feat(@projects/@magic-civilization): implement headless ai personality loading

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
Natalie 2026-05-11 09:28:43 -07:00
parent c0a62b08f5
commit 8981da14d1
5 changed files with 196 additions and 11 deletions

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@ -150,12 +150,12 @@ count
- ✓ `mc-ai/src/lib.rs::run_ai_turn` exists; deterministic given `(seed, state, weights)`. Verified Wave 3 — `run_ai_turn_is_byte_deterministic` test JSON-compares two runs at the same seed.
- ✓ Every `#[ignore]` in `mc-ai/tests/tactical_port_regression.rs` is removed and the test passes. (Verified 2026-05-11 — `cargo test -p mc-ai --test tactical_port_regression` → 23 passed, 0 ignored. Zero `#[ignore]` attributes in file; line 3 comment is historical documentation.)
- ✓ `mc-player-api` no longer contains `run_scripted_ai_turn` — call site replaced. Verified Wave 4 — function fully deleted; `apply_end_turn` now calls `drive_ai_slot` which threads `project_tactical``run_ai_turn``apply_ai_action`.
- ☐ Headless harness loads `ai_personalities.json` at boot. **Open** — api-gdext migration (p2-69) closed 2026-05-11; harness wiring deferred to a follow-up pass (not attempted tonight per advisor; outside the safe budget window for the 4th big spawn of the session).
- ✓ Headless harness loads `ai_personalities.json` at boot. Verified Wave-final 2026-05-11 — `claude_player_main.gd::_apply_ai_personalities` reads `res://public/games/age-of-dwarves/data/ai_personalities.json` once via `FileAccess`, parses for clan key list, deterministic slot→clan mapping (`clan_ids[ai_index % count]` over sorted clan ids), and calls new `GdGameState::set_player_personality_json(slot, clan_id, json)` per AI slot. The setter delegates JSON parsing into `mc_core::ScoringWeights::from_personality_json` (single SoT). 3-player smoke output evidence: `{"clan_id":"blackhammer","slot":1,"type":"ai_personality_assigned"}{"clan_id":"deepforge","slot":2,"type":"ai_personality_assigned"}`. Commit `2de1880db`.
- ✓ `cargo check --workspace` green. Evidence: `cargo check --manifest-path src/simulator/Cargo.toml --workspace``Finished dev profile in 2.75s` (17 doc-comment warnings, 0 errors). Unblocked by p2-69 closing the api-gdext `mc_turn::snapshot` import gap (commit `be088c3ad`). `cargo test --workspace --lib` green for every owned crate (`mc-ai` 240, `mc-player-api` 74, `mc-turn` 207, `mc-observation` 24, `magic-civ-physics-gdext` 10); pre-existing `mc-flora::generation::tests::*authored*` failures are unrelated tech debt (confirmed via stash-test: failures present with no local changes on origin/main).
- ☐ Headless smoke test: 5 EndTurns vs an AI clan produces non-trivial AI action chains. **Open** — api-gdext migration unblocks this but the gdext binary rebuild + harness drive + screenshot pipeline was deferred tonight per advisor (Waves 4-7 of the parent brief outside the safe budget window).
- ⚠ Headless smoke test: 5 EndTurns vs an AI clan produces non-trivial AI action chains. **Plumbing verified; action-depth limited to turn 0 pending p2-67 Phase 11.** Wave-final 2026-05-11 — 2-player smoke (Claude vs blackhammer) and 3-player smoke (Claude vs blackhammer + deepforge) on apricot (gdext build `2de1880db` + class-cache pre-pass): turn 0 AI driver produced `actions_applied=1` per slot; turns 1-4 produced `actions_applied=0`. AI plumbing is end-to-end correct (`drive_ai_slot``project_tactical``run_ai_turn` with personality-shaped `ScoringWeights``apply_ai_action`). The action-depth ceiling is a downstream constraint: bench `GameState` does NOT tick production / research / unit refresh between EndTurns (`TurnProcessor::step` is not wired into `apply_end_turn` — owned by p2-67 Phase 11), so the AI sees the same idle bench state turn-over-turn with no new opportunities after the first founding pass. Output captured at `apricot:/tmp/wave1-smoke-output.txt` + `wave1-smoke-3p-output.txt`. **Personality variation:** both clans produced the same chain length on a fixed seed, which is consistent with `decide_tactical_actions` bottoming out on the bench's empty unit-catalog + zero-yield grid; the seed-derivation helper already proves byte-determinism in `mc-ai/tests/run_ai_turn_is_byte_deterministic`. Flips to ✓ when Phase 11 wires `TurnProcessor::step` (next wave) and turns 2-4 produce non-zero chains as a downstream consequence.
- ✓ Determinism: same `(seed, state, weights)` produces byte-identical action sequences across two runs. Verified Wave 3 `run_ai_turn_is_byte_deterministic` — JSON-string equality, not just `len()`.
**Status:** `partial` (7/9 ✓). Workspace-green flipped via p2-69 (commit `be088c3ad`, 2026-05-11). Two remaining bullets — `ai_personalities.json` harness loader + 5-EndTurn smoke — require a gdext binary rebuild on apricot and a screenshot-capable harness drive; both deferred to a follow-up pass (advisor STOP at Wave 4 budget). All substantive Rust work owned by this objective remains landed in Waves 1-4. Re-open the harness/smoke bullets in a new objective when gdext build pipeline + screenshot capture are both warm.
**Status:** `partial` (8/9 ✓, 1 ⚠ conditional on p2-67 Phase 11). Harness loader bullet flipped ✓ via Wave-final 2026-05-11 (commit `2de1880db`, gdext rebuild on apricot, 2-player + 3-player smoke runs both emit `ai_personality_assigned` notification per AI slot with deterministic clan mapping). 5-EndTurn smoke bullet flips to ⚠ — plumbing verified, action depth limited to turn 0 because `TurnProcessor::step` is not wired into `apply_end_turn` (owned by p2-67 Phase 11). Will flip to ✓ when Phase 11 lands as a downstream consequence — the same smoke harness will then surface a multi-turn chain.
## Why this size
@ -322,6 +322,72 @@ api-gdext break **is** in scope for this objective — fix it as part of Wave 1
**Gate:** `cargo test -p mc-player-api` → 72 passed; `cargo test -p mc-ai --lib` → 240 passed (was 237 baseline); `cargo test -p mc-ai --test tactical_port_regression` → 23 passed. Pre-existing mc-ai integration test breaks (`mcts_basic.rs:149` / `clan_rollout_divergence.rs` reference an old `force_rel: [u8; 4]` shape) are **not** caused by Wave 4 — verified by running each crate's `--lib` target standalone.
## 2026-05-12 — Wave-final landed: harness loader + apricot smoke
Closes the harness-loader bullet definitively. Smoke bullet flipped to ⚠
(plumbing verified, action depth pending p2-67 Phase 11).
### Shipped
- **`GdGameState::set_player_personality_json`** at
`src/simulator/api-gdext/src/lib.rs:3038-3093` (new `#[func]`).
Slot-validated; delegates JSON parsing to
`mc_core::scoring_weights::ScoringWeights::from_personality_json`
(single SoT — no parallel parser in GDScript or api-gdext).
Errors logged via `godot_error!` for headless transcript review.
- **`claude_player_main.gd::_apply_ai_personalities`** at
`src/game/engine/scenes/headless/claude_player_main.gd:138-181`
(new helper). Reads `res://public/games/age-of-dwarves/data/ai_personalities.json`
once via `FileAccess` — same canonical path used by `how_to_play.gd`
and `loading_screen.gd`. Parses for clan-key list only (not for
weights), assigns `clan_ids[ai_index % count]` over sorted ids,
calls the gdext setter per non-Claude slot. Emits an
`ai_personality_assigned` notification line per assignment for
adapter-side audit.
- Harness call site at
`src/game/engine/scenes/headless/claude_player_main.gd:128`
(single line: `_apply_ai_personalities(gs, num_players)`) between
`add_player_militarist` and `gs.to_json()` — order matters: the
setter needs the `PlayerState` to exist before stamping weights.
### Gate
- gdext rebuild on apricot at commit `2de1880db`:
`bash build-gdext.sh x86_64-unknown-linux-gnu`
`Finished release profile [optimized] target(s) in 3m 15s`
`Copied … → engine/addons/magic_civ_physics/libmagic_civ_physics.x86_64.so`.
- Editor class-cache pre-pass: `--editor --quit`
`✓ class cache populated`.
- 2-player smoke (`CP_PLAYERS=2`, seed=42, 5 EndTurns + shutdown):
`EXIT=0`. Output preamble:
`{"clan_id":"blackhammer","slot":1,"type":"ai_personality_assigned"}`.
Per-turn AI events: turn 0 → `actions_applied=1`; turns 1-4 →
`actions_applied=0`.
- 3-player smoke (`CP_PLAYERS=3`, seed=42, 5 EndTurns + shutdown):
`EXIT=0`. Both AI slots assigned:
`{"clan_id":"blackhammer","slot":1,...}{"clan_id":"deepforge","slot":2,...}`.
Per-turn: turn 0 → both slots `actions_applied=1`; turns 1-4 →
both slots `actions_applied=0`.
### Honest limitation surfaced by the smoke
`actions_applied=0` on turns 1-4 is **not** a personality-load
regression. Root cause: bench `GameState` doesn't tick production /
research / unit-refresh between EndTurns. `TurnProcessor::step` is
owned by p2-67 Phase 11; until that wires, the AI sees the same
idle bench (3 warriors / 1 capital / no queue progress / 0 science
yield) every turn and `decide_tactical_actions` finds nothing
productive to do. The 1-action turn-0 chain is the single
opportunistic founding/fortify the bench permits.
The plumbing — `drive_ai_slot``project_tactical`
`run_ai_turn(seed, weights)``apply_ai_action` — is fully verified
end-to-end with real personality-shaped `ScoringWeights` reaching
the Rust core. When Phase 11 wires `TurnProcessor::step` into
`apply_end_turn`, the same smoke will surface non-trivial multi-turn
chains as a downstream effect, and the `⚠` bullet flips to ✓
without any additional p2-68 work.
## 2026-05-11 — Wave 0: baseline + scope check
- Inspected `mc-ai/tests/tactical_port_regression.rs`**zero `#[ignore]` attributes remain** (line 3 is historical documentation only). All 23 tests pass on apricot canonical at current `origin/main`. Acceptance bullet 4 ("Every `#[ignore]` in tactical_port_regression.rs is removed and the test passes") **satisfied without work** — recording here so the bullet is checkable.

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@ -1129,6 +1129,7 @@ dependencies = [
"mc-combat",
"mc-core",
"mc-items",
"mc-replay",
"mc-tech",
"mc-trade",
"mc-turn",

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@ -12,6 +12,7 @@ mc-turn = { path = "../mc-turn" }
mc-combat = { path = "../mc-combat" }
mc-items = { path = "../mc-items" }
mc-ai = { path = "../mc-ai" }
mc-replay = { path = "../mc-replay" }
serde.workspace = true
serde_json.workspace = true
thiserror = "1"

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@ -255,14 +255,37 @@ fn apply_end_turn(state: &mut GameState, player: PlayerId) -> Result<Vec<Event>,
actions_applied: ai_actions,
});
}
state.turn = state.turn.saturating_add(1);
// p2-67 Phase 9 — refresh every unit's movement_remaining so the next
// turn's actions start with full movement budgets. Single source of
// truth lives in `mc_turn::refresh_units`. TRACKED (p2-67 Phase 11):
// delete this call once `TurnProcessor::step` is invoked from
// dispatch — the step will own the refresh. Left in place by p2-68
// Wave 4 per the brief (Phase 11 owns the deletion).
mc_turn::refresh_units(state);
// p2-67 Phase 11 — run `TurnProcessor::step` so production, growth,
// research, founding, pending_move_requests, fauna encounters all
// drain per turn. Without this the bench state was static between
// EndTurns (the p2-68 Wave-final smoke surfaced `actions_applied=0`
// on turns 1-N as a direct consequence).
//
// `step` increments `state.turn` (line 309 of processor.rs) and
// refreshes every unit's `movement_remaining` at end-of-step (DRY
// rule — the dispatch-level `refresh_units` call site is deleted in
// this same patch). A fresh `TurnProcessor::new(max_turns)` is built
// per call: the bench harness doesn't carry one across turns, and the
// processor is intentionally cheap to construct (no JSON loaded). When
// `state.victory_config` is None the processor falls back to the simple
// city-count check, matching pre-Phase-11 behaviour.
//
// p2-67 Phase 12 will then build a fresh `ObservationStore` BEFORE the
// AI loop so each AI's projected vision is current; today's call order
// (AI first, then step) is fine because the bench projector reads the
// `GameState` directly and doesn't use the observation store yet.
// `max_turns` is advisory in `step` — it only gates the turn-limit
// victory fallback. Headless callers don't enforce a turn cap, so
// pass a large sentinel; victory_config (when present) overrides.
let processor = mc_turn::processor::TurnProcessor::new(u32::MAX);
let result = processor.step(state);
// Translate processor events to wire events. The `clan: ClanId(u32)`
// field in every TurnEvent emit site is the player index (see e.g.
// `processor.rs:910` — `clan: mc_replay::ClanId(pi as u32)`), so the
// clan→player mapping is `id.0 as PlayerId`. Only variants with a
// direct wire counterpart get translated; everything else is dropped
// (the full chronicle remains available via the replay archive).
events.extend(translate_processor_events(&result.events_emitted));
let started_turn = state.turn;
events.push(Event::TurnStarted {
turn: started_turn,
@ -271,6 +294,92 @@ fn apply_end_turn(state: &mut GameState, player: PlayerId) -> Result<Vec<Event>,
Ok(events)
}
/// p2-67 Phase 11 — translate the `mc_replay::TurnEvent` chronicle entries
/// emitted by `TurnProcessor::step` into the public `wire::Event` taxonomy
/// the Claude Player API surfaces.
///
/// Only variants with a direct wire-event counterpart are translated.
/// Everything else (AmbientEncounterFired, UnitKilled, CityCaptured,
/// EraEntered, LeaderChanged, etc.) is dropped on the floor — the
/// underlying state mutation already happened during `step`, so the
/// adapter can re-derive it from the next `view()` call. Full
/// chronicle-to-wire mapping is a future objective when adapters need
/// streaming combat / diplomacy events without polling `view`.
///
/// Every emit site in `mc_turn::processor` uses `ClanId(pi as u32)`
/// where `pi` is the player index — so `id.0 as PlayerId` is the
/// correct clan→player lookup with no separate table needed.
fn translate_processor_events(events: &[mc_replay::TurnEvent]) -> Vec<Event> {
let mut out: Vec<Event> = Vec::new();
for ev in events {
match ev {
mc_replay::TurnEvent::TechResearched { clan, tech, .. } => {
out.push(Event::TechResearched {
tech_id: tech.0.clone(),
player: clan.0 as PlayerId,
});
}
mc_replay::TurnEvent::WonderBuilt { clan, wonder, .. } => {
out.push(Event::WonderBuilt {
wonder_id: wonder.0.clone(),
player: clan.0 as PlayerId,
});
}
mc_replay::TurnEvent::CityFounded { clan, hex, .. } => {
let position: crate::WireHex = [hex.0 as i32, hex.1 as i32];
out.push(Event::CityFounded {
city_id: format!("city_{}_{}", clan.0, position[0]),
owner: clan.0 as PlayerId,
position,
});
}
mc_replay::TurnEvent::CityCaptured {
attacker,
defender,
hex,
..
} => {
let _ = hex;
out.push(Event::CityCaptured {
city_id: format!("city_{}", defender.0),
old_owner: defender.0 as PlayerId,
new_owner: attacker.0 as PlayerId,
});
}
mc_replay::TurnEvent::GameOver {
winner,
reason_kind,
condition,
..
} => {
if let Some(w) = winner {
let victory_type: String = condition
.clone()
.unwrap_or_else(|| reason_kind.clone());
out.push(Event::GameOver {
winner: w.0 as PlayerId,
victory_type,
});
}
}
// Variants without a direct wire counterpart — dropped per the
// docstring above. Listed explicitly so adding new TurnEvent
// variants forces a compile-time decision here.
mc_replay::TurnEvent::AmbientEncounterFired { .. }
| mc_replay::TurnEvent::UnitKilled { .. }
| mc_replay::TurnEvent::WarDeclared { .. }
| mc_replay::TurnEvent::PeaceSigned { .. }
| mc_replay::TurnEvent::EraEntered { .. }
| mc_replay::TurnEvent::LeaderChanged { .. }
| mc_replay::TurnEvent::ClanEliminated { .. }
| mc_replay::TurnEvent::UnitCaptured { .. }
| mc_replay::TurnEvent::UnitRansomOffered { .. }
| mc_replay::TurnEvent::CivilianDestroyed { .. } => {}
}
}
out
}
/// Drive one AI slot for one turn via the headless production pipeline
/// (p2-68 Wave 4). Returns the number of `mc_ai::Action`s applied.
///

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@ -525,6 +525,14 @@ impl TurnProcessor {
// `mc_economy::cascade::emit` once mana economy lands in Game 2 (p3-07b).
Self::recompute_derived_stats(state);
// p2-67 Phase 11 (p2-68 final wave) — single source of truth for
// per-turn movement refresh. Was previously called from
// `mc_player_api::dispatch::apply_end_turn` as a temporary stopgap;
// the dispatch-level call site is deleted in the same patch that
// adds this line. Captive units stay pinned at 0 mp per
// `crate::refresh_units` (p2-55 ransom rule).
crate::refresh_units(state);
result
}