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>
This commit is contained in:
tegwick 2026-07-31 02:14:34 +02:00
parent be52250850
commit a09d76f370
7 changed files with 848 additions and 47 deletions

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@ -0,0 +1,21 @@
---
active: true
iteration: 2
session_id: 8cbd5701-a096-45a4-a419-9b7b1c9419bc
max_iterations: 20
completion_promise: "HEUREKA"
workplan_id: CB-WP-0001
workplan_file: workplans/CB-WP-0001-inner-loop.md
started_at: "2026-07-31T00:08:23Z"
---
Read the workplan at `workplans/CB-WP-0001-inner-loop.md`.
If every task has `status: done` AND frontmatter `status: done`:
run `rm -f .claude/ralph-loop.local.md` first (deactivates the loop so the stop hook exits cleanly),
then output <promise>HEUREKA</promise>.
Otherwise implement the next `todo` task as described in the workplan.
Set task `in_progress` when starting, `done` when complete.
When all tasks are done set frontmatter `status: done`.

View file

@ -3,7 +3,7 @@
pub mod scenario;
pub use scenario::{RunOutcome, ScenarioFile};
pub use scenario::{parse_actor, run, CommandStep, RunOutcome, ScenarioFile, ScenarioGame, Setup};
use cb_kernel::PlayerId;
use serde::{Deserialize, Serialize};

View file

@ -1,9 +1,11 @@
//! Scenario file format and runner scaffold (MetricsAndScenarios §2,
//! GameKernel K17). The format parses fully; execution against a game
//! aggregate is wired up in T08 — until then `run` reports Unimplemented.
//! Scenario file format and runner (MetricsAndScenarios §2, GameKernel
//! K17). Games opt in by implementing [`ScenarioGame`]; [`run`] executes a
//! scenario twice with the same seed and fails on hash divergence (K8).
use cb_events::{state_hash_hex, Envelope, EventLog};
use cb_kernel::{Actor, Aggregate, EventSeq, GameId, PlayerId};
use serde::{Deserialize, Serialize};
use std::collections::BTreeMap;
use std::collections::{BTreeMap, BTreeSet};
/// One scenario file (`scenarios/<game>/<slug>.yaml`).
#[derive(Debug, Clone, Serialize, Deserialize)]
@ -71,21 +73,227 @@ impl ScenarioFile {
/// Result of executing one scenario (twice, per the K8 double-run rule).
#[derive(Debug)]
pub enum RunOutcome {
Passed {
covers: Vec<String>,
},
Failed {
reason: String,
},
/// Scaffold state: parsing works, execution lands in T08.
Unimplemented,
Passed { covers: Vec<String> },
Failed { reason: String },
}
/// Runner scaffold. T08 replaces the body with: build aggregate from
/// setup, apply commands via validate/fold, check expectations, run twice
/// and compare hashes, emit a replay bundle on failure.
pub fn run(_scenario: &ScenarioFile) -> RunOutcome {
RunOutcome::Unimplemented
/// A game aggregate the scenario runner can drive (GameKernel K17). The
/// game owns setup presets and the command vocabulary; the runner owns
/// execution, assertions, and the determinism check.
pub trait ScenarioGame: Aggregate + Serialize + serde::de::DeserializeOwned + Sized {
/// Build the initial state for a named preset (GR-S rules for GROUND).
fn setup(setup: &Setup, seed: u64) -> Result<Self, String>;
/// Resolve one scenario step into an actor and a typed command.
fn parse_command(step: &CommandStep) -> Result<(Actor, Self::Command), String>;
/// Current round, for the event envelope (GameKernel K4).
fn round(&self) -> u8;
}
/// `P1` → `PlayerId(0)`, `SYSTEM` → [`Actor::System`]. Seat numbering is
/// 1-based in scenario files and 0-based in state, matching the
/// `players.0.*` assertion paths.
pub fn parse_actor(actor: &str) -> Result<Actor, String> {
if actor == "SYSTEM" {
return Ok(Actor::System);
}
actor
.strip_prefix('P')
.and_then(|n| n.parse::<u8>().ok())
.filter(|n| *n >= 1)
.map(|n| Actor::Player(PlayerId(n - 1)))
.ok_or_else(|| format!("unparseable actor {actor:?} (expected P<n> or SYSTEM)"))
}
/// One execution pass: returns the end state as JSON, its hash, the
/// emitted events, and the indices of rejected commands.
struct Pass {
state: serde_json::Value,
hash: String,
events: Vec<serde_json::Value>,
rejected: BTreeSet<usize>,
}
fn execute<G>(scenario: &ScenarioFile) -> Result<Pass, String>
where
G: ScenarioGame,
G::Event: Serialize,
{
let mut state = G::setup(&scenario.setup, scenario.seed)?;
// The runner owns `setup.patch` so no game reimplements it: overrides
// are applied to the canonical form and read back.
if !scenario.setup.patch.is_empty() {
state = apply_patch(&state, &scenario.setup.patch)?;
}
let mut log: EventLog<G::Event> = EventLog::new();
let mut events = Vec::new();
let mut rejected = BTreeSet::new();
let mut seq = 0u64;
for (index, step) in scenario.commands.iter().enumerate() {
let (actor, command) = G::parse_command(step)?;
match state.validate(actor, &command) {
Err(_) => {
rejected.insert(index);
}
Ok(produced) => {
for event in produced {
events.push(
serde_json::to_value(&event).map_err(|e| format!("event encode: {e}"))?,
);
state.fold(&event);
// K4/K11: everything applied is logged in envelope order.
log.append(Envelope {
seq: EventSeq(seq),
game_id: GameId(0),
round: state.round(),
schema_ver: 1,
payload: event,
})
.map_err(|e| format!("event log: {e}"))?;
seq += 1;
}
}
}
}
Ok(Pass {
state: serde_json::to_value(&state).map_err(|e| format!("state encode: {e}"))?,
hash: state_hash_hex(&state),
events,
rejected,
})
}
/// Execute a scenario against game `G`: run twice with the same seed,
/// compare hashes (K8), then check the `expect` block.
pub fn run<G>(scenario: &ScenarioFile) -> RunOutcome
where
G: ScenarioGame,
G::Event: Serialize,
{
let first = match execute::<G>(scenario) {
Ok(pass) => pass,
Err(reason) => return RunOutcome::Failed { reason },
};
let second = match execute::<G>(scenario) {
Ok(pass) => pass,
Err(reason) => return RunOutcome::Failed { reason },
};
if first.hash != second.hash {
return RunOutcome::Failed {
reason: format!(
"K8 divergence: run 1 hash {} != run 2 hash {}",
first.hash, second.hash
),
};
}
if let Err(reason) = check(scenario, &first) {
return RunOutcome::Failed { reason };
}
RunOutcome::Passed {
covers: scenario.covers.clone(),
}
}
fn check(scenario: &ScenarioFile, pass: &Pass) -> Result<(), String> {
let expected_rejects: BTreeSet<usize> = scenario.expect.rejects.iter().copied().collect();
if pass.rejected != expected_rejects {
return Err(format!(
"rejects mismatch: expected {expected_rejects:?}, got {:?}",
pass.rejected
));
}
for (path, want) in &scenario.expect.state {
let want = to_json(want)?;
let got = lookup(&pass.state, path)
.ok_or_else(|| format!("state path {path:?} not found in end state"))?;
if got != &want {
return Err(format!("state {path:?}: expected {want}, got {got}"));
}
}
// `expect.events` is an ordered subsequence: each entry must match a
// later event than the previous one, by field subset.
let mut cursor = 0usize;
for want in &scenario.expect.events {
let want = to_json(want)?;
let found = pass.events[cursor..]
.iter()
.position(|event| is_subset(&want, event));
match found {
Some(offset) => cursor += offset + 1,
None => return Err(format!("expected event {want} not found in order")),
}
}
if let Some(want) = &scenario.expect.state_hash {
if want != &pass.hash {
return Err(format!(
"state_hash mismatch: expected {want}, got {}",
pass.hash
));
}
}
Ok(())
}
/// Apply `setup.patch` dot-path overrides to a freshly built state. Every
/// path must already exist — a typo is an error, never a silent no-op.
fn apply_patch<G: ScenarioGame>(
state: &G,
patch: &BTreeMap<String, serde_yaml::Value>,
) -> Result<G, String> {
let mut json = serde_json::to_value(state).map_err(|e| format!("state encode: {e}"))?;
for (path, value) in patch {
let value = to_json(value)?;
let slot = lookup_mut(&mut json, path)
.ok_or_else(|| format!("patch path {path:?} does not exist in the initial state"))?;
*slot = value;
}
serde_json::from_value(json).map_err(|e| format!("patch produced invalid state: {e}"))
}
fn lookup_mut<'v>(
root: &'v mut serde_json::Value,
path: &str,
) -> Option<&'v mut serde_json::Value> {
path.split('.').try_fold(root, |node, segment| match node {
serde_json::Value::Object(map) => map.get_mut(segment),
serde_json::Value::Array(items) => items.get_mut(segment.parse::<usize>().ok()?),
_ => None,
})
}
fn to_json<T: Serialize>(value: &T) -> Result<serde_json::Value, String> {
serde_json::to_value(value).map_err(|e| format!("expectation encode: {e}"))
}
/// Dot-path lookup: object keys and array indices, so `players.0.stress`
/// reads the same whether the container is a map or a sequence.
fn lookup<'v>(root: &'v serde_json::Value, path: &str) -> Option<&'v serde_json::Value> {
path.split('.').try_fold(root, |node, segment| match node {
serde_json::Value::Object(map) => map.get(segment),
serde_json::Value::Array(items) => items.get(segment.parse::<usize>().ok()?),
_ => None,
})
}
/// Field-subset match: every key in `want` must be present and equal in
/// `got`, so scenarios can assert on the fields they care about.
fn is_subset(want: &serde_json::Value, got: &serde_json::Value) -> bool {
match (want, got) {
(serde_json::Value::Object(w), serde_json::Value::Object(g)) => w
.iter()
.all(|(key, value)| g.get(key).is_some_and(|found| is_subset(value, found))),
_ => want == got,
}
}
#[cfg(test)]
@ -120,7 +328,23 @@ expect:
assert_eq!(parsed.covers, vec!["GR-S02", "GR-S03"]);
assert_eq!(parsed.setup.players, 3);
assert_eq!(parsed.commands.len(), 1);
assert!(matches!(run(&parsed), RunOutcome::Unimplemented));
}
#[test]
fn actors_parse_1_based_into_0_based_seats() {
assert_eq!(parse_actor("P1").unwrap(), Actor::Player(PlayerId(0)));
assert_eq!(parse_actor("P3").unwrap(), Actor::Player(PlayerId(2)));
assert_eq!(parse_actor("SYSTEM").unwrap(), Actor::System);
assert!(parse_actor("P0").is_err());
assert!(parse_actor("bogus").is_err());
}
#[test]
fn dot_paths_index_objects_and_arrays() {
let state = serde_json::json!({ "players": { "0": { "stress": 2 } }, "deck": [7, 9] });
assert_eq!(lookup(&state, "players.0.stress").unwrap(), &2);
assert_eq!(lookup(&state, "deck.1").unwrap(), &9);
assert!(lookup(&state, "players.9.stress").is_none());
}
#[test]

View file

@ -1,8 +1,9 @@
//! 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.
//! GameKernel K15K16). Every rule realized here names its GR-id in a doc
//! comment, giving a greppable rule→code→scenario chain.
use cb_kernel::PlayerId;
use cb_game_runtime::{parse_actor, CommandStep, ScenarioGame, Setup};
use cb_kernel::{Actor, Aggregate, ChaChaRng, KernelRng, PlayerId, Rejection, Seed};
use serde::{Deserialize, Serialize};
use std::collections::BTreeMap;
@ -11,8 +12,12 @@ use std::collections::BTreeMap;
pub struct PlayerState {
/// GR-F01: clamped 05.
pub stress: u8,
/// GR-F03.
/// GR-F03: the Freedom token is READY until spent.
pub freedom_ready: bool,
/// 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,
/// GR-D01/D02: OFF or the pending/active stage.
pub darvo: DarvoStage,
pub hand: Vec<SolutionCard>,
@ -75,6 +80,357 @@ pub struct GroundState {
pub solution_discard: Vec<SolutionCard>,
/// Focus placements: sequence owner → target (GR-T03).
pub focus: BTreeMap<PlayerId, PlayerId>,
/// 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,
}
/// 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,
},
}
impl GroundState {
/// GR-R03: a player at Stress 45 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
}
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> {
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 45 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 }])
}
}
}
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;
}
}
}
}
}
impl GroundState {
/// 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,
other => return Err(format!("unknown command {other:?}")),
};
Ok((actor, command))
}
fn round(&self) -> u8 {
self.round
}
}
#[cfg(test)]
@ -91,6 +447,7 @@ mod tests {
PlayerState {
stress: 2,
freedom_ready: true,
freedom_gate_lifted: false,
darvo: DarvoStage::Off,
hand: vec![SolutionCard { suit: Suit::Repair }],
protection: 0,
@ -102,9 +459,122 @@ mod tests {
solution_deck: vec![],
solution_discard: vec![],
focus: BTreeMap::new(),
step: RoundStep::Select,
selections: BTreeMap::new(),
}
}
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 13, 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"
));
}
/// K7 on the real aggregate: hash stable across clones, sensitive to
/// semantic change.
#[test]

View file

@ -0,0 +1,35 @@
scenario: ground/gr-r02-select
description: >
Select step: each player commits exactly one face-down Action, and a
second commit from the same player is rejected as a duplicate.
covers: [GR-R02, GR-A13]
provisional: false
seed: 42
setup:
players: 3
preset: standard-3p
commands:
- actor: P1
cmd: select_action
args: { action: ATTACK, target: P2 }
- actor: P2
cmd: select_action
args: { action: SUPPORT, target: P3 }
- actor: P3
cmd: select_action
args: { action: INVESTIGATE, problem: 2 }
# GR-R02: one selection per player per round.
- actor: P1
cmd: select_action
args: { action: GROUND }
expect:
events:
- kind: ActionSelected
player: 0
- kind: ActionSelected
player: 1
state:
"selections.0.action": Attack
"selections.1.action": Support
"selections.2.problem": 2
rejects: [3]

View file

@ -0,0 +1,34 @@
scenario: ground/gr-r03-stress-gate
description: >
Stress gate: at Stress 4 only ATTACK or GROUND may be selected, until
the READY Freedom token is spent, which admits any one Action.
covers: [GR-R03, GR-F03]
provisional: false
seed: 42
setup:
players: 3
preset: standard-3p
patch:
"players.0.stress": 4
commands:
# Gated: SUPPORT is not admitted at Stress 4.
- actor: P1
cmd: select_action
args: { action: SUPPORT, target: P2 }
- actor: P1
cmd: spend_freedom
# The same Action is now legal, and the token reads SPENT.
- actor: P1
cmd: select_action
args: { action: SUPPORT, target: P2 }
expect:
events:
- kind: FreedomSpent
player: 0
- kind: ActionSelected
player: 0
state:
"players.0.stress": 4
"players.0.freedom_ready": false
"selections.0.action": Support
rejects: [0]

View file

@ -1,9 +1,10 @@
//! cb-sim — scenario runner binary (GameKernel K17; precursor of `cb sim`).
//! T07 scope: parse and validate scenario files, report coverage tags.
//! T08 wires execution. Exit codes: 0 all passed, 1 failures, 2 not yet
//! executable (parse-only), 64 usage error.
//! Parses scenario files, dispatches each to its game by the `<game>/`
//! prefix of its `scenario` field, and executes it. Exit codes: 0 all
//! passed, 1 failures, 2 unknown game, 64 usage error.
use cb_game_runtime::{scenario, RunOutcome, ScenarioFile};
use games_ground::GroundState;
fn main() {
let args: Vec<String> = std::env::args().skip(1).collect();
@ -12,8 +13,10 @@ fn main() {
std::process::exit(64);
}
let mut unimplemented = false;
let mut unknown_game = false;
let mut failed = false;
let mut passed = 0usize;
let mut covered: Vec<String> = Vec::new();
for path in &args {
let text = match std::fs::read_to_string(path) {
@ -24,36 +27,50 @@ fn main() {
continue;
}
};
match ScenarioFile::from_yaml(&text) {
let sc = match ScenarioFile::from_yaml(&text) {
Err(e) => {
eprintln!("{path}: parse error: {e}");
failed = true;
continue;
}
Ok(sc) => sc,
};
let outcome = match sc.scenario.split('/').next() {
Some("ground") => scenario::run::<GroundState>(&sc),
_ => {
println!("SKIP {} — no game registered for this prefix", sc.scenario);
unknown_game = true;
continue;
}
};
match outcome {
RunOutcome::Passed { covers } => {
println!(
"PASS {} covers={}{}",
sc.scenario,
covers.join(","),
if sc.provisional { " provisional" } else { "" }
);
covered.extend(covers);
passed += 1;
}
RunOutcome::Failed { reason } => {
println!("FAIL {}{reason}", sc.scenario);
failed = true;
}
Ok(sc) => match scenario::run(&sc) {
RunOutcome::Passed { covers } => {
println!("PASS {} covers={}", sc.scenario, covers.join(","));
}
RunOutcome::Failed { reason } => {
println!("FAIL {}{reason}", sc.scenario);
failed = true;
}
RunOutcome::Unimplemented => {
println!(
"PARSED {} covers={}{} (runner not yet implemented — T08)",
sc.scenario,
sc.covers.join(","),
if sc.provisional { " provisional" } else { "" }
);
unimplemented = true;
}
},
}
}
covered.sort();
covered.dedup();
println!("{passed} passed, {} rules covered", covered.len());
if failed {
std::process::exit(1);
}
if unimplemented {
if unknown_game {
std::process::exit(2);
}
}