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The three-armed enum could not express a configuration carrying two
modules. It does now: --variant h1 expands to problem_stress.flat_any_open
AND attack_relief.self_soothe_ge4, and scoped_plus_attack_soothe plays.
Legacy names alias forever via serde(alias="variant") plus a
scalar-or-map deserialiser. serde(default) alone would have been a silent
migration bug -- every H1/H2 recording would have come back as baseline.
All 26 scenarios pass unchanged; none pins a state hash.
Three things shipped broken first, all caught by gates rather than by
reading:
1. `profile` was in the state hash. with_config(select("ground-darvo-r0"))
sets profile=Some("baseline") where setup alone leaves None, so two
states at THE SAME POINT IN ASPECT SPACE hashed differently and a
replay bundle stopped reproducing its own initial state. Now
serde(skip): a hash covers what determines play. This was the open
judgement from T01 and it did not survive contact with the replay path.
2. A YAML parse inside the event loop. rules() -> resolve() -> catalog()
re-parsed catalog.yaml per rule check; AM-6 fell to 9,345 events/s
against a 100,000 target. OnceLock, and aspect validation moved to
where a configuration is BUILT.
Then I nearly optimised a phantom: 470k still looked like a 3x
regression against the "~1.7M on bnt-lap001" reference in the gate's
own message. Making rules() free measured 491k -- this machine's
ceiling. Before optimising against a reference, measure the ceiling
with the suspect code removed.
3. The refusal did not fire on the path a player takes.
`--module problem_deal.pressure_deck` played a full baseline game and
reported success, because with_config is a builder and fell back to
the printed rules -- the silent no-op ADR-0022 exists to refuse. Every
unit test of resolve() passed. The helper was tested and the driver
was not, which is CB-WP-0033's finding verbatim. The new test asserts
refusal BY NAME and that no game was played.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
162 lines
5.8 KiB
Rust
162 lines
5.8 KiB
Rust
//! A populated `GroundView`, built for the coverage gate.
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//!
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//! Mid-DARVO, mid-GROUND, scored — **not** a fresh deal. Most of the
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//! fields this gate exists to cover are empty at deal time, and a coverage
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//! test run against a state where the fields are absent is the same lie in
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//! a different costume (CB-WP-0011 T01).
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//!
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//! Built directly rather than projected from a `GroundState`. The
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//! projection's own hiding rules are already asserted by
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//! `games_ground::view` and by `cb-play`'s
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//! `the_inspector_never_widens_the_projection`; re-asserting them here
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//! would be a duplicated fact that drifts. What *this* crate must not do
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//! is invent a hand it was never given, and that is what the renderer test
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//! checks — with `hand: None` supplied deliberately.
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use std::collections::BTreeMap;
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use cb_kernel::PlayerId;
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use games_ground::view::{GroundView, OutcomeView, PlayerView, ProblemView, SelectionView};
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use games_ground::{
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Action, Coalition, DarvoStage, DarvoTarget, GroundChoice, GroundMode, Pair, Relation,
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RoundStep, ScoringMode, Selection, SolutionCard, Suit, SupportResponse,
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};
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pub fn seats() -> (PlayerId, PlayerId, PlayerId) {
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(PlayerId(0), PlayerId(1), PlayerId(2))
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}
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/// The fixture, seen by `viewer` (`None` for a spectator).
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pub fn view(viewer: Option<PlayerId>) -> GroundView {
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let (p1, p2, p3) = seats();
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let card = |suit| SolutionCard { suit };
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let mut players = BTreeMap::new();
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for (id, stress, protection, darvo, ready, lifted, blame) in [
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(p1, 5u8, 2u8, DarvoStage::Reverse, true, true, vec![p3]),
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(p2, 1, 0, DarvoStage::Off, false, false, vec![]),
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(p3, 0, 0, DarvoStage::Deny, true, false, vec![]),
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] {
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let own = viewer == Some(id);
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players.insert(
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id,
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PlayerView {
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stress,
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freedom_ready: ready,
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freedom_gate_lifted: lifted,
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darvo,
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protection,
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blame_from: blame,
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hand: own.then(|| vec![card(Suit::Clarify), card(Suit::Boundary)]),
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hand_size: 2,
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},
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);
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}
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let mut problems = BTreeMap::new();
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problems.insert(1, ProblemView::FaceDown);
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// CB-WP-0043: a third Problem so all three H2 scopes are drawn —
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// global (1), personal (6) and bond (7). Two would leave one
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// placement rule unexercised and the coverage probe unsatisfiable.
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problems.insert(6, ProblemView::FaceDown);
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problems.insert(
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7,
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ProblemView::FaceUp {
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suit: Suit::Change,
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value: 6,
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denied: true,
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claimed_by: Some(p2),
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protected_this_round: true,
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},
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);
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GroundView {
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viewer,
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round: 3,
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lead: p2,
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step: RoundStep::Select,
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mode: ScoringMode::BondedCoalitions,
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scenario: "SCN_03".into(),
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players,
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relations: BTreeMap::from([
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(Pair::new(p1, p2), Relation::Rivalry),
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(Pair::new(p2, p3), Relation::Bond),
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]),
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problems,
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config: games_ground::config::Configuration::default(),
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focus: BTreeMap::from([(p1, p3)]),
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selections: BTreeMap::from([
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(
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p1,
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SelectionView::Shown(Selection {
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action: Action::Attack,
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target: Some(p2),
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problem: Some(7),
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}),
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),
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(p2, SelectionView::Hidden),
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// CB-WP-0034: P3 offered P2 their Support, revealed. The
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// fixture now carries the case the report was about, so the
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// coverage probe for `support_responses` can name a SEAT
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// rather than a response with nobody attached to it.
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(
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p3,
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SelectionView::Shown(Selection {
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action: Action::Support,
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target: Some(p2),
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problem: None,
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}),
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),
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]),
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// CB-WP-0043: the fixture carries H2 markers, so the scoped
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// layout is exercised — a fixture with none would leave the new
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// placement untested and the row layout would always be taken.
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problem_markers: BTreeMap::from([
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(
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1,
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games_ground::view::ProblemMarker {
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owner: None,
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scope: Some(games_ground::edition::StressScope::Global),
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},
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),
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(
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6,
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games_ground::view::ProblemMarker {
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owner: Some(p1),
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scope: Some(games_ground::edition::StressScope::Personal),
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},
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),
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(
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7,
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games_ground::view::ProblemMarker {
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owner: Some(p2),
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scope: Some(games_ground::edition::StressScope::Bond),
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},
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),
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]),
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ground_modes: BTreeMap::from([(p3, GroundMode::Gr)]),
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ground_choices: BTreeMap::from([(p3, GroundChoice::ProtectProblem { problem: 7 })]),
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support_responses: BTreeMap::from([(p2, SupportResponse::AcceptBond)]),
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darvo_targets: BTreeMap::from([(
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p3,
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DarvoTarget {
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problem: Some(1),
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player: Some(p2),
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},
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)]),
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solution_deck_len: 17,
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solution_discard: vec![card(Suit::Repair), card(Suit::Change)],
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outcome: Some(OutcomeView {
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total: 9,
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threshold: 12,
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group_success: false,
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personal: BTreeMap::from([(p1, 3), (p2, -1), (p3, 0)]),
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coalitions: vec![Coalition {
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members: vec![p2, p3],
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score: 4,
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}],
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mastery: Some(1),
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winners: vec![p1],
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}),
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}
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}
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