2026-07-31 01:57:13 +02:00
|
|
|
|
//! games-ground — the GROUND rules aggregate (specs/GroundRules.md,
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
//! GameKernel K15–K16). Every rule realized here names its GR-id in a doc
|
|
|
|
|
|
//! comment, giving a greppable rule→code→scenario chain.
|
2026-07-31 01:57:13 +02:00
|
|
|
|
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
use cb_game_runtime::{parse_actor, CommandStep, ScenarioGame, Setup};
|
|
|
|
|
|
use cb_kernel::{Actor, Aggregate, ChaChaRng, KernelRng, PlayerId, Rejection, Seed};
|
2026-07-31 01:57:13 +02:00
|
|
|
|
use serde::{Deserialize, Serialize};
|
|
|
|
|
|
use std::collections::BTreeMap;
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-O02: per-player state.
|
|
|
|
|
|
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
|
|
|
|
|
|
pub struct PlayerState {
|
|
|
|
|
|
/// GR-F01: clamped 0–5.
|
|
|
|
|
|
pub stress: u8,
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
/// GR-F03: the Freedom token is READY until spent.
|
2026-07-31 01:57:13 +02:00
|
|
|
|
pub freedom_ready: bool,
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
/// GR-R03: set when Freedom is spent this round, lifting the stress
|
|
|
|
|
|
/// gate for this Select step only. Cleared at round End.
|
|
|
|
|
|
#[serde(default)]
|
|
|
|
|
|
pub freedom_gate_lifted: bool,
|
2026-07-31 01:57:13 +02:00
|
|
|
|
/// GR-D01/D02: OFF or the pending/active stage.
|
|
|
|
|
|
pub darvo: DarvoStage,
|
|
|
|
|
|
pub hand: Vec<SolutionCard>,
|
|
|
|
|
|
pub protection: u8,
|
|
|
|
|
|
/// Blame tokens in front of this player (GR-T02), keyed by owner.
|
|
|
|
|
|
pub blame_from: Vec<PlayerId>,
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
|
|
|
|
|
|
pub enum DarvoStage {
|
|
|
|
|
|
Off,
|
|
|
|
|
|
Deny,
|
|
|
|
|
|
Attack,
|
|
|
|
|
|
Reverse,
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-O04: one Problem card's live state.
|
|
|
|
|
|
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
|
|
|
|
|
|
pub struct ProblemState {
|
|
|
|
|
|
pub suit: Suit,
|
|
|
|
|
|
pub value: u8,
|
|
|
|
|
|
pub face_up: bool,
|
|
|
|
|
|
pub denied: bool,
|
|
|
|
|
|
pub claimed_by: Option<PlayerId>,
|
|
|
|
|
|
/// GR-A11: protected from Deny this round by GROUND—OU.
|
|
|
|
|
|
pub protected_this_round: bool,
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize)]
|
|
|
|
|
|
pub enum Suit {
|
|
|
|
|
|
Clarify,
|
|
|
|
|
|
Repair,
|
|
|
|
|
|
Boundary,
|
|
|
|
|
|
Change,
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
|
|
|
|
|
|
pub struct SolutionCard {
|
|
|
|
|
|
pub suit: Suit,
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-O05: at most one relation per pair; endpoints ordered low→high.
|
|
|
|
|
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
|
|
|
|
|
|
pub enum Relation {
|
|
|
|
|
|
Bond,
|
|
|
|
|
|
Rivalry,
|
|
|
|
|
|
}
|
|
|
|
|
|
|
T08 iter 2: Reveal, Resolve, End; relations and the DARVO trigger
Round machinery, system-driven (GR-R04/R06/R08):
- GR-R06 fixed step order with GR-R07 Lead-first ordering inside a step.
Steps 1 (GROUND), 3 (DARVO stages), 4 (INVESTIGATE) and 6 (SOLVE) are
not implemented yet; their Actions resolve as no-ops and no scenario
claims coverage of them.
- SUPPORT GR-A03/A04/A05 and ATTACK GR-A06..A09, with relation
formation, flip and break per GR-L01/L03/L04 and Protection
cancellation.
- GR-R08 End: DARVO trigger at Stress 5 in Lead order, Lead rotation,
Round advance, per-round flags cleared.
- Stress clamps 0-5 on every application, the U2 default, so a mid-round
spike that is reduced before End does not trigger DARVO.
Two consent-dependent rules are deliberately left out because they need
a decision command rather than a default: Bond formation (GR-L02) and
the target's flip-or-break choice on Support-through-Rivalry (GR-A05).
Both are noted in code and covered by a provisional scenario.
Fixes a defect in the T07 scaffold: relations were keyed by a tuple,
which JSON cannot use as an object key, so state_hash would have
panicked on any state holding a relation. Relation keys are now a Pair
newtype serialized as "a-b", with a regression test.
setup.patch may now create a final key so scenarios can seed open-ended
maps; a typo anywhere earlier in the path is still an error.
8 scenarios pass, 28 rules covered; 17 tests, fmt/clippy green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:19:34 +02:00
|
|
|
|
/// GR-O05: an unordered player pair, canonically ordered low→high.
|
|
|
|
|
|
///
|
|
|
|
|
|
/// Serialized as `"a-b"` rather than as a tuple: canonical form is JSON
|
|
|
|
|
|
/// (GameKernel K7), and JSON object keys must be strings — a tuple key
|
|
|
|
|
|
/// makes `state_hash` fail on any state that holds a relation.
|
|
|
|
|
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord)]
|
|
|
|
|
|
pub struct Pair(pub PlayerId, pub PlayerId);
|
|
|
|
|
|
|
|
|
|
|
|
impl Pair {
|
|
|
|
|
|
pub fn new(a: PlayerId, b: PlayerId) -> Self {
|
|
|
|
|
|
if a <= b {
|
|
|
|
|
|
Pair(a, b)
|
|
|
|
|
|
} else {
|
|
|
|
|
|
Pair(b, a)
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
pub fn contains(&self, player: PlayerId) -> bool {
|
|
|
|
|
|
self.0 == player || self.1 == player
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
impl core::fmt::Display for Pair {
|
|
|
|
|
|
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
|
|
|
|
|
|
write!(f, "{}-{}", self.0 .0, self.1 .0)
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
impl Serialize for Pair {
|
|
|
|
|
|
fn serialize<S: serde::Serializer>(&self, serializer: S) -> Result<S::Ok, S::Error> {
|
|
|
|
|
|
serializer.collect_str(self)
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
impl<'de> Deserialize<'de> for Pair {
|
|
|
|
|
|
fn deserialize<D: serde::Deserializer<'de>>(deserializer: D) -> Result<Self, D::Error> {
|
|
|
|
|
|
let raw = String::deserialize(deserializer)?;
|
|
|
|
|
|
let (a, b) = raw
|
|
|
|
|
|
.split_once('-')
|
|
|
|
|
|
.ok_or_else(|| serde::de::Error::custom(format!("bad relation key {raw:?}")))?;
|
|
|
|
|
|
let parse = |s: &str| {
|
|
|
|
|
|
s.parse::<u8>()
|
|
|
|
|
|
.map_err(|e| serde::de::Error::custom(format!("bad seat in {raw:?}: {e}")))
|
|
|
|
|
|
};
|
|
|
|
|
|
Ok(Pair::new(PlayerId(parse(a)?), PlayerId(parse(b)?)))
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-07-31 01:57:13 +02:00
|
|
|
|
/// GR-O01..O05: the authoritative GROUND aggregate. Fields use ordered
|
|
|
|
|
|
/// collections only (GameKernel K6).
|
|
|
|
|
|
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
|
|
|
|
|
|
pub struct GroundState {
|
|
|
|
|
|
pub round: u8,
|
|
|
|
|
|
pub lead: PlayerId,
|
|
|
|
|
|
pub players: BTreeMap<PlayerId, PlayerState>,
|
|
|
|
|
|
/// Keyed by (low, high) player pair.
|
T08 iter 2: Reveal, Resolve, End; relations and the DARVO trigger
Round machinery, system-driven (GR-R04/R06/R08):
- GR-R06 fixed step order with GR-R07 Lead-first ordering inside a step.
Steps 1 (GROUND), 3 (DARVO stages), 4 (INVESTIGATE) and 6 (SOLVE) are
not implemented yet; their Actions resolve as no-ops and no scenario
claims coverage of them.
- SUPPORT GR-A03/A04/A05 and ATTACK GR-A06..A09, with relation
formation, flip and break per GR-L01/L03/L04 and Protection
cancellation.
- GR-R08 End: DARVO trigger at Stress 5 in Lead order, Lead rotation,
Round advance, per-round flags cleared.
- Stress clamps 0-5 on every application, the U2 default, so a mid-round
spike that is reduced before End does not trigger DARVO.
Two consent-dependent rules are deliberately left out because they need
a decision command rather than a default: Bond formation (GR-L02) and
the target's flip-or-break choice on Support-through-Rivalry (GR-A05).
Both are noted in code and covered by a provisional scenario.
Fixes a defect in the T07 scaffold: relations were keyed by a tuple,
which JSON cannot use as an object key, so state_hash would have
panicked on any state holding a relation. Relation keys are now a Pair
newtype serialized as "a-b", with a regression test.
setup.patch may now create a final key so scenarios can seed open-ended
maps; a typo anywhere earlier in the path is still an error.
8 scenarios pass, 28 rules covered; 17 tests, fmt/clippy green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:19:34 +02:00
|
|
|
|
pub relations: BTreeMap<Pair, Relation>,
|
2026-07-31 01:57:13 +02:00
|
|
|
|
pub problems: BTreeMap<u32, ProblemState>,
|
|
|
|
|
|
pub solution_deck: Vec<SolutionCard>,
|
|
|
|
|
|
pub solution_discard: Vec<SolutionCard>,
|
|
|
|
|
|
/// Focus placements: sequence owner → target (GR-T03).
|
|
|
|
|
|
pub focus: BTreeMap<PlayerId, PlayerId>,
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
/// GR-R01: which of the four steps the round is in.
|
|
|
|
|
|
pub step: RoundStep,
|
|
|
|
|
|
/// GR-R02: face-down selections, hidden until Reveal.
|
|
|
|
|
|
pub selections: BTreeMap<PlayerId, Selection>,
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-R01: Select → Reveal → Resolve → End.
|
|
|
|
|
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
|
|
|
|
|
|
pub enum RoundStep {
|
|
|
|
|
|
Select,
|
|
|
|
|
|
Reveal,
|
|
|
|
|
|
Resolve,
|
|
|
|
|
|
End,
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-R02: one player's face-down choice, with its target where the
|
|
|
|
|
|
/// Action requires one (GR-A13).
|
|
|
|
|
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
|
|
|
|
|
|
pub struct Selection {
|
|
|
|
|
|
pub action: Action,
|
|
|
|
|
|
pub target: Option<PlayerId>,
|
|
|
|
|
|
pub problem: Option<u32>,
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// The five Actions (GR-A01..A13). GROUND's mode is chosen at Reveal
|
|
|
|
|
|
/// (GR-R05), not at Select, so it is not part of the selection.
|
|
|
|
|
|
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
|
|
|
|
|
|
pub enum Action {
|
|
|
|
|
|
Investigate,
|
|
|
|
|
|
Solve,
|
|
|
|
|
|
Support,
|
|
|
|
|
|
Attack,
|
|
|
|
|
|
Ground,
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
impl Action {
|
|
|
|
|
|
fn parse(raw: &str) -> Result<Self, String> {
|
|
|
|
|
|
match raw {
|
|
|
|
|
|
"INVESTIGATE" => Ok(Action::Investigate),
|
|
|
|
|
|
"SOLVE" => Ok(Action::Solve),
|
|
|
|
|
|
"SUPPORT" => Ok(Action::Support),
|
|
|
|
|
|
"ATTACK" => Ok(Action::Attack),
|
|
|
|
|
|
"GROUND" => Ok(Action::Ground),
|
|
|
|
|
|
other => Err(format!("unknown action {other:?}")),
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-R03: the stress gate admits only ATTACK and GROUND.
|
|
|
|
|
|
fn allowed_under_stress_gate(self) -> bool {
|
|
|
|
|
|
matches!(self, Action::Attack | Action::Ground)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-A13: SUPPORT and ATTACK target another player; INVESTIGATE and
|
|
|
|
|
|
/// SOLVE target a Problem; GROUND targets neither at Select.
|
|
|
|
|
|
fn requires_player_target(self) -> bool {
|
|
|
|
|
|
matches!(self, Action::Support | Action::Attack)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
fn requires_problem_target(self) -> bool {
|
|
|
|
|
|
matches!(self, Action::Investigate | Action::Solve)
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Commands accepted by the GROUND aggregate.
|
|
|
|
|
|
#[derive(Debug, Clone, PartialEq, Eq)]
|
|
|
|
|
|
pub enum GroundCommand {
|
|
|
|
|
|
/// GR-R02: choose an Action face down.
|
|
|
|
|
|
SelectAction {
|
|
|
|
|
|
action: Action,
|
|
|
|
|
|
target: Option<PlayerId>,
|
|
|
|
|
|
problem: Option<u32>,
|
|
|
|
|
|
},
|
|
|
|
|
|
/// GR-R03: spend the READY Freedom token to bypass the stress gate.
|
|
|
|
|
|
SpendFreedom,
|
T08 iter 2: Reveal, Resolve, End; relations and the DARVO trigger
Round machinery, system-driven (GR-R04/R06/R08):
- GR-R06 fixed step order with GR-R07 Lead-first ordering inside a step.
Steps 1 (GROUND), 3 (DARVO stages), 4 (INVESTIGATE) and 6 (SOLVE) are
not implemented yet; their Actions resolve as no-ops and no scenario
claims coverage of them.
- SUPPORT GR-A03/A04/A05 and ATTACK GR-A06..A09, with relation
formation, flip and break per GR-L01/L03/L04 and Protection
cancellation.
- GR-R08 End: DARVO trigger at Stress 5 in Lead order, Lead rotation,
Round advance, per-round flags cleared.
- Stress clamps 0-5 on every application, the U2 default, so a mid-round
spike that is reduced before End does not trigger DARVO.
Two consent-dependent rules are deliberately left out because they need
a decision command rather than a default: Bond formation (GR-L02) and
the target's flip-or-break choice on Support-through-Rivalry (GR-A05).
Both are noted in code and covered by a provisional scenario.
Fixes a defect in the T07 scaffold: relations were keyed by a tuple,
which JSON cannot use as an object key, so state_hash would have
panicked on any state holding a relation. Relation keys are now a Pair
newtype serialized as "a-b", with a regression test.
setup.patch may now create a final key so scenarios can seed open-ended
maps; a typo anywhere earlier in the path is still an error.
8 scenarios pass, 28 rules covered; 17 tests, fmt/clippy green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:19:34 +02:00
|
|
|
|
/// GR-R04: reveal all selections simultaneously. System-driven.
|
|
|
|
|
|
Reveal,
|
|
|
|
|
|
/// GR-R06/R07: resolve revealed Actions in fixed step order, Lead
|
|
|
|
|
|
/// first. System-driven.
|
|
|
|
|
|
Resolve,
|
|
|
|
|
|
/// GR-R08: clamp Stress, trigger DARVO, rotate Lead, advance the
|
|
|
|
|
|
/// Round marker. System-driven.
|
|
|
|
|
|
EndRound,
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Events the aggregate emits. `fold` is total over these (K1).
|
|
|
|
|
|
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
|
|
|
|
|
|
#[serde(tag = "kind")]
|
|
|
|
|
|
pub enum GroundEvent {
|
|
|
|
|
|
ActionSelected {
|
|
|
|
|
|
player: PlayerId,
|
|
|
|
|
|
selection: Selection,
|
|
|
|
|
|
},
|
|
|
|
|
|
FreedomSpent {
|
|
|
|
|
|
player: PlayerId,
|
|
|
|
|
|
},
|
T08 iter 2: Reveal, Resolve, End; relations and the DARVO trigger
Round machinery, system-driven (GR-R04/R06/R08):
- GR-R06 fixed step order with GR-R07 Lead-first ordering inside a step.
Steps 1 (GROUND), 3 (DARVO stages), 4 (INVESTIGATE) and 6 (SOLVE) are
not implemented yet; their Actions resolve as no-ops and no scenario
claims coverage of them.
- SUPPORT GR-A03/A04/A05 and ATTACK GR-A06..A09, with relation
formation, flip and break per GR-L01/L03/L04 and Protection
cancellation.
- GR-R08 End: DARVO trigger at Stress 5 in Lead order, Lead rotation,
Round advance, per-round flags cleared.
- Stress clamps 0-5 on every application, the U2 default, so a mid-round
spike that is reduced before End does not trigger DARVO.
Two consent-dependent rules are deliberately left out because they need
a decision command rather than a default: Bond formation (GR-L02) and
the target's flip-or-break choice on Support-through-Rivalry (GR-A05).
Both are noted in code and covered by a provisional scenario.
Fixes a defect in the T07 scaffold: relations were keyed by a tuple,
which JSON cannot use as an object key, so state_hash would have
panicked on any state holding a relation. Relation keys are now a Pair
newtype serialized as "a-b", with a regression test.
setup.patch may now create a final key so scenarios can seed open-ended
maps; a typo anywhere earlier in the path is still an error.
8 scenarios pass, 28 rules covered; 17 tests, fmt/clippy green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:19:34 +02:00
|
|
|
|
/// GR-R04.
|
|
|
|
|
|
Revealed,
|
|
|
|
|
|
/// GR-F01/U2: absolute post-clamp Stress, so `fold` stays trivial.
|
|
|
|
|
|
StressSet {
|
|
|
|
|
|
player: PlayerId,
|
|
|
|
|
|
stress: u8,
|
|
|
|
|
|
},
|
|
|
|
|
|
/// GR-F04.
|
|
|
|
|
|
FreedomReadied {
|
|
|
|
|
|
player: PlayerId,
|
|
|
|
|
|
},
|
|
|
|
|
|
/// GR-L02/L03: endpoints ordered low→high (GR-O05).
|
|
|
|
|
|
RelationFormed {
|
|
|
|
|
|
pair: Pair,
|
|
|
|
|
|
relation: Relation,
|
|
|
|
|
|
},
|
|
|
|
|
|
/// GR-L04.
|
|
|
|
|
|
RelationBroken {
|
|
|
|
|
|
pair: Pair,
|
|
|
|
|
|
},
|
|
|
|
|
|
/// GR-A09: Protection absorbed an Attack.
|
|
|
|
|
|
AttackCancelled {
|
|
|
|
|
|
attacker: PlayerId,
|
|
|
|
|
|
target: PlayerId,
|
|
|
|
|
|
},
|
|
|
|
|
|
/// GR-D01: Stress 5 at End with the marker OFF.
|
|
|
|
|
|
DarvoTriggered {
|
|
|
|
|
|
player: PlayerId,
|
|
|
|
|
|
},
|
|
|
|
|
|
/// GR-R01: the round advanced to `step`.
|
|
|
|
|
|
StepAdvanced {
|
|
|
|
|
|
step: RoundStep,
|
|
|
|
|
|
},
|
|
|
|
|
|
/// GR-R08: Lead rotated and the Round marker advanced.
|
|
|
|
|
|
RoundEnded {
|
|
|
|
|
|
round: u8,
|
|
|
|
|
|
next_lead: PlayerId,
|
|
|
|
|
|
},
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
impl GroundState {
|
|
|
|
|
|
/// GR-R03: a player at Stress 4–5 is gated unless Freedom is spent.
|
|
|
|
|
|
/// Spending flips the token to SPENT, so the gate returns next round.
|
|
|
|
|
|
fn stress_gated(&self, player: &PlayerState) -> bool {
|
|
|
|
|
|
let _ = self;
|
|
|
|
|
|
player.stress >= 4 && !player.freedom_gate_lifted
|
|
|
|
|
|
}
|
|
|
|
|
|
|
T08 iter 2: Reveal, Resolve, End; relations and the DARVO trigger
Round machinery, system-driven (GR-R04/R06/R08):
- GR-R06 fixed step order with GR-R07 Lead-first ordering inside a step.
Steps 1 (GROUND), 3 (DARVO stages), 4 (INVESTIGATE) and 6 (SOLVE) are
not implemented yet; their Actions resolve as no-ops and no scenario
claims coverage of them.
- SUPPORT GR-A03/A04/A05 and ATTACK GR-A06..A09, with relation
formation, flip and break per GR-L01/L03/L04 and Protection
cancellation.
- GR-R08 End: DARVO trigger at Stress 5 in Lead order, Lead rotation,
Round advance, per-round flags cleared.
- Stress clamps 0-5 on every application, the U2 default, so a mid-round
spike that is reduced before End does not trigger DARVO.
Two consent-dependent rules are deliberately left out because they need
a decision command rather than a default: Bond formation (GR-L02) and
the target's flip-or-break choice on Support-through-Rivalry (GR-A05).
Both are noted in code and covered by a provisional scenario.
Fixes a defect in the T07 scaffold: relations were keyed by a tuple,
which JSON cannot use as an object key, so state_hash would have
panicked on any state holding a relation. Relation keys are now a Pair
newtype serialized as "a-b", with a regression test.
setup.patch may now create a final key so scenarios can seed open-ended
maps; a typo anywhere earlier in the path is still an error.
8 scenarios pass, 28 rules covered; 17 tests, fmt/clippy green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:19:34 +02:00
|
|
|
|
fn relation_between(&self, a: PlayerId, b: PlayerId) -> Option<Relation> {
|
|
|
|
|
|
self.relations.get(&Pair::new(a, b)).copied()
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-L01: two relation slots per player.
|
|
|
|
|
|
fn has_free_slot(&self, player: PlayerId) -> bool {
|
|
|
|
|
|
let used = self
|
|
|
|
|
|
.relations
|
|
|
|
|
|
.keys()
|
|
|
|
|
|
.filter(|pair| pair.contains(player))
|
|
|
|
|
|
.count();
|
|
|
|
|
|
used < 2
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-R07: resolution order starts at the Lead and continues
|
|
|
|
|
|
/// clockwise (ascending seat, wrapping).
|
|
|
|
|
|
fn seat_order(&self) -> Vec<PlayerId> {
|
|
|
|
|
|
let seats: Vec<PlayerId> = self.players.keys().copied().collect();
|
|
|
|
|
|
let start = seats.iter().position(|s| *s == self.lead).unwrap_or(0);
|
|
|
|
|
|
seats[start..]
|
|
|
|
|
|
.iter()
|
|
|
|
|
|
.chain(&seats[..start])
|
|
|
|
|
|
.copied()
|
|
|
|
|
|
.collect()
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-F01 with the U2 default: clamp on every application, so no
|
|
|
|
|
|
/// intermediate value escapes 0–5.
|
|
|
|
|
|
fn stress_after(&self, player: PlayerId, delta: i16) -> u8 {
|
|
|
|
|
|
let current = self.players.get(&player).map_or(0, |p| i16::from(p.stress));
|
|
|
|
|
|
current.saturating_add(delta).clamp(0, 5) as u8
|
|
|
|
|
|
}
|
|
|
|
|
|
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
fn player(&self, id: PlayerId) -> Result<&PlayerState, Rejection> {
|
|
|
|
|
|
self.players.get(&id).ok_or(Rejection::Game {
|
|
|
|
|
|
code: "no-such-seat".into(),
|
|
|
|
|
|
detail: format!("player {id} is not in this game"),
|
|
|
|
|
|
})
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
impl Aggregate for GroundState {
|
|
|
|
|
|
type Command = GroundCommand;
|
|
|
|
|
|
type Event = GroundEvent;
|
|
|
|
|
|
|
|
|
|
|
|
fn validate(
|
|
|
|
|
|
&self,
|
|
|
|
|
|
actor: Actor,
|
|
|
|
|
|
command: &Self::Command,
|
|
|
|
|
|
) -> Result<Vec<Self::Event>, Rejection> {
|
T08 iter 2: Reveal, Resolve, End; relations and the DARVO trigger
Round machinery, system-driven (GR-R04/R06/R08):
- GR-R06 fixed step order with GR-R07 Lead-first ordering inside a step.
Steps 1 (GROUND), 3 (DARVO stages), 4 (INVESTIGATE) and 6 (SOLVE) are
not implemented yet; their Actions resolve as no-ops and no scenario
claims coverage of them.
- SUPPORT GR-A03/A04/A05 and ATTACK GR-A06..A09, with relation
formation, flip and break per GR-L01/L03/L04 and Protection
cancellation.
- GR-R08 End: DARVO trigger at Stress 5 in Lead order, Lead rotation,
Round advance, per-round flags cleared.
- Stress clamps 0-5 on every application, the U2 default, so a mid-round
spike that is reduced before End does not trigger DARVO.
Two consent-dependent rules are deliberately left out because they need
a decision command rather than a default: Bond formation (GR-L02) and
the target's flip-or-break choice on Support-through-Rivalry (GR-A05).
Both are noted in code and covered by a provisional scenario.
Fixes a defect in the T07 scaffold: relations were keyed by a tuple,
which JSON cannot use as an object key, so state_hash would have
panicked on any state holding a relation. Relation keys are now a Pair
newtype serialized as "a-b", with a regression test.
setup.patch may now create a final key so scenarios can seed open-ended
maps; a typo anywhere earlier in the path is still an error.
8 scenarios pass, 28 rules covered; 17 tests, fmt/clippy green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:19:34 +02:00
|
|
|
|
// GR-R04/R06/R08 are runtime-driven, not player-issued.
|
|
|
|
|
|
match command {
|
|
|
|
|
|
GroundCommand::Reveal => {
|
|
|
|
|
|
if self.step != RoundStep::Select || actor != Actor::System {
|
|
|
|
|
|
return Err(Rejection::NotAllowedNow);
|
|
|
|
|
|
}
|
|
|
|
|
|
if self.selections.len() != self.players.len() {
|
|
|
|
|
|
return Err(Rejection::Game {
|
|
|
|
|
|
code: "select-incomplete".into(),
|
|
|
|
|
|
detail: "GR-R04: every player must select before Reveal".into(),
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
return Ok(vec![
|
|
|
|
|
|
GroundEvent::Revealed,
|
|
|
|
|
|
GroundEvent::StepAdvanced {
|
|
|
|
|
|
step: RoundStep::Reveal,
|
|
|
|
|
|
},
|
|
|
|
|
|
]);
|
|
|
|
|
|
}
|
|
|
|
|
|
GroundCommand::Resolve => {
|
|
|
|
|
|
if self.step != RoundStep::Reveal || actor != Actor::System {
|
|
|
|
|
|
return Err(Rejection::NotAllowedNow);
|
|
|
|
|
|
}
|
|
|
|
|
|
return Ok(self.resolution_events());
|
|
|
|
|
|
}
|
|
|
|
|
|
GroundCommand::EndRound => {
|
|
|
|
|
|
if self.step != RoundStep::Resolve || actor != Actor::System {
|
|
|
|
|
|
return Err(Rejection::NotAllowedNow);
|
|
|
|
|
|
}
|
|
|
|
|
|
return Ok(self.end_round_events());
|
|
|
|
|
|
}
|
|
|
|
|
|
_ => {}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
let Actor::Player(id) = actor else {
|
|
|
|
|
|
return Err(Rejection::NotAllowedNow);
|
|
|
|
|
|
};
|
|
|
|
|
|
let player = self.player(id)?;
|
|
|
|
|
|
|
|
|
|
|
|
match command {
|
|
|
|
|
|
// GR-R02: one face-down choice per player, during Select only.
|
|
|
|
|
|
GroundCommand::SelectAction {
|
|
|
|
|
|
action,
|
|
|
|
|
|
target,
|
|
|
|
|
|
problem,
|
|
|
|
|
|
} => {
|
|
|
|
|
|
if self.step != RoundStep::Select {
|
|
|
|
|
|
return Err(Rejection::NotAllowedNow);
|
|
|
|
|
|
}
|
|
|
|
|
|
if self.selections.contains_key(&id) {
|
|
|
|
|
|
return Err(Rejection::DuplicateCommand);
|
|
|
|
|
|
}
|
|
|
|
|
|
if self.stress_gated(player) && !action.allowed_under_stress_gate() {
|
|
|
|
|
|
return Err(Rejection::Game {
|
|
|
|
|
|
code: "stress-gate".into(),
|
|
|
|
|
|
detail: "GR-R03: at Stress 4–5 only ATTACK or GROUND may be selected"
|
|
|
|
|
|
.into(),
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
self.check_targeting(id, *action, *target, *problem)?;
|
|
|
|
|
|
Ok(vec![GroundEvent::ActionSelected {
|
|
|
|
|
|
player: id,
|
|
|
|
|
|
selection: Selection {
|
|
|
|
|
|
action: *action,
|
|
|
|
|
|
target: *target,
|
|
|
|
|
|
problem: *problem,
|
|
|
|
|
|
},
|
|
|
|
|
|
}])
|
|
|
|
|
|
}
|
|
|
|
|
|
// GR-R03: spendable during Select, before Reveal, once.
|
|
|
|
|
|
GroundCommand::SpendFreedom => {
|
|
|
|
|
|
if self.step != RoundStep::Select {
|
|
|
|
|
|
return Err(Rejection::NotAllowedNow);
|
|
|
|
|
|
}
|
|
|
|
|
|
if !player.freedom_ready {
|
|
|
|
|
|
return Err(Rejection::Game {
|
|
|
|
|
|
code: "freedom-spent".into(),
|
|
|
|
|
|
detail: "GR-F03: the Freedom token is already SPENT".into(),
|
|
|
|
|
|
});
|
|
|
|
|
|
}
|
|
|
|
|
|
Ok(vec![GroundEvent::FreedomSpent { player: id }])
|
|
|
|
|
|
}
|
T08 iter 2: Reveal, Resolve, End; relations and the DARVO trigger
Round machinery, system-driven (GR-R04/R06/R08):
- GR-R06 fixed step order with GR-R07 Lead-first ordering inside a step.
Steps 1 (GROUND), 3 (DARVO stages), 4 (INVESTIGATE) and 6 (SOLVE) are
not implemented yet; their Actions resolve as no-ops and no scenario
claims coverage of them.
- SUPPORT GR-A03/A04/A05 and ATTACK GR-A06..A09, with relation
formation, flip and break per GR-L01/L03/L04 and Protection
cancellation.
- GR-R08 End: DARVO trigger at Stress 5 in Lead order, Lead rotation,
Round advance, per-round flags cleared.
- Stress clamps 0-5 on every application, the U2 default, so a mid-round
spike that is reduced before End does not trigger DARVO.
Two consent-dependent rules are deliberately left out because they need
a decision command rather than a default: Bond formation (GR-L02) and
the target's flip-or-break choice on Support-through-Rivalry (GR-A05).
Both are noted in code and covered by a provisional scenario.
Fixes a defect in the T07 scaffold: relations were keyed by a tuple,
which JSON cannot use as an object key, so state_hash would have
panicked on any state holding a relation. Relation keys are now a Pair
newtype serialized as "a-b", with a regression test.
setup.patch may now create a final key so scenarios can seed open-ended
maps; a typo anywhere earlier in the path is still an error.
8 scenarios pass, 28 rules covered; 17 tests, fmt/clippy green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:19:34 +02:00
|
|
|
|
GroundCommand::Reveal | GroundCommand::Resolve | GroundCommand::EndRound => {
|
|
|
|
|
|
unreachable!("system commands are handled above")
|
|
|
|
|
|
}
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
fn fold(&mut self, event: &Self::Event) {
|
|
|
|
|
|
match event {
|
|
|
|
|
|
GroundEvent::ActionSelected { player, selection } => {
|
|
|
|
|
|
self.selections.insert(*player, *selection);
|
|
|
|
|
|
}
|
|
|
|
|
|
GroundEvent::FreedomSpent { player } => {
|
|
|
|
|
|
if let Some(state) = self.players.get_mut(player) {
|
|
|
|
|
|
state.freedom_ready = false;
|
|
|
|
|
|
state.freedom_gate_lifted = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
T08 iter 2: Reveal, Resolve, End; relations and the DARVO trigger
Round machinery, system-driven (GR-R04/R06/R08):
- GR-R06 fixed step order with GR-R07 Lead-first ordering inside a step.
Steps 1 (GROUND), 3 (DARVO stages), 4 (INVESTIGATE) and 6 (SOLVE) are
not implemented yet; their Actions resolve as no-ops and no scenario
claims coverage of them.
- SUPPORT GR-A03/A04/A05 and ATTACK GR-A06..A09, with relation
formation, flip and break per GR-L01/L03/L04 and Protection
cancellation.
- GR-R08 End: DARVO trigger at Stress 5 in Lead order, Lead rotation,
Round advance, per-round flags cleared.
- Stress clamps 0-5 on every application, the U2 default, so a mid-round
spike that is reduced before End does not trigger DARVO.
Two consent-dependent rules are deliberately left out because they need
a decision command rather than a default: Bond formation (GR-L02) and
the target's flip-or-break choice on Support-through-Rivalry (GR-A05).
Both are noted in code and covered by a provisional scenario.
Fixes a defect in the T07 scaffold: relations were keyed by a tuple,
which JSON cannot use as an object key, so state_hash would have
panicked on any state holding a relation. Relation keys are now a Pair
newtype serialized as "a-b", with a regression test.
setup.patch may now create a final key so scenarios can seed open-ended
maps; a typo anywhere earlier in the path is still an error.
8 scenarios pass, 28 rules covered; 17 tests, fmt/clippy green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:19:34 +02:00
|
|
|
|
GroundEvent::Revealed => {}
|
|
|
|
|
|
GroundEvent::StressSet { player, stress } => {
|
|
|
|
|
|
if let Some(state) = self.players.get_mut(player) {
|
|
|
|
|
|
state.stress = *stress;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
GroundEvent::FreedomReadied { player } => {
|
|
|
|
|
|
if let Some(state) = self.players.get_mut(player) {
|
|
|
|
|
|
state.freedom_ready = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
GroundEvent::RelationFormed { pair, relation } => {
|
|
|
|
|
|
self.relations.insert(*pair, *relation);
|
|
|
|
|
|
}
|
|
|
|
|
|
GroundEvent::RelationBroken { pair } => {
|
|
|
|
|
|
self.relations.remove(pair);
|
|
|
|
|
|
}
|
|
|
|
|
|
GroundEvent::AttackCancelled { target, .. } => {
|
|
|
|
|
|
if let Some(state) = self.players.get_mut(target) {
|
|
|
|
|
|
state.protection = state.protection.saturating_sub(1);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
GroundEvent::DarvoTriggered { player } => {
|
|
|
|
|
|
if let Some(state) = self.players.get_mut(player) {
|
|
|
|
|
|
state.darvo = DarvoStage::Deny;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
GroundEvent::StepAdvanced { step } => {
|
|
|
|
|
|
self.step = *step;
|
|
|
|
|
|
}
|
|
|
|
|
|
GroundEvent::RoundEnded { round, next_lead } => {
|
|
|
|
|
|
self.round = *round;
|
|
|
|
|
|
self.lead = *next_lead;
|
|
|
|
|
|
self.selections.clear();
|
|
|
|
|
|
for state in self.players.values_mut() {
|
|
|
|
|
|
// GR-R03: the gate lift lasts one Select step only.
|
|
|
|
|
|
state.freedom_gate_lifted = false;
|
|
|
|
|
|
}
|
|
|
|
|
|
for problem in self.problems.values_mut() {
|
|
|
|
|
|
// GR-A11: OU protection lasts one round.
|
|
|
|
|
|
problem.protected_this_round = false;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
impl GroundState {
|
T08 iter 2: Reveal, Resolve, End; relations and the DARVO trigger
Round machinery, system-driven (GR-R04/R06/R08):
- GR-R06 fixed step order with GR-R07 Lead-first ordering inside a step.
Steps 1 (GROUND), 3 (DARVO stages), 4 (INVESTIGATE) and 6 (SOLVE) are
not implemented yet; their Actions resolve as no-ops and no scenario
claims coverage of them.
- SUPPORT GR-A03/A04/A05 and ATTACK GR-A06..A09, with relation
formation, flip and break per GR-L01/L03/L04 and Protection
cancellation.
- GR-R08 End: DARVO trigger at Stress 5 in Lead order, Lead rotation,
Round advance, per-round flags cleared.
- Stress clamps 0-5 on every application, the U2 default, so a mid-round
spike that is reduced before End does not trigger DARVO.
Two consent-dependent rules are deliberately left out because they need
a decision command rather than a default: Bond formation (GR-L02) and
the target's flip-or-break choice on Support-through-Rivalry (GR-A05).
Both are noted in code and covered by a provisional scenario.
Fixes a defect in the T07 scaffold: relations were keyed by a tuple,
which JSON cannot use as an object key, so state_hash would have
panicked on any state holding a relation. Relation keys are now a Pair
newtype serialized as "a-b", with a regression test.
setup.patch may now create a final key so scenarios can seed open-ended
maps; a typo anywhere earlier in the path is still an error.
8 scenarios pass, 28 rules covered; 17 tests, fmt/clippy green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:19:34 +02:00
|
|
|
|
/// GR-R06/R07: resolve in fixed step order, Lead first within a step.
|
|
|
|
|
|
///
|
|
|
|
|
|
/// Steps 1 (GROUND), 3 (DARVO stages), 4 (INVESTIGATE) and 6 (SOLVE)
|
|
|
|
|
|
/// are not yet implemented — their Actions resolve as no-ops and no
|
|
|
|
|
|
/// scenario claims coverage of them.
|
|
|
|
|
|
fn resolution_events(&self) -> Vec<GroundEvent> {
|
|
|
|
|
|
let mut events = Vec::new();
|
|
|
|
|
|
// A working copy so slot counts and Stress reflect earlier
|
|
|
|
|
|
// effects within the same resolution, per GR-R07 ordering.
|
|
|
|
|
|
let mut work = self.clone();
|
|
|
|
|
|
|
|
|
|
|
|
// Relations as they stood before this round's Support step
|
|
|
|
|
|
// (GR-L05): a Bond formed now is not "pre-existing".
|
|
|
|
|
|
let pre_existing = self.relations.clone();
|
|
|
|
|
|
|
|
|
|
|
|
// Step 2 — Support (GR-A03/A04/A05).
|
|
|
|
|
|
for actor in self.seat_order() {
|
|
|
|
|
|
let Some(selection) = self.selections.get(&actor) else {
|
|
|
|
|
|
continue;
|
|
|
|
|
|
};
|
|
|
|
|
|
if selection.action != Action::Support {
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
let Some(target) = selection.target else {
|
|
|
|
|
|
continue;
|
|
|
|
|
|
};
|
|
|
|
|
|
match pre_existing.get(&Pair::new(actor, target)).copied() {
|
|
|
|
|
|
// GR-A04: Support through an existing Bond.
|
|
|
|
|
|
Some(Relation::Bond) => {
|
|
|
|
|
|
let stress = work.stress_after(target, -2);
|
|
|
|
|
|
events.push(GroundEvent::StressSet {
|
|
|
|
|
|
player: target,
|
|
|
|
|
|
stress,
|
|
|
|
|
|
});
|
|
|
|
|
|
work.fold(events.last().expect("just pushed"));
|
|
|
|
|
|
// GR-F04: a Bond Support readies the target's token.
|
|
|
|
|
|
if !work.players[&target].freedom_ready {
|
|
|
|
|
|
events.push(GroundEvent::FreedomReadied { player: target });
|
|
|
|
|
|
work.fold(events.last().expect("just pushed"));
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
// GR-A05: Support through a Rivalry. The target's
|
|
|
|
|
|
// flip-or-break choice needs a consent command and is
|
|
|
|
|
|
// deferred; only the Stress effect applies here.
|
|
|
|
|
|
Some(Relation::Rivalry) => {
|
|
|
|
|
|
let stress = work.stress_after(target, -1);
|
|
|
|
|
|
events.push(GroundEvent::StressSet {
|
|
|
|
|
|
player: target,
|
|
|
|
|
|
stress,
|
|
|
|
|
|
});
|
|
|
|
|
|
work.fold(events.last().expect("just pushed"));
|
|
|
|
|
|
}
|
|
|
|
|
|
// GR-A03: no relation. GR-L02 requires the target's
|
|
|
|
|
|
// consent to form a Bond, so no relation forms here.
|
|
|
|
|
|
None => {
|
|
|
|
|
|
let stress = work.stress_after(target, -1);
|
|
|
|
|
|
events.push(GroundEvent::StressSet {
|
|
|
|
|
|
player: target,
|
|
|
|
|
|
stress,
|
|
|
|
|
|
});
|
|
|
|
|
|
work.fold(events.last().expect("just pushed"));
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Step 5 — Attack (GR-A06..A09).
|
|
|
|
|
|
for actor in self.seat_order() {
|
|
|
|
|
|
let Some(selection) = self.selections.get(&actor) else {
|
|
|
|
|
|
continue;
|
|
|
|
|
|
};
|
|
|
|
|
|
if selection.action != Action::Attack {
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
let Some(target) = selection.target else {
|
|
|
|
|
|
continue;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// GR-A09: Protection absorbs the Attack entirely.
|
|
|
|
|
|
if work.players[&target].protection > 0 {
|
|
|
|
|
|
events.push(GroundEvent::AttackCancelled {
|
|
|
|
|
|
attacker: actor,
|
|
|
|
|
|
target,
|
|
|
|
|
|
});
|
|
|
|
|
|
work.fold(events.last().expect("just pushed"));
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
let pair = Pair::new(actor, target);
|
|
|
|
|
|
match work.relation_between(actor, target) {
|
|
|
|
|
|
// GR-A07: Attack through a Bond — +2 and the Bond flips.
|
|
|
|
|
|
Some(Relation::Bond) => {
|
|
|
|
|
|
let stress = work.stress_after(target, 2);
|
|
|
|
|
|
events.push(GroundEvent::StressSet {
|
|
|
|
|
|
player: target,
|
|
|
|
|
|
stress,
|
|
|
|
|
|
});
|
|
|
|
|
|
work.fold(events.last().expect("just pushed"));
|
|
|
|
|
|
events.push(GroundEvent::RelationFormed {
|
|
|
|
|
|
pair,
|
|
|
|
|
|
relation: Relation::Rivalry,
|
|
|
|
|
|
});
|
|
|
|
|
|
work.fold(events.last().expect("just pushed"));
|
|
|
|
|
|
}
|
|
|
|
|
|
// GR-A08: Attack through a Rivalry — +2 and it breaks.
|
|
|
|
|
|
Some(Relation::Rivalry) => {
|
|
|
|
|
|
let stress = work.stress_after(target, 2);
|
|
|
|
|
|
events.push(GroundEvent::StressSet {
|
|
|
|
|
|
player: target,
|
|
|
|
|
|
stress,
|
|
|
|
|
|
});
|
|
|
|
|
|
work.fold(events.last().expect("just pushed"));
|
|
|
|
|
|
events.push(GroundEvent::RelationBroken { pair });
|
|
|
|
|
|
work.fold(events.last().expect("just pushed"));
|
|
|
|
|
|
}
|
|
|
|
|
|
// GR-A06: no relation — +1, and a Rivalry forms without
|
|
|
|
|
|
// consent if both endpoints have a slot (GR-L01/L03).
|
|
|
|
|
|
None => {
|
|
|
|
|
|
let stress = work.stress_after(target, 1);
|
|
|
|
|
|
events.push(GroundEvent::StressSet {
|
|
|
|
|
|
player: target,
|
|
|
|
|
|
stress,
|
|
|
|
|
|
});
|
|
|
|
|
|
work.fold(events.last().expect("just pushed"));
|
|
|
|
|
|
if work.has_free_slot(actor) && work.has_free_slot(target) {
|
|
|
|
|
|
events.push(GroundEvent::RelationFormed {
|
|
|
|
|
|
pair,
|
|
|
|
|
|
relation: Relation::Rivalry,
|
|
|
|
|
|
});
|
|
|
|
|
|
work.fold(events.last().expect("just pushed"));
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
events.push(GroundEvent::StepAdvanced {
|
|
|
|
|
|
step: RoundStep::Resolve,
|
|
|
|
|
|
});
|
|
|
|
|
|
events
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-R08: Stress is already clamped on every application (U2), so
|
|
|
|
|
|
/// End only triggers DARVO, rotates the Lead, and advances the Round.
|
|
|
|
|
|
fn end_round_events(&self) -> Vec<GroundEvent> {
|
|
|
|
|
|
let mut events = Vec::new();
|
|
|
|
|
|
|
|
|
|
|
|
// GR-D01: Stress 5 with the marker OFF starts a sequence. In
|
|
|
|
|
|
// Lead order, so two simultaneous triggers are ordered (U9).
|
|
|
|
|
|
for seat in self.seat_order() {
|
|
|
|
|
|
let player = &self.players[&seat];
|
|
|
|
|
|
if player.stress == 5 && player.darvo == DarvoStage::Off {
|
|
|
|
|
|
events.push(GroundEvent::DarvoTriggered { player: seat });
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
let seats: Vec<PlayerId> = self.players.keys().copied().collect();
|
|
|
|
|
|
let next_lead = seats
|
|
|
|
|
|
.iter()
|
|
|
|
|
|
.position(|s| *s == self.lead)
|
|
|
|
|
|
.map_or(self.lead, |i| seats[(i + 1) % seats.len()]);
|
|
|
|
|
|
|
|
|
|
|
|
events.push(GroundEvent::RoundEnded {
|
|
|
|
|
|
round: self.round + 1,
|
|
|
|
|
|
next_lead,
|
|
|
|
|
|
});
|
|
|
|
|
|
events.push(GroundEvent::StepAdvanced {
|
|
|
|
|
|
step: RoundStep::Select,
|
|
|
|
|
|
});
|
|
|
|
|
|
events
|
|
|
|
|
|
}
|
|
|
|
|
|
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
/// GR-A13 targeting legality, shared by every Action.
|
|
|
|
|
|
fn check_targeting(
|
|
|
|
|
|
&self,
|
|
|
|
|
|
actor: PlayerId,
|
|
|
|
|
|
action: Action,
|
|
|
|
|
|
target: Option<PlayerId>,
|
|
|
|
|
|
problem: Option<u32>,
|
|
|
|
|
|
) -> Result<(), Rejection> {
|
|
|
|
|
|
let bad = |detail: String| Rejection::Game {
|
|
|
|
|
|
code: "bad-target".into(),
|
|
|
|
|
|
detail,
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
if action.requires_player_target() {
|
|
|
|
|
|
let target = target.ok_or_else(|| bad(format!("GR-A13: {action:?} needs a target")))?;
|
|
|
|
|
|
if target == actor {
|
|
|
|
|
|
return Err(bad(
|
|
|
|
|
|
"GR-A13: SUPPORT and ATTACK target another player".into()
|
|
|
|
|
|
));
|
|
|
|
|
|
}
|
|
|
|
|
|
if !self.players.contains_key(&target) {
|
|
|
|
|
|
return Err(bad(format!("GR-A13: player {target} is not in this game")));
|
|
|
|
|
|
}
|
|
|
|
|
|
} else if target.is_some() {
|
|
|
|
|
|
return Err(bad(format!("GR-A13: {action:?} takes no player target")));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if action.requires_problem_target() {
|
|
|
|
|
|
let problem =
|
|
|
|
|
|
problem.ok_or_else(|| bad(format!("GR-A13: {action:?} needs a Problem")))?;
|
|
|
|
|
|
if !self.problems.contains_key(&problem) {
|
|
|
|
|
|
return Err(bad(format!("GR-A13: no Problem {problem}")));
|
|
|
|
|
|
}
|
|
|
|
|
|
} else if problem.is_some() {
|
|
|
|
|
|
return Err(bad(format!("GR-A13: {action:?} takes no Problem target")));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Ok(())
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-S01: hidden-Problem priorities admitted per player count.
|
|
|
|
|
|
fn problem_priorities(players: u8) -> Result<u8, String> {
|
|
|
|
|
|
match players {
|
|
|
|
|
|
2 => Ok(2),
|
|
|
|
|
|
3..=4 => Ok(3),
|
|
|
|
|
|
5..=6 => Ok(4),
|
|
|
|
|
|
other => Err(format!("GR-S01: unsupported player count {other}")),
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-S04: the 24 core Solution cards, 6 per suit, in canonical order
|
|
|
|
|
|
/// before the seeded shuffle.
|
|
|
|
|
|
fn core_solution_deck() -> Vec<SolutionCard> {
|
|
|
|
|
|
[Suit::Clarify, Suit::Repair, Suit::Boundary, Suit::Change]
|
|
|
|
|
|
.into_iter()
|
|
|
|
|
|
.flat_map(|suit| std::iter::repeat_n(SolutionCard { suit }, 6))
|
|
|
|
|
|
.collect()
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
impl ScenarioGame for GroundState {
|
|
|
|
|
|
/// GR-S01..S04. The `standard-Np` presets differ only in seat count;
|
|
|
|
|
|
/// Problem content is scenario data, so the preset uses the canonical
|
|
|
|
|
|
/// fixture below (suit cycling by priority) until scenario decks are
|
|
|
|
|
|
/// modelled.
|
|
|
|
|
|
fn setup(setup: &Setup, seed: u64) -> Result<Self, String> {
|
|
|
|
|
|
let seats = setup.players;
|
|
|
|
|
|
let expected = format!("standard-{seats}p");
|
|
|
|
|
|
if setup.preset != expected {
|
|
|
|
|
|
return Err(format!(
|
|
|
|
|
|
"preset {:?} does not match {seats} players (expected {expected:?})",
|
|
|
|
|
|
setup.preset
|
|
|
|
|
|
));
|
|
|
|
|
|
}
|
|
|
|
|
|
let priorities = problem_priorities(seats)?;
|
|
|
|
|
|
let mut rng = ChaChaRng::from_seed(Seed(seed));
|
|
|
|
|
|
|
|
|
|
|
|
// GR-S04: shuffle first, then deal, so the deal is seed-derived.
|
|
|
|
|
|
let mut deck = core_solution_deck();
|
|
|
|
|
|
rng.shuffle(&mut deck);
|
|
|
|
|
|
|
|
|
|
|
|
// GR-S02: Stress 2, Freedom READY, DARVO OFF, two Solution cards.
|
|
|
|
|
|
let mut players = BTreeMap::new();
|
|
|
|
|
|
for seat in 0..seats {
|
|
|
|
|
|
let hand = deck.split_off(deck.len() - 2);
|
|
|
|
|
|
players.insert(
|
|
|
|
|
|
PlayerId(seat),
|
|
|
|
|
|
PlayerState {
|
|
|
|
|
|
stress: 2,
|
|
|
|
|
|
freedom_ready: true,
|
|
|
|
|
|
freedom_gate_lifted: false,
|
|
|
|
|
|
darvo: DarvoStage::Off,
|
|
|
|
|
|
hand,
|
|
|
|
|
|
protection: 0,
|
|
|
|
|
|
blame_from: vec![],
|
|
|
|
|
|
},
|
|
|
|
|
|
);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// GR-S01: priority 1 is the Surface Problem, face up; the rest
|
|
|
|
|
|
// start face down.
|
|
|
|
|
|
let suits = [Suit::Clarify, Suit::Repair, Suit::Boundary, Suit::Change];
|
|
|
|
|
|
let problems = (1..=u32::from(priorities))
|
|
|
|
|
|
.map(|priority| {
|
|
|
|
|
|
(
|
|
|
|
|
|
priority,
|
|
|
|
|
|
ProblemState {
|
|
|
|
|
|
suit: suits[(priority as usize - 1) % suits.len()],
|
|
|
|
|
|
value: priority as u8,
|
|
|
|
|
|
face_up: priority == 1,
|
|
|
|
|
|
denied: false,
|
|
|
|
|
|
claimed_by: None,
|
|
|
|
|
|
protected_this_round: false,
|
|
|
|
|
|
},
|
|
|
|
|
|
)
|
|
|
|
|
|
})
|
|
|
|
|
|
.collect();
|
|
|
|
|
|
|
|
|
|
|
|
// GR-S03: seeded-random Lead, Round 1.
|
|
|
|
|
|
let lead = PlayerId(rng.draw(u32::from(seats)) as u8);
|
|
|
|
|
|
|
|
|
|
|
|
Ok(GroundState {
|
|
|
|
|
|
round: 1,
|
|
|
|
|
|
lead,
|
|
|
|
|
|
players,
|
|
|
|
|
|
relations: BTreeMap::new(),
|
|
|
|
|
|
problems,
|
|
|
|
|
|
solution_deck: deck,
|
|
|
|
|
|
solution_discard: vec![],
|
|
|
|
|
|
focus: BTreeMap::new(),
|
|
|
|
|
|
step: RoundStep::Select,
|
|
|
|
|
|
selections: BTreeMap::new(),
|
|
|
|
|
|
})
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
fn parse_command(step: &CommandStep) -> Result<(Actor, Self::Command), String> {
|
|
|
|
|
|
let actor = parse_actor(&step.actor)?;
|
|
|
|
|
|
let arg_str = |key: &str| -> Result<String, String> {
|
|
|
|
|
|
step.args
|
|
|
|
|
|
.get(key)
|
|
|
|
|
|
.and_then(|v| v.as_str().map(str::to_string))
|
|
|
|
|
|
.ok_or_else(|| format!("{}: missing string arg {key:?}", step.cmd))
|
|
|
|
|
|
};
|
|
|
|
|
|
let arg_u64 = |key: &str| -> Option<u64> { step.args.get(key).and_then(|v| v.as_u64()) };
|
|
|
|
|
|
|
|
|
|
|
|
let command = match step.cmd.as_str() {
|
|
|
|
|
|
"select_action" => {
|
|
|
|
|
|
let action = Action::parse(&arg_str("action")?)?;
|
|
|
|
|
|
let target = match step.args.get("target") {
|
|
|
|
|
|
Some(_) => match parse_actor(&arg_str("target")?)? {
|
|
|
|
|
|
Actor::Player(id) => Some(id),
|
|
|
|
|
|
Actor::System => return Err("target may not be SYSTEM".into()),
|
|
|
|
|
|
},
|
|
|
|
|
|
None => None,
|
|
|
|
|
|
};
|
|
|
|
|
|
GroundCommand::SelectAction {
|
|
|
|
|
|
action,
|
|
|
|
|
|
target,
|
|
|
|
|
|
problem: arg_u64("problem").map(|p| p as u32),
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
"spend_freedom" => GroundCommand::SpendFreedom,
|
T08 iter 2: Reveal, Resolve, End; relations and the DARVO trigger
Round machinery, system-driven (GR-R04/R06/R08):
- GR-R06 fixed step order with GR-R07 Lead-first ordering inside a step.
Steps 1 (GROUND), 3 (DARVO stages), 4 (INVESTIGATE) and 6 (SOLVE) are
not implemented yet; their Actions resolve as no-ops and no scenario
claims coverage of them.
- SUPPORT GR-A03/A04/A05 and ATTACK GR-A06..A09, with relation
formation, flip and break per GR-L01/L03/L04 and Protection
cancellation.
- GR-R08 End: DARVO trigger at Stress 5 in Lead order, Lead rotation,
Round advance, per-round flags cleared.
- Stress clamps 0-5 on every application, the U2 default, so a mid-round
spike that is reduced before End does not trigger DARVO.
Two consent-dependent rules are deliberately left out because they need
a decision command rather than a default: Bond formation (GR-L02) and
the target's flip-or-break choice on Support-through-Rivalry (GR-A05).
Both are noted in code and covered by a provisional scenario.
Fixes a defect in the T07 scaffold: relations were keyed by a tuple,
which JSON cannot use as an object key, so state_hash would have
panicked on any state holding a relation. Relation keys are now a Pair
newtype serialized as "a-b", with a regression test.
setup.patch may now create a final key so scenarios can seed open-ended
maps; a typo anywhere earlier in the path is still an error.
8 scenarios pass, 28 rules covered; 17 tests, fmt/clippy green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:19:34 +02:00
|
|
|
|
"reveal" => GroundCommand::Reveal,
|
|
|
|
|
|
"resolve" => GroundCommand::Resolve,
|
|
|
|
|
|
"end_round" => GroundCommand::EndRound,
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
other => return Err(format!("unknown command {other:?}")),
|
|
|
|
|
|
};
|
|
|
|
|
|
Ok((actor, command))
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
fn round(&self) -> u8 {
|
|
|
|
|
|
self.round
|
|
|
|
|
|
}
|
2026-07-31 01:57:13 +02:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#[cfg(test)]
|
|
|
|
|
|
mod tests {
|
|
|
|
|
|
use super::*;
|
|
|
|
|
|
use cb_events::state_hash_hex;
|
|
|
|
|
|
|
|
|
|
|
|
fn tiny_state() -> GroundState {
|
|
|
|
|
|
GroundState {
|
|
|
|
|
|
round: 1,
|
|
|
|
|
|
lead: PlayerId(0),
|
|
|
|
|
|
players: BTreeMap::from([(
|
|
|
|
|
|
PlayerId(0),
|
|
|
|
|
|
PlayerState {
|
|
|
|
|
|
stress: 2,
|
|
|
|
|
|
freedom_ready: true,
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
freedom_gate_lifted: false,
|
2026-07-31 01:57:13 +02:00
|
|
|
|
darvo: DarvoStage::Off,
|
|
|
|
|
|
hand: vec![SolutionCard { suit: Suit::Repair }],
|
|
|
|
|
|
protection: 0,
|
|
|
|
|
|
blame_from: vec![],
|
|
|
|
|
|
},
|
|
|
|
|
|
)]),
|
|
|
|
|
|
relations: BTreeMap::new(),
|
|
|
|
|
|
problems: BTreeMap::new(),
|
|
|
|
|
|
solution_deck: vec![],
|
|
|
|
|
|
solution_discard: vec![],
|
|
|
|
|
|
focus: BTreeMap::new(),
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
step: RoundStep::Select,
|
|
|
|
|
|
selections: BTreeMap::new(),
|
2026-07-31 01:57:13 +02:00
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
T08 iter 2: Reveal, Resolve, End; relations and the DARVO trigger
Round machinery, system-driven (GR-R04/R06/R08):
- GR-R06 fixed step order with GR-R07 Lead-first ordering inside a step.
Steps 1 (GROUND), 3 (DARVO stages), 4 (INVESTIGATE) and 6 (SOLVE) are
not implemented yet; their Actions resolve as no-ops and no scenario
claims coverage of them.
- SUPPORT GR-A03/A04/A05 and ATTACK GR-A06..A09, with relation
formation, flip and break per GR-L01/L03/L04 and Protection
cancellation.
- GR-R08 End: DARVO trigger at Stress 5 in Lead order, Lead rotation,
Round advance, per-round flags cleared.
- Stress clamps 0-5 on every application, the U2 default, so a mid-round
spike that is reduced before End does not trigger DARVO.
Two consent-dependent rules are deliberately left out because they need
a decision command rather than a default: Bond formation (GR-L02) and
the target's flip-or-break choice on Support-through-Rivalry (GR-A05).
Both are noted in code and covered by a provisional scenario.
Fixes a defect in the T07 scaffold: relations were keyed by a tuple,
which JSON cannot use as an object key, so state_hash would have
panicked on any state holding a relation. Relation keys are now a Pair
newtype serialized as "a-b", with a regression test.
setup.patch may now create a final key so scenarios can seed open-ended
maps; a typo anywhere earlier in the path is still an error.
8 scenarios pass, 28 rules covered; 17 tests, fmt/clippy green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:19:34 +02:00
|
|
|
|
/// Regression: relation keys must serialize as JSON object keys.
|
|
|
|
|
|
/// With a tuple key, `state_hash` panicked on any state holding a
|
|
|
|
|
|
/// relation — that is, on almost every real game state.
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn state_with_relations_hashes() {
|
|
|
|
|
|
let mut state = tiny_state();
|
|
|
|
|
|
state
|
|
|
|
|
|
.relations
|
|
|
|
|
|
.insert(Pair::new(PlayerId(1), PlayerId(0)), Relation::Bond);
|
|
|
|
|
|
let hash = state_hash_hex(&state);
|
|
|
|
|
|
assert_eq!(hash.len(), 64);
|
|
|
|
|
|
// GR-O05: the key is canonically ordered, so either construction
|
|
|
|
|
|
// order yields the same state and the same hash.
|
|
|
|
|
|
let mut mirrored = tiny_state();
|
|
|
|
|
|
mirrored
|
|
|
|
|
|
.relations
|
|
|
|
|
|
.insert(Pair::new(PlayerId(0), PlayerId(1)), Relation::Bond);
|
|
|
|
|
|
assert_eq!(hash, state_hash_hex(&mirrored));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
T08 iter 1: scenario runner executes; GROUND setup and Select step
Replaces the RunOutcome::Unimplemented stub with a real runner:
- ScenarioGame trait: games own setup presets and the command
vocabulary, the runner owns execution, assertions, and determinism.
- K8 double-run: every scenario runs twice on the same seed and fails
on state-hash divergence.
- K4/K11: applied events go through Envelope into EventLog, so seq
monotonicity is enforced on the real path, not just in unit tests.
- setup.patch was parsed and silently dropped; the runner now applies
it generically and errors on a path that does not exist, so a typo
in a scenario can never pass as a no-op.
- Assertions: dot-path state lookup over objects and arrays, ordered
event subsequence matching by field subset, exact rejects-set match.
GROUND rules realized: GR-S01..S04 setup (seeded shuffle, deal, Lead,
Surface Problem face up), GR-R02 Select commit, GR-R03 stress gate and
Freedom spend, GR-A13 targeting legality.
cb-sim dispatches by the scenario's game prefix and reports rule
coverage. 3 scenarios pass, 7 rules covered; fmt/clippy/tests green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 02:14:34 +02:00
|
|
|
|
fn setup_3p(seed: u64) -> GroundState {
|
|
|
|
|
|
GroundState::setup(
|
|
|
|
|
|
&Setup {
|
|
|
|
|
|
players: 3,
|
|
|
|
|
|
preset: "standard-3p".into(),
|
|
|
|
|
|
patch: BTreeMap::new(),
|
|
|
|
|
|
},
|
|
|
|
|
|
seed,
|
|
|
|
|
|
)
|
|
|
|
|
|
.unwrap()
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-S02/S04: every seat starts at Stress 2 with two dealt cards,
|
|
|
|
|
|
/// and the deck loses exactly what was dealt.
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn setup_deals_per_gr_s02_and_s04() {
|
|
|
|
|
|
let state = setup_3p(42);
|
|
|
|
|
|
assert_eq!(state.players.len(), 3);
|
|
|
|
|
|
assert_eq!(state.round, 1);
|
|
|
|
|
|
for player in state.players.values() {
|
|
|
|
|
|
assert_eq!(player.stress, 2);
|
|
|
|
|
|
assert!(player.freedom_ready);
|
|
|
|
|
|
assert_eq!(player.darvo, DarvoStage::Off);
|
|
|
|
|
|
assert_eq!(player.hand.len(), 2);
|
|
|
|
|
|
}
|
|
|
|
|
|
assert_eq!(state.solution_deck.len(), 24 - 6);
|
|
|
|
|
|
// GR-S01: 3 players → priorities 1–3, priority 1 face up.
|
|
|
|
|
|
assert_eq!(state.problems.len(), 3);
|
|
|
|
|
|
assert!(state.problems[&1].face_up);
|
|
|
|
|
|
assert!(!state.problems[&2].face_up);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-S03/S04: the same seed reproduces setup exactly; a different
|
|
|
|
|
|
/// seed does not.
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn setup_is_seed_deterministic() {
|
|
|
|
|
|
assert_eq!(state_hash_hex(&setup_3p(42)), state_hash_hex(&setup_3p(42)));
|
|
|
|
|
|
assert_ne!(state_hash_hex(&setup_3p(42)), state_hash_hex(&setup_3p(7)));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-R02: one selection per player per round.
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn second_selection_is_a_duplicate() {
|
|
|
|
|
|
let mut state = setup_3p(42);
|
|
|
|
|
|
let cmd = GroundCommand::SelectAction {
|
|
|
|
|
|
action: Action::Attack,
|
|
|
|
|
|
target: Some(PlayerId(1)),
|
|
|
|
|
|
problem: None,
|
|
|
|
|
|
};
|
|
|
|
|
|
let events = state.validate(Actor::Player(PlayerId(0)), &cmd).unwrap();
|
|
|
|
|
|
for event in &events {
|
|
|
|
|
|
state.fold(event);
|
|
|
|
|
|
}
|
|
|
|
|
|
assert_eq!(
|
|
|
|
|
|
state.validate(Actor::Player(PlayerId(0)), &cmd),
|
|
|
|
|
|
Err(Rejection::DuplicateCommand)
|
|
|
|
|
|
);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-R03: the stress gate blocks SUPPORT at Stress 4, and spending
|
|
|
|
|
|
/// Freedom lifts it.
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn stress_gate_blocks_until_freedom_is_spent() {
|
|
|
|
|
|
let mut state = setup_3p(42);
|
|
|
|
|
|
state.players.get_mut(&PlayerId(0)).unwrap().stress = 4;
|
|
|
|
|
|
let support = GroundCommand::SelectAction {
|
|
|
|
|
|
action: Action::Support,
|
|
|
|
|
|
target: Some(PlayerId(1)),
|
|
|
|
|
|
problem: None,
|
|
|
|
|
|
};
|
|
|
|
|
|
let attack = GroundCommand::SelectAction {
|
|
|
|
|
|
action: Action::Attack,
|
|
|
|
|
|
target: Some(PlayerId(1)),
|
|
|
|
|
|
problem: None,
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
assert!(matches!(
|
|
|
|
|
|
state.validate(Actor::Player(PlayerId(0)), &support),
|
|
|
|
|
|
Err(Rejection::Game { ref code, .. }) if code == "stress-gate"
|
|
|
|
|
|
));
|
|
|
|
|
|
// ATTACK is always admitted by the gate.
|
|
|
|
|
|
assert!(state.validate(Actor::Player(PlayerId(0)), &attack).is_ok());
|
|
|
|
|
|
|
|
|
|
|
|
let spent = state
|
|
|
|
|
|
.validate(Actor::Player(PlayerId(0)), &GroundCommand::SpendFreedom)
|
|
|
|
|
|
.unwrap();
|
|
|
|
|
|
for event in &spent {
|
|
|
|
|
|
state.fold(event);
|
|
|
|
|
|
}
|
|
|
|
|
|
assert!(!state.players[&PlayerId(0)].freedom_ready);
|
|
|
|
|
|
assert!(state.validate(Actor::Player(PlayerId(0)), &support).is_ok());
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// GR-A13: SUPPORT and ATTACK may not target their own player.
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn self_targeting_is_rejected() {
|
|
|
|
|
|
let state = setup_3p(42);
|
|
|
|
|
|
let result = state.validate(
|
|
|
|
|
|
Actor::Player(PlayerId(0)),
|
|
|
|
|
|
&GroundCommand::SelectAction {
|
|
|
|
|
|
action: Action::Attack,
|
|
|
|
|
|
target: Some(PlayerId(0)),
|
|
|
|
|
|
problem: None,
|
|
|
|
|
|
},
|
|
|
|
|
|
);
|
|
|
|
|
|
assert!(matches!(
|
|
|
|
|
|
result,
|
|
|
|
|
|
Err(Rejection::Game { ref code, .. }) if code == "bad-target"
|
|
|
|
|
|
));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-07-31 01:57:13 +02:00
|
|
|
|
/// K7 on the real aggregate: hash stable across clones, sensitive to
|
|
|
|
|
|
/// semantic change.
|
|
|
|
|
|
#[test]
|
|
|
|
|
|
fn ground_state_hashes_canonically() {
|
|
|
|
|
|
let a = tiny_state();
|
|
|
|
|
|
let b = a.clone();
|
|
|
|
|
|
assert_eq!(state_hash_hex(&a), state_hash_hex(&b));
|
|
|
|
|
|
let mut c = a.clone();
|
|
|
|
|
|
c.players.get_mut(&PlayerId(0)).unwrap().stress = 5;
|
|
|
|
|
|
assert_ne!(state_hash_hex(&a), state_hash_hex(&c));
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|