty**: a recorded game exercises whatever
|
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/// it happened to exercise, and claiming rule coverage from it would
|
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/// inflate AM-1 with rules nobody asserted. `expect.state_hash` carries
|
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/// the end-state hash, which is the assertion that a replay must satisfy.
|
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|
|
pub fn to_scenario(
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|
name: &str,
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|
seed: u64,
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|
players: u8,
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|
steps: &[(Actor, GroundCommand)],
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|
|
end_state_hash: Option<String>,
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|
) -> cb_game_runtime::ScenarioFile {
|
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|
|
cb_game_runtime::ScenarioFile {
|
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|
scenario: name.to_string(),
|
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|
description: "recorded by cb-play (CB-WP-0008 T02)".into(),
|
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|
|
covers: vec![],
|
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|
|
provisional: false,
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|
|
provisional_owner: String::new(),
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|
|
provisional_raised: String::new(),
|
CB-WP-0026: collect the rulings -- ten answers that arrived and were never applied
ground-game ruled all ten U-items on 2026-08-03, every one CONFIRMED as
the default clay-borg simulates, and confirmed five of six provisional
scenarios. clay-borg never collected the answers: CB-RES-0007 reported "0
of 10 ruled" the same day, and CB-WP-0022 built the finding register two
days later still recording them as `reported`. make design's first run is
what noticed -- not a human, not the adversarial review that found four
other things.
That is the unread-inbox failure running in the opposite direction, and it
appears nowhere in the declaration, survey, ADR or spec of the pass that
was built entirely around the forward version. It is arguably worse: an
unread message is visible as silence, while a collected-but-unapplied
ruling looks exactly like work in progress.
Ten rulings quoted into §Underdetermined (the three conditional ones
verbatim -- U1's designer note, U2's End-only trigger, U8's
consume-only-if-it-cancels). Five provisional flags lifted, replaced by
ruled/ruled_by/ruled_note so the flag went and the provenance stayed.
Register queue 9 -> 0.
T02's control came back clean: make sim is 26 passed, 59 rules covered,
nothing red. Had a scenario gone red it would have meant we described our
own behaviour incorrectly to ground-game.
I wrote two U-item mappings and both were wrong. gr-a04 -> U1 (it asserts
consent is REQUIRED; U1 asks WHEN the target accepts) and gr-d05 -> U5 (it
exercises the UNREJECTED Reverse; U5 is the rejected one). Both plausible
from covers:, neither survived reading the description. Third and fourth
instance of this defect; the first two reached ground-game. So encodes_u_item
is now a declaration and design.py asserts the file names what it claims --
and that check's own first version grepped for mentions and went red when
two files recorded why they do NOT encode U1 and U5. A mention is not a
claim, which is exactly the looseness that let "six of the ten have
provisional scenarios" stand.
Two positive controls went red for the best possible reason, both broken
the same way -- asserting against live repo data instead of constructing
their condition. rule-coverage.py required at least one provisional item
to EXIST; it now builds a fixture and reports the live count as a
diagnostic, because there is no number of provisional items this project
should have. design-baseline.py pinned "2 of 6" while recomputing one row
from a live glob, so the dated snapshot was never a snapshot; frozen to
its 2026-08-03 list and unwired from self-tests, since per ADR-0012 D8 it
is no longer a reporting tool.
ScenarioFile is deny_unknown_fields and refused the four new fields until
declared -- correct: a corpus accepting unknown metadata would let a typo'd
encodes_u_iem sit there claiming nothing.
DEVIATION: ADR-0012 D2 said "no new file". GroundRules.md crossed the
loadability limit, so the register moved to specs/FindingRegister.md. D2's
substance holds -- one register, same machinery, nothing competing -- but
the literal instruction did not, and it resolves an awkwardness D2 named
itself.
make all: exit 0. loop-lint clean.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 16:13:37 +02:00
|
|
|
// A recording is evidence of what happened, not a claim about an
|
|
|
|
|
// undetermined rule, so it carries no ruling and encodes no
|
|
|
|
|
// U-item. Set explicitly rather than by `..Default::default()`:
|
|
|
|
|
// a recorded game silently inheriting a U-item claim would be a
|
|
|
|
|
// reproduction pointing at a finding it has nothing to do with.
|
|
|
|
|
ruled: String::new(),
|
|
|
|
|
ruled_by: String::new(),
|
|
|
|
|
ruled_note: String::new(),
|
|
|
|
|
encodes_u_item: String::new(),
|
CB-WP-0008-T02: cb-play — INTENT stage 0's CLI player
A human seat is a Policy like any bot, so the CLI adds no second driver:
HumanPolicy renders the projection, lists the legal commands and reads an
index or `pass`. `make play` runs it; `--all-bots` watches one.
K13's Project trait gains its first implementor after six passes with
none. Hidden: other seats' face-down selections until Reveal, hands and
deck (counts only), a face-down Problem's suit and value, and the seed —
not secret content, but a seat holding it can compute the deck.
A played session becomes an artifact: --record writes it as a scenario
the runner executes, --replay writes a .cbreplay bundle. record.rs is the
inverse of parse_command and its warrant is a round-trip test over every
command shape.
The acceptance test for the projection passed vacuously twice. First it
asserted the text contained "face-down", which every render does because
of Problems. Counted, it then reported zero inspected entries: seats are
asked in order, so a human at P1 is prompted before anyone has selected.
Seated at P3 it inspects ten entries and dies when the projection is
mutated to reveal everything. Counting what the harness examined caught
both, which is the second time that remedy has worked where a stronger
predicate would not have.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 14:43:53 +02:00
|
|
|
seed,
|
|
|
|
|
setup: Setup {
|
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|
|
players,
|
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|
|
|
preset: format!("standard-{players}p"),
|
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|
|
|
patch: BTreeMap::new(),
|
|
|
|
|
},
|
|
|
|
|
commands: steps.iter().map(|(a, c)| to_step(*a, c)).collect(),
|
|
|
|
|
expect: cb_game_runtime::scenario::Expect {
|
|
|
|
|
state_hash: end_state_hash,
|
|
|
|
|
..Default::default()
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[cfg(test)]
|
|
|
|
|
mod tests {
|
|
|
|
|
use super::*;
|
|
|
|
|
use crate::{DarvoTarget, GroundState};
|
|
|
|
|
use cb_game_runtime::ScenarioGame;
|
|
|
|
|
|
|
|
|
|
/// A game somebody played becomes a scenario the runner re-executes
|
|
|
|
|
/// to the same hash. This is the acceptance clause "the same
|
|
|
|
|
/// transcript replays identically", taken through the *scenario
|
|
|
|
|
/// runner* rather than through a second call to the same driver —
|
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|
|
|
/// which would only prove the driver is deterministic.
|
|
|
|
|
#[test]
|
|
|
|
|
fn a_recorded_bot_game_replays_as_a_scenario() {
|
|
|
|
|
use crate::bot::{play, GreedyPolicy, Policy};
|
|
|
|
|
use cb_events::state_hash_hex;
|
|
|
|
|
use cb_game_runtime::{run, RunOutcome, Setup};
|
|
|
|
|
|
|
|
|
|
let setup = Setup {
|
|
|
|
|
players: 3,
|
|
|
|
|
preset: "standard-3p".into(),
|
|
|
|
|
patch: BTreeMap::new(),
|
|
|
|
|
};
|
|
|
|
|
let game = play(
|
|
|
|
|
GroundState::setup(&setup, 42).expect("preset"),
|
|
|
|
|
&mut (0..3)
|
|
|
|
|
.map(|_| Box::new(GreedyPolicy) as Box<dyn Policy>)
|
|
|
|
|
.collect::<Vec<_>>(),
|
|
|
|
|
)
|
|
|
|
|
.expect("bot game");
|
|
|
|
|
let hash = state_hash_hex(&game.state);
|
|
|
|
|
|
|
|
|
|
let scenario = to_scenario(
|
|
|
|
|
"ground/recorded-bot-game",
|
|
|
|
|
42,
|
|
|
|
|
3,
|
|
|
|
|
&game.steps,
|
|
|
|
|
Some(hash.clone()),
|
|
|
|
|
);
|
|
|
|
|
assert_eq!(scenario.commands.len(), game.steps.len());
|
|
|
|
|
match run::<GroundState>(&scenario) {
|
|
|
|
|
RunOutcome::Passed { .. } => {}
|
|
|
|
|
RunOutcome::Failed { reason, .. } => {
|
|
|
|
|
panic!("recorded game did not replay: {reason}")
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Control: the recorded hash is what the replay is checked
|
|
|
|
|
// against, so a wrong hash must fail. Without this the pass above
|
|
|
|
|
// is satisfied by a scenario that asserts nothing.
|
|
|
|
|
let tampered = to_scenario(
|
|
|
|
|
"ground/recorded-bot-game",
|
|
|
|
|
42,
|
|
|
|
|
3,
|
|
|
|
|
&game.steps,
|
|
|
|
|
Some("0".repeat(hash.len())),
|
|
|
|
|
);
|
|
|
|
|
assert!(
|
|
|
|
|
matches!(run::<GroundState>(&tampered), RunOutcome::Failed { .. }),
|
|
|
|
|
"a tampered end-state hash must fail the replay"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// Every command shape must survive encode → parse unchanged. This is
|
|
|
|
|
/// the whole warrant for the encoder: nothing else compares it to the
|
|
|
|
|
/// reader it must agree with.
|
|
|
|
|
#[test]
|
|
|
|
|
fn every_command_shape_round_trips() {
|
|
|
|
|
let p2 = PlayerId(1);
|
|
|
|
|
let cases: Vec<(Actor, GroundCommand)> = vec![
|
|
|
|
|
(
|
|
|
|
|
Actor::Player(PlayerId(0)),
|
|
|
|
|
GroundCommand::SelectAction {
|
|
|
|
|
action: Action::Investigate,
|
|
|
|
|
target: None,
|
|
|
|
|
problem: Some(3),
|
|
|
|
|
},
|
|
|
|
|
),
|
|
|
|
|
(
|
|
|
|
|
Actor::Player(PlayerId(0)),
|
|
|
|
|
GroundCommand::SelectAction {
|
|
|
|
|
action: Action::Attack,
|
|
|
|
|
target: Some(p2),
|
|
|
|
|
problem: None,
|
|
|
|
|
},
|
|
|
|
|
),
|
|
|
|
|
(
|
|
|
|
|
Actor::Player(PlayerId(2)),
|
|
|
|
|
GroundCommand::SelectAction {
|
|
|
|
|
action: Action::Ground,
|
|
|
|
|
target: None,
|
|
|
|
|
problem: None,
|
|
|
|
|
},
|
|
|
|
|
),
|
|
|
|
|
(Actor::Player(PlayerId(0)), GroundCommand::SpendFreedom),
|
|
|
|
|
(
|
|
|
|
|
Actor::Player(PlayerId(0)),
|
|
|
|
|
GroundCommand::ChooseGroundMode {
|
|
|
|
|
mode: GroundMode::Gr,
|
|
|
|
|
choice: None,
|
|
|
|
|
},
|
|
|
|
|
),
|
|
|
|
|
(
|
|
|
|
|
Actor::Player(PlayerId(0)),
|
|
|
|
|
GroundCommand::ChooseGroundMode {
|
|
|
|
|
mode: GroundMode::Ou,
|
|
|
|
|
choice: Some(GroundChoice::RestoreProblem { problem: 2 }),
|
|
|
|
|
},
|
|
|
|
|
),
|
|
|
|
|
(
|
|
|
|
|
Actor::Player(PlayerId(0)),
|
|
|
|
|
GroundCommand::ChooseGroundMode {
|
|
|
|
|
mode: GroundMode::Ou,
|
|
|
|
|
choice: Some(GroundChoice::ProtectProblem { problem: 1 }),
|
|
|
|
|
},
|
|
|
|
|
),
|
|
|
|
|
(
|
|
|
|
|
Actor::Player(PlayerId(0)),
|
|
|
|
|
GroundCommand::ChooseGroundMode {
|
|
|
|
|
mode: GroundMode::Ou,
|
|
|
|
|
choice: Some(GroundChoice::CancelAttack { attacker: p2 }),
|
|
|
|
|
},
|
|
|
|
|
),
|
|
|
|
|
(
|
|
|
|
|
Actor::Player(PlayerId(0)),
|
|
|
|
|
GroundCommand::ChooseGroundMode {
|
|
|
|
|
mode: GroundMode::Nd,
|
|
|
|
|
choice: Some(GroundChoice::RemoveBlame { owner: p2 }),
|
|
|
|
|
},
|
|
|
|
|
),
|
|
|
|
|
(
|
|
|
|
|
Actor::Player(PlayerId(0)),
|
|
|
|
|
GroundCommand::ChooseGroundMode {
|
|
|
|
|
mode: GroundMode::Nd,
|
|
|
|
|
choice: Some(GroundChoice::BreakRelation { with: p2 }),
|
|
|
|
|
},
|
|
|
|
|
),
|
|
|
|
|
(
|
|
|
|
|
Actor::Player(PlayerId(0)),
|
|
|
|
|
GroundCommand::ChooseGroundMode {
|
|
|
|
|
mode: GroundMode::Nd,
|
|
|
|
|
choice: Some(GroundChoice::RejectReverse),
|
|
|
|
|
},
|
|
|
|
|
),
|
|
|
|
|
(
|
|
|
|
|
Actor::Player(PlayerId(1)),
|
|
|
|
|
GroundCommand::RespondToSupport {
|
|
|
|
|
response: SupportResponse::AcceptBond,
|
|
|
|
|
},
|
|
|
|
|
),
|
|
|
|
|
(
|
|
|
|
|
Actor::Player(PlayerId(1)),
|
|
|
|
|
GroundCommand::RespondToSupport {
|
|
|
|
|
response: SupportResponse::BreakRivalry,
|
|
|
|
|
},
|
|
|
|
|
),
|
|
|
|
|
(
|
|
|
|
|
Actor::Player(PlayerId(0)),
|
|
|
|
|
GroundCommand::ChooseDarvoTarget {
|
|
|
|
|
target: DarvoTarget {
|
|
|
|
|
problem: Some(2),
|
|
|
|
|
player: None,
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
),
|
|
|
|
|
(
|
|
|
|
|
Actor::Player(PlayerId(0)),
|
|
|
|
|
GroundCommand::ChooseDarvoTarget {
|
|
|
|
|
target: DarvoTarget {
|
|
|
|
|
problem: None,
|
|
|
|
|
player: Some(p2),
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
),
|
|
|
|
|
(Actor::System, GroundCommand::Reveal),
|
|
|
|
|
(Actor::System, GroundCommand::Resolve),
|
|
|
|
|
(Actor::System, GroundCommand::EndRound),
|
|
|
|
|
];
|
|
|
|
|
|
|
|
|
|
for (actor, command) in &cases {
|
|
|
|
|
let step = to_step(*actor, command);
|
|
|
|
|
let parsed = GroundState::parse_command(&step)
|
|
|
|
|
.unwrap_or_else(|e| panic!("{step:?} does not parse back: {e}"));
|
|
|
|
|
assert_eq!(parsed, (*actor, command.clone()), "round trip: {step:?}");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Positive control: the case list must cover every variant. A
|
|
|
|
|
// shape added to GroundCommand and forgotten here would encode
|
|
|
|
|
// untested — the failure this test exists to prevent.
|
|
|
|
|
let shapes: std::collections::BTreeSet<String> = cases
|
|
|
|
|
.iter()
|
|
|
|
|
.map(|(_, c)| to_step(Actor::System, c).cmd)
|
|
|
|
|
.collect();
|
|
|
|
|
assert_eq!(shapes.len(), 8, "every GroundCommand variant must appear");
|
|
|
|
|
}
|
|
|
|
|
}
|