clay-borg/games/ground/src/lib.rs
tegwick a928b5925c
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CB-WP-0038: variant selection, H1 implemented, and H1 measured
ground-game packages hypotheses as selectable rules variants — a catalog,
a rules_delta.yaml, and prose — and their note is explicit that CSV text
alone is not executable here. So the kernel gains a Variant in game state:
in the state, therefore in the hash, therefore in the recording, because a
scenario replayed under a different variant would diverge silently.

Baseline is bit-for-bit what it was, asserted across seat counts and
seeds. A variant system that perturbs the baseline invalidates every
measurement this repo has.

H1-A and H1-B implemented from rules_delta.yaml and mutation-proven on
their own defects: "unclaimed" misread as face-up-and-unsolved, and the
attacker's Stress read after the attack's effects. Their `unchanged:` list
is asserted rather than trusted — that list is their claim about their own
experiment.

Measured, and three of their four criteria fail. DARVO arm rate is still
0 under greedy; ATTACK selection does not rise and falls for the rank-75
policy; group success collapses from 165/190/200 to 0 at 3/4/6 seats.
The mechanism is not the assumed one: greedy answers the pressure by
regulating, Stress plateaus at 3, so it never reaches the gate at 4 or the
arm at 5 — H1-A acts as a solve-rate tax and H1-B is unreachable under
competent play.

A harness defect was caught before the claim: sweep discarded refused
games silently and never reported its count, so "nobody won" and "nothing
played" printed identically. Reporting H1 as unwinnable on that basis
would have been the ADR-0018 family aimed at another repo's design. All
200 games ran in every cell; the zeros are real.

Chaos d8 = 8 — the window's first override, redrew L against a structural
L, so it changed nothing. Window 3 recorded in ChaosRollHistory.

NOT REVIEWED: tier L owes a separate-agent adversarial review, and no H1
result may reach ground-game until it has run.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 00:50:08 +02:00

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//! games-ground — the GROUND rules aggregate (specs/GroundRules.md,
//! GameKernel K15K16). Every rule realized here names its GR-id in a doc
//! comment, giving a greppable rule→code→scenario chain.
/// Bots (CB-WP-0008 T01) — the kernel's first non-scenario consumer.
/// Deliberately **not** gated on `scenarios`: a bot needs only the
/// aggregate. That its tests do need `scenarios` is a real seam — setup
/// presets currently live behind that feature (see `bot.rs`).
pub mod bot;
/// The vendored edition data (ADR-0011, ADR-0015).
///
/// **Not behind `scenarios`.** It was, because its only consumer —
/// `setup` — is; but the edition is the *game's own data*, and since
/// CB-WP-0028 the shipped runtime reads it too, to show a player what a
/// card says. Test machinery and game content are different things and
/// only one of them is optional.
pub mod edition;
/// K13's per-player projection (CB-WP-0008 T02) — the trait's first
/// implementor. Needs the runtime's `Project`, which the game already
/// depends on, so it is not feature-gated either.
pub mod view;
/// The inverse of `parse_command` (CB-WP-0008 T02): a played game becomes
/// a scenario. Needs the scenario vocabulary, so it is gated with it.
#[cfg(feature = "scenarios")]
pub mod record;
/// *Was this deal winnable?* — the retrospective search (CB-WP-0025 T05,
/// ADR-0013). Uses only `validate`/`fold`/`legal_commands`, so it lives
/// beside the aggregate rather than in a crate that would re-export it
/// (ADR-0013 D6).
pub mod search;
#[cfg(feature = "scenarios")]
use cb_game_runtime::{parse_actor, CommandStep, ScenarioGame, Setup};
use cb_kernel::{Actor, Aggregate, ChaChaRng, KernelRng, PlayerId, Rejection, Seed};
use serde::{Deserialize, Serialize};
use std::collections::BTreeMap;
/// GR-O02: per-player state.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct PlayerState {
/// GR-F01: clamped 05.
pub stress: u8,
/// GR-F03: the Freedom token is READY until spent.
pub freedom_ready: bool,
/// GR-R03: set when Freedom is spent this round, lifting the stress
/// gate for this Select step only. Cleared at round End.
#[serde(default)]
pub freedom_gate_lifted: bool,
/// GR-D01/D02: OFF or the pending/active stage.
pub darvo: DarvoStage,
pub hand: Vec<SolutionCard>,
pub protection: u8,
/// Blame tokens in front of this player (GR-T02), keyed by owner.
pub blame_from: Vec<PlayerId>,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum DarvoStage {
Off,
Deny,
Attack,
Reverse,
}
/// GR-O04: one Problem card's live state.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct ProblemState {
pub suit: Suit,
pub value: u8,
pub face_up: bool,
pub denied: bool,
pub claimed_by: Option<PlayerId>,
/// GR-A11: protected from Deny this round by GROUND—OU.
pub protected_this_round: bool,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Serialize, Deserialize)]
pub enum Suit {
Clarify,
Repair,
Boundary,
Change,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct SolutionCard {
pub suit: Suit,
}
/// GR-O05: at most one relation per pair; endpoints ordered low→high.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum Relation {
Bond,
Rivalry,
}
/// GR-O05: an unordered player pair, canonically ordered low→high.
///
/// Serialized as `"a-b"` rather than as a tuple: canonical form is JSON
/// (GameKernel K7), and JSON object keys must be strings — a tuple key
/// makes `state_hash` fail on any state that holds a relation.
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord)]
pub struct Pair(pub PlayerId, pub PlayerId);
impl Pair {
pub fn new(a: PlayerId, b: PlayerId) -> Self {
if a <= b {
Pair(a, b)
} else {
Pair(b, a)
}
}
pub fn contains(&self, player: PlayerId) -> bool {
self.0 == player || self.1 == player
}
}
impl core::fmt::Display for Pair {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
write!(f, "{}-{}", self.0 .0, self.1 .0)
}
}
impl Serialize for Pair {
fn serialize<S: serde::Serializer>(&self, serializer: S) -> Result<S::Ok, S::Error> {
serializer.collect_str(self)
}
}
impl<'de> Deserialize<'de> for Pair {
fn deserialize<D: serde::Deserializer<'de>>(deserializer: D) -> Result<Self, D::Error> {
let raw = String::deserialize(deserializer)?;
let (a, b) = raw
.split_once('-')
.ok_or_else(|| serde::de::Error::custom(format!("bad relation key {raw:?}")))?;
let parse = |s: &str| {
s.parse::<u8>()
.map_err(|e| serde::de::Error::custom(format!("bad seat in {raw:?}: {e}")))
};
Ok(Pair::new(PlayerId(parse(a)?), PlayerId(parse(b)?)))
}
}
/// GR-O01..O05: the authoritative GROUND aggregate. Fields use ordered
/// collections only (GameKernel K6).
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct GroundState {
pub round: u8,
pub lead: PlayerId,
pub players: BTreeMap<PlayerId, PlayerState>,
/// Keyed by (low, high) player pair.
pub relations: BTreeMap<Pair, Relation>,
pub problems: BTreeMap<u32, ProblemState>,
pub solution_deck: Vec<SolutionCard>,
pub solution_discard: Vec<SolutionCard>,
/// Focus placements: sequence owner → target (GR-T03).
pub focus: BTreeMap<PlayerId, PlayerId>,
/// GR-R01: which of the four steps the round is in.
pub step: RoundStep,
/// GR-R02: face-down selections, hidden until Reveal.
pub selections: BTreeMap<PlayerId, Selection>,
/// GR-R05: GROUND modes chosen after Reveal, before Resolve.
pub ground_modes: BTreeMap<PlayerId, GroundMode>,
/// GR-A11/A12: the sub-choice accompanying an OU or ND mode.
pub ground_choices: BTreeMap<PlayerId, GroundChoice>,
/// GR-L02/A05: a Support target's response, keyed by target.
pub support_responses: BTreeMap<PlayerId, SupportResponse>,
/// GR-D03/D04: the mandatory target a DARVO stage needs this round.
pub darvo_targets: BTreeMap<PlayerId, DarvoTarget>,
/// GR-E02..E04: which scoring mode this game uses.
pub mode: ScoringMode,
/// Which selectable rules package the kernel is playing
/// (CB-WP-0038, ground-game `editions/catalog.yaml`).
///
/// **In the state, therefore in the hash, therefore in the
/// recording.** A scenario replayed under a different variant would
/// diverge silently, and the recording is what every other artifact
/// rests on. `#[serde(default)]` so every scenario written before
/// variants existed still loads, as baseline — which is what it was.
#[serde(default)]
pub variant: Variant,
/// GR-R09: set once the game has ended and scoring has run.
pub outcome: Option<Outcome>,
/// GR-S04/U4: retained so a deck reshuffle stays a pure function of
/// state, keeping `validate` deterministic without holding RNG state.
pub seed: u64,
}
/// GR-E02..E04: the three scoring modes.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum ScoringMode {
/// GR-E02, co-op: one shared score against the threshold.
SharedGround,
/// GR-E03, semi-co-op: personal scores once the group qualifies.
CommonProblem,
/// GR-E04: Bond networks score together.
BondedCoalitions,
}
/// A selectable rules package (ground-game `editions/catalog.yaml`).
///
/// **Not a difficulty setting and not a preference.** A variant changes
/// what the rules *are*, so unlike `Pace` it legitimately changes the
/// outcome, the state hash and the recording — and must therefore be
/// recorded with the game rather than chosen at render time.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize, Default)]
pub enum Variant {
/// `ground-darvo-r0` — the printed baseline, and the default.
#[default]
Baseline,
/// `h1-problem-stress` — ground-game's hypothesis H1.
///
/// **Experimental.** Two deltas only: unclaimed Problems raise
/// everyone's Stress at Round End, and a high-Stress attacker gets a
/// small self-relief.
H1ProblemStress,
}
impl Variant {
/// The catalog's `variant_id`, which is how ground-game names these.
pub fn id(self) -> &'static str {
match self {
Variant::Baseline => "ground-darvo-r0",
Variant::H1ProblemStress => "h1-problem-stress",
}
}
}
impl std::str::FromStr for Variant {
type Err = String;
fn from_str(s: &str) -> Result<Self, String> {
match s {
"ground-darvo-r0" | "baseline" | "r0" => Ok(Variant::Baseline),
"h1-problem-stress" | "h1" => Ok(Variant::H1ProblemStress),
other => Err(format!(
"unknown variant {other:?} (ground-darvo-r0, h1-problem-stress)"
)),
}
}
}
/// GR-E01..E04: the final scoring result.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct Outcome {
/// GR-E01: summed printed values of all claimed Problems.
pub total: u32,
pub threshold: u32,
pub group_success: bool,
/// GR-E03: claimed value 1 per Blame held.
pub personal: BTreeMap<PlayerId, i32>,
/// GR-E04: each Bond-connected group and its combined score.
pub coalitions: Vec<Coalition>,
/// GR-E02: only meaningful in SHARED GROUND.
pub mastery: Option<i32>,
pub winners: Vec<PlayerId>,
}
/// GR-E04: one Bond-connected group. Unbonded players are solo.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct Coalition {
pub members: Vec<PlayerId>,
pub score: i32,
}
/// GR-D03/D04: what a DARVO stage acts on this round. DENY names a
/// Problem, ATTACK names a player; REVERSE takes its target from the
/// Focus token placed by the ATTACK stage.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct DarvoTarget {
pub problem: Option<u32>,
pub player: Option<PlayerId>,
}
/// GR-A10..A12: the three GROUND modes.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum GroundMode {
/// Ground & Restate (GR-A10).
Gr,
/// Observe & Uphold (GR-A11).
Ou,
/// Name & Decide (GR-A12).
Nd,
}
/// GR-A11/A12: the sub-choice a GROUND—OU or GROUND—ND player makes
/// alongside the mode. GROUND—GR takes none.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
#[serde(tag = "choice")]
pub enum GroundChoice {
/// GR-A11: restore one Denied Problem.
RestoreProblem { problem: u32 },
/// GR-A11: cancel one Attack targeting this player this round.
CancelAttack { attacker: PlayerId },
/// GR-A11: protect one face-up Problem from Deny this round.
ProtectProblem { problem: u32 },
/// GR-A12: remove one Blame token from this player.
RemoveBlame { owner: PlayerId },
/// GR-A12: break one relation involving this player.
BreakRelation { with: PlayerId },
/// GR-A12: reject one Reverse targeting this player this round.
RejectReverse,
}
impl GroundChoice {
/// GR-A11/A12: each choice belongs to exactly one mode.
fn mode(self) -> GroundMode {
match self {
GroundChoice::RestoreProblem { .. }
| GroundChoice::CancelAttack { .. }
| GroundChoice::ProtectProblem { .. } => GroundMode::Ou,
GroundChoice::RemoveBlame { .. }
| GroundChoice::BreakRelation { .. }
| GroundChoice::RejectReverse => GroundMode::Nd,
}
}
#[cfg(feature = "scenarios")]
fn parse(raw: &str, arg: Option<u64>) -> Result<Self, String> {
let need = |what: &str| {
arg.ok_or_else(|| format!("GROUND choice {raw:?} needs a {what} argument"))
};
match raw {
"restore_problem" => Ok(GroundChoice::RestoreProblem {
problem: need("problem")? as u32,
}),
"cancel_attack" => Ok(GroundChoice::CancelAttack {
attacker: PlayerId(need("seat")? as u8),
}),
"protect_problem" => Ok(GroundChoice::ProtectProblem {
problem: need("problem")? as u32,
}),
"remove_blame" => Ok(GroundChoice::RemoveBlame {
owner: PlayerId(need("seat")? as u8),
}),
"break_relation" => Ok(GroundChoice::BreakRelation {
with: PlayerId(need("seat")? as u8),
}),
"reject_reverse" => Ok(GroundChoice::RejectReverse),
other => Err(format!("unknown GROUND choice {other:?}")),
}
}
}
/// GR-L02/A05: how a Support target responds, chosen after Reveal.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum SupportResponse {
/// GR-L02: accept a Bond where no relation exists.
AcceptBond,
/// GR-L02: decline it; the Stress effect still applies.
DeclineBond,
/// GR-A05: turn an existing Rivalry into a Bond.
FlipToBond,
/// GR-A05: break the existing Rivalry.
BreakRivalry,
}
impl SupportResponse {
#[cfg(feature = "scenarios")]
fn parse(raw: &str) -> Result<Self, String> {
match raw {
"accept_bond" => Ok(SupportResponse::AcceptBond),
"decline_bond" => Ok(SupportResponse::DeclineBond),
"flip_to_bond" => Ok(SupportResponse::FlipToBond),
"break_rivalry" => Ok(SupportResponse::BreakRivalry),
other => Err(format!("unknown support response {other:?}")),
}
}
}
impl GroundMode {
#[cfg(feature = "scenarios")]
fn parse(raw: &str) -> Result<Self, String> {
match raw {
"GR" => Ok(GroundMode::Gr),
"OU" => Ok(GroundMode::Ou),
"ND" => Ok(GroundMode::Nd),
other => Err(format!(
"unknown GROUND mode {other:?} (expected GR, OU or ND)"
)),
}
}
}
/// GR-R01: Select → Reveal → Resolve → End.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum RoundStep {
Select,
Reveal,
Resolve,
End,
}
/// GR-R02: one player's face-down choice, with its target where the
/// Action requires one (GR-A13).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct Selection {
pub action: Action,
pub target: Option<PlayerId>,
pub problem: Option<u32>,
}
/// The five Actions (GR-A01..A13). GROUND's mode is chosen at Reveal
/// (GR-R05), not at Select, so it is not part of the selection.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum Action {
Investigate,
Solve,
Support,
Attack,
Ground,
}
impl Action {
#[cfg(feature = "scenarios")]
fn parse(raw: &str) -> Result<Self, String> {
match raw {
"INVESTIGATE" => Ok(Action::Investigate),
"SOLVE" => Ok(Action::Solve),
"SUPPORT" => Ok(Action::Support),
"ATTACK" => Ok(Action::Attack),
"GROUND" => Ok(Action::Ground),
other => Err(format!("unknown action {other:?}")),
}
}
/// GR-R03: the stress gate admits only ATTACK and GROUND.
fn allowed_under_stress_gate(self) -> bool {
matches!(self, Action::Attack | Action::Ground)
}
/// GR-A13: SUPPORT and ATTACK target another player; INVESTIGATE and
/// SOLVE target a Problem; GROUND targets neither at Select.
fn requires_player_target(self) -> bool {
matches!(self, Action::Support | Action::Attack)
}
fn requires_problem_target(self) -> bool {
matches!(self, Action::Investigate | Action::Solve)
}
}
/// Commands accepted by the GROUND aggregate.
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum GroundCommand {
/// GR-R02: choose an Action face down.
SelectAction {
action: Action,
target: Option<PlayerId>,
problem: Option<u32>,
},
/// GR-R03: spend the READY Freedom token to bypass the stress gate.
SpendFreedom,
/// GR-R05: a player who revealed GROUND chooses its mode after
/// seeing all revealed Actions.
ChooseGroundMode {
mode: GroundMode,
choice: Option<GroundChoice>,
},
/// GR-L02/A05: respond to a Support aimed at this player.
RespondToSupport { response: SupportResponse },
/// GR-D03/D04: name the mandatory target of this round's stage.
ChooseDarvoTarget { target: DarvoTarget },
/// GR-R04: reveal all selections simultaneously. System-driven.
Reveal,
/// GR-R06/R07: resolve revealed Actions in fixed step order, Lead
/// first. System-driven.
Resolve,
/// GR-R08: clamp Stress, trigger DARVO, rotate Lead, advance the
/// Round marker. System-driven.
EndRound,
}
/// Events the aggregate emits. `fold` is total over these (K1).
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
#[serde(tag = "kind")]
pub enum GroundEvent {
ActionSelected {
player: PlayerId,
selection: Selection,
},
FreedomSpent {
player: PlayerId,
},
/// GR-R04.
Revealed,
/// GR-F01/U2: absolute post-clamp Stress, so `fold` stays trivial.
StressSet {
player: PlayerId,
stress: u8,
},
/// GR-F04.
FreedomReadied {
player: PlayerId,
},
/// GR-L02/L03: endpoints ordered low→high (GR-O05).
RelationFormed {
pair: Pair,
relation: Relation,
},
/// GR-L04.
RelationBroken {
pair: Pair,
},
/// GR-A09: Protection absorbed an Attack.
AttackCancelled {
attacker: PlayerId,
target: PlayerId,
},
/// GR-R05/A11/A12.
GroundModeChosen {
player: PlayerId,
mode: GroundMode,
choice: Option<GroundChoice>,
},
/// GR-L02/A05.
SupportAnswered {
player: PlayerId,
response: SupportResponse,
},
/// GR-A11: a Denied Problem was restored face up.
ProblemRestored {
problem: u32,
},
/// GR-A11: a face-up Problem is protected from Deny this round.
ProblemProtected {
problem: u32,
},
/// GR-A12/T02: a Blame token was removed and returned to its owner.
BlameRemoved {
player: PlayerId,
owner: PlayerId,
},
/// GR-A01: a hidden Problem was turned face up.
ProblemRevealed {
problem: u32,
},
/// GR-A01: one Solution drawn from the deck.
SolutionDrawn {
player: PlayerId,
card: SolutionCard,
},
/// GR-A02: a matching Solution was spent to claim a Problem.
SolutionDiscarded {
player: PlayerId,
card: SolutionCard,
},
/// GR-A02.
ProblemClaimed {
problem: u32,
by: PlayerId,
},
/// GR-A01 under the U4 default: the discard was reshuffled into the
/// deck. The resulting order travels in the event, so `fold` stays
/// deterministic without replaying the RNG.
DeckReshuffled {
order: Vec<SolutionCard>,
},
/// GR-D01: Stress 5 at End with the marker OFF.
DarvoTriggered {
player: PlayerId,
},
/// GR-D03/D04.
DarvoTargetChosen {
player: PlayerId,
target: DarvoTarget,
},
/// GR-D03: a Problem was turned face down and Denied.
ProblemDenied {
problem: u32,
},
/// GR-D04/T03: the sequence owner's Focus token was placed.
FocusPlaced {
owner: PlayerId,
target: PlayerId,
},
/// GR-D05/T03: Focus flipped to Blame in front of the target.
FocusFlippedToBlame {
owner: PlayerId,
target: PlayerId,
},
/// GR-D05/T01.
ProtectionGained {
player: PlayerId,
},
/// GR-D02: the sequence moved to its next stage.
DarvoAdvanced {
player: PlayerId,
stage: DarvoStage,
},
/// GR-D05/D06/D07: the sequence ended and the marker is OFF again.
DarvoEnded {
player: PlayerId,
},
/// GR-R09/E01..E04: the game ended and scoring ran.
GameEnded {
outcome: Outcome,
},
/// GR-R01: the round advanced to `step`.
StepAdvanced {
step: RoundStep,
},
/// GR-R08: Lead rotated and the Round marker advanced.
RoundEnded {
round: u8,
next_lead: PlayerId,
},
}
impl GroundState {
/// GR-R03: a player at Stress 45 is gated unless Freedom is spent.
/// Spending flips the token to SPENT, so the gate returns next round.
fn stress_gated(&self, player: &PlayerState) -> bool {
let _ = self;
player.stress >= 4 && !player.freedom_gate_lifted
}
fn relation_between(&self, a: PlayerId, b: PlayerId) -> Option<Relation> {
self.relations.get(&Pair::new(a, b)).copied()
}
/// GR-L01: two relation slots per player.
fn has_free_slot(&self, player: PlayerId) -> bool {
let used = self
.relations
.keys()
.filter(|pair| pair.contains(player))
.count();
used < 2
}
/// GR-R07: resolution order starts at the Lead and continues
/// clockwise (ascending seat, wrapping).
fn seat_order(&self) -> Vec<PlayerId> {
let seats: Vec<PlayerId> = self.players.keys().copied().collect();
let start = seats.iter().position(|s| *s == self.lead).unwrap_or(0);
seats[start..]
.iter()
.chain(&seats[..start])
.copied()
.collect()
}
/// GR-F01 with the U2 default: clamp on every application, so no
/// intermediate value escapes 05.
fn stress_after(&self, player: PlayerId, delta: i16) -> u8 {
let current = self.players.get(&player).map_or(0, |p| i16::from(p.stress));
current.saturating_add(delta).clamp(0, 5) as u8
}
fn player(&self, id: PlayerId) -> Result<&PlayerState, Rejection> {
self.players.get(&id).ok_or(Rejection::Game {
code: "no-such-seat".into(),
detail: format!("player {id} is not in this game"),
})
}
}
impl Aggregate for GroundState {
type Command = GroundCommand;
type Event = GroundEvent;
fn validate(
&self,
actor: Actor,
command: &Self::Command,
) -> Result<Vec<Self::Event>, Rejection> {
// GR-R04/R06/R08 are runtime-driven, not player-issued.
match command {
GroundCommand::Reveal => {
if self.step != RoundStep::Select || actor != Actor::System {
return Err(Rejection::NotAllowedNow);
}
if self.selections.len() != self.players.len() {
return Err(Rejection::Game {
code: "select-incomplete".into(),
detail: "GR-R04: every player must select before Reveal".into(),
});
}
return Ok(vec![
GroundEvent::Revealed,
GroundEvent::StepAdvanced {
step: RoundStep::Reveal,
},
]);
}
GroundCommand::Resolve => {
if self.step != RoundStep::Reveal || actor != Actor::System {
return Err(Rejection::NotAllowedNow);
}
// GR-R05: modes are chosen before resolution begins.
let pending: Vec<PlayerId> = self
.selections
.iter()
.filter(|(seat, sel)| {
sel.action == Action::Ground && !self.ground_modes.contains_key(seat)
})
.map(|(seat, _)| *seat)
.collect();
if !pending.is_empty() {
return Err(Rejection::Game {
code: "ground-mode-pending".into(),
detail: format!("GR-R05: no GROUND mode chosen for {pending:?}"),
});
}
return Ok(self.resolution_events());
}
GroundCommand::EndRound => {
if self.step != RoundStep::Resolve || actor != Actor::System {
return Err(Rejection::NotAllowedNow);
}
return Ok(self.end_round_events());
}
_ => {}
}
let Actor::Player(id) = actor else {
return Err(Rejection::NotAllowedNow);
};
let player = self.player(id)?;
match command {
// GR-R02: one face-down choice per player, during Select only.
GroundCommand::SelectAction {
action,
target,
problem,
} => {
if self.step != RoundStep::Select {
return Err(Rejection::NotAllowedNow);
}
if self.selections.contains_key(&id) {
return Err(Rejection::DuplicateCommand);
}
if self.stress_gated(player) && !action.allowed_under_stress_gate() {
return Err(Rejection::Game {
code: "stress-gate".into(),
detail: "GR-R03: at Stress 45 only ATTACK or GROUND may be selected"
.into(),
});
}
self.check_targeting(id, *action, *target, *problem)?;
Ok(vec![GroundEvent::ActionSelected {
player: id,
selection: Selection {
action: *action,
target: *target,
problem: *problem,
},
}])
}
// GR-R03: spendable during Select, before Reveal, once.
GroundCommand::SpendFreedom => {
if self.step != RoundStep::Select {
return Err(Rejection::NotAllowedNow);
}
if !player.freedom_ready {
return Err(Rejection::Game {
code: "freedom-spent".into(),
detail: "GR-F03: the Freedom token is already SPENT".into(),
});
}
Ok(vec![GroundEvent::FreedomSpent { player: id }])
}
// GR-R05: only after Reveal, only for a player who revealed
// GROUND, once.
GroundCommand::ChooseGroundMode { mode, choice } => {
if self.step != RoundStep::Reveal {
return Err(Rejection::NotAllowedNow);
}
let revealed_ground = self
.selections
.get(&id)
.is_some_and(|s| s.action == Action::Ground);
if !revealed_ground {
return Err(Rejection::Game {
code: "no-ground-revealed".into(),
detail: "GR-R05: only a player who revealed GROUND chooses a mode".into(),
});
}
if self.ground_modes.contains_key(&id) {
return Err(Rejection::DuplicateCommand);
}
let _ = player;
// GR-A10..A12: GR takes no sub-choice; OU and ND each
// require one drawn from their own list.
match (mode, choice) {
(GroundMode::Gr, None) => {}
(GroundMode::Gr, Some(_)) => {
return Err(Rejection::Game {
code: "unexpected-choice".into(),
detail: "GR-A10: GROUND—GR takes no sub-choice".into(),
})
}
(wanted, Some(choice)) if choice.mode() == *wanted => {}
(wanted, _) => {
return Err(Rejection::Game {
code: "bad-choice".into(),
detail: format!("GR-A11/A12: {wanted:?} needs one of its own choices"),
})
}
}
self.check_ground_choice(id, *choice)?;
Ok(vec![GroundEvent::GroundModeChosen {
player: id,
mode: *mode,
choice: *choice,
}])
}
// GR-L02/A05: only the target of a revealed Support answers,
// once, and only with a response its relation admits.
GroundCommand::RespondToSupport { response } => {
if self.step != RoundStep::Reveal {
return Err(Rejection::NotAllowedNow);
}
let supporter = self.selections.iter().find(|(seat, sel)| {
sel.action == Action::Support && sel.target == Some(id) && **seat != id
});
let Some((supporter, _)) = supporter else {
return Err(Rejection::Game {
code: "no-support-received".into(),
detail: "GR-L02: no revealed Support targets this player".into(),
});
};
if self.support_responses.contains_key(&id) {
return Err(Rejection::DuplicateCommand);
}
let admitted = match self.relation_between(*supporter, id) {
// GR-L02: no relation — the target may accept a Bond.
None => matches!(
response,
SupportResponse::AcceptBond | SupportResponse::DeclineBond
),
// GR-A05: through a Rivalry — flip it or break it.
Some(Relation::Rivalry) => matches!(
response,
SupportResponse::FlipToBond | SupportResponse::BreakRivalry
),
// GR-A04: through a Bond — nothing to answer.
Some(Relation::Bond) => false,
};
if !admitted {
return Err(Rejection::Game {
code: "bad-response".into(),
detail: format!("GR-L02/A05: {response:?} is not available here"),
});
}
Ok(vec![GroundEvent::SupportAnswered {
player: id,
response: *response,
}])
}
// GR-D03/D04: only a player with a live sequence, after
// Reveal, once per round.
GroundCommand::ChooseDarvoTarget { target } => {
if self.step != RoundStep::Reveal {
return Err(Rejection::NotAllowedNow);
}
if player.darvo == DarvoStage::Off {
return Err(Rejection::Game {
code: "no-darvo-sequence".into(),
detail: "GR-D02: this player has no live DARVO sequence".into(),
});
}
if self.darvo_targets.contains_key(&id) {
return Err(Rejection::DuplicateCommand);
}
match player.darvo {
// GR-D03: a face-up, unsolved, unprotected Problem.
DarvoStage::Deny => {
let problem = target.problem.ok_or(Rejection::Game {
code: "bad-darvo-target".into(),
detail: "GR-D03: DENY names a Problem".into(),
})?;
let eligible = self.problems.get(&problem).is_some_and(|p| {
p.face_up
&& !p.denied
&& p.claimed_by.is_none()
&& !p.protected_this_round
});
if !eligible {
return Err(Rejection::Game {
code: "bad-darvo-target".into(),
detail: format!(
"GR-D03: Problem {problem} is not face-up, unsolved and unprotected"
),
});
}
}
// GR-D04: an extra Attack against another player.
DarvoStage::Attack => {
let other = target.player.ok_or(Rejection::Game {
code: "bad-darvo-target".into(),
detail: "GR-D04: ATTACK names a player".into(),
})?;
if other == id || !self.players.contains_key(&other) {
return Err(Rejection::Game {
code: "bad-darvo-target".into(),
detail: "GR-D04: ATTACK targets another player".into(),
});
}
}
// GR-D05: REVERSE uses the placed Focus token.
DarvoStage::Reverse | DarvoStage::Off => {}
}
Ok(vec![GroundEvent::DarvoTargetChosen {
player: id,
target: *target,
}])
}
GroundCommand::Reveal | GroundCommand::Resolve | GroundCommand::EndRound => {
unreachable!("system commands are handled above")
}
}
}
fn fold(&mut self, event: &Self::Event) {
match event {
GroundEvent::ActionSelected { player, selection } => {
self.selections.insert(*player, *selection);
}
GroundEvent::FreedomSpent { player } => {
if let Some(state) = self.players.get_mut(player) {
state.freedom_ready = false;
state.freedom_gate_lifted = true;
}
}
GroundEvent::Revealed => {}
GroundEvent::StressSet { player, stress } => {
if let Some(state) = self.players.get_mut(player) {
state.stress = *stress;
}
}
GroundEvent::FreedomReadied { player } => {
if let Some(state) = self.players.get_mut(player) {
state.freedom_ready = true;
}
}
GroundEvent::RelationFormed { pair, relation } => {
self.relations.insert(*pair, *relation);
}
GroundEvent::RelationBroken { pair } => {
self.relations.remove(pair);
}
GroundEvent::AttackCancelled { target, .. } => {
if let Some(state) = self.players.get_mut(target) {
state.protection = state.protection.saturating_sub(1);
}
}
GroundEvent::GroundModeChosen {
player,
mode,
choice,
} => {
self.ground_modes.insert(*player, *mode);
if let Some(choice) = choice {
self.ground_choices.insert(*player, *choice);
}
}
GroundEvent::SupportAnswered { player, response } => {
self.support_responses.insert(*player, *response);
}
GroundEvent::ProblemRestored { problem } => {
if let Some(state) = self.problems.get_mut(problem) {
state.denied = false;
state.face_up = true;
}
}
GroundEvent::ProblemProtected { problem } => {
if let Some(state) = self.problems.get_mut(problem) {
state.protected_this_round = true;
}
}
GroundEvent::BlameRemoved { player, owner } => {
if let Some(state) = self.players.get_mut(player) {
if let Some(pos) = state.blame_from.iter().position(|o| o == owner) {
state.blame_from.remove(pos);
}
}
}
GroundEvent::ProblemRevealed { problem } => {
if let Some(state) = self.problems.get_mut(problem) {
state.face_up = true;
}
}
GroundEvent::SolutionDrawn { player, card } => {
// The deck draws from its end, matching the GR-S02 deal.
self.solution_deck.pop();
if let Some(state) = self.players.get_mut(player) {
state.hand.push(*card);
}
}
GroundEvent::SolutionDiscarded { player, card } => {
if let Some(state) = self.players.get_mut(player) {
if let Some(pos) = state.hand.iter().position(|c| c == card) {
state.hand.remove(pos);
}
}
self.solution_discard.push(*card);
}
GroundEvent::ProblemClaimed { problem, by } => {
if let Some(state) = self.problems.get_mut(problem) {
state.claimed_by = Some(*by);
}
}
GroundEvent::DeckReshuffled { order } => {
self.solution_deck = order.clone();
self.solution_discard.clear();
}
GroundEvent::DarvoTriggered { player } => {
if let Some(state) = self.players.get_mut(player) {
state.darvo = DarvoStage::Deny;
}
}
GroundEvent::DarvoTargetChosen { player, target } => {
self.darvo_targets.insert(*player, *target);
}
GroundEvent::ProblemDenied { problem } => {
if let Some(state) = self.problems.get_mut(problem) {
state.denied = true;
state.face_up = false;
}
}
GroundEvent::FocusPlaced { owner, target } => {
self.focus.insert(*owner, *target);
}
GroundEvent::FocusFlippedToBlame { owner, target } => {
self.focus.remove(owner);
if let Some(state) = self.players.get_mut(target) {
state.blame_from.push(*owner);
}
}
GroundEvent::ProtectionGained { player } => {
if let Some(state) = self.players.get_mut(player) {
state.protection = state.protection.saturating_add(1);
}
}
GroundEvent::DarvoAdvanced { player, stage } => {
if let Some(state) = self.players.get_mut(player) {
state.darvo = *stage;
}
}
GroundEvent::DarvoEnded { player } => {
if let Some(state) = self.players.get_mut(player) {
state.darvo = DarvoStage::Off;
}
// GR-D06: an unresolved Focus token comes back.
self.focus.remove(player);
}
GroundEvent::GameEnded { outcome } => {
self.outcome = Some(outcome.clone());
self.step = RoundStep::End;
}
GroundEvent::StepAdvanced { step } => {
self.step = *step;
}
GroundEvent::RoundEnded { round, next_lead } => {
self.round = *round;
self.lead = *next_lead;
self.selections.clear();
self.ground_modes.clear();
self.ground_choices.clear();
self.support_responses.clear();
self.darvo_targets.clear();
for state in self.players.values_mut() {
// GR-R03: the gate lift lasts one Select step only.
state.freedom_gate_lifted = false;
}
for problem in self.problems.values_mut() {
// GR-A11: OU protection lasts one round.
problem.protected_this_round = false;
}
}
}
}
}
impl GroundState {
/// GR-R06/R07: resolve in fixed step order, Lead first within a step.
///
/// Steps run: GROUND (GR-A10..A12), Support (GR-A03..A05), Attack
/// (GR-A06), DARVO (GR-D02..D07), INVESTIGATE (GR-A01), SOLVE
/// (GR-A02).
///
/// **This comment claimed DARVO and GROUND—OU/ND were "not yet
/// implemented" until 2026-08-01**, long after both landed with their
/// scenarios (`gr-d01`…`gr-d06`, `gr-a11`, `gr-a12`). Nothing checks
/// prose against code, which is the DFD class `make facts-check`
/// gates for *numbers* and cannot gate for claims like this one.
fn resolution_events(&self) -> Vec<GroundEvent> {
let mut events = Vec::new();
// A working copy so slot counts and Stress reflect earlier
// effects within the same resolution, per GR-R07 ordering.
let mut work = self.clone();
// Relations as they stood before this round's Support step
// (GR-L05): a Bond formed now is not "pre-existing".
let pre_existing = self.relations.clone();
// GR-A11: Attacks cancelled by a GROUND—OU choice this round.
let mut ou_cancels: std::collections::BTreeSet<(PlayerId, PlayerId)> =
std::collections::BTreeSet::new();
// Step 1 — GROUND (GR-A10..A12).
for actor in self.seat_order() {
if self.selections.get(&actor).map(|s| s.action) != Some(Action::Ground) {
continue;
}
match self.ground_modes.get(&actor) {
// GR-A10: Ground & Restate — self 2 Stress, Freedom READY.
Some(GroundMode::Gr) => {
let stress = work.stress_after(actor, -2);
events.push(GroundEvent::StressSet {
player: actor,
stress,
});
work.fold(events.last().expect("just pushed"));
if !work.players[&actor].freedom_ready {
events.push(GroundEvent::FreedomReadied { player: actor });
work.fold(events.last().expect("just pushed"));
}
}
// GR-A11: Observe & Uphold.
Some(GroundMode::Ou) => match work.ground_choices.get(&actor).copied() {
Some(GroundChoice::RestoreProblem { problem }) => {
events.push(GroundEvent::ProblemRestored { problem });
work.fold(events.last().expect("just pushed"));
}
Some(GroundChoice::ProtectProblem { problem }) => {
events.push(GroundEvent::ProblemProtected { problem });
work.fold(events.last().expect("just pushed"));
}
// Consumed in the Attack step below.
Some(GroundChoice::CancelAttack { attacker }) => {
ou_cancels.insert((attacker, actor));
}
_ => {}
},
// GR-A12: Name & Decide.
Some(GroundMode::Nd) => match work.ground_choices.get(&actor).copied() {
Some(GroundChoice::RemoveBlame { owner }) => {
events.push(GroundEvent::BlameRemoved {
player: actor,
owner,
});
work.fold(events.last().expect("just pushed"));
}
Some(GroundChoice::BreakRelation { with }) => {
events.push(GroundEvent::RelationBroken {
pair: Pair::new(actor, with),
});
work.fold(events.last().expect("just pushed"));
}
// GR-D05: consumed by the Reverse stage.
_ => {}
},
None => {}
}
}
// Step 2 — Support (GR-A03/A04/A05).
for actor in self.seat_order() {
let Some(selection) = self.selections.get(&actor) else {
continue;
};
if selection.action != Action::Support {
continue;
}
let Some(target) = selection.target else {
continue;
};
match pre_existing.get(&Pair::new(actor, target)).copied() {
// GR-A04: Support through an existing Bond.
Some(Relation::Bond) => {
let stress = work.stress_after(target, -2);
events.push(GroundEvent::StressSet {
player: target,
stress,
});
work.fold(events.last().expect("just pushed"));
// GR-F04: a Bond Support readies the target's token.
if !work.players[&target].freedom_ready {
events.push(GroundEvent::FreedomReadied { player: target });
work.fold(events.last().expect("just pushed"));
}
}
// GR-A05: Support through a Rivalry — 1 Stress, then
// the target flips it to a Bond or breaks it.
Some(Relation::Rivalry) => {
let stress = work.stress_after(target, -1);
events.push(GroundEvent::StressSet {
player: target,
stress,
});
work.fold(events.last().expect("just pushed"));
let pair = Pair::new(actor, target);
match work.support_responses.get(&target).copied() {
Some(SupportResponse::FlipToBond) => {
events.push(GroundEvent::RelationFormed {
pair,
relation: Relation::Bond,
});
work.fold(events.last().expect("just pushed"));
}
Some(SupportResponse::BreakRivalry) => {
events.push(GroundEvent::RelationBroken { pair });
work.fold(events.last().expect("just pushed"));
}
// No answer: the Rivalry stands.
_ => {}
}
}
// GR-A03/L02: no relation — 1 Stress, and a Bond forms
// only if the target accepts and both have a free slot.
None => {
let stress = work.stress_after(target, -1);
events.push(GroundEvent::StressSet {
player: target,
stress,
});
work.fold(events.last().expect("just pushed"));
let accepted = work.support_responses.get(&target).copied()
== Some(SupportResponse::AcceptBond);
if accepted && work.has_free_slot(actor) && work.has_free_slot(target) {
events.push(GroundEvent::RelationFormed {
pair: Pair::new(actor, target),
relation: Relation::Bond,
});
work.fold(events.last().expect("just pushed"));
}
}
}
}
// Step 3 — active DARVO stages (GR-D02..D07).
for owner in self.seat_order() {
let stage = work.players[&owner].darvo;
if stage == DarvoStage::Off {
continue;
}
// GR-D06 + GR-A04: a Support through a Bond that existed
// before this round's Support step cancels the current stage
// and ends the sequence (GR-L05).
let bond_support = self.selections.iter().any(|(seat, sel)| {
sel.action == Action::Support
&& sel.target == Some(owner)
&& pre_existing.get(&Pair::new(*seat, owner)) == Some(&Relation::Bond)
});
if bond_support {
events.push(GroundEvent::DarvoEnded { player: owner });
work.fold(events.last().expect("just pushed"));
continue;
}
match stage {
// GR-D03: turn one eligible Problem face down and Deny
// it. Under the U3 default, no legal target is a no-op
// and the sequence still advances.
DarvoStage::Deny => {
if let Some(problem) = work.darvo_targets.get(&owner).and_then(|t| t.problem) {
let eligible = work.problems.get(&problem).is_some_and(|p| {
p.face_up
&& !p.denied
&& p.claimed_by.is_none()
&& !p.protected_this_round
});
if eligible {
events.push(GroundEvent::ProblemDenied { problem });
work.fold(events.last().expect("just pushed"));
}
}
}
// GR-D04: one extra Attack under the normal relation
// rules, then place the Focus token beside the target —
// even if the Attack was cancelled.
DarvoStage::Attack => {
if let Some(target) = work.darvo_targets.get(&owner).and_then(|t| t.player) {
work.resolve_attack(owner, target, &ou_cancels, &mut events);
events.push(GroundEvent::FocusPlaced { owner, target });
work.fold(events.last().expect("just pushed"));
}
}
// GR-D05: targets the Focus holder.
DarvoStage::Reverse => {
if let Some(target) = work.focus.get(&owner).copied() {
// GR-A12: the target's GROUND—ND may reject it.
let rejected =
work.ground_choices.get(&target) == Some(&GroundChoice::RejectReverse);
if !rejected {
events.push(GroundEvent::FocusFlippedToBlame { owner, target });
work.fold(events.last().expect("just pushed"));
let stress = work.stress_after(target, 1);
events.push(GroundEvent::StressSet {
player: target,
stress,
});
work.fold(events.last().expect("just pushed"));
events.push(GroundEvent::ProtectionGained { player: owner });
work.fold(events.last().expect("just pushed"));
}
// U5: rejected or not, the owner still takes 2
// and the sequence ends.
let stress = work.stress_after(owner, -2);
events.push(GroundEvent::StressSet {
player: owner,
stress,
});
work.fold(events.last().expect("just pushed"));
}
}
DarvoStage::Off => {}
}
// GR-A10 + GR-D06: GROUND—GR ends the sequence after the
// current stage resolves. GR-D05: REVERSE ends it anyway.
let ground_gr = work.ground_modes.get(&owner) == Some(&GroundMode::Gr);
if ground_gr || stage == DarvoStage::Reverse {
events.push(GroundEvent::DarvoEnded { player: owner });
work.fold(events.last().expect("just pushed"));
} else {
// GR-D02: one stage per consecutive round.
let next = match stage {
DarvoStage::Deny => DarvoStage::Attack,
_ => DarvoStage::Reverse,
};
events.push(GroundEvent::DarvoAdvanced {
player: owner,
stage: next,
});
work.fold(events.last().expect("just pushed"));
}
}
// Step 5 — Attack (GR-A06..A09).
for actor in self.seat_order() {
let Some(selection) = self.selections.get(&actor) else {
continue;
};
if selection.action != Action::Attack {
continue;
}
let Some(target) = selection.target else {
continue;
};
work.resolve_attack(actor, target, &ou_cancels, &mut events);
}
// Step 4 — INVESTIGATE (GR-A01).
for actor in self.seat_order() {
let Some(selection) = self.selections.get(&actor) else {
continue;
};
if selection.action != Action::Investigate {
continue;
}
// Reveal the chosen Problem if it is still hidden and not
// Denied; otherwise the draw happens on its own.
if let Some(problem) = selection.problem {
let eligible = work
.problems
.get(&problem)
.is_some_and(|p| !p.face_up && !p.denied);
if eligible {
events.push(GroundEvent::ProblemRevealed { problem });
work.fold(events.last().expect("just pushed"));
}
}
work.draw_solution(actor, &mut events);
}
// Step 6 — SOLVE (GR-A02).
for actor in self.seat_order() {
let Some(selection) = self.selections.get(&actor) else {
continue;
};
if selection.action != Action::Solve {
continue;
}
let Some(problem) = selection.problem else {
continue;
};
let Some(target) = work.problems.get(&problem) else {
continue;
};
// GR-A02: an earlier resolver this round already claimed it,
// so no Solution is spent and nothing happens.
if target.claimed_by.is_some() || target.denied || !target.face_up {
continue;
}
let required = target.suit;
let Some(card) = work.players[&actor]
.hand
.iter()
.find(|c| c.suit == required)
.copied()
else {
continue;
};
events.push(GroundEvent::SolutionDiscarded {
player: actor,
card,
});
work.fold(events.last().expect("just pushed"));
events.push(GroundEvent::ProblemClaimed { problem, by: actor });
work.fold(events.last().expect("just pushed"));
}
events.push(GroundEvent::StepAdvanced {
step: RoundStep::Resolve,
});
events
}
/// GR-A06..A09: one Attack under the normal relation rules. Shared
/// by the chosen ATTACK Action (step 5) and the DARVO ATTACK stage's
/// extra Attack (GR-D04).
fn resolve_attack(
&mut self,
attacker: PlayerId,
target: PlayerId,
ou_cancels: &std::collections::BTreeSet<(PlayerId, PlayerId)>,
events: &mut Vec<GroundEvent>,
) {
// H1-B (CB-WP-0038): read BEFORE anything resolves. The delta
// says "the attacker's Stress was >= 4 **before this Attack's
// effects**", and the attacker's own Stress can move during
// resolution -- so capturing it afterwards would answer a
// different question.
let attacker_stress_before = self.players.get(&attacker).map_or(0, |p| p.stress);
// GR-A09 under the U8 default: a GROUND—OU cancellation is
// chosen at step 1 and applies first, so Protection is only
// consumed when it is what actually cancels.
if ou_cancels.contains(&(attacker, target)) {
return;
}
// GR-A09/T01: Protection absorbs the Attack entirely.
if self.players[&target].protection > 0 {
events.push(GroundEvent::AttackCancelled { attacker, target });
self.fold(events.last().expect("just pushed"));
return;
}
let pair = Pair::new(attacker, target);
let (delta, after) = match self.relation_between(attacker, target) {
// GR-A07: through a Bond — +2 and the Bond flips.
Some(Relation::Bond) => (
2,
Some(GroundEvent::RelationFormed {
pair,
relation: Relation::Rivalry,
}),
),
// GR-A08: through a Rivalry — +2 and it breaks.
Some(Relation::Rivalry) => (2, Some(GroundEvent::RelationBroken { pair })),
// GR-A06: no relation — +1, and a Rivalry forms without
// consent if both endpoints have a slot (GR-L01/L03).
None => {
let forms = self.has_free_slot(attacker) && self.has_free_slot(target);
(
1,
forms.then_some(GroundEvent::RelationFormed {
pair,
relation: Relation::Rivalry,
}),
)
}
};
let stress = self.stress_after(target, delta);
events.push(GroundEvent::StressSet {
player: target,
stress,
});
self.fold(events.last().expect("just pushed"));
if let Some(event) = after {
events.push(event);
self.fold(events.last().expect("just pushed"));
}
// H1-B: the self-soothe, **after target and relation effects**
// (`order: after_target_and_relation_effects`) and only on an
// Attack that actually resolved -- both cancel paths above have
// already returned.
//
// The DARVO extra Attack comes through here too, which the delta
// requires: "DARVO-stage extra Attack uses the same Attack
// resolution (so it can self-soothe too if Stress >= 4)".
if self.variant == Variant::H1ProblemStress && attacker_stress_before >= 4 {
let stress = self.stress_after(attacker, -1);
events.push(GroundEvent::StressSet {
player: attacker,
stress,
});
self.fold(events.last().expect("just pushed"));
}
}
/// GR-A01: draw one Solution, reshuffling the discard first if the
/// deck is empty (the U4 default). The reshuffled order travels in
/// the event so replay never re-derives it.
fn draw_solution(&mut self, player: PlayerId, events: &mut Vec<GroundEvent>) {
if self.solution_deck.is_empty() {
if self.solution_discard.is_empty() {
return;
}
let mut order = self.solution_discard.clone();
// Derived from the game seed and round, so the reshuffle is
// a pure function of state (GameKernel K5).
let mut rng = ChaChaRng::from_seed(Seed(self.seed ^ u64::from(self.round)));
rng.shuffle(&mut order);
events.push(GroundEvent::DeckReshuffled { order });
self.fold(events.last().expect("just pushed"));
}
if let Some(card) = self.solution_deck.last().copied() {
events.push(GroundEvent::SolutionDrawn { player, card });
self.fold(events.last().expect("just pushed"));
}
}
/// 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();
// H1-A (CB-WP-0038): problem pressure, and it lands BEFORE the
// DARVO arm check below, because ground-game's delta orders it
// "+1 Stress, then clamp 0-5, then DARVO arm check as today".
// Applying it after would make the pressure unable to arm
// anything for a round -- the opposite of the hypothesis.
//
// **"Unclaimed" includes Denied and still-hidden Problems**, and
// that is the clause a careless reading drops: it is `claimed_by
// .is_none()`, not "face-up and unsolved".
//
// The trigger loop reads `work`, so it sees the new Stress.
let mut work = self.clone();
if self.variant == Variant::H1ProblemStress
&& self.problems.values().any(|p| p.claimed_by.is_none())
{
for seat in self.seat_order() {
// `stress_after` clamps 0..=5, which is the delta's
// "then clamp".
let stress = work.stress_after(seat, 1);
let e = GroundEvent::StressSet {
player: seat,
stress,
};
work.fold(&e);
events.push(e);
}
}
// GR-D01: Stress 5 with the marker OFF starts a sequence. In
// Lead order, so two simultaneous triggers are ordered (U9).
for seat in work.seat_order() {
let player = &work.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()]);
// GR-R09: after Round 5's End the game ends and scoring applies.
if self.round >= 5 {
events.push(GroundEvent::GameEnded {
outcome: self.score(),
});
return events;
}
events.push(GroundEvent::RoundEnded {
round: self.round + 1,
next_lead,
});
events.push(GroundEvent::StepAdvanced {
step: RoundStep::Select,
});
events
}
/// GR-E01: the Scenario threshold by player count (dataset 0.1).
fn threshold(&self) -> u32 {
match self.players.len() {
0..=2 => 5,
3..=4 => 7,
_ => 9,
}
}
/// GR-E01..E04: final scoring for the configured mode.
fn score(&self) -> Outcome {
// GR-E01/P03: a claimed Problem counts its printed value.
let total: u32 = self
.problems
.values()
.filter(|p| p.claimed_by.is_some())
.map(|p| u32::from(p.value))
.sum();
let threshold = self.threshold();
let group_success = total >= threshold;
// GR-E03/T02: claimed value 1 per Blame token held.
let personal: BTreeMap<PlayerId, i32> = self
.players
.keys()
.map(|seat| {
let claimed: i32 = self
.problems
.values()
.filter(|p| p.claimed_by == Some(*seat))
.map(|p| i32::from(p.value))
.sum();
let blame = self.players[seat].blame_from.len() as i32;
(*seat, claimed - blame)
})
.collect();
let coalitions = self.coalitions(&personal);
let (mastery, winners) = match self.mode {
// GR-E02: one shared score; no individual winner.
ScoringMode::SharedGround => {
let blame: i32 = self
.players
.values()
.map(|p| p.blame_from.len() as i32)
.sum();
let denied = self.problems.values().filter(|p| p.denied).count() as i32;
let claimed = self
.problems
.values()
.filter(|p| p.claimed_by.is_some())
.count() as i32;
let mastery = claimed - blame - denied;
let winners = if group_success {
self.players.keys().copied().collect()
} else {
Vec::new()
};
(Some(mastery), winners)
}
// GR-E03: highest personal score, once the group qualifies.
// Tiebreak: lower Stress, then more Bonds, then shared.
ScoringMode::CommonProblem => {
let winners = if group_success {
self.best(personal.keys().copied().collect(), |seat| {
(
personal[&seat],
-i32::from(self.players[&seat].stress),
self.bond_count(seat),
)
})
} else {
Vec::new()
};
(None, winners)
}
// GR-E04: highest coalition. Tiebreak: lower combined
// Stress, then fewer Blame tokens, then shared.
ScoringMode::BondedCoalitions => {
let winners = if group_success {
let best = self.best((0..coalitions.len()).collect(), |i| {
let c = &coalitions[i];
let stress: i32 = c
.members
.iter()
.map(|m| i32::from(self.players[m].stress))
.sum();
let blame: i32 = c
.members
.iter()
.map(|m| self.players[m].blame_from.len() as i32)
.sum();
(c.score, -stress, -blame)
});
let mut winners: Vec<PlayerId> = best
.into_iter()
.flat_map(|i| coalitions[i].members.clone())
.collect();
winners.sort();
winners
} else {
Vec::new()
};
(None, winners)
}
};
Outcome {
total,
threshold,
group_success,
personal,
coalitions,
mastery,
winners,
}
}
/// Every candidate tied on the ranking key, so a tie is a shared
/// result rather than an arbitrary pick (GR-E03/E04).
fn best<T: Copy, K: Ord>(&self, candidates: Vec<T>, key: impl Fn(T) -> K) -> Vec<T> {
let Some(top) = candidates.iter().map(|c| key(*c)).max() else {
return Vec::new();
};
candidates.into_iter().filter(|c| key(*c) == top).collect()
}
fn bond_count(&self, seat: PlayerId) -> i32 {
self.relations
.iter()
.filter(|(pair, rel)| **rel == Relation::Bond && pair.contains(seat))
.count() as i32
}
/// GR-E04: connected components over Bonds only; Rivalries do not
/// connect, and an unbonded player is a coalition of one.
fn coalitions(&self, personal: &BTreeMap<PlayerId, i32>) -> Vec<Coalition> {
let mut remaining: Vec<PlayerId> = self.players.keys().copied().collect();
let mut out = Vec::new();
while let Some(seed) = remaining.first().copied() {
let mut members = vec![seed];
let mut frontier = vec![seed];
remaining.retain(|p| *p != seed);
while let Some(current) = frontier.pop() {
let neighbours: Vec<PlayerId> = self
.relations
.iter()
.filter(|(_, rel)| **rel == Relation::Bond)
.filter_map(|(pair, _)| {
if pair.0 == current {
Some(pair.1)
} else if pair.1 == current {
Some(pair.0)
} else {
None
}
})
.filter(|n| remaining.contains(n))
.collect();
for n in neighbours {
remaining.retain(|p| *p != n);
members.push(n);
frontier.push(n);
}
}
members.sort();
let score = members.iter().map(|m| personal[m]).sum();
out.push(Coalition { members, score });
}
out
}
/// GR-A11/A12: the sub-choice must name something that exists and
/// is in a state the choice can act on.
fn check_ground_choice(
&self,
actor: PlayerId,
choice: Option<GroundChoice>,
) -> Result<(), Rejection> {
let bad = |detail: String| Rejection::Game {
code: "bad-choice".into(),
detail,
};
let problem = |id: u32| {
self.problems
.get(&id)
.ok_or_else(|| bad(format!("no Problem {id}")))
};
match choice {
None => Ok(()),
// GR-A11: only a Denied Problem can be restored.
Some(GroundChoice::RestoreProblem { problem: id }) => {
if !problem(id)?.denied {
return Err(bad(format!("GR-A11: Problem {id} is not Denied")));
}
Ok(())
}
// GR-A11: only a face-up Problem can be protected.
Some(GroundChoice::ProtectProblem { problem: id }) => {
if !problem(id)?.face_up || problem(id)?.denied {
return Err(bad(format!("GR-A11: Problem {id} is not face up")));
}
Ok(())
}
// GR-A11: the cancelled Attack must actually target us.
Some(GroundChoice::CancelAttack { attacker }) => {
let aimed_here = self
.selections
.get(&attacker)
.is_some_and(|s| s.action == Action::Attack && s.target == Some(actor));
if !aimed_here {
return Err(bad(format!(
"GR-A11: {attacker} is not attacking this player"
)));
}
Ok(())
}
// GR-A12/T02: the Blame token must be in front of us.
Some(GroundChoice::RemoveBlame { owner }) => {
let held = self
.players
.get(&actor)
.is_some_and(|p| p.blame_from.contains(&owner));
if !held {
return Err(bad(format!("GR-T02: no Blame token from {owner} here")));
}
Ok(())
}
// GR-A12: the relation must exist and involve us.
Some(GroundChoice::BreakRelation { with }) => {
if self.relation_between(actor, with).is_none() {
return Err(bad(format!("GR-A12: no relation with {with}")));
}
Ok(())
}
Some(GroundChoice::RejectReverse) => Ok(()),
}
}
/// GR-A13 targeting legality, shared by every Action.
fn check_targeting(
&self,
actor: PlayerId,
action: Action,
target: Option<PlayerId>,
problem: Option<u32>,
) -> Result<(), Rejection> {
let bad = |detail: String| Rejection::Game {
code: "bad-target".into(),
detail,
};
if action.requires_player_target() {
let target = target.ok_or_else(|| bad(format!("GR-A13: {action:?} needs a target")))?;
if target == actor {
return Err(bad(
"GR-A13: SUPPORT and ATTACK target another player".into()
));
}
if !self.players.contains_key(&target) {
return Err(bad(format!("GR-A13: player {target} is not in this game")));
}
} else if target.is_some() {
return Err(bad(format!("GR-A13: {action:?} takes no player target")));
}
if action.requires_problem_target() {
let problem =
problem.ok_or_else(|| bad(format!("GR-A13: {action:?} needs a Problem")))?;
let target = self
.problems
.get(&problem)
.ok_or_else(|| bad(format!("GR-A13: no Problem {problem}")))?;
match action {
// GR-A13: INVESTIGATE targets a hidden Problem.
Action::Investigate if target.face_up => {
return Err(bad(format!("GR-A13: Problem {problem} is already face up")));
}
// GR-A13: SOLVE targets a face-up, non-Denied Problem.
Action::Solve if !target.face_up || target.denied => {
return Err(bad(format!(
"GR-A13: Problem {problem} is not a face-up, non-Denied Problem"
)));
}
// GR-P05, ruled by ground-game 2026-08-03: SOLVE is legal
// only where it can do something. This lives in `validate`
// and not only in `legal_commands` because a rule enforced
// by the offer alone is enforced only for clients that ask
// what is legal — the browser would be filtered and a
// scenario file would not.
Action::Solve if target.claimed_by.is_some() => {
return Err(bad(format!(
"GR-P05: Problem {problem} was claimed in an earlier round"
)));
}
Action::Solve
if !self
.players
.get(&actor)
.is_some_and(|p| p.hand.iter().any(|c| c.suit == target.suit)) =>
{
return Err(bad(format!(
"GR-P05: no {:?} Solution in hand for Problem {problem}",
target.suit
)));
}
_ => {}
}
} else if problem.is_some() {
return Err(bad(format!("GR-A13: {action:?} takes no Problem target")));
}
Ok(())
}
}
// GR-S01's deal now lives in `edition::hidden_depth` (ADR-0011): the
// ruled shape is Surface + hidden 1..=k, and k belongs beside the data
// it indexes into.
// GR-S04's deck now lives in `edition::solution_deck` (ADR-0011),
// beside the Problem data it is dealt against.
#[cfg(feature = "scenarios")]
impl ScenarioGame for GroundState {
/// GR-S01..S04. The `standard-Np` presets differ only in seat count;
/// Problem content is scenario data, so the preset uses the canonical
/// fixture below (suit cycling by priority) until scenario decks are
/// modelled.
fn setup(setup: &Setup, seed: u64) -> Result<Self, String> {
let seats = setup.players;
let expected = format!("standard-{seats}p");
if setup.preset != expected {
return Err(format!(
"preset {:?} does not match {seats} players (expected {expected:?})",
setup.preset
));
}
// GR-S01 as ruled 2026-08-04: Surface always, plus hidden
// priorities 1..=k. The values and suits come from the edition
// (ADR-0011); the engine used to invent both.
let dealt = crate::edition::deal("SCN_01", seats)?;
let mut rng = ChaChaRng::from_seed(Seed(seed));
// GR-S04: shuffle first, then deal, so the deal is seed-derived.
let mut deck = crate::edition::solution_deck();
rng.shuffle(&mut deck);
// GR-S02: Stress 2, Freedom READY, DARVO OFF, two Solution cards.
let mut players = BTreeMap::new();
for seat in 0..seats {
let hand = deck.split_off(deck.len() - 2);
players.insert(
PlayerId(seat),
PlayerState {
stress: 2,
freedom_ready: true,
freedom_gate_lifted: false,
darvo: DarvoStage::Off,
hand,
protection: 0,
blame_from: vec![],
},
);
}
// Surface is dealt face up; hidden Problems face down (GR-S01).
// Keyed by 1-based position so scenario dot-paths stay stable.
let problems: BTreeMap<u32, ProblemState> = dealt
.iter()
.enumerate()
.map(|(i, p)| {
(
(i + 1) as u32,
ProblemState {
suit: p.suit,
value: p.value,
face_up: p.surface,
denied: false,
claimed_by: None,
protected_this_round: false,
},
)
})
.collect();
// GR-S03: seeded-random Lead, Round 1.
let lead = PlayerId(rng.draw(u32::from(seats)) as u8);
Ok(GroundState {
round: 1,
lead,
players,
relations: BTreeMap::new(),
problems,
solution_deck: deck,
solution_discard: vec![],
focus: BTreeMap::new(),
step: RoundStep::Select,
selections: BTreeMap::new(),
ground_modes: BTreeMap::new(),
ground_choices: BTreeMap::new(),
support_responses: BTreeMap::new(),
darvo_targets: BTreeMap::new(),
mode: ScoringMode::SharedGround,
// Baseline. The driver overwrites this after setup and
// before the hash is taken, which is the route `mode` uses
// (`table.rs`) — so a recorded session replays under the
// variant it was played under.
variant: Variant::default(),
outcome: None,
seed,
})
}
fn parse_command(step: &CommandStep) -> Result<(Actor, Self::Command), String> {
let actor = parse_actor(&step.actor)?;
let arg_str = |key: &str| -> Result<String, String> {
step.args
.get(key)
.and_then(|v| v.as_str().map(str::to_string))
.ok_or_else(|| format!("{}: missing string arg {key:?}", step.cmd))
};
let arg_u64 = |key: &str| -> Option<u64> { step.args.get(key).and_then(|v| v.as_u64()) };
let command = match step.cmd.as_str() {
"select_action" => {
let action = Action::parse(&arg_str("action")?)?;
let target = match step.args.get("target") {
Some(_) => match parse_actor(&arg_str("target")?)? {
Actor::Player(id) => Some(id),
Actor::System => return Err("target may not be SYSTEM".into()),
},
None => None,
};
GroundCommand::SelectAction {
action,
target,
problem: arg_u64("problem").map(|p| p as u32),
}
}
"spend_freedom" => GroundCommand::SpendFreedom,
"choose_ground_mode" => GroundCommand::ChooseGroundMode {
mode: GroundMode::parse(&arg_str("mode")?)?,
choice: match step.args.get("choice") {
Some(_) => Some(GroundChoice::parse(
&arg_str("choice")?,
arg_u64("problem").or_else(|| arg_u64("seat")),
)?),
None => None,
},
},
"choose_darvo_target" => GroundCommand::ChooseDarvoTarget {
target: DarvoTarget {
problem: arg_u64("problem").map(|p| p as u32),
player: match step.args.get("target") {
Some(_) => match parse_actor(&arg_str("target")?)? {
Actor::Player(seat) => Some(seat),
Actor::System => return Err("target may not be SYSTEM".into()),
},
None => None,
},
},
},
"respond_to_support" => GroundCommand::RespondToSupport {
response: SupportResponse::parse(&arg_str("response")?)?,
},
"reveal" => GroundCommand::Reveal,
"resolve" => GroundCommand::Resolve,
"end_round" => GroundCommand::EndRound,
other => return Err(format!("unknown command {other:?}")),
};
Ok((actor, command))
}
fn round(&self) -> u8 {
self.round
}
}
#[cfg(test)]
mod tests {
/// CB-WP-0038 T02 — the H1 deltas, and ground-game's own claim about
/// what they leave alone.
mod h1 {
use super::super::*;
use cb_game_runtime::{ScenarioGame, Setup};
fn setup(players: u8, variant: Variant, seed: u64) -> GroundState {
let mut s = GroundState::setup(
&Setup {
players,
preset: format!("standard-{players}p"),
patch: Default::default(),
},
seed,
)
.expect("setup");
s.variant = variant;
s
}
/// **The load-bearing control.** A variant system that perturbs
/// the baseline invalidates every measurement this repo has.
#[test]
fn baseline_is_bit_for_bit_what_it_was() {
for players in [2u8, 3, 6] {
for seed in 0..8u64 {
let base = setup(players, Variant::Baseline, seed);
let mut default_built = GroundState::setup(
&Setup {
players,
preset: format!("standard-{players}p"),
patch: Default::default(),
},
seed,
)
.expect("setup");
// Untouched: whatever `setup` produces IS baseline.
assert_eq!(default_built.variant, Variant::Baseline);
default_built.variant = Variant::Baseline;
assert_eq!(
cb_events::state_hash_hex(&base),
cb_events::state_hash_hex(&default_built),
"{players}p seed {seed}: selecting the baseline changed it"
);
}
}
}
/// **H1-A.** Unclaimed Problems raise everyone's Stress at Round
/// End — and "unclaimed" includes Denied and still-hidden, which
/// is the clause a careless reading drops.
#[test]
fn h1a_pressure_applies_while_any_problem_is_unclaimed() {
let mut s = setup(3, Variant::H1ProblemStress, 7);
// A fresh deal has unclaimed Problems by construction.
assert!(s.problems.values().any(|p| p.claimed_by.is_none()));
// One hidden, one Denied: neither is "face-up unsolved", and
// both must still count.
let ids: Vec<u32> = s.problems.keys().copied().collect();
s.problems.get_mut(&ids[0]).expect("p").face_up = false;
s.problems.get_mut(&ids[1]).expect("p").denied = true;
let before: Vec<u8> = s.players.values().map(|p| p.stress).collect();
let events = s.end_round_events();
let bumped: Vec<&GroundEvent> = events
.iter()
.filter(|e| matches!(e, GroundEvent::StressSet { .. }))
.collect();
assert_eq!(
bumped.len(),
s.players.len(),
"every player takes the pressure, not just some"
);
for e in bumped {
if let GroundEvent::StressSet { player, stress } = e {
let was = s.players[player].stress;
assert_eq!(*stress, (was + 1).min(5), "clamped 0..=5");
}
}
let _ = before;
}
/// No unclaimed Problem, no pressure — the `when` clause is a
/// condition, not decoration.
#[test]
fn h1a_is_silent_once_every_problem_is_claimed() {
let mut s = setup(3, Variant::H1ProblemStress, 7);
let me = *s.players.keys().next().expect("seat");
for p in s.problems.values_mut() {
p.claimed_by = Some(me);
}
assert!(
!s.end_round_events()
.iter()
.any(|e| matches!(e, GroundEvent::StressSet { .. })),
"pressure applied with nothing left unclaimed"
);
}
/// **The baseline must not feel H1-A at all.**
#[test]
fn h1a_does_not_touch_the_baseline() {
let s = setup(3, Variant::Baseline, 7);
assert!(s.problems.values().any(|p| p.claimed_by.is_none()));
assert!(
!s.end_round_events()
.iter()
.any(|e| matches!(e, GroundEvent::StressSet { .. })),
"the baseline gained problem pressure"
);
}
fn attack(variant: Variant, attacker_stress: u8, protect_target: bool) -> Vec<GroundEvent> {
let mut s = setup(3, variant, 3);
let seats: Vec<PlayerId> = s.players.keys().copied().collect();
let (a, t) = (seats[0], seats[1]);
s.players.get_mut(&a).expect("a").stress = attacker_stress;
s.players.get_mut(&t).expect("t").protection = u8::from(protect_target);
let mut events = Vec::new();
s.resolve_attack(a, t, &Default::default(), &mut events);
events
.into_iter()
.filter(|e| matches!(e, GroundEvent::StressSet { player, .. } if *player == a))
.collect()
}
/// **H1-B.** A high-Stress attacker who actually lands an Attack
/// gets a small self-relief.
#[test]
fn h1b_soothes_only_a_landed_attack_from_high_stress() {
// Stress 4, uncancelled: soothed.
let soothed = attack(Variant::H1ProblemStress, 4, false);
assert_eq!(soothed.len(), 1, "no self-soothe at Stress 4");
if let GroundEvent::StressSet { stress, .. } = soothed[0] {
assert_eq!(stress, 3, "the delta is -1");
}
// Below the threshold: nothing.
assert!(
attack(Variant::H1ProblemStress, 3, false).is_empty(),
"soothed below Stress 4"
);
// Cancelled by Protection: nothing. "Not cancelled" is a
// condition of the delta, and Protection is a cancel path.
assert!(
attack(Variant::H1ProblemStress, 4, true).is_empty(),
"a cancelled Attack still soothed the attacker"
);
// And the baseline never soothes.
assert!(
attack(Variant::Baseline, 4, false).is_empty(),
"the baseline gained the self-soothe"
);
}
/// **`rules_delta.yaml`'s `unchanged:` list is ground-game's claim
/// about their own experiment, and it is checkable.**
///
/// Trusting it would be taking a rules statement on faith, which
/// is the habit CB-WP-0037 was written to end.
#[test]
fn h1_changes_nothing_it_said_it_would_not() {
for players in [2u8, 3, 4, 5, 6] {
let base = setup(players, Variant::Baseline, 11);
let h1 = setup(players, Variant::H1ProblemStress, 11);
// deal_and_thresholds
assert_eq!(base.problems, h1.problems, "{players}p: the deal moved");
assert_eq!(
base.threshold(),
h1.threshold(),
"{players}p: the threshold moved"
);
// start_stress: 2
for (seat, p) in &h1.players {
assert_eq!(p.stress, 2, "{players}p {seat}: starting Stress moved");
}
// relation_slots: 2 — asserted through the engine's own
// capacity check rather than a constant beside it.
let seats: Vec<PlayerId> = h1.players.keys().copied().collect();
assert!(h1.has_free_slot(seats[0]), "a fresh seat has slots");
// ground_modes / darvo_stage_table / support: the tables
// are shared code, so equality of the starting state plus
// the deltas' scope is what carries them.
assert_eq!(base.mode, h1.mode, "{players}p: scoring mode moved");
assert_eq!(
base.solution_deck, h1.solution_deck,
"{players}p: deck moved"
);
}
}
}
use super::*;
use cb_events::state_hash_hex;
fn tiny_state() -> GroundState {
GroundState {
round: 1,
lead: PlayerId(0),
players: BTreeMap::from([(
PlayerId(0),
PlayerState {
stress: 2,
freedom_ready: true,
freedom_gate_lifted: false,
darvo: DarvoStage::Off,
hand: vec![SolutionCard { suit: Suit::Repair }],
protection: 0,
blame_from: vec![],
},
)]),
relations: BTreeMap::new(),
problems: BTreeMap::new(),
solution_deck: vec![],
solution_discard: vec![],
focus: BTreeMap::new(),
step: RoundStep::Select,
selections: BTreeMap::new(),
ground_modes: BTreeMap::new(),
ground_choices: BTreeMap::new(),
support_responses: BTreeMap::new(),
darvo_targets: BTreeMap::new(),
mode: ScoringMode::SharedGround,
variant: Variant::Baseline,
outcome: None,
seed: 0,
}
}
/// 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 {
players: 3,
preset: "standard-3p".into(),
patch: BTreeMap::new(),
},
seed,
)
.unwrap()
}
/// GR-S02/S04: every seat starts at Stress 2 with two dealt cards,
/// and the deck loses exactly what was dealt.
#[test]
fn setup_deals_per_gr_s02_and_s04() {
let state = setup_3p(42);
assert_eq!(state.players.len(), 3);
assert_eq!(state.round, 1);
for player in state.players.values() {
assert_eq!(player.stress, 2);
assert!(player.freedom_ready);
assert_eq!(player.darvo, DarvoStage::Off);
assert_eq!(player.hand.len(), 2);
}
assert_eq!(state.solution_deck.len(), 24 - 6);
// GR-S01 as ruled 2026-08-04: Surface always, plus hidden
// priorities 1..=k. At 3 players k = 3, so FOUR Problems are
// dealt — Surface face up, the three hidden ones face down. The
// engine used to deal Surface + (k-1), which is what made the
// group unable to reach GR-E01's threshold.
assert_eq!(
state.problems.len(),
4,
"GR-S01 deals Surface + hidden 1..=3"
);
assert!(state.problems[&1].face_up, "the Surface Problem is face up");
for slot in 2..=4 {
assert!(
!state.problems[&slot].face_up,
"hidden Problem {slot} is face up"
);
}
// The edition's values, not the stand-in's `value = priority`.
let dealt: Vec<u8> = (1..=4).map(|n| state.problems[&n].value).collect();
assert_eq!(dealt, vec![2, 2, 2, 3], "edition point_value not loaded");
}
/// GR-S03/S04: the same seed reproduces setup exactly; a different
/// seed does not.
#[test]
fn setup_is_seed_deterministic() {
assert_eq!(state_hash_hex(&setup_3p(42)), state_hash_hex(&setup_3p(42)));
assert_ne!(state_hash_hex(&setup_3p(42)), state_hash_hex(&setup_3p(7)));
}
/// GR-R02: one selection per player per round.
#[test]
fn second_selection_is_a_duplicate() {
let mut state = setup_3p(42);
let cmd = GroundCommand::SelectAction {
action: Action::Attack,
target: Some(PlayerId(1)),
problem: None,
};
let events = state.validate(Actor::Player(PlayerId(0)), &cmd).unwrap();
for event in &events {
state.fold(event);
}
assert_eq!(
state.validate(Actor::Player(PlayerId(0)), &cmd),
Err(Rejection::DuplicateCommand)
);
}
/// GR-R03: the stress gate blocks SUPPORT at Stress 4, and spending
/// Freedom lifts it.
#[test]
fn stress_gate_blocks_until_freedom_is_spent() {
let mut state = setup_3p(42);
state.players.get_mut(&PlayerId(0)).unwrap().stress = 4;
let support = GroundCommand::SelectAction {
action: Action::Support,
target: Some(PlayerId(1)),
problem: None,
};
let attack = GroundCommand::SelectAction {
action: Action::Attack,
target: Some(PlayerId(1)),
problem: None,
};
assert!(matches!(
state.validate(Actor::Player(PlayerId(0)), &support),
Err(Rejection::Game { ref code, .. }) if code == "stress-gate"
));
// ATTACK is always admitted by the gate.
assert!(state.validate(Actor::Player(PlayerId(0)), &attack).is_ok());
let spent = state
.validate(Actor::Player(PlayerId(0)), &GroundCommand::SpendFreedom)
.unwrap();
for event in &spent {
state.fold(event);
}
assert!(!state.players[&PlayerId(0)].freedom_ready);
assert!(state.validate(Actor::Player(PlayerId(0)), &support).is_ok());
}
/// GR-A13: SUPPORT and ATTACK may not target their own player.
#[test]
fn self_targeting_is_rejected() {
let state = setup_3p(42);
let result = state.validate(
Actor::Player(PlayerId(0)),
&GroundCommand::SelectAction {
action: Action::Attack,
target: Some(PlayerId(0)),
problem: None,
},
);
assert!(matches!(
result,
Err(Rejection::Game { ref code, .. }) if code == "bad-target"
));
}
/// K7 on the real aggregate: hash stable across clones, sensitive to
/// semantic change.
#[test]
fn ground_state_hashes_canonically() {
let a = tiny_state();
let b = a.clone();
assert_eq!(state_hash_hex(&a), state_hash_hex(&b));
let mut c = a.clone();
c.players.get_mut(&PlayerId(0)).unwrap().stress = 5;
assert_ne!(state_hash_hex(&a), state_hash_hex(&c));
}
}
#[cfg(test)]
mod bench_shape {
use super::*;
use cb_game_runtime::{ScenarioFile, ScenarioGame};
/// AM-6 reports events/second; the evidence file converts that to
/// rounds and commands per second. Both divisors are pinned here so
/// a change to the workload cannot silently rescale the metric.
#[test]
fn synthetic_round_shape_is_pinned() {
// K18 / single source of fact (InnerLoop v1.3): the workload is
// read from the SAME file the Criterion bench replays. It used to
// be hardcoded here as well, so the round existed twice and the
// two copies could drift — editing the YAML broke `bench-test`
// while this test kept passing.
let yaml = include_str!("../../../benchmarks/synthetic-3p.yaml");
let sc = ScenarioFile::from_yaml(yaml).expect("bench workload parses");
let mut state = GroundState::setup(&sc.setup, sc.seed).unwrap();
let mut events = 0;
let mut commands = 0;
for step in &sc.commands {
let (actor, cmd) = GroundState::parse_command(step).expect("workload command");
commands += 1;
if let Ok(produced) = state.validate(actor, &cmd) {
for e in &produced {
state.fold(e);
}
events += produced.len();
}
}
assert_eq!(commands, 7, "commands per synthetic round");
assert_eq!(events, 13, "events per synthetic round");
}
}
#[cfg(test)]
mod replay_probe {
use super::*;
use cb_events::{state_hash_hex, Snapshot};
use cb_game_runtime::{ScenarioGame, Setup};
use cb_kernel::EventSeq;
use std::time::Instant;
/// A fresh game at `seats` players, for the seat-count sweep.
fn fresh_n(seats: u8) -> GroundState {
GroundState::setup(
&Setup {
players: seats,
preset: format!("standard-{seats}p"),
patch: BTreeMap::new(),
},
42,
)
.expect("a standard deal")
}
fn fresh(seed: u64) -> GroundState {
GroundState::setup(
&Setup {
players: 3,
preset: "standard-3p".into(),
patch: BTreeMap::new(),
},
seed,
)
.unwrap()
}
fn record_round(state: &mut GroundState, log: &mut Vec<GroundEvent>) -> usize {
let mut n = 0;
let mut run = |state: &mut GroundState, actor: Actor, cmd: &GroundCommand| {
if let Ok(produced) = state.validate(actor, cmd) {
for e in &produced {
state.fold(e);
log.push(e.clone());
n += 1;
}
}
};
for (seat, action, target) in [
(0u8, Action::Attack, Some(PlayerId(1))),
(2, Action::Support, Some(PlayerId(1))),
(1, Action::Ground, None),
] {
run(
state,
Actor::Player(PlayerId(seat)),
&GroundCommand::SelectAction {
action,
target,
problem: None,
},
);
}
run(state, Actor::System, &GroundCommand::Reveal);
run(
state,
Actor::Player(PlayerId(1)),
&GroundCommand::ChooseGroundMode {
mode: GroundMode::Gr,
choice: None,
},
);
run(state, Actor::System, &GroundCommand::Resolve);
run(state, Actor::System, &GroundCommand::EndRound);
n
}
/// K9: `snapshot + remaining events -> state` must be hash-identical to
/// a from-genesis fold.
///
/// **This is the assertion K9 did not have.** Its entire evidence was
/// one test round-tripping a `BTreeMap<String, u8>` with `EventSeq(17)`
/// as a literal — no game aggregate, no events applied, no
/// from-genesis comparison. CB-WP-0005 proved it inert by mutation:
/// making `Snapshot::take` discard its `EventSeq` and store 0 left the
/// test green, so the half of K9 that says "**+ the EventId it
/// includes**" was unverified.
///
/// Single-seed on purpose. AM-7's probe folds a log built across games
/// seeded 42, 43, 44... into a state from `fresh(42)`, which is not a
/// replay of anything; that defect is not repeated here.
#[test]
fn k9_snapshot_plus_remaining_events_equals_genesis_fold() {
let mut source = fresh(42);
let mut log = Vec::new();
while log.len() < 400 && source.outcome.is_none() {
if record_round(&mut source, &mut log) == 0 {
break;
}
}
// Positive control: a trivial log would make the comparison pass
// for the wrong reason.
assert!(
log.len() >= 50,
"K9 needs a non-trivial single-game log, got {} events",
log.len()
);
let mut genesis = fresh(42);
for e in &log {
genesis.fold(e);
}
let genesis_hash = state_hash_hex(&genesis);
let n = log.len() / 2;
let mut mid = fresh(42);
for e in &log[..n] {
mid.fold(e);
}
let snap = Snapshot::take(&mid, EventSeq(n as u64));
// The clause the mutation exposed: a snapshot is the aggregate
// **plus the EventId it includes**. Without this, `take` could
// discard `through` entirely and nothing would notice.
assert_eq!(
snap.through,
EventSeq(n as u64),
"K9: the snapshot must carry the EventSeq it includes"
);
let mut restored: GroundState = snap.restore().unwrap();
// And the snapshot must not already equal the end state, or
// "apply the remainder" would be vacuous.
assert_ne!(
state_hash_hex(&restored),
genesis_hash,
"K9: the mid-log snapshot must differ from the end state"
);
for e in &log[n..] {
restored.fold(e);
}
assert_eq!(
state_hash_hex(&restored),
genesis_hash,
"K9 UNMET: snapshot at seq {n} + {} remaining events did not \
reproduce the from-genesis fold over {} events",
log.len() - n,
log.len()
);
}
/// AM-6 target from GameKernel §5, in applied events per second.
///
/// **Pinned, not tuned.** CB-WP-0006 T01 named the trap up front: a
/// timing assertion is flaky by nature and the reflex is to loosen it
/// until it never fires, which reproduces the defect being fixed —
/// this row was `unmutatable` because *nothing in the workspace
/// compared any number to 100,000*, while the evidence file reported
/// `AM-6 | met, 16.5×`.
///
/// Measured on bnt-lap001 2026-07-31: **~182k212k ev/s in debug**,
/// **~2.4M3.1M ev/s in release**. So the spec target holds even in an
/// unoptimized build, with ~1.8× headroom there and ~24× in release.
/// **Lowering this constant requires an ADR.**
const AM6_EVENTS_PER_SEC: f64 = 100_000.0;
/// Best of N samples. A throughput *floor* asks "is this machine
/// capable", so transient load should not fail the build; taking the
/// max makes the gate robust without loosening the threshold, which is
/// the trade this task was told to avoid making on the threshold.
const AM6_SAMPLES: usize = 3;
/// AM-6: applied events/s on the synthetic workload must clear the
/// spec target. A test, not a bench — Criterion reports throughput and
/// asserts nothing, which is why this row measured nothing for six
/// passes.
///
/// **`#[ignore]` on purpose, and this is the T04 correction.** The
/// assertion first ran inside `make all` and failed at 38,753 ev/s
/// against 341,280 measured in isolation — a 9x drop, because
/// `cargo test` runs test binaries and threads **concurrently**. A
/// throughput assertion inside a parallel harness measures contention,
/// not throughput. The fix is not a lower target (T01 forbade that,
/// and it would reproduce the defect being fixed) but a measurement
/// that only runs where it is valid: `make am6`, release,
/// `--test-threads=1`.
#[test]
#[ignore = "throughput measurement — invalid under a parallel harness; run `make am6`"]
fn am6_throughput_clears_the_spec_target() {
let mut best = 0.0f64;
let mut sampled = 0usize;
for s in 0..AM6_SAMPLES {
let mut state = fresh(7 + s as u64);
let mut log = Vec::new();
let mut n = 0usize;
let t = Instant::now();
while n < 50_000 {
if state.outcome.is_some() {
state = fresh(7 + (s * 1_000_000 + n) as u64);
}
n += record_round(&mut state, &mut log);
log.clear();
}
let secs = t.elapsed().as_secs_f64();
// Positive control: a run that applied no events, or took no
// measurable time, must not be scored as infinite throughput.
assert!(
n >= 50_000,
"AM-6 harness applied {n} events, expected >= 50000"
);
assert!(secs > 0.0, "AM-6 harness measured zero elapsed time");
best = best.max(n as f64 / secs);
sampled += n;
}
let headroom = best / AM6_EVENTS_PER_SEC;
println!(
"AM-6: {best:.0} events/s (best of {AM6_SAMPLES}, {sampled} events, \
debug_assertions={}) — {headroom:.1}x the {AM6_EVENTS_PER_SEC:.0} target",
cfg!(debug_assertions)
);
assert!(
best >= AM6_EVENTS_PER_SEC,
"AM-6 UNMET: {best:.0} events/s < {AM6_EVENTS_PER_SEC:.0} \
({headroom:.2}x). Reference: ~1.7M via `make am6` on \
bnt-lap001. Do NOT lower the target to pass — GameKernel §5 \
AM-6 is a spec value and lowering it needs an ADR. If this \
fired under a parallel harness, the measurement is invalid \
rather than the target: run `make am6`.",
);
}
/// AM-7: folding a 100k-event log back into state must stay well
/// under the 5s budget, and must be linear in log length.
#[test]
fn replay_100k_events_is_linear_and_fast() {
for target in [10_000usize, 100_000] {
let mut log = Vec::with_capacity(target);
// Per-game segments with the hash of the state that produced
// them. AM-7's `hash-identical` clause was withdrawn because
// the fold ran a multi-seed log into a single genesis state
// and then never compared the hash to anything. Segments make
// the comparison meaningful: each is a real replay.
let mut segments: Vec<(u64, usize, String)> = Vec::new();
let mut seed = 42u64;
let mut source = fresh(seed);
let mut seg_start = 0usize;
let mut stalls = 0;
while log.len() < target {
if source.outcome.is_some() {
segments.push((seed, seg_start, state_hash_hex(&source)));
seg_start = log.len();
seed += 1;
source = fresh(seed);
}
if record_round(&mut source, &mut log) == 0 {
stalls += 1;
assert!(stalls < 10, "round produced no events; builder stalled");
}
}
segments.push((seed, seg_start, state_hash_hex(&source)));
// AM-7 hash-identical, re-earned (CB-WP-0006 T06). Replay each
// segment from its own genesis and require the recorded hash.
let mut ends: Vec<usize> = segments.iter().skip(1).map(|s| s.1).collect();
ends.push(log.len());
let mut verified = 0usize;
for ((seg_seed, start, want), end) in segments.iter().zip(ends) {
let mut st = fresh(*seg_seed);
for e in &log[*start..end] {
st.fold(e);
}
assert_eq!(
&state_hash_hex(&st),
want,
"AM-7 hash-identical UNMET: replaying segment seeded \
{seg_seed} ({start}..{end}) did not reproduce its \
recorded state hash"
);
verified += 1;
}
// Positive control: verifying zero segments would pass vacuously.
assert!(
verified >= 2,
"AM-7 needs several segments to verify, got {verified}"
);
let start = Instant::now();
let mut state = fresh(42);
for event in &log {
state.fold(event);
}
let hash = state_hash_hex(&state);
let elapsed = start.elapsed();
println!(
"replay {} events in {:?} ({:.0} events/s), hash {}",
log.len(),
elapsed,
log.len() as f64 / elapsed.as_secs_f64(),
&hash[..8]
);
assert!(elapsed.as_secs_f64() < 5.0, "AM-7: 100k replay under 5s");
}
}
/// **GD-0001, INVERTED 2026-08-04.** Group success is reachable at
/// every seat count.
///
/// This test used to assert the opposite, and it was right to: the
/// maintainer played several 3-player games on 2026-08-03 and could
/// not win any of them, because GR-S01 dealt 2/3/4 Problems worth
/// 3/6/10 against thresholds of 5/7/9.
///
/// ground-game ruled the deal on 2026-08-04 — **Surface always, plus
/// hidden priorities 1..=k** — which with this edition's values gives
/// **6 / 9 / 12**. The ruling said to invert this test rather than
/// retire it, and that is why it is still here: a reader learns the
/// game *became* winnable, not that a test quietly vanished.
///
/// It reads both numbers out of the engine — the deal and
/// `threshold` — so it cannot drift from the rules it tests.
///
/// **The 2p case is the one to watch.** 2+2+2 against a threshold of
/// 5 means a full clear: any two Problems sum to 4. Reachable is not
/// forgiving, and ground-game kept that deliberately.
#[test]
fn gd0001_group_success_is_reachable_at_every_seat_count() {
let mut verdicts = Vec::new();
for seats in 2..=6u8 {
let state = fresh_n(seats);
let best: u32 = state.problems.values().map(|p| u32::from(p.value)).sum();
let need = state.threshold();
verdicts.push((seats, state.problems.len(), best, need, best >= need));
println!(
" {seats}p: {} problem(s) worth {best} against a threshold of {need} \u{2014} {}",
state.problems.len(),
if best >= need {
"reachable"
} else {
"UNREACHABLE"
}
);
}
let unreachable: Vec<u8> = verdicts
.iter()
.filter(|(_, _, _, _, ok)| !ok)
.map(|(s, _, _, _, _)| *s)
.collect();
assert!(
unreachable.is_empty(),
"group success is unreachable at {unreachable:?} seats — the \
ruled deal (Surface + hidden 1..=k) is not what the engine \
deals, or the edition values changed"
);
// The ruled numbers, asserted rather than implied: 6/9/12 against
// 5/7/9. A deal that was reachable for the wrong reason — more
// Problems, or richer ones — would pass the check above.
let available: Vec<u32> = verdicts.iter().map(|(_, _, b, _, _)| *b).collect();
assert_eq!(
available,
vec![6, 9, 9, 12, 12],
"available points are not the 6/9/12 ground-game ruled against"
);
// Positive control: a harness that measured nothing would report
// an empty `unreachable` and pass.
assert_eq!(verdicts.len(), 5, "the sweep did not cover 2..=6 seats");
}
/// AM-7 scaling floor from GameKernel §5: fold throughput at 100k
/// events must be at least this fraction of throughput at 5k.
///
/// **Pinned, not tuned** — same rule as `AM6_EVENTS_PER_SEC`. The
/// baseline it was written against is boardgame.io at 0.450.66×,
/// degrading to DNF at 100k. Lowering it requires an ADR.
const AM7_SCALING_FLOOR: f64 = 0.9;
/// The window that is timed, and how deep the late one sits.
/// **Both timed windows are the same size** — that is the correction
/// (CB-WP-0021 T06); see `paired_ratio`.
const AM7_WINDOW: usize = 5_000;
const AM7_DEPTH: usize = 100_000;
/// Events applied **per leg** per sample.
///
/// Sized against the machine's drift, not against timer resolution.
/// At 2,000,000 a sample took ~50 ms, and this machine's throughput
/// wanders by 2.5× over a few seconds (CB-EV-0013 §1) — so a 50 ms
/// sample measures whatever the clock happened to be doing. At 10 M
/// each leg runs ~0.35 s and averages over the drift instead of
/// sampling a point on it. Measured: medians 0.987 / 0.991 / 0.989
/// across three runs, and 0.989 under 8-way CPU contention. Doubling
/// this to 20 M cost 9 s more per run and did not tighten them.
const AM7_EVENTS_PER_LEG: usize = 10_000_000;
/// Paired samples per run. Nine rather than AM-6's three because the
/// verdict is a **median**, not a best-of: a median needs enough
/// samples that one excursion cannot move it.
const AM7_SAMPLES: usize = 9;
/// Fraction of samples that must agree with the median's verdict for
/// the run to be a measurement rather than noise.
///
/// **This replaced a unanimity guard that was measurably wrong.** The
/// first version declared INDETERMINATE whenever any sample fell on
/// the other side of the floor. Under deliberate 8-way CPU contention
/// the ratio held at a median of 0.971 — the pairing works, and
/// absolute throughput had dropped 4× — but one sample read 0.899,
/// a thousandth under the floor, and the guard turned a good
/// measurement into a failed build. It also fired intermittently
/// inside `mutation-check`, where this test runs straight after a
/// 50-second rebuild.
///
/// A gate that fails when the machine is busy is a flake, and a flake
/// gets suppressed rather than fixed. Requiring a two-thirds majority
/// keeps the guard's purpose — refusing to read a coin-flip as a
/// verdict — without treating a single outlier as one.
const AM7_AGREEMENT: f64 = 2.0 / 3.0;
/// Fold `n` events from `log` starting at `from`, on a state already
/// advanced to `from`, returning only the time inside the fold loop.
/// The state after folding `log[..depth]` — the history the window
/// will be folded on top of.
///
/// Built **once per sample**, not once per repetition. The first
/// version re-walked the prefix every rep: 2,000 reps x 100,000
/// events is 200M untimed folds per sample, and under the
/// history-proportional mutation that is quadratic and never
/// finishes. A control that cannot be run is not a control.
fn state_at(log: &[GroundEvent], depth: usize) -> GroundState {
let mut state = fresh(42);
for e in &log[..depth] {
state.fold(e);
}
state
}
/// Fold `n` events from `at` onto a clone of `state`, returning only
/// the time inside the fold loop. The clone is outside the clock.
fn fold_window(
state: &GroundState,
log: &[GroundEvent],
at: usize,
n: usize,
) -> std::time::Duration {
let mut st = state.clone();
let t = Instant::now();
for e in &log[at..at + n] {
st.fold(e);
}
let dt = t.elapsed();
std::hint::black_box(&st);
dt
}
/// One paired sample: the SAME window size at two history depths.
///
/// **The corrected measurement (CB-WP-0021 T06).** The previous one
/// folded a 5,000-event log and a 100,000-event log and compared
/// their throughputs, which confounds two different things:
///
/// 1. does cost per event grow with how many events have already
/// been folded? — the property AM-7 claims; and
/// 2. does streaming a 20x longer `Vec` cost more per element? — a
/// memory-hierarchy fact true of any program.
///
/// It measured (2) and reported it as (1). Importing the edition data
/// enlarged the aggregate — four Problems instead of three, real
/// values — and the ratio fell 0.97 -> 0.845 against a 0.9 floor
/// **with the state provably bounded**: identical deck, discard,
/// Problem and hand sizes after 5k and 100k events. A row that fails
/// because the game got bigger, while the property it names is
/// untouched, is measuring the wrong thing.
///
/// So: time a 5,000-event window at depth 0, and the same-sized window
/// at depth 100,000. Equal windows mean equal streaming cost, and the
/// only difference left is history depth — which is the claim.
fn paired_ratio(log: &[GroundEvent]) -> (f64, f64, f64) {
let reps = AM7_EVENTS_PER_LEG.div_ceil(AM7_WINDOW);
let early = state_at(log, 0);
let late = state_at(log, AM7_DEPTH);
let (mut t_early, mut t_late) = (std::time::Duration::ZERO, std::time::Duration::ZERO);
for _ in 0..reps {
// Interleaved, so this machine's 2.5x drift is common-mode
// and divides out (CB-EV-0013 section 1).
// THE SAME EVENTS on both legs. Timing log[0..W] against
// log[DEPTH..DEPTH+W] compared two different event mixes and
// read 0.573 on code whose state is provably bounded — a
// second confound, introduced while removing the first.
// Identical events mean the only difference left is how much
// history the state carries, which is the claim.
t_early += fold_window(&early, log, 0, AM7_WINDOW);
t_late += fold_window(&late, log, 0, AM7_WINDOW);
}
assert!(
t_early.as_secs_f64() > 0.0 && t_late.as_secs_f64() > 0.0,
"AM-7 measured zero elapsed time"
);
let n = (reps * AM7_WINDOW) as f64;
let tp_early = n / t_early.as_secs_f64();
let tp_late = n / t_late.as_secs_f64();
(tp_early, tp_late, tp_late / tp_early)
}
/// Build one growing log of at least `target` events, the same way
/// `replay_100k_events_is_linear_and_fast` does.
fn growing_log(target: usize) -> Vec<GroundEvent> {
let mut log = Vec::with_capacity(target);
let mut seed = 42u64;
let mut source = fresh(seed);
let mut stalls = 0;
while log.len() < target {
if source.outcome.is_some() {
seed += 1;
source = fresh(seed);
}
if record_round(&mut source, &mut log) == 0 {
stalls += 1;
assert!(stalls < 10, "round produced no events; builder stalled");
}
}
log
}
/// AM-7's `scaling >= 0.9x` clause, which was inert for nine passes.
///
/// `mutation-check.py` said it plainly every run: *"no code computes
/// the ratio of throughput @100k to @5k or compares it to 0.9;
/// Criterion reports both and nothing relates them."* The sibling test
/// above is even named `replay_100k_events_is_linear_and_fast` and
/// checks the two sizes **independently** — it computes both numbers,
/// prints both, and never divides one by the other.
///
/// **`#[ignore]` for the same reason AM-6 is** (CB-WP-0006 T04): a
/// throughput assertion inside a parallel `cargo test` harness
/// measures contention. A *ratio* of two such timings is worse, not
/// better — the noise multiplies rather than cancels. Run `make am7`.
#[test]
#[ignore = "throughput ratio — invalid under a parallel harness; run `make am7`"]
fn am7_cost_per_event_does_not_grow_with_history() {
let log = growing_log(AM7_DEPTH + AM7_WINDOW);
// Positive control on the shape of the measurement. The windows
// must be the same size — that is the correction — and the late
// one must actually sit deep in the log. A harness that measured
// depth 0 twice would report ~1.0 and look excellent.
assert!(
log.len() >= AM7_DEPTH + AM7_WINDOW,
"log is {} events, too short for a window at depth {AM7_DEPTH}",
log.len()
);
const { assert!(AM7_DEPTH >= 15 * AM7_WINDOW) };
let mut ratios = Vec::with_capacity(AM7_SAMPLES);
for _ in 0..AM7_SAMPLES {
let (tp_early, tp_late, ratio) = paired_ratio(&log);
println!(
" AM-7 sample: {tp_early:.0} ev/s at depth 0 → \
{tp_late:.0} ev/s at depth {AM7_DEPTH} = {ratio:.3}x"
);
ratios.push(ratio);
}
ratios.sort_by(|a, b| a.partial_cmp(b).expect("no NaN ratios"));
let (worst, median, best) = (
ratios[0],
ratios[ratios.len() / 2],
ratios[ratios.len() - 1],
);
println!(
"AM-7 scaling: {worst:.3}x / {median:.3}x / {best:.3}x \
(worst/median/best of {AM7_SAMPLES}, floor {AM7_SCALING_FLOOR})"
);
// The spread is reported, not hidden behind a best-of. The verdict
// is the median, and it counts as a measurement only if a
// two-thirds majority of samples agree with it — see
// AM7_AGREEMENT for the unanimity guard this replaced and why.
let agreeing = ratios
.iter()
.filter(|r| (**r >= AM7_SCALING_FLOOR) == (median >= AM7_SCALING_FLOOR))
.count();
let agreement = agreeing as f64 / ratios.len() as f64;
assert!(
agreement >= AM7_AGREEMENT,
"AM-7 INDETERMINATE: only {agreeing} of {} samples agree with \
the median ({worst:.3}x..{best:.3}x around \
{AM7_SCALING_FLOOR}). The machine is too noisy for this to be \
a measurement; do not read the best sample as a pass.",
ratios.len()
);
assert!(
median >= AM7_SCALING_FLOOR,
"AM-7 UNMET: folding a {AM7_WINDOW}-event window at history \
depth {AM7_DEPTH} runs at {median:.3}x the same window at \
depth 0 (worst {worst:.3}x, best {best:.3}x), below the \
{AM7_SCALING_FLOOR} floor. Cost per event is growing with \
history — check whether something in the aggregate grows \
without bound. Baseline: boardgame.io 0.45-0.66x, DNF at \
100k. Do NOT lower the floor to pass — GameKernel §5 AM-7 is \
a spec value and lowering it needs an ADR."
);
}
}