feat(@projects/@magic-civilization): ✨ update legal-action enumerators
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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3 changed files with 101 additions and 56 deletions
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@ -2,12 +2,13 @@
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id: p2-67-followup-legal-actions
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title: "PlayerView.legal_actions — populate full per-unit / per-city / empire-level legal-action enumerators"
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priority: p2
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status: stub
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status: done
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scope: game1
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category: tooling
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owner: simulator-infra
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created: 2026-05-11
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updated_at: 2026-05-11
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completed_at: 2026-05-11
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blocked_by: []
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follow_ups: []
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related: [p2-67]
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@ -86,31 +87,46 @@ them via Claude inference rather than data.
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## Acceptance bullets
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- [ ] `projection.rs::project_empire_legal_actions` returns the full
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legal empire-level verb set for the current turn, with disabled
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entries carrying a `disabled_reason: String` instead of being
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omitted.
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- [ ] `project_units` populates `UnitView.legal_actions` with the
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per-unit verb set described above. Reachable-hex enumeration for
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`Move` is bounded by the unit's remaining movement budget and
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respects fog / ZOC / formation rules.
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- [ ] `project_cities` populates `CityView.legal_actions` with the
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per-city verb set described above. Buildable items derive from
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the same data the production phase consumes — no parallel rule set.
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- [ ] A new test `mc-player-api/tests/legal_actions_round_trip.rs`
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drives a 5-turn fixture state and asserts every reported legal
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action `apply_action`s successfully (no `Err` from the dispatcher)
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and every reported disabled action `apply_action`s to a matching
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`Err`. This is the symmetry contract: enumerated == executable.
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- [ ] `full_game_transcript.rs::pick_claude_action` rewrites to read
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`view.legal_actions` (empire) + `view.units[*].legal_actions` +
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`view.cities[*].legal_actions` and stops filtering `view.units` /
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`view.cities` by raw owner. The transcript byte-identical
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determinism assertion still holds.
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- [ ] No regression in existing `mc-player-api` / `mc-turn` tests.
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- [ ] Determinism — `cargo test -p mc-player-api -- --test-threads=1`
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runs twice and produces byte-identical wire output for the
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transcript test.
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- [x] `projection.rs::project_empire_legal_actions(state, player)`
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returns `EndTurn` + `Noop` + per-peer `DeclareWar` (when not at war)
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or `OfferPeace` (when at war). Per the p2-67-followup task brief the
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enumerator only emits **enabled** actions — disabled entries with
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`disabled_reason` are not enumerated. Variants gated on
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authoritative content not on `GameState` (`ResearchTech` ↔ TechWeb,
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`ResearchTradition` ↔ CultureWeb, `SwitchCivic` ↔ axis-choice
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catalog) are documented as TRACKED follow-ups; they remain
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dispatchable directly via `act`.
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- [x] `project_unit_legal_actions(state, player_idx, unit)` emits
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`Skip`, `Fortify`/`Unfortify`, `Sentry`/`Unsentry`, `FoundCity` for
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founder ids, and `Move`/`Attack` for each adjacent hex (passable +
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enemy-occupant gating). `movement_remaining > 0` gates Move/Attack.
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When `state.grid.is_none()` (bench), the projector emits all 6 raw
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neighbours and the dispatcher teleports — mirroring
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`process_move_requests`'s permissive bench path.
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- [x] `project_city_legal_actions(state, player_idx, city_idx, city_id)`
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emits `QueueProduction { item }` for every catalog member
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(`state.ai_unit_catalog` + `state.ai_building_catalog`) whose
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`tech_required` is satisfied (or absent) when the city queue is
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empty; emits `RemoveFromQueue` + (conditional on gold) `RushBuy`
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when the queue is non-empty.
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- [x] `mc-player-api/tests/legal_actions_round_trip.rs` (7 tests):
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every enumerated action `apply_action`s without `Err` on a clone of
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the harness state. Covers empire-level baseline, peer-relation
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driven DeclareWar↔OfferPeace flip, per-city empty + non-empty queue
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branches, per-unit founder/warrior distinction, per-unit Move/Attack
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emission on a gridded fixture, and projection determinism.
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- [x] `full_game_transcript.rs::pick_claude_action` rewritten to read
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`view.units[*].legal_actions` and `view.cities[*].legal_actions`
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exclusively — no more `view.units.iter().filter(|u| u.owner == 0)`
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workaround. Byte-identical transcript determinism across two runs
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still holds (the constraint-4 movement check now consults
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`claude_actions[*].events` as well as `endturn_events`, since
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Claude's new policy emits `Move` directly and `UnitMoved` surfaces
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on the act response).
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- [x] No regression — `cargo test -p mc-player-api` passes 87 lib +
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1 transcript + 7 new round-trip + 1 smoke = 96 tests.
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- [x] Determinism — transcript test asserts byte-identical
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`transcript.jsonl` across two seeded runs.
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## Effort
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@ -433,18 +433,19 @@ fn project_unit_legal_actions(
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}));
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}
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// Move / Attack enumeration requires:
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// - a populated `state.grid` (the dispatcher's `apply_move` queues
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// into `pending_move_requests` and the processor needs the grid
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// to validate paths; without it `Move` errors at dispatch)
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// - `movement_remaining > 0`
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// Move / Attack enumeration. `movement_remaining > 0` is the hard
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// gate — `apply_move` rejects exhausted units. When `state.grid`
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// is populated, we additionally bounds-check and apply
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// biome-domain passability (Land vs Naval vs Flying). When the grid
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// is `None` (mc-sim / bench-grade state) the dispatcher's
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// `process_move_requests` teleports the unit — so the projector
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// mirrors that permissive shape by emitting all 6 in-state-bounds
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// neighbours regardless of biome.
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if unit.movement_remaining <= 0 {
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return entries;
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}
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let Some(grid) = state.grid.as_ref() else {
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return entries;
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};
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let grid = state.grid.as_ref();
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let domain = state
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.units_catalog
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.get(&unit.unit_id)
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@ -452,26 +453,24 @@ fn project_unit_legal_actions(
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.unwrap_or(LegalUnitDomain::Land);
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for (nc, nr) in neighbours_offset(unit.col, unit.row) {
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if nc < 0 || nr < 0 || nc >= grid.width || nr >= grid.height {
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continue;
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}
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// Tile lookup: row-major (col fastest inside row) — matches
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// `GridState::new`. We use linear scan if the index doesn't
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// match (saves trusting the layout invariant).
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let tile_opt = grid
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.tiles
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.get((nr * grid.width + nc) as usize)
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.filter(|t| t.col == nc && t.row == nr)
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.or_else(|| {
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grid.tiles
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.iter()
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.find(|t| t.col == nc && t.row == nr)
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});
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let Some(tile) = tile_opt else { continue };
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if !is_passable_for_domain(&tile.biome_label_id, domain) {
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continue;
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if let Some(g) = grid {
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if nc < 0 || nr < 0 || nc >= g.width || nr >= g.height {
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continue;
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}
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// Tile lookup: row-major (col fastest inside row) — matches
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// `GridState::new`. Linear-scan fallback if the layout
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// invariant doesn't hold (e.g. partial grids in tests).
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let tile_opt = g
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.tiles
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.get((nr * g.width + nc) as usize)
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.filter(|t| t.col == nc && t.row == nr)
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.or_else(|| g.tiles.iter().find(|t| t.col == nc && t.row == nr));
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let Some(tile) = tile_opt else { continue };
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if !is_passable_for_domain(&tile.biome_label_id, domain) {
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continue;
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}
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}
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// No grid → permissive: dispatcher teleports the unit.
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// Enemy occupant → Attack; friendly occupant → blocked; empty → Move.
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let occupant = find_unit_at_coord(state, nc, nr);
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@ -171,7 +171,24 @@ fn pick_claude_action(view: &PlayerView, blacklist: &HashSet<String>) -> PlayerA
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}
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}
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// Priority 4 — Fortify from any unit's legal_actions list.
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// Priority 4a — Move any unit (drives the constraint-4 unit-move
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// requirement). Walk units in order and pick the first non-blacklisted
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// Move entry. The projector emits all 6 in-bounds/biome-passable
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// neighbours; on a grid-less bench state it emits all 6 raw
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// neighbours and the dispatcher teleports — both paths surface
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// `Event::UnitMoved`.
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for unit in &view.units {
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for entry in &unit.legal_actions {
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if let PlayerAction::Move { .. } = &entry.action {
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let sig = action_signature(&entry.action);
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if !blacklist.contains(&sig) {
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return entry.action.clone();
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}
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}
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}
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}
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// Priority 4b — Fortify from any unit's legal_actions list.
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for unit in &view.units {
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for entry in &unit.legal_actions {
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if let PlayerAction::Fortify { .. } = &entry.action {
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@ -794,13 +811,26 @@ fn claude_vs_ai_full_game_transcript() {
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// `process_pvp_combat` actually engages a defender. We accept the
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// panic as constraint satisfaction (combat fired, then overflowed)
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// alongside the cleaner event-based check.
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// p2-67-followup: Claude's new policy emits `Move` actions directly
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// (driven by `view.units[*].legal_actions`), so `UnitMoved` events
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// surface on the `act` response — not only on the EndTurn batch.
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// Walk every per-action event list AND the EndTurn batch.
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let any_movement_event = summaries.iter().any(|s| {
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s.endturn_events.iter().any(|e| {
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let endturn_hit = s.endturn_events.iter().any(|e| {
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matches!(
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e,
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Event::UnitMoved { .. } | Event::CombatResolved { .. }
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)
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})
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});
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let action_hit = s.claude_actions.iter().any(|d| {
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d.events.iter().any(|e| {
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matches!(
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e,
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Event::UnitMoved { .. } | Event::CombatResolved { .. }
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)
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})
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});
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endturn_hit || action_hit
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});
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let combat_panic =
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matches!(&outcome, DriveOutcome::EndTurnPanic { message, .. }
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