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>
This commit is contained in:
parent
a09d76f370
commit
b58a9139aa
7 changed files with 647 additions and 4 deletions
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@ -253,9 +253,32 @@ fn apply_patch<G: ScenarioGame>(
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let mut json = serde_json::to_value(state).map_err(|e| format!("state encode: {e}"))?;
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for (path, value) in patch {
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let value = to_json(value)?;
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let slot = lookup_mut(&mut json, path)
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.ok_or_else(|| format!("patch path {path:?} does not exist in the initial state"))?;
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*slot = value;
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let (parent_path, key) = path.rsplit_once('.').unwrap_or(("", path.as_str()));
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// The parent must exist — a typo mid-path is an error, never a
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// silent no-op. The final key may be new, so scenarios can seed
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// open-ended maps (relations, focus) that start empty.
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let parent = if parent_path.is_empty() {
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&mut json
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} else {
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lookup_mut(&mut json, parent_path).ok_or_else(|| {
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format!("patch path {path:?}: {parent_path:?} does not exist in the initial state")
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})?
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};
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match parent {
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serde_json::Value::Object(map) => {
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map.insert(key.to_string(), value);
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}
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serde_json::Value::Array(items) => {
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let index = key
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.parse::<usize>()
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.map_err(|_| format!("patch path {path:?}: {key:?} is not an array index"))?;
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let slot = items
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.get_mut(index)
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.ok_or_else(|| format!("patch path {path:?}: index {index} out of range"))?;
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*slot = value;
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}
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_ => return Err(format!("patch path {path:?}: parent is not a container")),
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}
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}
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serde_json::from_value(json).map_err(|e| format!("patch produced invalid state: {e}"))
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}
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@ -66,6 +66,54 @@ pub enum Relation {
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Rivalry,
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}
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/// GR-O05: an unordered player pair, canonically ordered low→high.
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///
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/// Serialized as `"a-b"` rather than as a tuple: canonical form is JSON
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/// (GameKernel K7), and JSON object keys must be strings — a tuple key
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/// makes `state_hash` fail on any state that holds a relation.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord)]
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pub struct Pair(pub PlayerId, pub PlayerId);
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impl Pair {
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pub fn new(a: PlayerId, b: PlayerId) -> Self {
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if a <= b {
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Pair(a, b)
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} else {
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Pair(b, a)
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}
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}
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pub fn contains(&self, player: PlayerId) -> bool {
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self.0 == player || self.1 == player
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}
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}
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impl core::fmt::Display for Pair {
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fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
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write!(f, "{}-{}", self.0 .0, self.1 .0)
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}
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}
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impl Serialize for Pair {
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fn serialize<S: serde::Serializer>(&self, serializer: S) -> Result<S::Ok, S::Error> {
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serializer.collect_str(self)
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}
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}
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impl<'de> Deserialize<'de> for Pair {
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fn deserialize<D: serde::Deserializer<'de>>(deserializer: D) -> Result<Self, D::Error> {
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let raw = String::deserialize(deserializer)?;
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let (a, b) = raw
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.split_once('-')
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.ok_or_else(|| serde::de::Error::custom(format!("bad relation key {raw:?}")))?;
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let parse = |s: &str| {
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s.parse::<u8>()
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.map_err(|e| serde::de::Error::custom(format!("bad seat in {raw:?}: {e}")))
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};
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Ok(Pair::new(PlayerId(parse(a)?), PlayerId(parse(b)?)))
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}
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}
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/// GR-O01..O05: the authoritative GROUND aggregate. Fields use ordered
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/// collections only (GameKernel K6).
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#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
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@ -74,7 +122,7 @@ pub struct GroundState {
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pub lead: PlayerId,
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pub players: BTreeMap<PlayerId, PlayerState>,
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/// Keyed by (low, high) player pair.
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pub relations: BTreeMap<(PlayerId, PlayerId), Relation>,
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pub relations: BTreeMap<Pair, Relation>,
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pub problems: BTreeMap<u32, ProblemState>,
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pub solution_deck: Vec<SolutionCard>,
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pub solution_discard: Vec<SolutionCard>,
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@ -154,6 +202,14 @@ pub enum GroundCommand {
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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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/// GR-R04: reveal all selections simultaneously. System-driven.
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Reveal,
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/// GR-R06/R07: resolve revealed Actions in fixed step order, Lead
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/// first. System-driven.
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Resolve,
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/// GR-R08: clamp Stress, trigger DARVO, rotate Lead, advance the
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/// Round marker. System-driven.
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EndRound,
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}
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/// Events the aggregate emits. `fold` is total over these (K1).
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@ -167,6 +223,44 @@ pub enum GroundEvent {
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FreedomSpent {
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player: PlayerId,
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},
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/// GR-R04.
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Revealed,
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/// GR-F01/U2: absolute post-clamp Stress, so `fold` stays trivial.
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StressSet {
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player: PlayerId,
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stress: u8,
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},
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/// GR-F04.
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FreedomReadied {
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player: PlayerId,
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},
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/// GR-L02/L03: endpoints ordered low→high (GR-O05).
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RelationFormed {
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pair: Pair,
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relation: Relation,
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},
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/// GR-L04.
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RelationBroken {
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pair: Pair,
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},
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/// GR-A09: Protection absorbed an Attack.
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AttackCancelled {
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attacker: PlayerId,
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target: PlayerId,
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},
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/// GR-D01: Stress 5 at End with the marker OFF.
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DarvoTriggered {
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player: PlayerId,
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},
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/// GR-R01: the round advanced to `step`.
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StepAdvanced {
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step: RoundStep,
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},
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/// GR-R08: Lead rotated and the Round marker advanced.
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RoundEnded {
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round: u8,
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next_lead: PlayerId,
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},
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}
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impl GroundState {
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@ -177,6 +271,39 @@ impl GroundState {
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player.stress >= 4 && !player.freedom_gate_lifted
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}
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fn relation_between(&self, a: PlayerId, b: PlayerId) -> Option<Relation> {
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self.relations.get(&Pair::new(a, b)).copied()
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}
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/// GR-L01: two relation slots per player.
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fn has_free_slot(&self, player: PlayerId) -> bool {
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let used = self
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.relations
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.keys()
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.filter(|pair| pair.contains(player))
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.count();
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used < 2
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}
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/// GR-R07: resolution order starts at the Lead and continues
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/// clockwise (ascending seat, wrapping).
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fn seat_order(&self) -> Vec<PlayerId> {
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let seats: Vec<PlayerId> = self.players.keys().copied().collect();
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let start = seats.iter().position(|s| *s == self.lead).unwrap_or(0);
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seats[start..]
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.iter()
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.chain(&seats[..start])
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.copied()
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.collect()
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}
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/// GR-F01 with the U2 default: clamp on every application, so no
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/// intermediate value escapes 0–5.
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fn stress_after(&self, player: PlayerId, delta: i16) -> u8 {
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let current = self.players.get(&player).map_or(0, |p| i16::from(p.stress));
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current.saturating_add(delta).clamp(0, 5) as u8
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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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@ -194,6 +321,40 @@ impl Aggregate for GroundState {
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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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// GR-R04/R06/R08 are runtime-driven, not player-issued.
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match command {
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GroundCommand::Reveal => {
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if self.step != RoundStep::Select || actor != Actor::System {
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return Err(Rejection::NotAllowedNow);
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}
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if self.selections.len() != self.players.len() {
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return Err(Rejection::Game {
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code: "select-incomplete".into(),
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detail: "GR-R04: every player must select before Reveal".into(),
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});
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}
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return Ok(vec![
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GroundEvent::Revealed,
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GroundEvent::StepAdvanced {
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step: RoundStep::Reveal,
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},
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]);
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}
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GroundCommand::Resolve => {
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if self.step != RoundStep::Reveal || actor != Actor::System {
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return Err(Rejection::NotAllowedNow);
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}
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return Ok(self.resolution_events());
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}
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GroundCommand::EndRound => {
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if self.step != RoundStep::Resolve || actor != Actor::System {
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return Err(Rejection::NotAllowedNow);
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}
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return Ok(self.end_round_events());
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}
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_ => {}
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}
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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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@ -242,6 +403,9 @@ impl Aggregate for GroundState {
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}
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Ok(vec![GroundEvent::FreedomSpent { player: id }])
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}
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GroundCommand::Reveal | GroundCommand::Resolve | GroundCommand::EndRound => {
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unreachable!("system commands are handled above")
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}
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}
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}
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@ -256,11 +420,224 @@ impl Aggregate for GroundState {
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state.freedom_gate_lifted = true;
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}
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}
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GroundEvent::Revealed => {}
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GroundEvent::StressSet { player, stress } => {
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if let Some(state) = self.players.get_mut(player) {
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state.stress = *stress;
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}
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}
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GroundEvent::FreedomReadied { player } => {
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if let Some(state) = self.players.get_mut(player) {
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state.freedom_ready = true;
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}
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}
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GroundEvent::RelationFormed { pair, relation } => {
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self.relations.insert(*pair, *relation);
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}
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GroundEvent::RelationBroken { pair } => {
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self.relations.remove(pair);
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}
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GroundEvent::AttackCancelled { target, .. } => {
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if let Some(state) = self.players.get_mut(target) {
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state.protection = state.protection.saturating_sub(1);
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}
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}
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GroundEvent::DarvoTriggered { player } => {
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if let Some(state) = self.players.get_mut(player) {
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state.darvo = DarvoStage::Deny;
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}
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}
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GroundEvent::StepAdvanced { step } => {
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self.step = *step;
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}
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GroundEvent::RoundEnded { round, next_lead } => {
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self.round = *round;
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self.lead = *next_lead;
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self.selections.clear();
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for state in self.players.values_mut() {
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// GR-R03: the gate lift lasts one Select step only.
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state.freedom_gate_lifted = false;
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}
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for problem in self.problems.values_mut() {
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// GR-A11: OU protection lasts one round.
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problem.protected_this_round = false;
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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-R06/R07: resolve in fixed step order, Lead first within a step.
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///
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/// Steps 1 (GROUND), 3 (DARVO stages), 4 (INVESTIGATE) and 6 (SOLVE)
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/// are not yet implemented — their Actions resolve as no-ops and no
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/// scenario claims coverage of them.
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fn resolution_events(&self) -> Vec<GroundEvent> {
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let mut events = Vec::new();
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// A working copy so slot counts and Stress reflect earlier
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// effects within the same resolution, per GR-R07 ordering.
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let mut work = self.clone();
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// Relations as they stood before this round's Support step
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// (GR-L05): a Bond formed now is not "pre-existing".
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let pre_existing = self.relations.clone();
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// Step 2 — Support (GR-A03/A04/A05).
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for actor in self.seat_order() {
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let Some(selection) = self.selections.get(&actor) else {
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continue;
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};
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if selection.action != Action::Support {
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continue;
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}
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let Some(target) = selection.target else {
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continue;
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};
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match pre_existing.get(&Pair::new(actor, target)).copied() {
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// GR-A04: Support through an existing Bond.
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Some(Relation::Bond) => {
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let stress = work.stress_after(target, -2);
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events.push(GroundEvent::StressSet {
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player: target,
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stress,
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});
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work.fold(events.last().expect("just pushed"));
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// GR-F04: a Bond Support readies the target's token.
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if !work.players[&target].freedom_ready {
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events.push(GroundEvent::FreedomReadied { player: target });
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work.fold(events.last().expect("just pushed"));
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}
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}
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// GR-A05: Support through a Rivalry. The target's
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// flip-or-break choice needs a consent command and is
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// deferred; only the Stress effect applies here.
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Some(Relation::Rivalry) => {
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let stress = work.stress_after(target, -1);
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events.push(GroundEvent::StressSet {
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player: target,
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stress,
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});
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work.fold(events.last().expect("just pushed"));
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}
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// GR-A03: no relation. GR-L02 requires the target's
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// consent to form a Bond, so no relation forms here.
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None => {
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let stress = work.stress_after(target, -1);
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events.push(GroundEvent::StressSet {
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player: target,
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stress,
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});
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work.fold(events.last().expect("just pushed"));
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}
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}
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}
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// Step 5 — Attack (GR-A06..A09).
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for actor in self.seat_order() {
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let Some(selection) = self.selections.get(&actor) else {
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continue;
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};
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if selection.action != Action::Attack {
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continue;
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}
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let Some(target) = selection.target else {
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continue;
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};
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// GR-A09: Protection absorbs the Attack entirely.
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if work.players[&target].protection > 0 {
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events.push(GroundEvent::AttackCancelled {
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attacker: actor,
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target,
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});
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work.fold(events.last().expect("just pushed"));
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continue;
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}
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let pair = Pair::new(actor, target);
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match work.relation_between(actor, target) {
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// GR-A07: Attack through a Bond — +2 and the Bond flips.
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Some(Relation::Bond) => {
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let stress = work.stress_after(target, 2);
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events.push(GroundEvent::StressSet {
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player: target,
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stress,
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});
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work.fold(events.last().expect("just pushed"));
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events.push(GroundEvent::RelationFormed {
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pair,
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relation: Relation::Rivalry,
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});
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work.fold(events.last().expect("just pushed"));
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}
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// GR-A08: Attack through a Rivalry — +2 and it breaks.
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Some(Relation::Rivalry) => {
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let stress = work.stress_after(target, 2);
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events.push(GroundEvent::StressSet {
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player: target,
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stress,
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});
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work.fold(events.last().expect("just pushed"));
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events.push(GroundEvent::RelationBroken { pair });
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work.fold(events.last().expect("just pushed"));
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}
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// GR-A06: no relation — +1, and a Rivalry forms without
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// consent if both endpoints have a slot (GR-L01/L03).
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None => {
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let stress = work.stress_after(target, 1);
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events.push(GroundEvent::StressSet {
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player: target,
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stress,
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});
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work.fold(events.last().expect("just pushed"));
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if work.has_free_slot(actor) && work.has_free_slot(target) {
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events.push(GroundEvent::RelationFormed {
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pair,
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relation: Relation::Rivalry,
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});
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work.fold(events.last().expect("just pushed"));
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}
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}
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}
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}
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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
|
||||
}
|
||||
|
||||
/// GR-A13 targeting legality, shared by every Action.
|
||||
fn check_targeting(
|
||||
&self,
|
||||
|
|
@ -423,6 +800,9 @@ impl ScenarioGame for GroundState {
|
|||
}
|
||||
}
|
||||
"spend_freedom" => GroundCommand::SpendFreedom,
|
||||
"reveal" => GroundCommand::Reveal,
|
||||
"resolve" => GroundCommand::Resolve,
|
||||
"end_round" => GroundCommand::EndRound,
|
||||
other => return Err(format!("unknown command {other:?}")),
|
||||
};
|
||||
Ok((actor, command))
|
||||
|
|
@ -464,6 +844,26 @@ mod tests {
|
|||
}
|
||||
}
|
||||
|
||||
/// 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));
|
||||
}
|
||||
|
||||
fn setup_3p(seed: u64) -> GroundState {
|
||||
GroundState::setup(
|
||||
&Setup {
|
||||
|
|
|
|||
48
scenarios/ground/gr-a04-bond-support.yaml
Normal file
48
scenarios/ground/gr-a04-bond-support.yaml
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
scenario: ground/gr-a04-bond-support
|
||||
description: >
|
||||
Support through an existing Bond: −2 Stress and the target's Freedom
|
||||
token is readied (GR-A04, GR-F04). A Support with no relation forms no
|
||||
Bond, because GR-L02 requires the target's consent.
|
||||
covers: [GR-A04, GR-F04, GR-L02, GR-L05]
|
||||
provisional: true
|
||||
seed: 42
|
||||
setup:
|
||||
players: 3
|
||||
preset: standard-3p
|
||||
patch:
|
||||
"lead": 0
|
||||
"relations.0-1": Bond
|
||||
"players.1.stress": 3
|
||||
"players.1.freedom_ready": false
|
||||
commands:
|
||||
- actor: P1
|
||||
cmd: select_action
|
||||
args: { action: SUPPORT, target: P2 }
|
||||
# No relation with P3: Stress drops but no Bond forms without consent.
|
||||
- actor: P2
|
||||
cmd: select_action
|
||||
args: { action: SUPPORT, target: P3 }
|
||||
- actor: P3
|
||||
cmd: select_action
|
||||
args: { action: GROUND }
|
||||
- actor: SYSTEM
|
||||
cmd: reveal
|
||||
- actor: SYSTEM
|
||||
cmd: resolve
|
||||
expect:
|
||||
events:
|
||||
- kind: StressSet
|
||||
player: 1
|
||||
stress: 1
|
||||
- kind: FreedomReadied
|
||||
player: 1
|
||||
- kind: StressSet
|
||||
player: 2
|
||||
stress: 1
|
||||
state:
|
||||
"players.1.stress": 1
|
||||
"players.1.freedom_ready": true
|
||||
"players.2.stress": 1
|
||||
# No Bond formed with P3: the relation map is unchanged.
|
||||
"relations": { "0-1": Bond }
|
||||
rejects: []
|
||||
38
scenarios/ground/gr-a07-bond-flip.yaml
Normal file
38
scenarios/ground/gr-a07-bond-flip.yaml
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
scenario: ground/gr-a07-bond-flip
|
||||
description: >
|
||||
Attack through an existing Bond: +2 Stress and the Bond flips to a
|
||||
Rivalry (GR-A07, GR-L04).
|
||||
covers: [GR-A07, GR-L04, GR-O05]
|
||||
provisional: false
|
||||
seed: 42
|
||||
setup:
|
||||
players: 3
|
||||
preset: standard-3p
|
||||
patch:
|
||||
"lead": 0
|
||||
"relations.0-1": Bond
|
||||
commands:
|
||||
- actor: P1
|
||||
cmd: select_action
|
||||
args: { action: ATTACK, target: P2 }
|
||||
- actor: P2
|
||||
cmd: select_action
|
||||
args: { action: GROUND }
|
||||
- actor: P3
|
||||
cmd: select_action
|
||||
args: { action: GROUND }
|
||||
- actor: SYSTEM
|
||||
cmd: reveal
|
||||
- actor: SYSTEM
|
||||
cmd: resolve
|
||||
expect:
|
||||
events:
|
||||
- kind: StressSet
|
||||
player: 1
|
||||
stress: 4
|
||||
- kind: RelationFormed
|
||||
relation: Rivalry
|
||||
state:
|
||||
"players.1.stress": 4
|
||||
"relations.0-1": Rivalry
|
||||
rejects: []
|
||||
42
scenarios/ground/gr-a08-rivalry-break.yaml
Normal file
42
scenarios/ground/gr-a08-rivalry-break.yaml
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
scenario: ground/gr-a08-rivalry-break
|
||||
description: >
|
||||
Attack through an existing Rivalry: +2 Stress and the relation breaks
|
||||
(GR-A08, GR-L04). Protection absorbs a separate Attack (GR-A09).
|
||||
covers: [GR-A08, GR-A09, GR-T01]
|
||||
provisional: false
|
||||
seed: 42
|
||||
setup:
|
||||
players: 3
|
||||
preset: standard-3p
|
||||
patch:
|
||||
"lead": 0
|
||||
"relations.0-1": Rivalry
|
||||
"players.2.protection": 1
|
||||
commands:
|
||||
- actor: P1
|
||||
cmd: select_action
|
||||
args: { action: ATTACK, target: P2 }
|
||||
# P3 is protected, so this Attack is cancelled and costs the token.
|
||||
- actor: P2
|
||||
cmd: select_action
|
||||
args: { action: ATTACK, target: P3 }
|
||||
- actor: P3
|
||||
cmd: select_action
|
||||
args: { action: GROUND }
|
||||
- actor: SYSTEM
|
||||
cmd: reveal
|
||||
- actor: SYSTEM
|
||||
cmd: resolve
|
||||
expect:
|
||||
events:
|
||||
- kind: StressSet
|
||||
player: 1
|
||||
stress: 4
|
||||
- kind: RelationBroken
|
||||
- kind: AttackCancelled
|
||||
target: 2
|
||||
state:
|
||||
"players.1.stress": 4
|
||||
"players.2.stress": 2
|
||||
"players.2.protection": 0
|
||||
rejects: []
|
||||
42
scenarios/ground/gr-d01-darvo-trigger.yaml
Normal file
42
scenarios/ground/gr-d01-darvo-trigger.yaml
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
scenario: ground/gr-d01-darvo-trigger
|
||||
description: >
|
||||
DARVO trigger: a player who ends the round at Stress 5 with the marker
|
||||
OFF is set to DENY (GR-D01, GR-R08). Stress clamps at 5 on every
|
||||
application (GR-F01 under the U2 default).
|
||||
covers: [GR-D01, GR-R08, GR-F01]
|
||||
provisional: true
|
||||
seed: 42
|
||||
setup:
|
||||
players: 3
|
||||
preset: standard-3p
|
||||
patch:
|
||||
"lead": 0
|
||||
"players.1.stress": 4
|
||||
commands:
|
||||
- actor: P1
|
||||
cmd: select_action
|
||||
args: { action: ATTACK, target: P2 }
|
||||
- actor: P2
|
||||
cmd: select_action
|
||||
args: { action: GROUND }
|
||||
- actor: P3
|
||||
cmd: select_action
|
||||
args: { action: GROUND }
|
||||
- actor: SYSTEM
|
||||
cmd: reveal
|
||||
- actor: SYSTEM
|
||||
cmd: resolve
|
||||
- actor: SYSTEM
|
||||
cmd: end_round
|
||||
expect:
|
||||
events:
|
||||
- kind: StressSet
|
||||
player: 1
|
||||
stress: 5
|
||||
- kind: DarvoTriggered
|
||||
player: 1
|
||||
state:
|
||||
"players.1.stress": 5
|
||||
"players.1.darvo": Deny
|
||||
"round": 2
|
||||
rejects: []
|
||||
50
scenarios/ground/gr-r06-round-resolve.yaml
Normal file
50
scenarios/ground/gr-r06-round-resolve.yaml
Normal file
|
|
@ -0,0 +1,50 @@
|
|||
scenario: ground/gr-r06-round-resolve
|
||||
description: >
|
||||
A full round: Select, Reveal, Resolve in GR-R06 step order, End. An
|
||||
unrelated Attack raises Stress and forms a Rivalry; a Support with no
|
||||
relation lowers Stress without forming a Bond.
|
||||
covers: [GR-R01, GR-R04, GR-R06, GR-R07, GR-R08, GR-A03, GR-A06, GR-L01, GR-L03, GR-F01]
|
||||
provisional: false
|
||||
seed: 42
|
||||
setup:
|
||||
players: 3
|
||||
preset: standard-3p
|
||||
patch:
|
||||
"lead": 0
|
||||
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: GROUND }
|
||||
- actor: SYSTEM
|
||||
cmd: reveal
|
||||
- actor: SYSTEM
|
||||
cmd: resolve
|
||||
- actor: SYSTEM
|
||||
cmd: end_round
|
||||
expect:
|
||||
events:
|
||||
- kind: Revealed
|
||||
# GR-R06: Support (step 2) resolves before Attack (step 5).
|
||||
- kind: StressSet
|
||||
player: 2
|
||||
stress: 1
|
||||
- kind: StressSet
|
||||
player: 1
|
||||
stress: 3
|
||||
- kind: RelationFormed
|
||||
relation: Rivalry
|
||||
- kind: RoundEnded
|
||||
round: 2
|
||||
state:
|
||||
"round": 2
|
||||
"lead": 1
|
||||
"players.1.stress": 3
|
||||
"players.2.stress": 1
|
||||
"step": Select
|
||||
rejects: []
|
||||
Loading…
Add table
Add a link
Reference in a new issue