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ground-game ruled all ten U-items on 2026-08-03, every one CONFIRMED as the default clay-borg simulates, and confirmed five of six provisional scenarios. clay-borg never collected the answers: CB-RES-0007 reported "0 of 10 ruled" the same day, and CB-WP-0022 built the finding register two days later still recording them as `reported`. make design's first run is what noticed -- not a human, not the adversarial review that found four other things. That is the unread-inbox failure running in the opposite direction, and it appears nowhere in the declaration, survey, ADR or spec of the pass that was built entirely around the forward version. It is arguably worse: an unread message is visible as silence, while a collected-but-unapplied ruling looks exactly like work in progress. Ten rulings quoted into §Underdetermined (the three conditional ones verbatim -- U1's designer note, U2's End-only trigger, U8's consume-only-if-it-cancels). Five provisional flags lifted, replaced by ruled/ruled_by/ruled_note so the flag went and the provenance stayed. Register queue 9 -> 0. T02's control came back clean: make sim is 26 passed, 59 rules covered, nothing red. Had a scenario gone red it would have meant we described our own behaviour incorrectly to ground-game. I wrote two U-item mappings and both were wrong. gr-a04 -> U1 (it asserts consent is REQUIRED; U1 asks WHEN the target accepts) and gr-d05 -> U5 (it exercises the UNREJECTED Reverse; U5 is the rejected one). Both plausible from covers:, neither survived reading the description. Third and fourth instance of this defect; the first two reached ground-game. So encodes_u_item is now a declaration and design.py asserts the file names what it claims -- and that check's own first version grepped for mentions and went red when two files recorded why they do NOT encode U1 and U5. A mention is not a claim, which is exactly the looseness that let "six of the ten have provisional scenarios" stand. Two positive controls went red for the best possible reason, both broken the same way -- asserting against live repo data instead of constructing their condition. rule-coverage.py required at least one provisional item to EXIST; it now builds a fixture and reports the live count as a diagnostic, because there is no number of provisional items this project should have. design-baseline.py pinned "2 of 6" while recomputing one row from a live glob, so the dated snapshot was never a snapshot; frozen to its 2026-08-03 list and unwired from self-tests, since per ADR-0012 D8 it is no longer a reporting tool. ScenarioFile is deny_unknown_fields and refused the four new fields until declared -- correct: a corpus accepting unknown metadata would let a typo'd encodes_u_iem sit there claiming nothing. DEVIATION: ADR-0012 D2 said "no new file". GroundRules.md crossed the loadability limit, so the register moved to specs/FindingRegister.md. D2's substance holds -- one register, same machinery, nothing competing -- but the literal instruction did not, and it resolves an awkwardness D2 named itself. make all: exit 0. loop-lint clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
373 lines
13 KiB
Rust
373 lines
13 KiB
Rust
//! Turn a played game back into a scenario (CB-WP-0008 T02).
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//!
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//! `ScenarioGame::parse_command` reads a `CommandStep` into a typed
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//! command. This is its inverse, so a game somebody played becomes a
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//! scenario the runner can re-execute and a `.cbreplay` bundle can carry.
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//!
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//! **The round trip is the test**, and it is the only reason this is
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//! trustworthy: `parse_command(to_step(actor, cmd)) == (actor, cmd)` for
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//! every command shape. An encoder checked only against hand-written
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//! expectations agrees with itself.
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use crate::{Action, GroundChoice, GroundCommand, GroundMode, SupportResponse};
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use cb_game_runtime::{CommandStep, Setup};
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use cb_kernel::{Actor, PlayerId};
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use std::collections::BTreeMap;
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fn seat(p: PlayerId) -> serde_yaml::Value {
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serde_yaml::Value::String(format!("P{}", p.0 + 1))
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}
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fn num(n: u64) -> serde_yaml::Value {
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serde_yaml::Value::Number(n.into())
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}
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fn text(s: &str) -> serde_yaml::Value {
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serde_yaml::Value::String(s.to_string())
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}
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fn actor_name(actor: Actor) -> String {
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match actor {
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Actor::Player(p) => format!("P{}", p.0 + 1),
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Actor::System => "SYSTEM".into(),
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}
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}
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fn action_name(action: Action) -> &'static str {
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match action {
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Action::Investigate => "INVESTIGATE",
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Action::Solve => "SOLVE",
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Action::Support => "SUPPORT",
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Action::Attack => "ATTACK",
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Action::Ground => "GROUND",
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}
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}
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fn mode_name(mode: GroundMode) -> &'static str {
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match mode {
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GroundMode::Gr => "GR",
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GroundMode::Ou => "OU",
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GroundMode::Nd => "ND",
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}
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}
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fn response_name(r: SupportResponse) -> &'static str {
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match r {
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SupportResponse::AcceptBond => "accept_bond",
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SupportResponse::DeclineBond => "decline_bond",
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SupportResponse::FlipToBond => "flip_to_bond",
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SupportResponse::BreakRivalry => "break_rivalry",
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}
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}
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/// One issued command as a scenario step.
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pub fn to_step(actor: Actor, command: &GroundCommand) -> CommandStep {
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let mut args: BTreeMap<String, serde_yaml::Value> = BTreeMap::new();
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let cmd = match command {
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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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args.insert("action".into(), text(action_name(*action)));
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if let Some(t) = target {
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args.insert("target".into(), seat(*t));
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}
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if let Some(p) = problem {
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args.insert("problem".into(), num(u64::from(*p)));
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}
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"select_action"
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}
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GroundCommand::SpendFreedom => "spend_freedom",
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GroundCommand::ChooseGroundMode { mode, choice } => {
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args.insert("mode".into(), text(mode_name(*mode)));
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match choice {
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None => {}
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Some(GroundChoice::RestoreProblem { problem }) => {
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args.insert("choice".into(), text("restore_problem"));
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args.insert("problem".into(), num(u64::from(*problem)));
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}
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Some(GroundChoice::ProtectProblem { problem }) => {
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args.insert("choice".into(), text("protect_problem"));
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args.insert("problem".into(), num(u64::from(*problem)));
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}
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Some(GroundChoice::CancelAttack { attacker }) => {
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args.insert("choice".into(), text("cancel_attack"));
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args.insert("seat".into(), num(u64::from(attacker.0)));
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}
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Some(GroundChoice::RemoveBlame { owner }) => {
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args.insert("choice".into(), text("remove_blame"));
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args.insert("seat".into(), num(u64::from(owner.0)));
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}
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Some(GroundChoice::BreakRelation { with }) => {
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args.insert("choice".into(), text("break_relation"));
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args.insert("seat".into(), num(u64::from(with.0)));
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}
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Some(GroundChoice::RejectReverse) => {
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args.insert("choice".into(), text("reject_reverse"));
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}
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}
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"choose_ground_mode"
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}
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GroundCommand::RespondToSupport { response } => {
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args.insert("response".into(), text(response_name(*response)));
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"respond_to_support"
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}
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GroundCommand::ChooseDarvoTarget { target } => {
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if let Some(p) = target.problem {
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args.insert("problem".into(), num(u64::from(p)));
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}
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if let Some(t) = target.player {
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args.insert("target".into(), seat(t));
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}
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"choose_darvo_target"
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}
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GroundCommand::Reveal => "reveal",
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GroundCommand::Resolve => "resolve",
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GroundCommand::EndRound => "end_round",
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};
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CommandStep {
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actor: actor_name(actor),
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cmd: cmd.into(),
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args,
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}
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}
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/// A whole played game as a scenario file.
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///
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/// `covers` is deliberately **empty**: a recorded game exercises whatever
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/// it happened to exercise, and claiming rule coverage from it would
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/// inflate AM-1 with rules nobody asserted. `expect.state_hash` carries
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/// the end-state hash, which is the assertion that a replay must satisfy.
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pub fn to_scenario(
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name: &str,
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seed: u64,
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players: u8,
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steps: &[(Actor, GroundCommand)],
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end_state_hash: Option<String>,
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) -> cb_game_runtime::ScenarioFile {
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cb_game_runtime::ScenarioFile {
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scenario: name.to_string(),
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description: "recorded by cb-play (CB-WP-0008 T02)".into(),
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covers: vec![],
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provisional: false,
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provisional_owner: String::new(),
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provisional_raised: String::new(),
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// A recording is evidence of what happened, not a claim about an
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// undetermined rule, so it carries no ruling and encodes no
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// U-item. Set explicitly rather than by `..Default::default()`:
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// a recorded game silently inheriting a U-item claim would be a
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// reproduction pointing at a finding it has nothing to do with.
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ruled: String::new(),
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ruled_by: String::new(),
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ruled_note: String::new(),
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encodes_u_item: String::new(),
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seed,
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setup: Setup {
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players,
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preset: format!("standard-{players}p"),
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patch: BTreeMap::new(),
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},
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commands: steps.iter().map(|(a, c)| to_step(*a, c)).collect(),
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expect: cb_game_runtime::scenario::Expect {
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state_hash: end_state_hash,
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..Default::default()
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},
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::{DarvoTarget, GroundState};
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use cb_game_runtime::ScenarioGame;
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/// A game somebody played becomes a scenario the runner re-executes
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/// to the same hash. This is the acceptance clause "the same
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/// transcript replays identically", taken through the *scenario
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/// runner* rather than through a second call to the same driver —
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/// which would only prove the driver is deterministic.
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#[test]
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fn a_recorded_bot_game_replays_as_a_scenario() {
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use crate::bot::{play, GreedyPolicy, Policy};
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use cb_events::state_hash_hex;
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use cb_game_runtime::{run, RunOutcome, Setup};
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let setup = 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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let game = play(
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GroundState::setup(&setup, 42).expect("preset"),
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&mut (0..3)
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.map(|_| Box::new(GreedyPolicy) as Box<dyn Policy>)
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.collect::<Vec<_>>(),
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)
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.expect("bot game");
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let hash = state_hash_hex(&game.state);
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let scenario = to_scenario(
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"ground/recorded-bot-game",
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42,
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3,
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&game.steps,
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Some(hash.clone()),
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);
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assert_eq!(scenario.commands.len(), game.steps.len());
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match run::<GroundState>(&scenario) {
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RunOutcome::Passed { .. } => {}
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RunOutcome::Failed { reason, .. } => {
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panic!("recorded game did not replay: {reason}")
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}
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}
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// Control: the recorded hash is what the replay is checked
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// against, so a wrong hash must fail. Without this the pass above
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// is satisfied by a scenario that asserts nothing.
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let tampered = to_scenario(
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"ground/recorded-bot-game",
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42,
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3,
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&game.steps,
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Some("0".repeat(hash.len())),
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);
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assert!(
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matches!(run::<GroundState>(&tampered), RunOutcome::Failed { .. }),
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"a tampered end-state hash must fail the replay"
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);
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}
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/// Every command shape must survive encode → parse unchanged. This is
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/// the whole warrant for the encoder: nothing else compares it to the
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/// reader it must agree with.
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#[test]
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fn every_command_shape_round_trips() {
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let p2 = PlayerId(1);
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let cases: Vec<(Actor, GroundCommand)> = vec![
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(
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Actor::Player(PlayerId(0)),
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GroundCommand::SelectAction {
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action: Action::Investigate,
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target: None,
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problem: Some(3),
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},
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),
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(
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Actor::Player(PlayerId(0)),
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GroundCommand::SelectAction {
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action: Action::Attack,
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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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Actor::Player(PlayerId(2)),
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GroundCommand::SelectAction {
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action: Action::Ground,
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target: None,
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problem: None,
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},
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),
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(Actor::Player(PlayerId(0)), GroundCommand::SpendFreedom),
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(
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Actor::Player(PlayerId(0)),
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GroundCommand::ChooseGroundMode {
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mode: GroundMode::Gr,
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choice: None,
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},
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),
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(
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Actor::Player(PlayerId(0)),
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GroundCommand::ChooseGroundMode {
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mode: GroundMode::Ou,
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choice: Some(GroundChoice::RestoreProblem { problem: 2 }),
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},
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),
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(
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Actor::Player(PlayerId(0)),
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GroundCommand::ChooseGroundMode {
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mode: GroundMode::Ou,
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choice: Some(GroundChoice::ProtectProblem { problem: 1 }),
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},
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),
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(
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Actor::Player(PlayerId(0)),
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GroundCommand::ChooseGroundMode {
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mode: GroundMode::Ou,
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choice: Some(GroundChoice::CancelAttack { attacker: p2 }),
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},
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),
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(
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Actor::Player(PlayerId(0)),
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GroundCommand::ChooseGroundMode {
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mode: GroundMode::Nd,
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choice: Some(GroundChoice::RemoveBlame { owner: p2 }),
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},
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),
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(
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Actor::Player(PlayerId(0)),
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GroundCommand::ChooseGroundMode {
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mode: GroundMode::Nd,
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choice: Some(GroundChoice::BreakRelation { with: p2 }),
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},
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),
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(
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Actor::Player(PlayerId(0)),
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GroundCommand::ChooseGroundMode {
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mode: GroundMode::Nd,
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choice: Some(GroundChoice::RejectReverse),
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},
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),
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(
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Actor::Player(PlayerId(1)),
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GroundCommand::RespondToSupport {
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response: SupportResponse::AcceptBond,
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},
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),
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(
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Actor::Player(PlayerId(1)),
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GroundCommand::RespondToSupport {
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response: SupportResponse::BreakRivalry,
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},
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),
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(
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Actor::Player(PlayerId(0)),
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GroundCommand::ChooseDarvoTarget {
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target: DarvoTarget {
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problem: Some(2),
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player: None,
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},
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},
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),
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(
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Actor::Player(PlayerId(0)),
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GroundCommand::ChooseDarvoTarget {
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target: DarvoTarget {
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problem: None,
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player: Some(p2),
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},
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},
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),
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(Actor::System, GroundCommand::Reveal),
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(Actor::System, GroundCommand::Resolve),
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(Actor::System, GroundCommand::EndRound),
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];
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for (actor, command) in &cases {
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let step = to_step(*actor, command);
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let parsed = GroundState::parse_command(&step)
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.unwrap_or_else(|e| panic!("{step:?} does not parse back: {e}"));
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assert_eq!(parsed, (*actor, command.clone()), "round trip: {step:?}");
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}
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// Positive control: the case list must cover every variant. A
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// shape added to GroundCommand and forgotten here would encode
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// untested — the failure this test exists to prevent.
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let shapes: std::collections::BTreeSet<String> = cases
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.iter()
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.map(|(_, c)| to_step(Actor::System, c).cmd)
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.collect();
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assert_eq!(shapes.len(), 8, "every GroundCommand variant must appear");
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}
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}
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