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:
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7 changed files with 848 additions and 47 deletions
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@ -1,8 +1,9 @@
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//! games-ground — the GROUND rules aggregate (specs/GroundRules.md,
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//! GameKernel K15–K16). T07 scaffolds the state shell; validate/fold per
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//! GR-rule land in T08 with rule IDs cross-referenced in doc comments.
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//! GameKernel K15–K16). Every rule realized here names its GR-id in a doc
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//! comment, giving a greppable rule→code→scenario chain.
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use cb_kernel::PlayerId;
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use cb_game_runtime::{parse_actor, CommandStep, ScenarioGame, Setup};
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use cb_kernel::{Actor, Aggregate, ChaChaRng, KernelRng, PlayerId, Rejection, Seed};
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use serde::{Deserialize, Serialize};
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use std::collections::BTreeMap;
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@ -11,8 +12,12 @@ use std::collections::BTreeMap;
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pub struct PlayerState {
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/// GR-F01: clamped 0–5.
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pub stress: u8,
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/// GR-F03.
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/// GR-F03: the Freedom token is READY until spent.
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pub freedom_ready: bool,
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/// GR-R03: set when Freedom is spent this round, lifting the stress
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/// gate for this Select step only. Cleared at round End.
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#[serde(default)]
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pub freedom_gate_lifted: bool,
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/// GR-D01/D02: OFF or the pending/active stage.
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pub darvo: DarvoStage,
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pub hand: Vec<SolutionCard>,
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@ -75,6 +80,357 @@ pub struct GroundState {
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pub solution_discard: Vec<SolutionCard>,
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/// Focus placements: sequence owner → target (GR-T03).
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pub focus: BTreeMap<PlayerId, PlayerId>,
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/// GR-R01: which of the four steps the round is in.
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pub step: RoundStep,
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/// GR-R02: face-down selections, hidden until Reveal.
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pub selections: BTreeMap<PlayerId, Selection>,
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}
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/// GR-R01: Select → Reveal → Resolve → End.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
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pub enum RoundStep {
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Select,
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Reveal,
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Resolve,
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End,
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}
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/// GR-R02: one player's face-down choice, with its target where the
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/// Action requires one (GR-A13).
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
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pub struct Selection {
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pub action: Action,
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pub target: Option<PlayerId>,
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pub problem: Option<u32>,
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}
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/// The five Actions (GR-A01..A13). GROUND's mode is chosen at Reveal
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/// (GR-R05), not at Select, so it is not part of the selection.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
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pub enum Action {
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Investigate,
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Solve,
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Support,
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Attack,
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Ground,
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}
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impl Action {
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fn parse(raw: &str) -> Result<Self, String> {
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match raw {
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"INVESTIGATE" => Ok(Action::Investigate),
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"SOLVE" => Ok(Action::Solve),
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"SUPPORT" => Ok(Action::Support),
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"ATTACK" => Ok(Action::Attack),
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"GROUND" => Ok(Action::Ground),
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other => Err(format!("unknown action {other:?}")),
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}
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}
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/// GR-R03: the stress gate admits only ATTACK and GROUND.
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fn allowed_under_stress_gate(self) -> bool {
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matches!(self, Action::Attack | Action::Ground)
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}
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/// GR-A13: SUPPORT and ATTACK target another player; INVESTIGATE and
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/// SOLVE target a Problem; GROUND targets neither at Select.
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fn requires_player_target(self) -> bool {
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matches!(self, Action::Support | Action::Attack)
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}
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fn requires_problem_target(self) -> bool {
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matches!(self, Action::Investigate | Action::Solve)
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}
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}
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/// Commands accepted by the GROUND aggregate.
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#[derive(Debug, Clone, PartialEq, Eq)]
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pub enum GroundCommand {
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/// GR-R02: choose an Action face down.
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SelectAction {
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action: Action,
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target: Option<PlayerId>,
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problem: Option<u32>,
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},
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/// GR-R03: spend the READY Freedom token to bypass the stress gate.
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SpendFreedom,
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}
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/// Events the aggregate emits. `fold` is total over these (K1).
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#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
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#[serde(tag = "kind")]
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pub enum GroundEvent {
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ActionSelected {
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player: PlayerId,
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selection: Selection,
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},
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FreedomSpent {
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player: PlayerId,
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},
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}
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impl GroundState {
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/// GR-R03: a player at Stress 4–5 is gated unless Freedom is spent.
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/// Spending flips the token to SPENT, so the gate returns next round.
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fn stress_gated(&self, player: &PlayerState) -> bool {
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let _ = self;
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player.stress >= 4 && !player.freedom_gate_lifted
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}
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fn player(&self, id: PlayerId) -> Result<&PlayerState, Rejection> {
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self.players.get(&id).ok_or(Rejection::Game {
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code: "no-such-seat".into(),
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detail: format!("player {id} is not in this game"),
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})
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}
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}
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impl Aggregate for GroundState {
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type Command = GroundCommand;
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type Event = GroundEvent;
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fn validate(
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&self,
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actor: Actor,
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command: &Self::Command,
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) -> Result<Vec<Self::Event>, Rejection> {
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let Actor::Player(id) = actor else {
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return Err(Rejection::NotAllowedNow);
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};
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let player = self.player(id)?;
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match command {
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// GR-R02: one face-down choice per player, during Select only.
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GroundCommand::SelectAction {
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action,
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target,
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problem,
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} => {
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if self.step != RoundStep::Select {
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return Err(Rejection::NotAllowedNow);
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}
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if self.selections.contains_key(&id) {
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return Err(Rejection::DuplicateCommand);
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}
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if self.stress_gated(player) && !action.allowed_under_stress_gate() {
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return Err(Rejection::Game {
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code: "stress-gate".into(),
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detail: "GR-R03: at Stress 4–5 only ATTACK or GROUND may be selected"
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.into(),
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});
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}
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self.check_targeting(id, *action, *target, *problem)?;
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Ok(vec![GroundEvent::ActionSelected {
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player: id,
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selection: Selection {
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action: *action,
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target: *target,
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problem: *problem,
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},
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}])
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}
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// GR-R03: spendable during Select, before Reveal, once.
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GroundCommand::SpendFreedom => {
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if self.step != RoundStep::Select {
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return Err(Rejection::NotAllowedNow);
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}
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if !player.freedom_ready {
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return Err(Rejection::Game {
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code: "freedom-spent".into(),
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detail: "GR-F03: the Freedom token is already SPENT".into(),
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});
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}
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Ok(vec![GroundEvent::FreedomSpent { player: id }])
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}
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}
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}
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fn fold(&mut self, event: &Self::Event) {
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match event {
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GroundEvent::ActionSelected { player, selection } => {
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self.selections.insert(*player, *selection);
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}
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GroundEvent::FreedomSpent { player } => {
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if let Some(state) = self.players.get_mut(player) {
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state.freedom_ready = false;
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state.freedom_gate_lifted = true;
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}
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}
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}
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}
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}
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impl GroundState {
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/// GR-A13 targeting legality, shared by every Action.
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fn check_targeting(
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&self,
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actor: PlayerId,
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action: Action,
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target: Option<PlayerId>,
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problem: Option<u32>,
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) -> Result<(), Rejection> {
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let bad = |detail: String| Rejection::Game {
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code: "bad-target".into(),
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detail,
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};
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if action.requires_player_target() {
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let target = target.ok_or_else(|| bad(format!("GR-A13: {action:?} needs a target")))?;
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if target == actor {
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return Err(bad(
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"GR-A13: SUPPORT and ATTACK target another player".into()
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));
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}
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if !self.players.contains_key(&target) {
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return Err(bad(format!("GR-A13: player {target} is not in this game")));
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}
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} else if target.is_some() {
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return Err(bad(format!("GR-A13: {action:?} takes no player target")));
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}
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if action.requires_problem_target() {
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let problem =
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problem.ok_or_else(|| bad(format!("GR-A13: {action:?} needs a Problem")))?;
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if !self.problems.contains_key(&problem) {
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return Err(bad(format!("GR-A13: no Problem {problem}")));
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}
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} else if problem.is_some() {
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return Err(bad(format!("GR-A13: {action:?} takes no Problem target")));
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}
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Ok(())
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}
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}
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/// GR-S01: hidden-Problem priorities admitted per player count.
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fn problem_priorities(players: u8) -> Result<u8, String> {
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match players {
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2 => Ok(2),
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3..=4 => Ok(3),
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5..=6 => Ok(4),
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other => Err(format!("GR-S01: unsupported player count {other}")),
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}
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}
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/// GR-S04: the 24 core Solution cards, 6 per suit, in canonical order
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/// before the seeded shuffle.
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fn core_solution_deck() -> Vec<SolutionCard> {
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[Suit::Clarify, Suit::Repair, Suit::Boundary, Suit::Change]
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.into_iter()
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.flat_map(|suit| std::iter::repeat_n(SolutionCard { suit }, 6))
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.collect()
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}
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impl ScenarioGame for GroundState {
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/// GR-S01..S04. The `standard-Np` presets differ only in seat count;
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/// Problem content is scenario data, so the preset uses the canonical
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/// fixture below (suit cycling by priority) until scenario decks are
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/// modelled.
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fn setup(setup: &Setup, seed: u64) -> Result<Self, String> {
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let seats = setup.players;
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let expected = format!("standard-{seats}p");
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if setup.preset != expected {
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return Err(format!(
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"preset {:?} does not match {seats} players (expected {expected:?})",
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setup.preset
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));
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}
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let priorities = problem_priorities(seats)?;
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let mut rng = ChaChaRng::from_seed(Seed(seed));
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// GR-S04: shuffle first, then deal, so the deal is seed-derived.
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let mut deck = core_solution_deck();
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rng.shuffle(&mut deck);
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// GR-S02: Stress 2, Freedom READY, DARVO OFF, two Solution cards.
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let mut players = BTreeMap::new();
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for seat in 0..seats {
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let hand = deck.split_off(deck.len() - 2);
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players.insert(
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PlayerId(seat),
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PlayerState {
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stress: 2,
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freedom_ready: true,
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freedom_gate_lifted: false,
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darvo: DarvoStage::Off,
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hand,
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protection: 0,
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blame_from: vec![],
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},
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);
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}
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// GR-S01: priority 1 is the Surface Problem, face up; the rest
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// start face down.
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let suits = [Suit::Clarify, Suit::Repair, Suit::Boundary, Suit::Change];
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let problems = (1..=u32::from(priorities))
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.map(|priority| {
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(
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priority,
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ProblemState {
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suit: suits[(priority as usize - 1) % suits.len()],
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value: priority as u8,
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face_up: priority == 1,
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denied: false,
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claimed_by: None,
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protected_this_round: false,
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},
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)
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})
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.collect();
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// GR-S03: seeded-random Lead, Round 1.
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let lead = PlayerId(rng.draw(u32::from(seats)) as u8);
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Ok(GroundState {
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round: 1,
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lead,
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players,
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relations: BTreeMap::new(),
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problems,
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solution_deck: deck,
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solution_discard: vec![],
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focus: BTreeMap::new(),
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step: RoundStep::Select,
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selections: BTreeMap::new(),
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})
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}
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fn parse_command(step: &CommandStep) -> Result<(Actor, Self::Command), String> {
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let actor = parse_actor(&step.actor)?;
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let arg_str = |key: &str| -> Result<String, String> {
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step.args
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.get(key)
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.and_then(|v| v.as_str().map(str::to_string))
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.ok_or_else(|| format!("{}: missing string arg {key:?}", step.cmd))
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};
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let arg_u64 = |key: &str| -> Option<u64> { step.args.get(key).and_then(|v| v.as_u64()) };
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let command = match step.cmd.as_str() {
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"select_action" => {
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let action = Action::parse(&arg_str("action")?)?;
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let target = match step.args.get("target") {
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Some(_) => match parse_actor(&arg_str("target")?)? {
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Actor::Player(id) => Some(id),
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Actor::System => return Err("target may not be SYSTEM".into()),
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},
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None => None,
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};
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GroundCommand::SelectAction {
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action,
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target,
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problem: arg_u64("problem").map(|p| p as u32),
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}
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}
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"spend_freedom" => GroundCommand::SpendFreedom,
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other => return Err(format!("unknown command {other:?}")),
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};
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Ok((actor, command))
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}
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fn round(&self) -> u8 {
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self.round
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}
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}
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#[cfg(test)]
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@ -91,6 +447,7 @@ mod tests {
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PlayerState {
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stress: 2,
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freedom_ready: true,
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freedom_gate_lifted: false,
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darvo: DarvoStage::Off,
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hand: vec![SolutionCard { suit: Suit::Repair }],
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protection: 0,
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@ -102,9 +459,122 @@ mod tests {
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solution_deck: vec![],
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solution_discard: vec![],
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focus: BTreeMap::new(),
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step: RoundStep::Select,
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selections: BTreeMap::new(),
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}
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}
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fn setup_3p(seed: u64) -> GroundState {
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GroundState::setup(
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&Setup {
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players: 3,
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preset: "standard-3p".into(),
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patch: BTreeMap::new(),
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},
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seed,
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)
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.unwrap()
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}
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/// GR-S02/S04: every seat starts at Stress 2 with two dealt cards,
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/// and the deck loses exactly what was dealt.
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#[test]
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fn setup_deals_per_gr_s02_and_s04() {
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let state = setup_3p(42);
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assert_eq!(state.players.len(), 3);
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assert_eq!(state.round, 1);
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for player in state.players.values() {
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assert_eq!(player.stress, 2);
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assert!(player.freedom_ready);
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assert_eq!(player.darvo, DarvoStage::Off);
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assert_eq!(player.hand.len(), 2);
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}
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assert_eq!(state.solution_deck.len(), 24 - 6);
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// GR-S01: 3 players → priorities 1–3, priority 1 face up.
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assert_eq!(state.problems.len(), 3);
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assert!(state.problems[&1].face_up);
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assert!(!state.problems[&2].face_up);
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}
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/// GR-S03/S04: the same seed reproduces setup exactly; a different
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/// seed does not.
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#[test]
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fn setup_is_seed_deterministic() {
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assert_eq!(state_hash_hex(&setup_3p(42)), state_hash_hex(&setup_3p(42)));
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assert_ne!(state_hash_hex(&setup_3p(42)), state_hash_hex(&setup_3p(7)));
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}
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/// GR-R02: one selection per player per round.
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#[test]
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fn second_selection_is_a_duplicate() {
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let mut state = setup_3p(42);
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let cmd = GroundCommand::SelectAction {
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action: Action::Attack,
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target: Some(PlayerId(1)),
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problem: None,
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};
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let events = state.validate(Actor::Player(PlayerId(0)), &cmd).unwrap();
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for event in &events {
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state.fold(event);
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}
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assert_eq!(
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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]
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue