T07: Cargo workspace scaffold — cb-kernel/cb-events/cb-game-runtime/games-ground/cb-sim, HashMap deny-lint, scenario format + runner stub, Criterion skeleton, Makefile, CI
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tegwick 2026-07-31 01:57:13 +02:00
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games/ground/src/lib.rs Normal file
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//! games-ground — the GROUND rules aggregate (specs/GroundRules.md,
//! GameKernel K15K16). T07 scaffolds the state shell; validate/fold per
//! GR-rule land in T08 with rule IDs cross-referenced in doc comments.
use cb_kernel::PlayerId;
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 05.
pub stress: u8,
/// GR-F03.
pub freedom_ready: bool,
/// 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,
}
/// 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.
pub relations: BTreeMap<(PlayerId, PlayerId), Relation>,
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>,
}
#[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,
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(),
}
}
/// 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));
}
}