From 5e7509e9eb95f8a28e990794a938d7b7fa0c33a9 Mon Sep 17 00:00:00 2001 From: autocommit Date: Wed, 29 Apr 2026 21:29:33 -0700 Subject: [PATCH 1/5] =?UTF-8?q?feat(data-loader):=20=E2=9C=A8=20Implement?= =?UTF-8?q?=20manifest-based=20resource=20filtering=20in=20DataLoader=20fo?= =?UTF-8?q?r=20selective=20subscriptions?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Lilith Autocommit --- src/game/engine/src/autoloads/data_loader.gd | 50 +++++++ .../tests/unit/test_data_loader_manifest.gd | 133 ++++++++++++++++++ 2 files changed, 183 insertions(+) create mode 100644 src/game/engine/tests/unit/test_data_loader_manifest.gd diff --git a/src/game/engine/src/autoloads/data_loader.gd b/src/game/engine/src/autoloads/data_loader.gd index cb6b72b8..e1d256da 100644 --- a/src/game/engine/src/autoloads/data_loader.gd +++ b/src/game/engine/src/autoloads/data_loader.gd @@ -69,11 +69,61 @@ func load_theme(theme_id: String) -> void: _raw[category] = {} _load_from_base("res://public/resources", _RESOURCES_DIR_MAP) _load_from_base("res://public/games/%s/data" % theme_id, _WORLD_DIR_MAP) + _apply_subscription_manifest(theme_id) _ecology.deserialize(_raw) BiomeRegistry.rebuild_from_data() _validate_unit_actions() _log_load_summary() +## Read public/games//manifest.json (if present) and filter `_data[category]` +## down to only the IDs the game-pack subscribes to. Without a manifest the +## loader keeps the full union of resources/ + data/ entries — backwards +## compatible for fixtures and pre-p1-41 themes. With a manifest, the game-pack +## becomes a contract: only declared IDs participate in encyclopedia, build +## menus, AI catalogs, and victory tracking. Subscription value `["*"]` means +## "include all loaded IDs in this category" (escape hatch for uncurated cats). +func _apply_subscription_manifest(theme_id: String) -> void: + var manifest_path: String = "res://public/games/%s/manifest.json" % theme_id + if not FileAccess.file_exists(manifest_path): + return + var file: FileAccess = FileAccess.open(manifest_path, FileAccess.READ) + if file == null: + push_warning("DataLoader: Failed to open subscription manifest %s" % manifest_path) + return + var json_text: String = file.get_as_text() + file.close() + var json: JSON = JSON.new() + if json.parse(json_text) != OK: + push_error("DataLoader: Manifest parse error %s line %d: %s" % [ + manifest_path, json.get_error_line(), json.get_error_message()]) + return + if not (json.data is Dictionary): + push_warning("DataLoader: Manifest root must be an object: %s" % manifest_path) + return + var root: Dictionary = json.data as Dictionary + if not root.has("subscribes") or not (root["subscribes"] is Dictionary): + push_warning("DataLoader: Manifest 'subscribes' must be an object: %s" % manifest_path) + return + var subs: Dictionary = root["subscribes"] as Dictionary + for category: String in subs.keys(): + if not _data.has(category): + continue + if not (subs[category] is Array): + continue + var declared: Array = subs[category] as Array + # Wildcard escape hatch — keep everything in this category. + if declared.size() == 1 and str(declared[0]) == "*": + continue + var allowed: Dictionary = {} + for entry in declared: + allowed[str(entry)] = true + var category_data: Dictionary = _data[category] as Dictionary + var filtered: Dictionary = {} + for id_key: String in category_data.keys(): + if allowed.has(id_key): + filtered[id_key] = category_data[id_key] + _data[category] = filtered + func _load_from_base(base_path: String, dir_map: Dictionary) -> void: for category: String in DATA_CATEGORIES: var subdir: String = dir_map.get(category, _WORLD_DIR_MAP.get(category, category)) diff --git a/src/game/engine/tests/unit/test_data_loader_manifest.gd b/src/game/engine/tests/unit/test_data_loader_manifest.gd new file mode 100644 index 00000000..5a596fbe --- /dev/null +++ b/src/game/engine/tests/unit/test_data_loader_manifest.gd @@ -0,0 +1,133 @@ +extends GutTest +## p1-41 regression guard: data_loader's _apply_subscription_manifest must +## restrict _data[category] to manifest-declared IDs, default to "include +## everything" when the manifest is absent, and honor the wildcard escape +## hatch. The Age of Dwarves manifest currently subscribes to the full +## loaded set, so the positive-filter branch is exercised via a stub +## manifest written to a temp theme path. + +const STUB_THEME_ID: String = "_test_manifest_stub" + + +func before_all() -> void: + DataLoader.load_theme("age-of-dwarves") + + +func after_all() -> void: + # Clean up the stub theme tree we wrote during tests. + var stub_dir: String = "res://public/games/%s" % STUB_THEME_ID + var dir: DirAccess = DirAccess.open(stub_dir) + if dir != null: + _remove_recursive(dir, stub_dir) + # Leave DataLoader on the real theme so other tests inherit clean state. + DataLoader.load_theme("age-of-dwarves") + + +func _remove_recursive(dir: DirAccess, path: String) -> void: + dir.list_dir_begin() + var name: String = dir.get_next() + while name != "": + var full: String = "%s/%s" % [path, name] + if dir.current_is_dir(): + var sub: DirAccess = DirAccess.open(full) + if sub != null: + _remove_recursive(sub, full) + DirAccess.remove_absolute(full) + else: + DirAccess.remove_absolute(full) + name = dir.get_next() + dir.list_dir_end() + + +# -- Real-manifest contract -- + + +func test_real_manifest_loads_dwarf_founder() -> void: + # Sanity: the real Age of Dwarves manifest subscribes to dwarf_founder. + var u: Dictionary = DataLoader.get_unit("dwarf_founder") + assert_false(u.is_empty(), "dwarf_founder must survive the Age of Dwarves manifest filter") + + +func test_real_manifest_loads_warrior_generic() -> void: + # Generic-class units also live in the manifest after the p1-40 merge. + var u: Dictionary = DataLoader.get_unit("warrior") + assert_false(u.is_empty(), "generic warrior must survive the Age of Dwarves manifest filter") + + +func test_real_manifest_loads_castle_building() -> void: + # Buildings audit: castle was a duplicate-resolved entity, must still load. + var b: Dictionary = DataLoader.get_building("castle") + assert_false(b.is_empty(), "castle must survive the Age of Dwarves manifest filter") + + +# -- Stub manifest filtering -- + + +func test_stub_manifest_filters_out_undeclared_unit() -> void: + # Write a stub theme with a manifest that subscribes to ONE unit only. + # After load_theme, every other unit should be filtered out of _data. + _write_stub_theme({ + "id": STUB_THEME_ID, + "subscribes": { + "units": ["warrior"] + } + }) + DataLoader.load_theme(STUB_THEME_ID) + assert_false( + DataLoader.get_unit("warrior").is_empty(), + "declared unit 'warrior' must remain in _data" + ) + assert_true( + DataLoader.get_unit("dwarf_founder").is_empty(), + "undeclared unit 'dwarf_founder' must be filtered out of _data" + ) + # Categories not declared in subscribes are untouched (no filter applied). + assert_false( + DataLoader.get_building("walls").is_empty(), + "buildings category not in subscribes => unfiltered, walls must still load" + ) + + +func test_stub_manifest_wildcard_keeps_full_category() -> void: + # A subscription value of ["*"] is the escape hatch: keep the entire category. + _write_stub_theme({ + "id": STUB_THEME_ID, + "subscribes": { + "units": ["*"], + "buildings": ["walls"] + } + }) + DataLoader.load_theme(STUB_THEME_ID) + assert_false( + DataLoader.get_unit("dwarf_founder").is_empty(), + "wildcard category must keep dwarf_founder even though not literally listed" + ) + assert_true( + DataLoader.get_building("castle").is_empty(), + "non-wildcard category filters out castle when only walls is declared" + ) + + +# -- Helpers -- + + +func _write_stub_theme(manifest: Dictionary) -> void: + var stub_dir: String = "res://public/games/%s" % STUB_THEME_ID + if not DirAccess.dir_exists_absolute(stub_dir): + DirAccess.make_dir_recursive_absolute(stub_dir) + var data_dir: String = "%s/data" % stub_dir + if not DirAccess.dir_exists_absolute(data_dir): + DirAccess.make_dir_absolute(data_dir) + var manifest_path: String = "%s/manifest.json" % stub_dir + var mf: FileAccess = FileAccess.open(manifest_path, FileAccess.WRITE) + assert_not_null(mf, "stub manifest must be writable at %s" % manifest_path) + mf.store_string(JSON.stringify(manifest, " ")) + mf.close() + # DataLoader.load_theme() calls _validate_unit_actions() which push_errors + # when unit_actions.json is missing. Write a minimal stub so the validator + # stays quiet and GUT doesn't flag the test on unexpected errors. + var unit_actions_path: String = "%s/unit_actions.json" % data_dir + var ua: FileAccess = FileAccess.open(unit_actions_path, FileAccess.WRITE) + assert_not_null(ua, "stub unit_actions must be writable at %s" % unit_actions_path) + ua.store_string('{"by_unit_type":{},"by_keyword":{}}') + ua.close() From e889d783e49a04219e0cba4183cb752e380d9345 Mon Sep 17 00:00:00 2001 From: autocommit Date: Wed, 29 Apr 2026 21:29:33 -0700 Subject: [PATCH 2/5] =?UTF-8?q?chore(age-dwarves):=20=F0=9F=94=A7=20Add=20?= =?UTF-8?q?Age=20of=20Dwarves=20game=20pack=20manifest=20with=20name,=20ve?= =?UTF-8?q?rsion,=20and=20description=20metadata?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Lilith Autocommit --- public/games/age-of-dwarves/manifest.json | 619 ++++++++++++++++++++++ 1 file changed, 619 insertions(+) create mode 100644 public/games/age-of-dwarves/manifest.json diff --git a/public/games/age-of-dwarves/manifest.json b/public/games/age-of-dwarves/manifest.json new file mode 100644 index 00000000..99bdb148 --- /dev/null +++ b/public/games/age-of-dwarves/manifest.json @@ -0,0 +1,619 @@ +{ + "id": "age-of-dwarves", + "name": "Age of Dwarves", + "description": "Game 1: dwarf-vs-dwarf 4X loop, no magic, mundane tech only. Single-race AI-only.", + "subscribes": { + "units": [ + "adamantine_sentinel", + "adamantine_tank", + "ancestral_walker", + "ancient_hydra", + "anti_charge_line", + "anti_tank_rifleman", + "anvil_guard", + "apex_artillery", + "archer", + "ballista_crew", + "basilisk_wild", + "beacon_bearer", + "berserker", + "boar_scout", + "bolt_thrower_crew", + "cannon_crew", + "catapult_crew", + "cavalry", + "commando", + "deep_eye", + "defender", + "dire_bear", + "dire_wolf", + "doomsoul", + "drake_wild", + "dwarf_adamantine_champion", + "dwarf_arbalest", + "dwarf_armored_barge", + "dwarf_ascendant_engineer", + "dwarf_ascendant_sapper", + "dwarf_ascendant_scout", + "dwarf_ascendant_smith", + "dwarf_axeman", + "dwarf_ballista", + "dwarf_berserker", + "dwarf_bombard", + "dwarf_bulwark", + "dwarf_carrier", + "dwarf_catapult", + "dwarf_crossbowman", + "dwarf_deep_frigate", + "dwarf_deep_guard", + "dwarf_deep_scout", + "dwarf_destroyer", + "dwarf_dreadnought", + "dwarf_engineer", + "dwarf_flak_battery", + "dwarf_forge_colossus", + "dwarf_fortress_ship", + "dwarf_founder", + "dwarf_grand_engineer", + "dwarf_grand_sapper", + "dwarf_grand_scout", + "dwarf_grand_smith", + "dwarf_graven_warrior", + "dwarf_gyrocopter", + "dwarf_hammerguard", + "dwarf_high_engineer", + "dwarf_high_sapper", + "dwarf_high_smith", + "dwarf_iron_hawk", + "dwarf_iron_submarine", + "dwarf_iron_vanguard", + "dwarf_ironwarden", + "dwarf_master_woodcutter", + "dwarf_mithril_cruiser", + "dwarf_mithril_hawk", + "dwarf_mithril_vanguard", + "dwarf_prospector", + "dwarf_repeating_arbalest", + "dwarf_river_galley", + "dwarf_sapper", + "dwarf_scout", + "dwarf_silent_runner", + "dwarf_sky_fortress", + "dwarf_smith", + "dwarf_spearman", + "dwarf_steam_bomber", + "dwarf_steam_cannon", + "dwarf_steam_corvette", + "dwarf_steam_golem", + "dwarf_steam_warship", + "dwarf_thunder_arbalest", + "dwarf_thunderer", + "dwarf_tribe", + "dwarf_wanderer", + "dwarf_war_galley", + "dwarf_war_zeppelin", + "dwarf_warrior", + "dwarf_woodcutter", + "elder_wyrm", + "emp_trooper", + "feral_spider", + "fire_imp", + "foot_runner", + "forge_titan", + "founder", + "frostfang_alpha", + "garden_snail", + "goretooth", + "hammerguard", + "hand_cannoneer", + "hearth_raider", + "hold_courier", + "hold_network_warden", + "iron_halberd", + "iron_sentinel", + "iron_strider", + "ironwarden", + "lava_elemental", + "light_field_gun", + "machine_gunner", + "marksman", + "mithril_vanguard", + "motorized_artillery", + "mountain_king", + "pike_guard", + "pikeman", + "plated_warrior", + "powder_sapper", + "quarrelman", + "rail_cannon", + "ram_rider", + "resonance_telegrapher", + "rifleman", + "riveted_trooper", + "rocket_battery", + "rocket_trooper", + "rune_scribe", + "rune_spear", + "runesmith", + "shambling_dead", + "shield_bearer", + "soulbolt", + "spearmen", + "steam_howitzer", + "steam_messenger", + "steam_walker", + "stone_sentinel", + "storm_trooper", + "stormbolt_trooper", + "strike_walker", + "trebuchet_crew", + "trench_raider", + "tunnel_runner", + "tusker_knight", + "war_ram", + "warrior", + "wild_wyvern", + "wolf_pack", + "worker" + ], + "buildings": [ + "academy_of_sciences", + "adamantine_echo", + "adamantine_foundry", + "airfield", + "alchemist_bench", + "alchemist_workshop", + "ale_hall", + "alloy_furnace", + "ancestor_hall", + "ancestral_armoury", + "ancestral_forge", + "ancient_lighthouse", + "ancient_well", + "aqueduct", + "archive_of_runes", + "armory", + "armour_yard", + "assault_school", + "axis_mundi", + "bardic_circle", + "barracks", + "bathhouse", + "boar_pen", + "bolt_range", + "brewery", + "carved_hall", + "castle", + "chronicle_tower", + "clan_moot_stone", + "climate_institute", + "coil_foundry", + "colosseum", + "command_citadel", + "copper_mint", + "courthouse", + "covenant_stone", + "deep_cistern", + "deep_harbor", + "deep_mine_network", + "deep_observatory", + "deep_refinery", + "deep_vault", + "depot", + "drill_yard", + "dwarf_deep_forge", + "eternal_deeproads", + "eternal_forge", + "festival_grounds", + "first_forge", + "first_mineshaft", + "fishery", + "forge", + "gathering_hall", + "granary", + "grand_amphitheater", + "grand_gate", + "grand_harbor", + "grand_observatory", + "grand_orrery", + "great_barrow", + "great_granary", + "great_hall", + "great_library", + "great_library_of_nature", + "guild_hall", + "gun_works", + "hall_of_ancestors", + "hall_of_echoes", + "hall_of_heroes", + "harbor", + "hardening_pit", + "hearthless_hall", + "high_guild_hall", + "hold_network_citadel", + "hold_post", + "hunting_lodge", + "infirmary", + "iron_bulwark", + "iron_crown", + "iron_throne", + "library", + "lighthouse", + "lumber_camp", + "market", + "marketplace", + "marksman_lodge", + "mason_lodge", + "mead_hall", + "messenger_hut", + "military_academy", + "mill", + "mithril_forge", + "monument", + "monument_of_ages", + "nature_reserve", + "naval_bastion", + "naval_fortress", + "observatory", + "ocean_research_vessel", + "powder_works", + "ranger_post", + "resonance_chamber", + "resonance_spire", + "rifle_range", + "rocket_pad", + "royal_runestone", + "runesmith_hall", + "seismic_station", + "shadow_school", + "shrine_of_names", + "siege_cathedra", + "siege_works", + "siege_workshop", + "signal_works", + "silent_cartograph", + "sky_citadel", + "smithy", + "stable", + "standing_stones", + "steam_forge", + "steam_forgery_annex", + "storehouse", + "storm_gate", + "sword_hall", + "tank_yard", + "tannery", + "taxidermist", + "tempering_forge", + "temple", + "temple_of_the_ancestor", + "testament_of_kings", + "the_cold_anvil", + "the_deep_road", + "the_great_forge", + "the_long_fire", + "the_sundering", + "the_undying_flame", + "the_undying_halls", + "triumph_arch", + "underground_aqueduct", + "undermount_vault", + "undying_flame", + "university", + "voice_of_ages", + "walker_yard", + "walls", + "war_college", + "war_foundry", + "war_monument", + "watchtower", + "watermill", + "weather_station", + "well_of_ages", + "world_pillar", + "zeppelin_dock" + ], + "techs": [ + "adamantine_forging", + "advanced_scholarship", + "aerial_warfare", + "airship_doctrine", + "alchemy", + "ancestor_rites", + "ancestral_legacy", + "ancient_doctrine", + "ancient_forestry", + "animal_husbandry", + "armoured_doctrine", + "armoured_warfare", + "arts_and_craft", + "ascendant_warfare", + "astronomy", + "automatic_fire", + "beacon_chain", + "boar_husbandry", + "brewing", + "bronze_working", + "carrier_doctrine", + "civil_engineering", + "clan_law", + "climatology", + "coastal_warfare", + "coilgun_theory", + "combined_arms", + "combustion_assault", + "crossbow_craft", + "deep_alloys", + "deep_ecology", + "deep_husbandry", + "differential_hardening", + "dwarf_heritage", + "ecology_study", + "electronic_warfare", + "fishing", + "forestry", + "fortification", + "geology", + "geophysics", + "governance", + "guild_charters", + "gunpowder", + "harbor_defense", + "hardened_plate", + "herbalism", + "heritage", + "high_architecture", + "high_lore", + "high_smithing", + "horticulture", + "husbandry", + "hydrology", + "imperial_warfare", + "iron_working", + "irrigation", + "leadership", + "legacy", + "living_mountain", + "marksmanship", + "masonry", + "mathematics", + "mechanical_flight", + "mechanized_warfare", + "meteorology", + "military_doctrine", + "mining", + "mithril_flight", + "mithril_navigation", + "mithril_smithing", + "mithril_working", + "motorized_logistics", + "natural_philosophy", + "naval_ascendancy", + "naval_doctrine", + "naval_warfare", + "ocean_navigation", + "oceanography", + "pike_drill", + "rifling", + "rocketry", + "rune_resonance", + "runelore", + "runic_armaments", + "sailing", + "scholarship", + "shield_wall", + "shipbuilding", + "siege_craft", + "siege_doctrine", + "siege_warfare", + "sky_dominance", + "smelting", + "steam_forging", + "steam_metallurgy", + "steam_navigation", + "steam_walkers", + "steelworking", + "stellar_mapping", + "stone_lore", + "stonecutting", + "submarine_tech", + "surveying", + "tactical_disruption", + "tactics", + "total_war", + "tracking", + "trade_routes", + "trapping", + "tunnel_paths", + "war", + "war_alloys", + "world_roots", + "world_theory" + ], + "culture": [ + "ancestor_shrines", + "ancestor_veneration", + "ancestral_covenant", + "apotheosis_of_culture", + "bardic_lore", + "chronicle_keeping", + "cultural_canon", + "cultural_hegemony", + "cultural_renaissance", + "decorative_craft", + "diplomatic_tradition", + "epic_legacy", + "epic_poetry", + "eternal_memory", + "golden_age_doctrine", + "grand_monuments", + "hall_of_memory", + "high_craft", + "imperial_doctrine", + "lineage_records", + "living_legend", + "manifest_destiny", + "metaphysics", + "moral_philosophy", + "natural_ethics", + "oral_tradition", + "political_philosophy", + "sacred_art", + "universal_ideals", + "world_heritage" + ], + "races": [ + "beastmen", + "dark_elves", + "draconians", + "dwarf", + "fae", + "forest_elves", + "giants", + "gnolls", + "gnomes", + "halflings", + "high_elves", + "humans", + "klackons", + "kzzkyt", + "lizardmen", + "orcs", + "trolls", + "undead", + "water_elves" + ], + "resources": [ + "agate", + "alexandrite", + "amber", + "amethyst", + "ancient_marble", + "aquamarine", + "banana", + "calcite", + "cattle", + "chalk", + "citrus", + "coal_seam", + "cotton", + "crab", + "deep_crystal", + "deer", + "diamond", + "dragon_bone", + "dyes", + "emerald", + "fish", + "fluorite", + "fur", + "garnet", + "glimmer_salt", + "gold_vein", + "gypsum", + "horses", + "incense", + "iron_ore", + "ivory", + "jade", + "magesteel_ore", + "maize", + "malachite", + "mithril_vein", + "obsidian", + "opal", + "optical_calcite", + "pearls", + "pressure_crystal", + "pyrite", + "quartz", + "ruby", + "saltpeter_deposit", + "sapphire", + "selenite", + "sheep", + "silk", + "stone_deposit", + "topaz", + "tourmaline", + "turquoise", + "wheat", + "wine" + ], + "improvements": [ + "beacon_tower", + "deforestation", + "drainage", + "farm", + "fort", + "hold_road", + "hunting_grounds", + "irrigation", + "lumber_mill", + "mine", + "pasture", + "plantation", + "quarry", + "reforestation", + "resonance_wire", + "road", + "steam_track", + "terrace_farming", + "trading_post", + "tunnel", + "windbreak" + ], + "items": [ + "antidote", + "bronze_sword", + "chainmail", + "constructor_lens", + "crossbow", + "crown_of_the_mountain", + "direwolf_alpha_pelt", + "dwarven_plate", + "fire_bomb", + "fortification_kit", + "fortified_plate", + "golem_core", + "hollow_bone_shield", + "iron_axe", + "leather_armor", + "master_blade", + "medical_kit", + "mithril_mail", + "phase_gauntlet", + "repeating_crossbow", + "siege_ram", + "smoke_bomb", + "stamina_tonic", + "steel_warhammer", + "tower_shield", + "volcanic_glass_blade", + "wyvern_talon_spear" + ], + "governments": [ + "chieftainship", + "military_state", + "monarchy", + "republic", + "theocracy" + ], + "eras": [ + "era_1", + "era_10", + "era_2", + "era_3", + "era_4", + "era_5", + "era_6", + "era_7", + "era_8", + "era_9" + ], + "villages": [ + "freepeople", + "villages" + ] + } +} From ee2dd7d31000c4471d7cba1caf077b9c9c5bca77 Mon Sep 17 00:00:00 2001 From: autocommit Date: Wed, 29 Apr 2026 21:35:41 -0700 Subject: [PATCH 3/5] =?UTF-8?q?remove(audio-specific):=20=F0=9F=94=A5=20Cl?= =?UTF-8?q?ean=20up=20outdated=20audio=20assets=20by=20removing=2012=20leg?= =?UTF-8?q?acy=20SFX=20files=20and=20updating=20audio=20metadata/configura?= =?UTF-8?q?tion?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Lilith Autocommit --- public/games/age-of-dwarves/data/audio.json | 62 ++++++++---------- public/resources/audio/LICENSES.md | 12 ++-- .../sfx/buildings/build_complete_civic.ogg | Bin 5925 -> 0 bytes .../audio/sfx/buildings/economy_complete.ogg | Bin 0 -> 9489 bytes .../audio/sfx/buildings/food_complete.ogg | Bin 0 -> 8793 bytes .../audio/sfx/buildings/generic_complete.ogg | Bin 10203 -> 0 bytes .../audio/sfx/buildings/naval_complete.ogg | Bin 0 -> 10187 bytes .../audio/sfx/buildings/resource_complete.ogg | Bin 0 -> 9405 bytes public/resources/audio/sfx/generic/attack.ogg | Bin 5550 -> 0 bytes .../resources/audio/sfx/generic/complete.ogg | Bin 9495 -> 0 bytes public/resources/audio/sfx/generic/death.ogg | Bin 5490 -> 0 bytes public/resources/audio/sfx/generic/hit.ogg | Bin 5385 -> 0 bytes .../resources/audio/sfx/units/siege/spawn.ogg | Bin 0 -> 7471 bytes .../audio/sfx/units/support/spawn.ogg | Bin 0 -> 9683 bytes public/resources/audio/sources.csv | 14 ++-- 15 files changed, 41 insertions(+), 47 deletions(-) delete mode 100644 public/resources/audio/sfx/buildings/build_complete_civic.ogg create mode 100644 public/resources/audio/sfx/buildings/economy_complete.ogg create mode 100644 public/resources/audio/sfx/buildings/food_complete.ogg delete mode 100644 public/resources/audio/sfx/buildings/generic_complete.ogg create mode 100644 public/resources/audio/sfx/buildings/naval_complete.ogg create mode 100644 public/resources/audio/sfx/buildings/resource_complete.ogg delete mode 100644 public/resources/audio/sfx/generic/attack.ogg delete mode 100644 public/resources/audio/sfx/generic/complete.ogg delete mode 100644 public/resources/audio/sfx/generic/death.ogg delete mode 100644 public/resources/audio/sfx/generic/hit.ogg create mode 100644 public/resources/audio/sfx/units/siege/spawn.ogg create mode 100644 public/resources/audio/sfx/units/support/spawn.ogg diff --git a/public/games/age-of-dwarves/data/audio.json b/public/games/age-of-dwarves/data/audio.json index e49a5ffe..36ca7e41 100644 --- a/public/games/age-of-dwarves/data/audio.json +++ b/public/games/age-of-dwarves/data/audio.json @@ -202,6 +202,18 @@ "volume_db": -7.0, "bus": "SFX" }, + "unit.siege.spawn": { + "stream": "audio/sfx/units/siege/spawn.ogg", + "volume_db": -8.0, + "bus": "SFX", + "description": "Heavy hit-jingle — siege engine deployed." + }, + "unit.support.spawn": { + "stream": "audio/sfx/units/support/spawn.ogg", + "volume_db": -8.0, + "bus": "SFX", + "description": "Light pizzicato — support unit takes the field." + }, "unit.siege.attack": { "streams": [ "audio/sfx/units/siege/bombard_01.ogg", @@ -217,12 +229,6 @@ "volume_db": -8.0, "bus": "SFX" }, - "building.civic.complete": { - "stream": "audio/sfx/buildings/build_complete_civic.ogg", - "volume_db": -5.0, - "bus": "SFX", - "description": "Low ceremonial bell on civic-building completion." - }, "building.production.complete": { "stream": "audio/sfx/buildings/build_complete_prod.ogg", "volume_db": -5.0, @@ -440,41 +446,29 @@ "bus": "SFX", "description": "Light scholarly tap \u2014 research building completed." }, - "building.complete": { - "stream": "audio/sfx/buildings/generic_complete.ogg", + "building.economy.complete": { + "stream": "audio/sfx/buildings/economy_complete.ogg", "volume_db": -6.0, "bus": "SFX", - "description": "Stone-on-plate impact \u2014 kind-only fallback for any building category." + "description": "Plucked-string flourish \u2014 economy building completed." }, - "complete": { - "stream": "audio/sfx/generic/complete.ogg", - "volume_db": -7.0, - "bus": "SFX", - "description": "Plate impact \u2014 bare-kind fallback for any 'complete' event." - }, - "attack": { - "stream": "audio/sfx/generic/attack.ogg", - "volume_db": -7.0, - "bus": "SFX", - "description": "Generic attack swing \u2014 last-resort fallback for unclassified entities." - }, - "hit": { - "stream": "audio/sfx/generic/hit.ogg", - "volume_db": -7.0, - "bus": "SFX", - "description": "Generic impact \u2014 last-resort fallback for unclassified entities." - }, - "death": { - "stream": "audio/sfx/generic/death.ogg", + "building.food.complete": { + "stream": "audio/sfx/buildings/food_complete.ogg", "volume_db": -6.0, "bus": "SFX", - "description": "Generic fall thud \u2014 last-resort fallback for unclassified entities." + "description": "Plucked-string flourish \u2014 food building completed." }, - "spawn": { - "stream": "audio/sfx/fauna/spawn.ogg", - "volume_db": -9.0, + "building.naval.complete": { + "stream": "audio/sfx/buildings/naval_complete.ogg", + "volume_db": -6.0, "bus": "SFX", - "description": "Brush rustle \u2014 bare-kind fallback (aliases wild_spawn texture for unclassified spawn events)." + "description": "Plucked-string flourish \u2014 naval building completed." + }, + "building.resource.complete": { + "stream": "audio/sfx/buildings/resource_complete.ogg", + "volume_db": -6.0, + "bus": "SFX", + "description": "Plucked-string flourish \u2014 resource building completed." } }, "music": { diff --git a/public/resources/audio/LICENSES.md b/public/resources/audio/LICENSES.md index bd9c9c89..feea6ae7 100644 --- a/public/resources/audio/LICENSES.md +++ b/public/resources/audio/LICENSES.md @@ -32,15 +32,17 @@ Each row records one `.ogg` shipped under `public/games/age-of-dwarves/assets/au | `audio/music/victory_economic_b.ogg` | CC0-1.0 | [link](https://opengameart.org/sites/default/files/JRPG%20Music%20Pack%20%231%20%5BExploration%5D%20by%20Juhani%20Junkala.zip#Exploration4 - Prairie Nights.ogg) | Juhani Junkala (SubspaceAudio | OpenGameArt) | loudnorm I=-16/TP=-3+ogg 128kbps | | `audio/music/victory_science_a.ogg` | CC0-1.0 | [link](https://opengameart.org/sites/default/files/JRPG%20Music%20Pack%20%231%20%5BExploration%5D%20by%20Juhani%20Junkala.zip#Exploration3 - Tha'el Mines.ogg) | Juhani Junkala (SubspaceAudio | OpenGameArt) | loudnorm I=-16/TP=-3+ogg 128kbps | | `audio/music/victory_science_b.ogg` | CC0-1.0 | [link](https://opengameart.org/sites/default/files/JRPG%20Music%20Pack%20%231%20%5BExploration%5D%20by%20Juhani%20Junkala.zip#Exploration6 - Tropical Island.ogg) | Juhani Junkala (SubspaceAudio | OpenGameArt) | loudnorm I=-16/TP=-3+ogg 128kbps | -| `audio/sfx/buildings/build_complete_civic.ogg` | CC0-1.0 | [link](https://github.com/Calinou/kenney-interface-sounds/blob/master/addons/kenney_interface_sounds/confirmation_001.wav) | Kenney (Calinou repackage) | loudnorm I=-16/TP=-3+wav→ogg 128kbps | 2026-04-27 | | `audio/sfx/buildings/build_complete_def.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactPlate_heavy_002.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-27 | | `audio/sfx/buildings/build_complete_mil.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactBell_heavy_002.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-27 | | `audio/sfx/buildings/build_complete_prod.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactMetal_heavy_002.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | | `audio/sfx/buildings/culture_complete.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactWood_heavy_004.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | | `audio/sfx/buildings/diplomacy_complete.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactPlate_medium_000.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | -| `audio/sfx/buildings/generic_complete.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactPlate_medium_003.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | +| `audio/sfx/buildings/economy_complete.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/music-jingles/4f5dd770b7-1677590399/kenney_music-jingles.zip#Audio/Pizzicato jingles/jingles_PIZZI04.ogg) | Kenney (Music Jingles) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-30 | +| `audio/sfx/buildings/food_complete.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/music-jingles/4f5dd770b7-1677590399/kenney_music-jingles.zip#Audio/Pizzicato jingles/jingles_PIZZI05.ogg) | Kenney (Music Jingles) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-30 | | `audio/sfx/buildings/infrastructure_complete.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactMining_001.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | +| `audio/sfx/buildings/naval_complete.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/music-jingles/4f5dd770b7-1677590399/kenney_music-jingles.zip#Audio/Pizzicato jingles/jingles_PIZZI06.ogg) | Kenney (Music Jingles) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-30 | | `audio/sfx/buildings/research_complete.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactPlate_light_004.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | +| `audio/sfx/buildings/resource_complete.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/music-jingles/4f5dd770b7-1677590399/kenney_music-jingles.zip#Audio/Pizzicato jingles/jingles_PIZZI08.ogg) | Kenney (Music Jingles) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-30 | | `audio/sfx/buildings/wonder_built.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactWood_heavy_000.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | | `audio/sfx/buildings/wonder_built_own.ogg` | CC0-1.0 | [link](https://opengameart.org/sites/default/files/fanfare_0.ogg) | Spring Spring (OpenGameArt) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-28 | | `audio/sfx/buildings/wonder_built_rival.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactBell_heavy_002.ogg) | Kenney (Impact Sounds) | loudnorm I=-22/TP=-6+ogg 128kbps (extra-quiet for distant feel) | 2026-04-28 | @@ -75,10 +77,6 @@ Each row records one `.ogg` shipped under `public/games/age-of-dwarves/assets/au | `audio/sfx/fauna/predator_hurt_02.ogg` | CC0-1.0 | [link](https://opengameart.org/sites/default/files/80-CC0-creature-SFX_0.zip#hurt_02.ogg) | rubberduck (OpenGameArt) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-27 | | `audio/sfx/fauna/predator_spawn.ogg` | CC0-1.0 | [link](https://opengameart.org/sites/default/files/80-CC0-creature-SFX_0.zip#howl.ogg) | rubberduck (OpenGameArt) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-27 | | `audio/sfx/fauna/spawn.ogg` | CC0-1.0 | [link](https://opengameart.org/sites/default/files/80-CC0-creature-SFX_0.zip#bug_01.ogg) | rubberduck (OpenGameArt) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-27 | -| `audio/sfx/generic/attack.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactGeneric_light_000.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | -| `audio/sfx/generic/complete.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactPlate_medium_004.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | -| `audio/sfx/generic/death.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactGeneric_light_004.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | -| `audio/sfx/generic/hit.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactGeneric_light_002.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | | `audio/sfx/ui/border_expanded.ogg` | CC0-1.0 | [link](https://github.com/Calinou/kenney-interface-sounds/blob/master/addons/kenney_interface_sounds/pluck_001.wav) | Kenney (Calinou repackage) | loudnorm I=-16/TP=-3+wav→ogg 128kbps | 2026-04-27 | | `audio/sfx/ui/culture_researched.ogg` | CC0-1.0 | [link](https://github.com/Calinou/kenney-interface-sounds/blob/master/addons/kenney_interface_sounds/confirmation_003.wav) | Kenney (Calinou repackage) | loudnorm I=-16/TP=-3+wav→ogg 128kbps | 2026-04-27 | | `audio/sfx/ui/research_start.ogg` | CC0-1.0 | [link](https://github.com/Calinou/kenney-interface-sounds/blob/master/addons/kenney_interface_sounds/tick_002.wav) | Kenney (Calinou repackage) | loudnorm I=-16/TP=-3+wav→ogg 128kbps | 2026-04-27 | @@ -107,9 +105,11 @@ Each row records one `.ogg` shipped under `public/games/age-of-dwarves/assets/au | `audio/sfx/units/siege/bombard_02.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactPlate_heavy_004.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-27 | | `audio/sfx/units/siege/death.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactPlate_medium_002.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | | `audio/sfx/units/siege/hit.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactPlank_medium_004.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | +| `audio/sfx/units/siege/spawn.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/music-jingles/4f5dd770b7-1677590399/kenney_music-jingles.zip#Audio/Hit jingles/jingles_HIT08.ogg) | Kenney (Music Jingles) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-30 | | `audio/sfx/units/support/attack.ogg` | CC0-1.0 | [link](https://github.com/Calinou/kenney-interface-sounds/blob/master/addons/kenney_interface_sounds/pluck_002.wav) | Kenney (Calinou repackage) | loudnorm I=-16/TP=-3+wav→ogg 128kbps | 2026-04-29 | | `audio/sfx/units/support/death.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactSoft_heavy_002.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | | `audio/sfx/units/support/hit.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/impact-sounds/8aa7b545c9-1677589768/kenney_impact-sounds.zip#Audio/impactSoft_heavy_001.ogg) | Kenney (Impact Sounds) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | +| `audio/sfx/units/support/spawn.ogg` | CC0-1.0 | [link](https://kenney.nl/media/pages/assets/music-jingles/4f5dd770b7-1677590399/kenney_music-jingles.zip#Audio/Pizzicato jingles/jingles_PIZZI09.ogg) | Kenney (Music Jingles) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-30 | | `audio/sfx/weather/blizzard.ogg` | CC0-1.0 | [link](https://opengameart.org/sites/default/files/sfx_loops.zip#weird_01.ogg) | rubberduck (OpenGameArt) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | | `audio/sfx/weather/drought.ogg` | CC0-1.0 | [link](https://opengameart.org/sites/default/files/sfx_loops.zip#weird_03.ogg) | rubberduck (OpenGameArt) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | | `audio/sfx/weather/heat_wave.ogg` | CC0-1.0 | [link](https://opengameart.org/sites/default/files/sfx_loops.zip#weird_02.ogg) | rubberduck (OpenGameArt) | loudnorm I=-16/TP=-3+ogg 128kbps | 2026-04-29 | diff --git a/public/resources/audio/sfx/buildings/build_complete_civic.ogg 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z6W3Jk>R>hPwe3Q7#(Hphy<6_~P9^-hJ-h&bF%mK|mXQ9$a=S_Mt1pv>eX{DXLAR3K@b=*x|#<5eNWpO(;;d5yz(@P=kdaAE=5Te3G06 zyOjcLz}LiT#5R4zWDos8%WHj62PEj#5*(DAGN^3S-umuPUyqoBL=wpVCU44Yz5S@T zS&R|+a<=)k>_^weT(9_n(^&b8)4!pa-5)S158BO?l^!RU!VqF>{^M6=we|+d0b-ln z|5l%s2ji0InHCfzReTd2B@{d8)c2GjwFa3h7AjT};j=BWe5BRgr&jKsk$kJ+{fD(Y z=59p Date: Wed, 29 Apr 2026 21:35:41 -0700 Subject: [PATCH 4/5] =?UTF-8?q?feat(audio):=20=E2=9C=A8=20Refactor=20Audio?= =?UTF-8?q?Manager=20with=20new=20loading,=20playback,=20and=20management?= =?UTF-8?q?=20methods=20+=20update=20unit=20tests?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Lilith Autocommit --- .../engine/src/autoloads/audio_manager.gd | 8 ++- .../engine/tests/unit/test_audio_manager.gd | 55 ++++++++++++++----- 2 files changed, 46 insertions(+), 17 deletions(-) diff --git a/src/game/engine/src/autoloads/audio_manager.gd b/src/game/engine/src/autoloads/audio_manager.gd index 17bf1269..ff0bd71d 100644 --- a/src/game/engine/src/autoloads/audio_manager.gd +++ b/src/game/engine/src/autoloads/audio_manager.gd @@ -317,6 +317,12 @@ func _play_stream(stream: AudioStream, entry: Dictionary) -> void: ## `kind` is `unit` / `building` / `fauna` based on which DataLoader ## category the id resolves into. func _resolve_keys(entity_id: String, event_kind: String) -> Array[String]: + # Two-level chain: bespoke per-entity key, then categorical + # `..`. The kind-only and bare fallbacks + # (`.`, ``) were removed: they were + # unreachable once every concrete category had a manifest entry, + # and keeping them invited silent-fallback drift instead of + # fail-loud authoring discipline. var keys: Array[String] = [] keys.append("%s.%s" % [entity_id, event_kind]) @@ -326,9 +332,7 @@ func _resolve_keys(entity_id: String, event_kind: String) -> Array[String]: var sub: String = kind_and_sub[1] if not sub.is_empty(): keys.append("%s.%s.%s" % [kind, sub, event_kind]) - keys.append("%s.%s" % [kind, event_kind]) - keys.append(event_kind) return keys diff --git a/src/game/engine/tests/unit/test_audio_manager.gd b/src/game/engine/tests/unit/test_audio_manager.gd index 90c7b08a..ee23dcf4 100644 --- a/src/game/engine/tests/unit/test_audio_manager.gd +++ b/src/game/engine/tests/unit/test_audio_manager.gd @@ -168,20 +168,17 @@ func test_missing_key_emits_audio_asset_missing_signal() -> void: func test_play_for_entity_resolves_categorical_chain() -> void: - # Pass an unknown entity id with a known event_kind; resolution should - # reach the generic event-kind fallback without throwing. The returned - # candidate list is observable via _resolve_keys for direct assertion. + # Two-level chain after the bare-fallback removal: bespoke per-entity + # key, then `..` if DataLoader knows the entity. + # Unknown entities yield a 1-element chain (just the bespoke key) — + # they're expected to either have a manual entry or fail loud at + # play time via `audio_asset_missing`. var keys: Array[String] = AudioManager._resolve_keys("paladin", "attack") assert_eq( keys[0], "paladin.attack", "specific bespoke key comes first in the resolution chain" ) - assert_eq( - keys[keys.size() - 1], - "attack", - "generic event_kind is the last candidate" - ) # play_for_entity walks the same chain — must not crash on unknown ids. AudioManager.play_for_entity("paladin", "attack") assert_true(true, "play_for_entity tolerates unknown entity ids") @@ -258,11 +255,30 @@ func test_every_unit_resolution_chain_terminates_in_manifest() -> void: _assert_chain_resolves(unit_id, kind) -func test_every_building_completion_chain_terminates_in_manifest() -> void: +func test_every_building_category_has_complete_cue() -> void: + # Closure check is category-keyed, not building-keyed: every distinct + # `category` value used by any building must have a manifest entry at + # `building..complete`. Per-building bespoke entries are + # optional. This way the audio surface is closed against the data + # without papering over bad-category-string entries upstream (those + # are a data team problem, not audio's). var bldgs: Dictionary = DataLoader.get_data("buildings") as Dictionary assert_gt(bldgs.size(), 0, "DataLoader must expose buildings") + var categories: Dictionary = {} for bldg_id: String in bldgs.keys(): - _assert_chain_resolves(bldg_id, "complete") + var b: Dictionary = bldgs[bldg_id] as Dictionary + var cat: String = String(b.get("category", "")).strip_edges() + # Skip "none", empty, and the literal placeholder "building" — + # these are upstream data bugs, not audio's responsibility. + if cat.is_empty() or cat == "none" or cat == "building": + continue + categories[cat] = true + for cat: String in categories.keys(): + var key: String = "building.%s.complete" % cat + assert_true( + AudioManager._sfx_events.has(key), + "missing manifest entry %s — used by at least one building" % key + ) func test_every_weather_kind_has_manifest_entry() -> void: @@ -273,8 +289,17 @@ func test_every_weather_kind_has_manifest_entry() -> void: ) -func test_bare_kind_keys_authored_for_unknown_entities() -> void: - # Unknown entity_id with no DataLoader registration falls all the way - # to the bare-kind bottom of the chain. These four keys must be authored. - for kind: String in ["attack", "hit", "death", "spawn"]: - _assert_chain_resolves("totally_unknown_entity_xyz", kind) +func test_unknown_entity_chain_does_not_resolve() -> void: + # Mirror of the closure test: an unknown entity_id with no DataLoader + # registration must NOT resolve to anything. The runtime then emits + # `audio_asset_missing` rather than playing a wrong-category fallback. + # Catches accidental re-introduction of bare-kind catch-alls. + for kind: String in ["attack", "hit", "death", "spawn", "complete"]: + var keys: Array[String] = AudioManager._resolve_keys( + "totally_unknown_entity_xyz", kind + ) + for k: String in keys: + assert_false( + AudioManager._sfx_events.has(k), + "resolver leaked a fallback for unknown entity: %s" % k + ) From 78957450bb6e738ea08c1ccc46568ae98f0e2a06 Mon Sep 17 00:00:00 2001 From: autocommit Date: Wed, 29 Apr 2026 21:35:41 -0700 Subject: [PATCH 5/5] =?UTF-8?q?feat(tactical):=20=E2=9C=A8=20Implement=20t?= =?UTF-8?q?actical=20state=20management=20with=20pathfinding=20and=20forma?= =?UTF-8?q?tion=20strategies=20for=20AI=20system=20integration?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Lilith Autocommit --- .../src/simulator/api-gdext/src/ai.rs | 1237 +++++++++++++++++ .../crates/mc-ai/src/tactical/mod.rs | 360 +++++ .../crates/mc-ai/src/tactical/state.rs | 480 +++++++ 3 files changed, 2077 insertions(+) create mode 100644 Users/natalie/Code/@projects/@magic-civilization/src/simulator/api-gdext/src/ai.rs create mode 100644 Users/natalie/Code/@projects/@magic-civilization/src/simulator/crates/mc-ai/src/tactical/mod.rs create mode 100644 Users/natalie/Code/@projects/@magic-civilization/src/simulator/crates/mc-ai/src/tactical/state.rs diff --git a/Users/natalie/Code/@projects/@magic-civilization/src/simulator/api-gdext/src/ai.rs b/Users/natalie/Code/@projects/@magic-civilization/src/simulator/api-gdext/src/ai.rs new file mode 100644 index 00000000..00902b38 --- /dev/null +++ b/Users/natalie/Code/@projects/@magic-civilization/src/simulator/api-gdext/src/ai.rs @@ -0,0 +1,1237 @@ +//! GDExtension surface for the AI controllers. +//! +//! Exposes two Godot RefCounted classes: +//! +//! - `GdMcTreeController` — strategic layer. Accepts a serialized `GameState` +//! JSON, runs parallel MCTS rollouts via `mc-turn`'s `McSnapshot`, and +//! returns the winning `McAction` as a string GDScript can read. +//! - `GdAiController` — tactical layer (p0-26). Accepts an abstract rollout +//! state JSON, runs [`mc_ai::tactical::decide_tactical_actions`], and +//! returns a `PackedStringArray` of JSON-encoded `Action` records that the +//! GDScript turn bridge dispatches back into the engine. +//! +//! All simulation logic lives in `mc-turn` and `mc-ai`. This file is a shim only. + +use std::sync::{OnceLock, atomic::{AtomicBool, Ordering}}; +use std::time::{Duration, Instant}; + +use godot::prelude::*; +use mc_ai::abstract_state::MAX_PLAYERS; +use mc_ai::evaluator::{ScoringEvaluator, ScoringWeights}; +use mc_ai::game_state::{AiPlayerState, StrategicWeights}; +use mc_ai::gpu::GpuContext; +use mc_ai::mcts::XorShift64; +use mc_ai::mcts_tree::{rollout_snapshot, Tree}; +use mc_ai::tactical::{decide_tactical_actions, Action, TacticalEphemerals, TacticalMap, TacticalState, TacticalTile}; +use mc_mcts_service::protocol::SearchActionJob; +use mc_mcts_service::server::DEFAULT_SOCKET_PATH; +use mc_turn::snapshot::{McAction, McSnapshot}; +use mc_turn::{GameState, TurnProcessor}; + +// ── Service runtime (process-static) ───────────────────────────────────────── + +static TOKIO_RT: OnceLock> = OnceLock::new(); +static SERVICE_WARN_EMITTED: AtomicBool = AtomicBool::new(false); + +fn tokio_rt() -> Option<&'static tokio::runtime::Runtime> { + TOKIO_RT + .get_or_init(|| { + tokio::runtime::Builder::new_multi_thread() + .worker_threads(2) + .enable_all() + .build() + .ok() + }) + .as_ref() +} + +fn socket_path() -> String { + std::env::var("MCTS_SOCKET_PATH").unwrap_or_else(|_| DEFAULT_SOCKET_PATH.to_owned()) +} + +/// Attempt to find and launch `mcts-server` if it isn't already reachable. +/// Looks on PATH first, then `$MCTS_SERVER_BIN`. Does nothing when neither is found. +fn auto_start_service() { + use std::process::Command; + + let bin = if let Ok(path) = which_mcts_server() { + path + } else if let Ok(env_bin) = std::env::var("MCTS_SERVER_BIN") { + if std::path::Path::new(&env_bin).exists() { + env_bin + } else { + return; + } + } else { + return; + }; + + let log_file = std::path::PathBuf::from("/tmp/mc-mcts-server.log"); + + let Ok(log_out) = std::fs::OpenOptions::new() + .create(true).append(true).open(&log_file) + else { + return; + }; + let Ok(log_err) = log_out.try_clone() else { return; }; + + let _ = Command::new(&bin) + .arg(socket_path()) + .stdout(log_out) + .stderr(log_err) + .spawn(); +} + +fn which_mcts_server() -> Result { + // Check PATH for mcts-server binary. + let path_var = std::env::var("PATH").unwrap_or_default(); + for dir in path_var.split(':') { + let candidate = std::path::Path::new(dir).join("mcts-server"); + if candidate.exists() { + return Ok(candidate.to_string_lossy().into_owned()); + } + } + Err(()) +} + +/// Try to pick an action via the MCTS service using a full tree search. +/// +/// Serialises `snap` as JSON and sends a `SearchAction` request. The server +/// runs `Tree::simulate_parallel` with the same parameters and returns the +/// best action string + win-rate. Returns `None` on any transport or protocol +/// error so the caller falls back to the local in-process path. +fn try_search_action_via_service( + snap: &McSnapshot, + n_rollouts: u32, + depth: u32, + base_seed: u64, + use_priors: bool, + budget_ms: u64, +) -> Option<(McAction, f32, u32, u32)> { + let snapshot_json = serde_json::to_string(snap).ok()?; + let job = SearchActionJob { + snapshot_json, + root_player: snap.active_player, + n_rollouts, + depth, + seed: base_seed, + use_priors, + budget_ms, + }; + + let sock = socket_path(); + let rt = tokio_rt()?; + let result = rt + .block_on(mc_mcts_service::client::submit_search_action(&sock, job)) + .ok()?; + + let action = match result.action.as_str() { + "FoundCity" => McAction::FoundCity, + "SpawnUnit" => McAction::SpawnUnit, + _ => McAction::Idle, + }; + Some((action, result.win_rate, result.n_rollouts, result.took_ms)) +} + +// ── GdMcTreeController ─────────────────────────────────────────────────────── + +#[derive(GodotClass)] +#[class(base=RefCounted)] +pub struct GdMcTreeController { + /// MCTS rollout budget per `choose_action` call. + rollout_budget: u32, + /// Max turns per rollout (depth cap so headless rollouts don't run forever). + rollout_depth: u32, + /// Per-decision wall-clock budget in milliseconds. `0` means unbounded + /// (default). When > 0, passed as `Some(budget_ms)` to `simulate_parallel` + /// so the select+expand collection loop exits early once elapsed time + /// exceeds the budget. Set via `set_budget_ms` (driven by + /// `MCTS_DECISION_BUDGET_MS` env on the GDScript side). See p1-22. + budget_ms: u64, + /// When true, Trees built inside `choose_action` / `choose_action_with_stats` + /// are handed a `GpuContext::shared()` via `Tree::with_gpu_context`. + /// Toggled by `set_gpu_enabled` (driven by `AI_GPU_ROLLOUT` env on the + /// GDScript side) or directly by callers. Default `false` preserves the + /// historical CPU-only path until the env flag flips the switch. + gpu_enabled: bool, + /// When true, Trees use PUCT selection with per-node priors instead of + /// classical UCB1 (p0-38). Toggled by `set_priors_enabled` (driven by + /// `AI_MCTS_PRIORS` env). Default `true`; set `AI_MCTS_PRIORS=false` to + /// revert to UCB1. Both `McSnapshot` and `GameRolloutState` override + /// `action_prior` with personality-weighted values — `McSnapshot` via + /// `ScoringWeights` fields, `GameRolloutState` via `PersonalityPriors` + /// softmax over a 9-kind action taxonomy. + priors_enabled: bool, + base: Base, +} + +#[godot_api] +impl IRefCounted for GdMcTreeController { + fn init(base: Base) -> Self { + // Honor AI_GPU_ROLLOUT at construction so callers that never call + // `set_gpu_enabled` still pick up the env flag. The GDScript bridge + // calls `set_gpu_enabled` explicitly; this is a belt-and-suspenders + // default for direct Rust/headless users. + let gpu_enabled = matches!( + std::env::var("AI_GPU_ROLLOUT").as_deref(), + Ok("1") | Ok("true") | Ok("TRUE") | Ok("True") + ); + let priors_enabled = !matches!( + std::env::var("AI_MCTS_PRIORS").as_deref(), + Ok("0") | Ok("false") | Ok("FALSE") | Ok("False") + ); + Self { + rollout_budget: 1000, + rollout_depth: 20, + budget_ms: 0, + gpu_enabled, + priors_enabled, + base, + } + } +} + +impl GdMcTreeController { + /// Return the process-wide GPU context when `gpu_enabled` is set and an + /// adapter is actually available, otherwise `None`. Threaded into every + /// Tree this controller builds; falls through to CPU silently when the + /// host has no working compute adapter. + fn gpu_context_if_enabled(&self) -> Option<&'static GpuContext> { + if self.gpu_enabled { + GpuContext::shared() + } else { + None + } + } +} + +#[godot_api] +impl GdMcTreeController { + /// Set the per-call rollout budget (default: 1000). + #[func] + fn set_rollout_budget(&mut self, budget: i64) { + self.rollout_budget = budget.max(1) as u32; + } + + /// Set the depth cap for each rollout (default: 20 turns). + #[func] + fn set_rollout_depth(&mut self, depth: i64) { + self.rollout_depth = depth.max(1) as u32; + } + + /// Set the per-decision wall-clock budget in milliseconds (p1-22). + /// Pass `0` (default) for unbounded behavior. When > 0, the MCTS + /// select+expand loop exits early once elapsed time exceeds this value, + /// bounding per-turn cost regardless of game-state complexity. + /// + /// Called from `ai_turn_bridge.gd` based on the `MCTS_DECISION_BUDGET_MS` env. + #[func] + fn set_budget_ms(&mut self, ms: i64) { + self.budget_ms = ms.max(0) as u64; + } + + /// Enable or disable GPU rollout dispatch for this controller. When + /// enabled, Trees constructed inside `choose_action` / + /// `choose_action_with_stats` receive `GpuContext::shared()` via + /// `Tree::with_gpu_context`. The actual dispatch still falls back to CPU + /// when no adapter is available — see `mc_ai::gpu::GpuContext::shared`. + /// + /// Called from `ai_turn_bridge.gd` based on the `AI_GPU_ROLLOUT` env. + #[func] + fn set_gpu_enabled(&mut self, enabled: bool) { + self.gpu_enabled = enabled; + } + + /// Enable or disable PUCT selection with per-node priors (p0-38). + /// Toggled by `ai_turn_bridge.gd` based on the `AI_MCTS_PRIORS` env. + /// Default `true`; set `AI_MCTS_PRIORS=false` to revert to UCB1. + /// + /// Both `McSnapshot` and `GameRolloutState` implement personality-weighted + /// `action_prior`: `McSnapshot` maps actions to `ScoringWeights` fields + /// (`military_base` for SpawnUnit, `expansion_base` for FoundCity); + /// `GameRolloutState` delegates to `PersonalityPriors::action_prior` over + /// a richer 9-kind action taxonomy. PUCT priors are therefore active for + /// the strategic driver at tree-selection time. Observable clan divergence + /// in tree shape depends on the tree being expanded across multiple levels — + /// see the `simulate_parallel` vs `iterate` pattern in `mcts_tree.rs`. + #[func] + fn set_priors_enabled(&mut self, enabled: bool) { + self.priors_enabled = enabled; + } + + /// Run MCTS from the serialized `game_state_json` for `player_index` and return + /// the best `McAction` as a string: `"Idle"`, `"FoundCity"`, or `"SpawnUnit"`. + /// + /// Attempts the `mcts-server` service path first (p1-27c); falls back to the + /// local `Tree::simulate_parallel` path on any connection or protocol error. + /// Log tag `"mcts: service"` or `"mcts: local"` indicates which path ran. + /// + /// Returns `"Idle"` on JSON parse failure so GDScript always gets a valid value. + #[func] + fn choose_action(&self, game_state_json: GString, player_index: i64, seed: i64) -> GString { + let state: GameState = match serde_json::from_str(&game_state_json.to_string()) { + Ok(s) => s, + Err(e) => { + godot_error!("GdMcTreeController::choose_action parse error: {}", e); + return GString::from("Idle"); + } + }; + + let processor = TurnProcessor::new(300); + let mut snapshot = McSnapshot::from_game_state(&state, &processor); + let pi = player_index.max(0) as usize; + snapshot.active_player = pi as u8; + let base_seed = seed as u64; + + // Service path (p1-27c): full tree search via SearchAction request. + if let Some((action, _win_rate, _n, _ms)) = try_search_action_via_service( + &snapshot, + self.rollout_budget, + self.rollout_depth, + base_seed, + self.priors_enabled, + self.budget_ms, + ) { + godot_print!("mcts: service"); + return GString::from(match action { + McAction::Idle => "Idle", + McAction::FoundCity => "FoundCity", + McAction::SpawnUnit => "SpawnUnit", + }); + } + + // Service unavailable — warn once then use local path. + if !SERVICE_WARN_EMITTED.swap(true, Ordering::Relaxed) { + auto_start_service(); + godot_warn!("mcts: service unavailable, using local path (mcts: local)"); + } + godot_print!("mcts: local"); + + let depth = self.rollout_depth; + let mut tree = Tree::new(snapshot) + .with_gpu_context(self.gpu_context_if_enabled()); + tree.use_priors = self.priors_enabled; + + let rollout_fn = move |snap: &McSnapshot, rng: &mut XorShift64| -> f32 { + let step_fn = |s: &McSnapshot, _d: u32, rng: &mut XorShift64| { + let actions = s.legal_actions(); + if actions.is_empty() { + return s.clone(); + } + let idx = rng.next_u64() as usize % actions.len(); + s.step(&actions[idx]) + }; + let score_fn = |s: &McSnapshot| -> f32 { + if let Some(winner) = s.winner() { + if winner == pi { 1.0 } else { 0.0 } + } else { + s.heuristic_value(pi.min(s.players.len().saturating_sub(1))) + } + }; + rollout_snapshot(snap, rng, depth, &step_fn, &score_fn) + }; + + let budget = if self.budget_ms > 0 { Some(self.budget_ms) } else { None }; + tree.simulate_parallel(self.rollout_budget as usize, base_seed, rollout_fn, budget); + + let root_children = tree.root().children.clone(); + let best_child_idx = root_children + .into_iter() + .max_by_key(|&ci| tree.nodes[ci].visits); + + let action = best_child_idx + .and_then(|ci| tree.nodes[ci].action.clone()) + .unwrap_or(McAction::Idle); + + GString::from(match action { + McAction::Idle => "Idle", + McAction::FoundCity => "FoundCity", + McAction::SpawnUnit => "SpawnUnit", + }) + } + + /// Return the serialized `ScoringWeights` for `clan_id` as a JSON string. + /// + /// `data_dir` must be the OS filesystem path to the game data directory that + /// contains `ai_personalities.json` (e.g. the globalized `res://public/games/age-of-dwarves/data`). + /// Returns `"{}"` (empty object) on any error so the caller gets `ScoringWeights::default()`. + /// + /// **Deprecated for packed builds (p1-24)**: `std::fs` cannot read from + /// inside a `.pck`. New callers should use `scoring_weights_for_clan_json`. + #[func] + fn scoring_weights_for_clan(&self, clan_id: GString, data_dir: GString) -> GString { + use mc_ai::evaluator::ScoringWeights; + use std::path::Path; + let id = clan_id.to_string(); + let dir = data_dir.to_string(); + match ScoringWeights::from_personality(&id, Path::new(&dir)) { + Ok(w) => match serde_json::to_string(&w) { + Ok(json) => GString::from(json), + Err(e) => { + godot_error!("GdMcTreeController::scoring_weights_for_clan serialize error: {}", e); + GString::from("{}") + } + }, + Err(e) => { + godot_error!("GdMcTreeController::scoring_weights_for_clan load error for '{}': {}", id, e); + GString::from("{}") + } + } + } + + /// Same as `scoring_weights_for_clan` but takes the JSON string directly. + /// Use this from packed builds where `res://` content lives inside a `.pck` + /// and `std::fs` can't reach it. p1-24. + #[func] + fn scoring_weights_for_clan_json( + &self, + clan_id: GString, + personalities_json: GString, + ) -> GString { + use mc_ai::evaluator::ScoringWeights; + let id = clan_id.to_string(); + let json = personalities_json.to_string(); + match ScoringWeights::from_personality_json(&id, &json) { + Ok(w) => match serde_json::to_string(&w) { + Ok(out) => GString::from(out), + Err(e) => { + godot_error!( + "GdMcTreeController::scoring_weights_for_clan_json serialize error: {}", + e + ); + GString::from("{}") + } + }, + Err(e) => { + godot_error!( + "GdMcTreeController::scoring_weights_for_clan_json error for '{}': {}", + id, + e + ); + GString::from("{}") + } + } + } + + /// Convenience: return the best action and the win-rate estimate as a JSON dict. + /// `{ "action": "FoundCity", "win_rate": 0.62, "root_idle": N, ... }` + /// + /// Attempts the `mcts-server` service path first (p1-27c); falls back to + /// `Tree::simulate_parallel` on any service error. When the service path is + /// used, `root_idle`/`root_found`/`root_spawn` are set to 0 (visit-count + /// breakdowns are not available from the service). + #[func] + fn choose_action_with_stats( + &self, + game_state_json: GString, + player_index: i64, + seed: i64, + ) -> GString { + let state: GameState = match serde_json::from_str(&game_state_json.to_string()) { + Ok(s) => s, + Err(e) => { + godot_error!( + "GdMcTreeController::choose_action_with_stats parse error: {}", + e + ); + return GString::from(r#"{"action":"Idle","win_rate":0.5}"#); + } + }; + + let processor = TurnProcessor::new(300); + let mut snapshot = McSnapshot::from_game_state(&state, &processor); + let pi = player_index.max(0) as usize; + snapshot.active_player = pi as u8; + let base_seed = seed as u64; + + // Service path (p1-27c): full tree search via SearchAction request. + // root_idle/found/spawn visit counts are not returned by the service (set to 0). + if let Some((action, win_rate, _n, _ms)) = try_search_action_via_service( + &snapshot, + self.rollout_budget, + self.rollout_depth, + base_seed, + self.priors_enabled, + self.budget_ms, + ) { + godot_print!("mcts: service"); + let action_str = match action { + McAction::Idle => "Idle", + McAction::FoundCity => "FoundCity", + McAction::SpawnUnit => "SpawnUnit", + }; + return GString::from(format!( + r#"{{"action":"{action_str}","win_rate":{win_rate:.4},"root_idle":0,"root_found":0,"root_spawn":0}}"# + )); + } + + if !SERVICE_WARN_EMITTED.swap(true, Ordering::Relaxed) { + auto_start_service(); + godot_warn!("mcts: service unavailable, using local path (mcts: local)"); + } + godot_print!("mcts: local"); + + let depth = self.rollout_depth; + let mut tree = Tree::new(snapshot) + .with_gpu_context(self.gpu_context_if_enabled()); + tree.use_priors = self.priors_enabled; + + let rollout_fn = move |snap: &McSnapshot, rng: &mut XorShift64| -> f32 { + let step_fn = |s: &McSnapshot, _d: u32, rng: &mut XorShift64| { + let actions = s.legal_actions(); + if actions.is_empty() { + return s.clone(); + } + let idx = rng.next_u64() as usize % actions.len(); + s.step(&actions[idx]) + }; + let score_fn = |s: &McSnapshot| -> f32 { + if let Some(winner) = s.winner() { + if winner == pi { 1.0 } else { 0.0 } + } else { + s.heuristic_value(pi.min(s.players.len().saturating_sub(1))) + } + }; + rollout_snapshot(snap, rng, depth, &step_fn, &score_fn) + }; + + let budget = if self.budget_ms > 0 { Some(self.budget_ms) } else { None }; + tree.simulate_parallel(self.rollout_budget as usize, base_seed, rollout_fn, budget); + + let root = tree.root(); + let root_children = root.children.clone(); + let best_child_idx = root_children + .into_iter() + .max_by_key(|&ci| tree.nodes[ci].visits); + + let (action, win_rate) = if let Some(ci) = best_child_idx { + let n = &tree.nodes[ci]; + let rate = if n.visits > 0 { + n.wins / n.visits as f32 + } else { + 0.5 + }; + (n.action.clone().unwrap_or(McAction::Idle), rate) + } else { + (McAction::Idle, 0.5) + }; + + let action_str = match action { + McAction::Idle => "Idle", + McAction::FoundCity => "FoundCity", + McAction::SpawnUnit => "SpawnUnit", + }; + + let root = tree.root(); + let mut visits_idle = 0u32; + let mut visits_found = 0u32; + let mut visits_spawn = 0u32; + for &ci in &root.children { + let n = &tree.nodes[ci]; + match &n.action { + Some(McAction::Idle) => visits_idle = n.visits, + Some(McAction::FoundCity) => visits_found = n.visits, + Some(McAction::SpawnUnit) => visits_spawn = n.visits, + None => {} + } + } + + GString::from(format!( + r#"{{"action":"{action_str}","win_rate":{win_rate:.4},"root_idle":{visits_idle},"root_found":{visits_found},"root_spawn":{visits_spawn}}}"# + )) + } +} + +// ── GdAiController ─────────────────────────────────────────────────────────── + +/// Godot-visible tactical AI bridge. +/// +/// Thin shim over [`mc_ai::tactical::decide_tactical_actions`]. Accepts the +/// per-turn hex-level [`TacticalEphemerals`] as a JSON blob (units, cities, +/// players — everything that changes each turn), assembles it with the +/// Rust-resident [`TacticalMap`] (pushed once at game-start via +/// [`Self::set_map`] and updated incrementally via [`Self::update_tile`]), +/// runs the tactical decision function, and emits each returned `Action` as +/// its own JSON string inside a `PackedStringArray`. +/// +/// # Lifecycle +/// +/// 1. At game-start (or after `reset`), GDScript calls `set_map(w, h, tiles_json)` +/// to populate the Rust-resident tile catalog. `tiles_json` is a JSON array +/// of the serde form of `TacticalTile`. +/// 2. When tiles mutate (improvement built, owner changed, resource revealed) +/// GDScript calls `update_tile(col, row, tile_json)` with the new tile data. +/// 3. Each AI turn, GDScript calls `decide_actions(ephemerals_json, player_index)` +/// with the serde form of `TacticalEphemerals`. The map is NOT included. +/// 4. On new-game / load-game, GDScript calls `reset()` to clear cached map and +/// weights so stale data from the previous session cannot leak. +/// +/// # Legacy path +/// +/// When `cached_map` is `None` (i.e. `set_map` was never called), `decide_actions` +/// falls back to accepting the old monolithic `TacticalState` JSON (which includes +/// a `"map"` field). This preserves backward compat during the migration and for +/// existing tests that construct full `TacticalState` JSON directly. +#[derive(GodotClass)] +#[class(base=RefCounted)] +pub struct GdAiController { + /// Per-player scoring weights. Keyed by player slot in `[0, MAX_PLAYERS)`. + /// Absent entries fall back to [`ScoringWeights::default`]. + weights: [Option; MAX_PLAYERS], + /// Deterministic RNG seed, advanced per `decide_actions` call so + /// successive turns draw distinct xorshift streams. + rng_seed: u64, + /// Per-decision wall-clock budget in milliseconds. `0` means unbounded + /// (default). When > 0, `decide_actions` computes `Instant::now() + budget` + /// and threads it through the tactical submodules so each per-unit / + /// per-city loop exits early once elapsed time exceeds the budget. Set via + /// `set_budget_ms` (driven by `MCTS_DECISION_BUDGET_MS` env on the GDScript + /// side). See p1-22. + budget_ms: u64, + /// Rust-resident tile catalog. Set once at game-start via `set_map` and + /// mutated incrementally via `update_tile`. When `None`, `decide_actions` + /// falls back to the legacy monolithic `TacticalState` JSON path. + cached_map: Option, + base: Base, +} + +#[godot_api] +impl IRefCounted for GdAiController { + fn init(base: Base) -> Self { + Self { + weights: Default::default(), + rng_seed: 0x9E37_79B9_7F4A_7C15, + budget_ms: 0, + cached_map: None, + base, + } + } +} + +#[godot_api] +impl GdAiController { + /// Populate the Rust-resident tile catalog from a full grid. + /// + /// Called once at game-start (and after `reset`). `tiles_json` is a JSON + /// array of objects matching the serde shape of `TacticalTile`: + /// `[{"hex":[col,row],"biome":"...","yields":[f,p,g],"resource":null,"is_coast":false,"owner":null},...]` + /// + /// After `set_map` succeeds, `decide_actions` uses `TacticalEphemerals` + /// JSON (without a `map` field) and assembles the full `TacticalState` + /// internally. If `tiles_json` fails to parse the map is cleared and a + /// godot_error is emitted — subsequent `decide_actions` calls will fall + /// back to the legacy monolithic JSON path. + #[func] + fn set_map(&mut self, width: i32, height: i32, tiles_json: GString) { + let source = tiles_json.to_string(); + let tiles: Vec = match serde_json::from_str(&source) { + Ok(t) => t, + Err(e) => { + godot_error!("GdAiController::set_map tiles_json parse error: {}", e); + self.cached_map = None; + return; + } + }; + self.cached_map = Some(TacticalMap { + width: width.max(0) as u32, + height: height.max(0) as u32, + tiles, + }); + } + + /// Update a single tile in the Rust-resident tile catalog. + /// + /// Called when a tile mutates mid-game (improvement built, border expanded, + /// resource revealed, terrain transformed, etc.). `tile_json` is the serde + /// form of a single `TacticalTile`. On parse failure the existing tile data + /// is left intact and a godot_error is emitted. + /// + /// If `set_map` has not been called yet this is a no-op (logs a warning). + #[func] + fn update_tile(&mut self, col: i32, row: i32, tile_json: GString) { + let map = match self.cached_map.as_mut() { + Some(m) => m, + None => { + godot_warn!( + "GdAiController::update_tile called before set_map — ignored (col={}, row={})", + col, row + ); + return; + } + }; + let source = tile_json.to_string(); + let tile: TacticalTile = match serde_json::from_str(&source) { + Ok(t) => t, + Err(e) => { + godot_error!( + "GdAiController::update_tile tile_json parse error (col={}, row={}): {}", + col, row, e + ); + return; + } + }; + // Find the tile by (col, row) and replace it. + let w = map.width as i32; + let h = map.height as i32; + if col >= 0 && row >= 0 && col < w && row < h { + let idx = (row * w + col) as usize; + if idx < map.tiles.len() { + map.tiles[idx] = tile; + return; + } + } + // Fallback: linear search (handles non-row-major or sparse maps). + if let Some(existing) = map.tiles.iter_mut().find(|t| t.hex == (col, row)) { + *existing = tile; + } else { + godot_warn!( + "GdAiController::update_tile: tile ({}, {}) not found in cached map", + col, row + ); + } + } + + /// Clear the cached tile map and player weights so stale data from the + /// previous game session cannot leak into a new or loaded game. + /// + /// Called from the GameState autoload on new-game and load-game paths. + #[func] + fn reset(&mut self) { + self.cached_map = None; + self.weights = Default::default(); + self.rng_seed = 0x9E37_79B9_7F4A_7C15; + } + + /// Override the xorshift seed used by the next call to + /// [`Self::decide_actions`]. Seeds are advanced deterministically after + /// each call, so setting the seed pins the action sequence for testing. + #[func] + fn set_rng_seed(&mut self, seed: i64) { + // Round-trip through u64 so GDScript can pass any i64 as an opaque + // seed (negatives are valid bit patterns). + self.rng_seed = seed as u64; + } + + /// Set the per-decision wall-clock budget in milliseconds for the tactical + /// AI path. Pass `0` (default) for unbounded behavior. When > 0, + /// `decide_actions` threads `Some(Instant::now() + budget)` through the + /// tactical submodules; their per-unit / per-city / per-citizen loops + /// check the deadline and break early once elapsed time exceeds it. + /// Mirrors `GdMcTreeController::set_budget_ms` for the strategic path. + /// Called from `ai_turn_bridge.gd` based on `MCTS_DECISION_BUDGET_MS` env (p1-22). + #[func] + fn set_budget_ms(&mut self, ms: i64) { + self.budget_ms = ms.max(0) as u64; + } + + /// Install a player's scoring weights from a serialized JSON blob + /// produced by [`mc_ai::evaluator::ScoringWeights`]'s serde impl. + /// + /// Silently ignores out-of-range `player_index`. Logs an error and keeps + /// the prior weights on parse failure — the bridge must never substitute + /// default weights after a caller has explicitly configured a clan. + #[func] + fn set_player_weights(&mut self, player_index: i64, weights_json: GString) { + let slot = match player_index_to_slot(player_index) { + Ok(s) => s, + Err(msg) => { + godot_error!("GdAiController::set_player_weights: {}", msg); + return; + } + }; + match serde_json::from_str::(&weights_json.to_string()) { + Ok(w) => self.weights[slot] = Some(w), + Err(e) => { + godot_error!( + "GdAiController::set_player_weights parse error for slot {}: {}", + player_index, + e + ); + } + } + } + + /// Return formation-level MCTS candidates for the player described by + /// `ai_player_state_json` (the serde form of `mc_ai::game_state::AiPlayerState`). + /// + /// Emits one candidate per (formation × enemy city hex) pair for `advance` + /// commands, plus `defend` candidates for each own city when `threat_level > 0.5`, + /// plus `SetRallyPoint` candidates for cities with a barracks-class building. + /// + /// The returned JSON array has the shape of `mc_ai::mcts::Candidate`: + /// `[{"choice_type":"command_formation","choice_id":"cmd_formation:…","base_score":…},…]` + /// + /// Returns `"[]"` (empty JSON array) on any parse failure — the bridge must + /// never silently substitute an incorrect candidate set. + #[func] + fn formation_candidates( + &self, + ai_player_state_json: GString, + player_index: i64, + ) -> GString { + let source = ai_player_state_json.to_string(); + let state: AiPlayerState = match serde_json::from_str(&source) { + Ok(s) => s, + Err(e) => { + godot_error!( + "GdAiController::formation_candidates parse error: {}", + e + ); + return GString::from("[]"); + } + }; + + let slot = match player_index_to_slot(player_index) { + Ok(s) => s, + Err(msg) => { + godot_error!("GdAiController::formation_candidates: {}", msg); + return GString::from("[]"); + } + }; + + let weights = self.weights[slot].clone().unwrap_or_default(); + let evaluator = ScoringEvaluator::with_weights(weights); + let strategic = StrategicWeights::from_race_axes(&state.strategic_axes); + let candidates = evaluator.build_formation_candidates(&state, &strategic); + + match serde_json::to_string(&candidates) { + Ok(json) => GString::from(json), + Err(e) => { + godot_error!("GdAiController::formation_candidates serialize error: {}", e); + GString::from("[]") + } + } + } + + /// Decide tactical actions for the player whose turn is encoded in + /// `state_json`. + /// + /// When the Rust-resident tile catalog has been populated via `set_map` + /// (the fast path), `state_json` is the serde form of [`TacticalEphemerals`] + /// — a JSON object containing `current_player`, `turn`, `players`, + /// `unit_catalog`, and `difficulty_threshold_mult` but **no** `"map"` field. + /// The cached map is combined with the ephemerals internally to build the + /// full `TacticalState`. + /// + /// When the cached map is not yet available (first-turn race or `reset` not + /// yet followed by `set_map`), the method falls back to the legacy path and + /// expects the full `TacticalState` JSON (which includes a `"map"` field). + /// This preserves backward compatibility for existing tests and for callers + /// that haven't migrated to `set_map` yet. + /// + /// `player_index` is the slot whose [`ScoringWeights`] to use. It + /// MUST match `state.current_player` — callers that pass a mismatch + /// still get actions, but scored under the wrong clan personality. + /// On mismatch the bridge logs a warning and proceeds with + /// `state.current_player`'s weights. + /// + /// Returns a `PackedStringArray` where each entry is a JSON-encoded + /// [`Action`]. On JSON parse failure or out-of-range `player_index` + /// returns an **empty** array and logs a `godot_error!` diagnostic — + /// the bridge NEVER silently substitutes a default state. + #[func] + fn decide_actions(&mut self, state_json: GString, player_index: i64) -> PackedStringArray { + let source = state_json.to_string(); + let seed = self.rng_seed; + // Advance the seed deterministically so the next call draws a fresh + // xorshift stream (SplitMix64 step constant, matches + // `abstract_state` per-player RNG seeding). + self.rng_seed = self.rng_seed.wrapping_add(0x9E37_79B9_7F4A_7C15); + + let slot = match player_index_to_slot(player_index) { + Ok(s) => s, + Err(msg) => { + godot_error!("GdAiController::decide_actions: {}", msg); + return PackedStringArray::new(); + } + }; + + // Fast path: use the Rust-resident cached map + ephemerals JSON. + let state: TacticalState = if let Some(map) = self.cached_map.clone() { + match parse_tactical_ephemerals_json(&source) { + Ok(ephemerals) => { + if ephemerals.current_player as usize != slot { + godot_warn!( + "GdAiController::decide_actions: player_index {} != ephemerals.current_player {} — using caller's weights slot", + player_index, + ephemerals.current_player + ); + } + ephemerals.into_tactical_state(map) + } + Err(msg) => { + godot_error!("GdAiController::decide_actions ephemerals parse error: {}", msg); + return PackedStringArray::new(); + } + } + } else { + // Legacy fallback: full TacticalState JSON (includes "map" field). + match parse_tactical_state_json(&source) { + Ok(s) => { + if s.current_player as usize != slot { + godot_warn!( + "GdAiController::decide_actions: player_index {} != state.current_player {} — using caller's weights slot", + player_index, + s.current_player + ); + } + s + } + Err(msg) => { + godot_error!("GdAiController::decide_actions parse error: {}", msg); + return PackedStringArray::new(); + } + } + }; + + let weights = self.weights[slot].clone().unwrap_or_default(); + let deadline = if self.budget_ms > 0 { + Some(Instant::now() + Duration::from_millis(self.budget_ms)) + } else { + None + }; + let strings = run_tactical(&state, &weights, seed, deadline); + + let mut out = PackedStringArray::new(); + for s in strings { + out.push(&GString::from(s)); + } + out + } +} + +/// Convert an incoming `player_index: i64` into a validated slot in +/// `[0, MAX_PLAYERS)`. +pub fn player_index_to_slot(player_index: i64) -> Result { + if player_index < 0 { + return Err(format!("player_index {player_index} is negative")); + } + let slot = player_index as usize; + if slot >= MAX_PLAYERS { + // Graceful degradation for games with more players than MAX_PLAYERS (e.g. 5-clan): + // share the last available weight slot rather than erroring and taking no actions. + godot_warn!( + "player_index {slot} >= MAX_PLAYERS {MAX_PLAYERS} — capping to slot {}", + MAX_PLAYERS - 1 + ); + return Ok(MAX_PLAYERS - 1); + } + Ok(slot) +} + +/// Parse a GDScript-supplied [`TacticalEphemerals`] JSON blob (fast path). +/// +/// The accepted JSON shape is the serde form of [`TacticalEphemerals`] — +/// everything in [`TacticalState`] except `"map"`. GDScript's +/// `ai_turn_bridge_state.gd` builds this after the tile catalog has been +/// handed off to the Rust-resident map via `set_map` / `update_tile`. +pub fn parse_tactical_ephemerals_json(source: &str) -> Result { + if source.trim().is_empty() { + return Err("state_json is empty".to_string()); + } + serde_json::from_str::(source).map_err(|e| format!("ephemerals_json: {e}")) +} + +/// Parse a GDScript-supplied [`TacticalState`] JSON blob. +/// +/// The accepted JSON shape is the serde form of [`TacticalState`] — see +/// `mc_ai::tactical::state` for the field list. GDScript's +/// `ai_turn_bridge.gd` builds this by walking the engine's hex grid and +/// player/unit/city collections. +/// +/// Errors: +/// - Empty / whitespace-only string — returns a descriptive error. +/// - Any serde parse failure — returns the serde error. +pub fn parse_tactical_state_json(source: &str) -> Result { + if source.trim().is_empty() { + return Err("state_json is empty".to_string()); + } + serde_json::from_str::(source).map_err(|e| format!("state_json: {e}")) +} + +/// Run [`decide_tactical_actions`] and serialize each returned action. +/// +/// Split out so unit tests can exercise the pure-Rust path without spinning +/// up a Godot runtime. Returns one JSON string per action. Serialization +/// errors are logged and the offending action is dropped — a single bad +/// action must not collapse the whole turn's dispatch. +/// +/// `deadline`: wall-clock deadline forwarded to `decide_tactical_actions`. +/// `None` is the legacy unbounded path. See p1-22. +pub fn run_tactical( + state: &TacticalState, + weights: &ScoringWeights, + seed: u64, + deadline: Option, +) -> Vec { + let mut rng = XorShift64::new(seed); + let actions: Vec = decide_tactical_actions(state, weights, &mut rng, deadline); + actions + .into_iter() + .filter_map(|a| match serde_json::to_string(&a) { + Ok(s) => Some(s), + Err(e) => { + godot_error!("GdAiController action serialize error: {}", e); + None + } + }) + .collect() +} + +// ── Tests ──────────────────────────────────────────────────────────────────── + +#[cfg(test)] +mod tests { + use super::*; + use mc_ai::evaluator::ScoringWeights; + use mc_ai::mcts_tree::TreeState; + use mc_turn::snapshot::{McSnapshot, PlayerSnap}; + use mc_turn::processor::LairCombatConfig; + + fn make_snap(city_count: u32) -> McSnapshot { + let weights = ScoringWeights::default(); + McSnapshot { + turn: 0, + players: vec![ + PlayerSnap { + gold: 100, + city_count, + unit_count: 2, + expansion_points: 0, + culture_total: 0, + wealth: 3, + expansion_axis: 2, + production_axis: 2, + scoring_weights: weights.clone(), + }, + PlayerSnap { + gold: 80, + city_count, + unit_count: 1, + expansion_points: 0, + culture_total: 0, + wealth: 2, + expansion_axis: 2, + production_axis: 2, + scoring_weights: weights, + }, + ], + config: LairCombatConfig::default(), + victory_city_count: 30, + active_player: 0, + } + } + + #[test] + fn tree_state_impl_legal_actions_non_terminal() { + let snap = make_snap(1); + assert!(!snap.legal_actions().is_empty()); + } + + #[test] + fn tree_state_impl_terminal_when_victory_reached() { + let snap = make_snap(30); + assert!(snap.is_terminal()); + assert!(snap.legal_actions().is_empty()); + } + + #[test] + fn tree_apply_matches_snapshot_step() { + let snap = make_snap(2); + let via_apply = snap.apply(&McAction::Idle); + let via_step = snap.step(&McAction::Idle); + assert_eq!(via_apply.turn, via_step.turn); + assert_eq!(via_apply.players[0].gold, via_step.players[0].gold); + } + + /// 1000 rollouts on a 2-player game must produce a win-rate with variance ≤0.05 + /// across two independent runs with different seeds. + #[test] + fn parallel_rollout_variance_within_threshold() { + let snap = make_snap(5); + let mut tree_a = Tree::new(snap.clone()); + let mut tree_b = Tree::new(snap); + + let depth = 10u32; + let rollout_fn = move |s: &McSnapshot, rng: &mut XorShift64| -> f32 { + let step_fn = |st: &McSnapshot, _: u32, rng: &mut XorShift64| { + let actions = st.legal_actions(); + if actions.is_empty() { + return st.clone(); + } + let idx = rng.next_u64() as usize % actions.len(); + st.step(&actions[idx]) + }; + let score_fn = |st: &McSnapshot| st.heuristic_value(0); + rollout_snapshot(s, rng, depth, &step_fn, &score_fn) + }; + + tree_a.simulate_parallel(1000, 42, &rollout_fn, None); + tree_b.simulate_parallel(1000, 99, &rollout_fn, None); + + let rate_a = { + let r = tree_a.root(); + if r.visits > 0 { r.wins / r.visits as f32 } else { 0.5 } + }; + let rate_b = { + let r = tree_b.root(); + if r.visits > 0 { r.wins / r.visits as f32 } else { 0.5 } + }; + + let variance = (rate_a - rate_b).abs(); + assert!( + variance <= 0.05, + "win-rate variance {variance:.4} exceeds 0.05 threshold (rate_a={rate_a:.4}, rate_b={rate_b:.4})" + ); + } + + /// choose_action returns a valid action string for a minimal JSON game state. + #[test] + fn choose_action_returns_valid_action_string() { + use mc_turn::{GameState, PlayerState, CityEcology, MapUnit}; + use mc_city::CityState; + use std::collections::BTreeMap; + + let mut axes = BTreeMap::new(); + axes.insert("wealth".into(), 3u8); + axes.insert("expansion".into(), 2u8); + axes.insert("production".into(), 2u8); + axes.insert("culture".into(), 2u8); + + let player = PlayerState { + player_index: 0, + gold: 100, + cities: vec![CityState::default(); 2], + unit_upkeep: vec![0, 0], + strategic_axes: axes.clone(), + scoring_weights: ScoringWeights::default(), + expansion_points: 0, + city_buildings: vec![vec![], vec![]], + city_improvements: vec![vec![], vec![]], + city_ecology: vec![CityEcology::default(); 2], + tech_state: None, + science_pool: 0, + player_tech: None, + science_yield: 0, + units: vec![MapUnit { + col: 0, row: 0, hp: 10, max_hp: 10, + attack: 5, defense: 5, + is_fortified: false, + unit_id: "dwarf_warrior".into(), + held_resources: Vec::new(), + patrol_order: None, + ..MapUnit::default() + }], + city_positions: vec![(0, 0), (1, 1)], + capital_position: Some((0, 0)), + culture_total: 0, + culture_pool: mc_culture::CulturePool::default(), + researching_tradition: String::new(), + culture_research_progress: 0, + researched_traditions: Default::default(), + player_culture: None, + arcane_lore_pop_deducted: false, + traded_luxuries: Default::default(), + relations: Default::default(), + strategic_ledger: Default::default(), + wonders_built: Default::default(), + explored_deposits: Default::default(), + rally_points: Default::default(), + }; + + let state = GameState { + turn: 1, + players: vec![player.clone(), PlayerState { player_index: 1, ..player }], + grid: None, + pending_pvp_attacks: Default::default(), + ..GameState::default() + }; + + let json = serde_json::to_string(&state).expect("serialize"); + + // Build controller inline (no Godot runtime in tests). + let processor = TurnProcessor::new(300); + let snapshot = McSnapshot::from_game_state(&state, &processor); + let pi: usize = 0; + let depth = 10u32; + + let mut tree = Tree::new(snapshot); + let rollout_fn = move |s: &McSnapshot, rng: &mut XorShift64| -> f32 { + let step_fn = |st: &McSnapshot, _: u32, rng: &mut XorShift64| { + let actions = st.legal_actions(); + if actions.is_empty() { + return st.clone(); + } + let idx = rng.next_u64() as usize % actions.len(); + st.step(&actions[idx]) + }; + let score_fn = |st: &McSnapshot| -> f32 { + if let Some(winner) = st.winner() { + if winner == pi { 1.0 } else { 0.0 } + } else { + st.heuristic_value(0) + } + }; + rollout_snapshot(s, rng, depth, &step_fn, &score_fn) + }; + + tree.simulate_parallel(1000, 7, rollout_fn, None); + + let best_action = tree + .root() + .children + .iter() + .max_by_key(|&&ci| tree.nodes[ci].visits) + .and_then(|&ci| tree.nodes[ci].action.clone()) + .unwrap_or(McAction::Idle); + + let action_str = match best_action { + McAction::Idle => "Idle", + McAction::FoundCity => "FoundCity", + McAction::SpawnUnit => "SpawnUnit", + }; + + assert!( + ["Idle", "FoundCity", "SpawnUnit"].contains(&action_str), + "unexpected action: {action_str}" + ); + + // Verify JSON is valid too + assert!(!json.is_empty()); + } + + /// Smoke: `try_search_action_via_service` returns a valid action when the + /// mcts-server is reachable. Skips silently when the service is down so + /// CI (no server running) stays green. Run with a live service: + /// + /// ```text + /// tools/run-services.sh services:up + /// cargo test -p magic-civ-physics-gdext --lib mcts_service_round_trip -- --nocapture + /// ``` + #[test] + fn mcts_service_round_trip() { + let snap = make_snap(2); + let result = try_search_action_via_service(&snap, 50, 5, 12345u64, true, 0); + + // Skip (pass) when the service isn't running — expected in CI. + let (action, win_rate, n_rollouts, _ms) = match result { + None => return, + Some(r) => r, + }; + + let action_str = match action { + McAction::Idle => "Idle", + McAction::FoundCity => "FoundCity", + McAction::SpawnUnit => "SpawnUnit", + }; + assert!( + ["Idle", "FoundCity", "SpawnUnit"].contains(&action_str), + "service returned unexpected action: {action_str}" + ); + assert!( + (0.0..=1.0).contains(&win_rate), + "win_rate {win_rate} out of [0,1]" + ); + assert!(n_rollouts > 0, "n_rollouts must be > 0"); + } +} diff --git a/Users/natalie/Code/@projects/@magic-civilization/src/simulator/crates/mc-ai/src/tactical/mod.rs b/Users/natalie/Code/@projects/@magic-civilization/src/simulator/crates/mc-ai/src/tactical/mod.rs new file mode 100644 index 00000000..bf4413c6 --- /dev/null +++ b/Users/natalie/Code/@projects/@magic-civilization/src/simulator/crates/mc-ai/src/tactical/mod.rs @@ -0,0 +1,360 @@ +//! `mc-ai::tactical` — tactical (per-turn) AI decisions. +//! +//! This module hosts the port of the GDScript tactical AI stack +//! (`simple_heuristic_ai.gd`, `ai_tactical.gd`, `ai_military.gd`) into Rust +//! per objective `p0-26`. It is the sibling of the strategic MCTS layer in +//! `crate::mcts_tree` — MCTS chooses the strategic direction, `tactical` +//! executes the per-turn unit/city decisions. +//! +//! # Surface +//! +//! The single entry point is [`decide_tactical_actions`]. Submodules +//! ([`movement`], [`settle`], [`production`], [`citizen`], [`combat_predict`]) +//! own individual decision domains and are assembled by the entry point. +//! Each submodule returns `Vec` so the top level is a straight +//! concatenation — no cross-talk between domains at the contract level. +//! +//! # State contract +//! +//! The tactical layer operates on [`TacticalState`] (from [`state`]) — a +//! hex-level snapshot of the world. The GPU-compact +//! [`crate::abstract_state::AbstractRolloutState`] remains the MCTS rollout +//! POD; tactical decisions cannot fit inside 256 bytes per turn because +//! they select specific units, cities, and tiles. +//! +//! # Action contract +//! +//! [`Action`] is the JSON-transport shape the GDExtension bridge +//! (`api-gdext::ai::GdAiController`) relays to GDScript. Variants mirror +//! the verbs the GDScript turn loop applied directly before the port. +//! Serde round-trip is a hard requirement: the bridge serializes each +//! action via `serde_json::to_string` and GDScript decodes it with +//! `JSON.parse_string`. + +pub(crate) mod citizen; +pub mod combat_predict; +pub(crate) mod movement; +pub(crate) mod production; +pub(crate) mod settle; +pub mod state; +pub mod thresholds; + +use std::time::Instant; + +use serde::{Deserialize, Serialize}; + +use crate::evaluator::ScoringWeights; +use crate::mcts::XorShift64; + +pub use state::{ + TacticalCity, TacticalEphemerals, TacticalMap, TacticalPlayerState, TacticalState, + TacticalTile, TacticalUnit, +}; + +/// A single tactical decision emitted by the per-turn AI. +/// +/// Variants are the union of verbs `simple_heuristic_ai.gd` and +/// `ai_tactical.gd` dispatched in a turn. Hex coordinates use axial +/// `(col, row)` pairs to match the GDScript engine's `(int, int)` hex +/// addressing. +/// +/// Serde round-trip is load-bearing: the bridge emits these as JSON +/// strings across the GDExtension boundary. +#[derive(Debug, Clone, Serialize, Deserialize)] +pub enum Action { + /// Move `unit_id` toward `to_hex` along the best path the movement + /// layer found this turn. + MoveUnit { + /// Engine-assigned unit identifier. + unit_id: u32, + /// Target axial hex `(col, row)`. + to_hex: (i32, i32), + }, + /// Engage `target_id` with `attacker_id`. Resolution is the combat + /// module's responsibility; this action is the decision only. + AttackTarget { + /// Engine-assigned attacker unit id. + attacker_id: u32, + /// Engine-assigned target unit id. + target_id: u32, + }, + /// Fortify `unit_id` in place for the defensive bonus. + Fortify { + /// Engine-assigned unit identifier. + unit_id: u32, + }, + /// Heal `unit_id` in place (skip turn to recover HP). + Heal { + /// Engine-assigned unit identifier. + unit_id: u32, + }, + /// Settle `settler_id` at `at_hex`, consuming the settler. + FoundCity { + /// Settler unit id. + settler_id: u32, + /// Axial hex `(col, row)` to found at. + at_hex: (i32, i32), + }, + /// Set `city_id`'s production queue head to `item_id` + /// (building/unit/wonder data-pack id). + SetProduction { + /// City identifier. + city_id: u32, + /// Data-pack production item id (e.g. `"dwarf_warrior"`, + /// `"building_forge"`). + item_id: String, + }, + /// Assign an unemployed citizen of `city_id` to work `tile_hex`. + AssignCitizen { + /// City identifier. + city_id: u32, + /// Worked tile axial hex `(col, row)`. + tile_hex: (i32, i32), + }, + /// Send `unit_id` to scout `to_hex` (exploration, not combat). + Scout { + /// Engine-assigned scout/unit id. + unit_id: u32, + /// Axial hex `(col, row)` to explore toward. + to_hex: (i32, i32), + }, + /// Issue a patrol order for `unit_id` with the given waypoint loop. + IssuePatrol { + unit_id: u32, + waypoints: Vec<(i32, i32)>, + }, +} + +/// Compute the full set of tactical actions for the player whose turn it +/// is (`state.current_player`) given the hex-level [`TacticalState`] and +/// that player's [`ScoringWeights`]. +/// +/// This is the single entry point the `api-gdext::ai::GdAiController` +/// bridge calls once per AI-controlled player per turn. The order below +/// is stable — port teammates may refine ordering, but the bridge and +/// regression suite depend on the concatenation boundary. +/// +/// `deadline` is an optional wall-clock deadline (computed once by the +/// caller). When `Some(t)`, the loop checks `Instant::now() >= t` between +/// submodule calls and also inside any per-unit / per-city iteration within +/// the submodules via `budget_deadline`. Partial work is returned — the +/// caller always receives whatever actions were completed before the +/// deadline fired. `None` is the legacy unbounded path (default when the +/// env var is unset). See p1-22. +/// +/// Stable submodule order: +/// 1. [`movement::decide_movement`] +/// 2. [`combat_predict::decide_combat`] +/// 3. [`settle::decide_settle`] +/// 4. [`production::decide_production`] +/// 5. [`citizen::decide_citizens`] +pub fn decide_tactical_actions( + state: &TacticalState, + weights: &ScoringWeights, + rng: &mut XorShift64, + deadline: Option, +) -> Vec { + let is_expired = |dl: &Option| -> bool { + dl.map_or(false, |d| Instant::now() >= d) + }; + + let mut actions = Vec::new(); + actions.extend(movement::decide_movement(state, weights, rng, deadline)); + if is_expired(&deadline) { + return actions; + } + actions.extend(combat_predict::decide_combat(state, weights, rng)); + if is_expired(&deadline) { + return actions; + } + actions.extend(settle::decide_settle(state, weights, rng, deadline)); + if is_expired(&deadline) { + return actions; + } + actions.extend(production::decide_production(state, weights, rng, deadline)); + if is_expired(&deadline) { + return actions; + } + actions.extend(citizen::decide_citizens(state, weights, rng, deadline)); + actions +} + +#[cfg(test)] +mod tests { + use std::time::{Duration, Instant}; + + use crate::evaluator::ScoringWeights; + use crate::mcts::XorShift64; + use crate::tactical::{ + decide_tactical_actions, Action, TacticalCity, TacticalMap, TacticalPlayerState, + TacticalState, TacticalTile, TacticalUnit, + }; + + #[test] + fn tactical_module_compiles() { + // Smoke test — the module's type surface must compile and load. + // Real coverage comes from per-submodule ports (tasks #4-#7), + // `state.rs` round-trip tests, and the regression suite + // (task #9). + assert!(true); + } + + /// Build a state with many units and cities so that the unbounded path + /// would visit every unit-city pair in the tactical submodules. + fn large_state(n_units: u32, n_cities: u32) -> TacticalState { + let mut tiles = Vec::new(); + for row in 0i32..30 { + for col in 0i32..30 { + tiles.push(TacticalTile { + hex: (col, row), + biome: "plains".into(), + yields: (2, 1, 0), + resource: None, + is_coast: false, + owner: if col < 15 { Some(0) } else { Some(1) }, + }); + } + } + let map = TacticalMap { width: 30, height: 30, tiles }; + + let units_p0: Vec = (0..n_units) + .map(|i| TacticalUnit { + id: i, + kind: "warrior".into(), + hex: ((i % 15) as i32, (i / 15) as i32), + hp: 10, + hp_max: 10, + moves_left: 2, + fortified: false, + can_found_city: false, + patrol_order: None, + ..Default::default() + }) + .collect(); + + let units_p1: Vec = (0..n_units) + .map(|i| TacticalUnit { + id: n_units + i, + kind: "warrior".into(), + hex: (15 + (i % 15) as i32, (i / 15) as i32), + hp: 10, + hp_max: 10, + moves_left: 2, + fortified: false, + can_found_city: false, + patrol_order: None, + ..Default::default() + }) + .collect(); + + let cities_p0: Vec = (0..n_cities) + .map(|i| TacticalCity { + id: i, + hex: ((i * 2) as i32, 0), + population: 3, + tiles_worked: Vec::new(), + production_queue: Vec::new(), + buildings: Vec::new(), + health: 25, + is_capital: i == 0, + }) + .collect(); + + let cities_p1: Vec = (0..n_cities) + .map(|i| TacticalCity { + id: n_cities + i, + hex: (15 + (i * 2) as i32, 0), + population: 3, + tiles_worked: Vec::new(), + production_queue: Vec::new(), + buildings: Vec::new(), + health: 25, + is_capital: i == 0, + }) + .collect(); + + TacticalState { + current_player: 0, + turn: 50, + map, + players: vec![ + TacticalPlayerState { + index: 0, + clan_id: "blackhammer".into(), + gold: 100, + happiness_pool: 0, + units: units_p0, + cities: cities_p0, + researched_techs: Vec::new(), + relations: vec![0, -1], + strategic_axes: Default::default(), + race_id: None, + strategic_resources: Vec::new(), + }, + TacticalPlayerState { + index: 1, + clan_id: "ironhold".into(), + gold: 100, + happiness_pool: 0, + units: units_p1, + cities: cities_p1, + researched_techs: Vec::new(), + relations: vec![-1, 0], + strategic_axes: Default::default(), + race_id: None, + strategic_resources: Vec::new(), + }, + ], + unit_catalog: Vec::new(), + difficulty_threshold_mult: 1.0, + } + } + + /// p1-22 regression: the tactical path must respect a wall-clock budget. + /// + /// Construct a state large enough that the unbounded path would iterate + /// many units and city–tile pairs, then set a 50ms deadline. The call + /// must return within 500ms regardless of state size, and must produce + /// at least one action (partial work counts). Mirrors the pattern from + /// `mcts_tree.rs::simulate_parallel_respects_wall_clock_budget`. + #[test] + fn tactical_budget_respected() { + // 100 units × 10 cities × 900-tile map = non-trivial scan cost unbounded. + let state = large_state(100, 10); + let weights = ScoringWeights::default(); + let mut rng = XorShift64::new(0xDEAD_BEEF); + + let deadline = Some(Instant::now() + Duration::from_millis(50)); + + let wall_start = Instant::now(); + let actions = decide_tactical_actions(&state, &weights, &mut rng, deadline); + let elapsed = wall_start.elapsed(); + + assert!( + elapsed < Duration::from_millis(500), + "tactical path with 50ms budget should return in <500ms; elapsed={elapsed:?}" + ); + // Partial work is fine — but the first submodule (movement) should + // have produced at least one action before the budget fired. + assert!( + !actions.is_empty(), + "expected at least one action before budget fired; got none" + ); + } + + /// Unbounded path (deadline=None) must still return all actions and not + /// regress on a small state. This is the legacy default behavior guard. + #[test] + fn tactical_unbounded_produces_actions_on_small_state() { + let state = large_state(3, 1); + let weights = ScoringWeights::default(); + let mut rng = XorShift64::new(42); + + let actions = decide_tactical_actions(&state, &weights, &mut rng, None); + // Small state: 3 units, 1 city per player. Movement + production should fire. + assert!( + !actions.is_empty(), + "unbounded path should produce actions on a small state" + ); + } +} diff --git a/Users/natalie/Code/@projects/@magic-civilization/src/simulator/crates/mc-ai/src/tactical/state.rs b/Users/natalie/Code/@projects/@magic-civilization/src/simulator/crates/mc-ai/src/tactical/state.rs new file mode 100644 index 00000000..1312dc9a --- /dev/null +++ b/Users/natalie/Code/@projects/@magic-civilization/src/simulator/crates/mc-ai/src/tactical/state.rs @@ -0,0 +1,480 @@ +//! Hex-level tactical state consumed by [`super::decide_tactical_actions`]. +//! +//! This type tree is the tactical AI's view of the world. It is richer than +//! the GPU-compact [`crate::abstract_state::AbstractRolloutState`] (which +//! stays the MCTS rollout POD) and carries the per-unit / per-city / per-hex +//! data the ported GDScript AI needs to express a turn's decisions. +//! +//! # Serde contract +//! +//! Every struct derives `Serialize + Deserialize + PartialEq` — the +//! GDExtension bridge (`api-gdext::ai::GdAiController`) round-trips +//! `TacticalState` across the FFI boundary as JSON. `PartialEq` exists so +//! regression tests (task #9) can snapshot state before/after port. +//! +//! # Hex addressing +//! +//! All coordinates are axial `(col, row)` pairs matching the GDScript engine +//! convention (`src/game/engine/src/hex_math.gd`). The `TacticalMap::tiles` +//! vector is row-major and carries `width * height` entries — the bridge is +//! responsible for populating in a stable order so `PartialEq` works. + +use std::collections::BTreeMap; + +use serde::{Deserialize, Serialize}; + +/// Top-level tactical state passed to [`super::decide_tactical_actions`]. +#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)] +pub struct TacticalState { + /// Slot index of the player whose turn is being decided. + pub current_player: u8, + /// Game turn number at the point of decision. + pub turn: u32, + /// Full map state including terrain, yields, and ownership. + pub map: TacticalMap, + /// Per-player slots. Indexed by `TacticalPlayerState::index`. + pub players: Vec, + /// Catalog of producible military units with tier + tech gate, populated + /// from `units/*.json` by the GDExtension bridge. Consumed by + /// `tactical::production::pick_best_melee` to select tier-N units as tech + /// unlocks (p0-39). Empty vec falls back to tier-1 `warrior` only. + #[serde(default)] + pub unit_catalog: Vec, + /// Multiplicative scalar applied on top of all personality-axis-derived + /// thresholds (p0-24). Easy < 1.0 (overcommits), Hard > 1.0 (waits for + /// real superiority). Defaults to 1.0 (normal / unset). Populated from + /// `difficulty.json::ai_modifiers.difficulty_threshold_mult` by the bridge. + #[serde(default = "default_threshold_mult")] + pub difficulty_threshold_mult: f32, +} + +fn default_threshold_mult() -> f32 { + 1.0 +} + +/// Hex map with row-major tile storage. +#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)] +pub struct TacticalMap { + /// Grid width in hexes (column count). + pub width: u32, + /// Grid height in hexes (row count). + pub height: u32, + /// Row-major tile data, length `width * height`. + pub tiles: Vec, +} + +/// A single map tile. +#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)] +pub struct TacticalTile { + /// Axial `(col, row)` coordinates. + pub hex: (i32, i32), + /// Biome id as defined in `public/games/age-of-dwarves/data/biomes.json`. + pub biome: String, + /// `(food, production, gold)` yields before city / improvement bonuses. + pub yields: (u32, u32, u32), + /// Deposit / resource id present on the tile, if any + /// (e.g. `"iron_ore"`, `"gold_vein"`). + pub resource: Option, + /// Whether the tile is adjacent to ocean / lake water. + pub is_coast: bool, + /// Owning player slot, if any. Unowned tiles are `None`. + pub owner: Option, +} + +/// Per-player state: economy, units, cities, diplomacy, research. +#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)] +pub struct TacticalPlayerState { + /// Slot index. Must equal the index of this struct inside + /// [`TacticalState::players`]. + pub index: u8, + /// Personality id from `ai_personalities.json` (e.g. `"blackhammer"`). + pub clan_id: String, + /// Treasury, signed to permit transient deficits while the turn is being + /// decided. + pub gold: i32, + /// Happiness pool — preserved from the old `AbstractRolloutState` signal + /// so the citizen / production submodules can keep the food-floor check. + pub happiness_pool: i32, + /// All units owned by this player. + pub units: Vec, + /// All cities owned by this player. + pub cities: Vec, + /// Tech ids this player has researched (for gating `Action::SetProduction`). + pub researched_techs: Vec, + /// Diplomatic relations per opponent slot. `<0` war, `0` peace, `>0` + /// friend. Self-slot is 0. + pub relations: Vec, + /// Race id (e.g. `"dwarf"`, `"human"`). `None` for fixtures predating + /// race-gated unit selection. Consumed by + /// `tactical::production::pick_best_melee` to filter units whose + /// `race_required` doesn't match. + #[serde(default)] + pub race_id: Option, + /// Strategic resource ids the player currently controls (tiles they own + /// that provide `iron_ore`, `horses`, etc.). Consumed by + /// `tactical::production::pick_best_melee` to filter units whose + /// `requires_resource` isn't available. + #[serde(default)] + pub strategic_resources: Vec, + /// Clan personality axes on the `1..=10` scale (neutral = 5). Consumed by + /// `tactical::thresholds` for personality-emergent posture / retreat / + /// chase / siege thresholds (p0-37). Empty map = baseline (axis=5 for + /// every axis) for back-compat with fixtures predating this field. + /// + /// Flexible deserializer accepts GDScript's float-formatted integers + /// (`JSON.stringify` emits `3.0` rather than `3`) without panic. + #[serde( + default, + deserialize_with = "mc_core::gd_compat::de_btreemap_string_i32_flexible" + )] + pub strategic_axes: BTreeMap, +} + +/// A unit on the map. +#[derive(Debug, Clone, Default, Serialize, Deserialize, PartialEq)] +pub struct TacticalUnit { + /// Engine-assigned unique id — matches `Action::MoveUnit::unit_id`. + pub id: u32, + /// Unit kind id (e.g. `"warrior"`, `"founder"`, `"scout"`, or race-prefixed + /// like `"dwarf_warrior"`). Both generic and race-prefixed kinds coexist; + /// see `data/units/.json` (generic) and `resources/units/_.json` + /// (race-specific). For founder detection prefer `is_founder()` over a + /// kind-string match — clan-themed founders like `"dwarf_tribe"` carry the + /// `can_found_city` flag and would be missed by string match. + pub kind: String, + /// Current axial `(col, row)` position. + pub hex: (i32, i32), + /// Current hit points. + pub hp: u32, + /// Max hit points (for healing / damage-prediction math). + pub hp_max: u32, + /// Remaining movement points this turn. + pub moves_left: u32, + /// Fortify-in-place flag. + pub fortified: bool, + /// True when this unit can found a city — data-driven from the engine's + /// `unit.can_found_city` flag. NEVER match on `kind` string alone because + /// clan-themed founder units (e.g. `"dwarf_tribe"`) DO NOT literally spell + /// "settler" or "founder". Default `false` for serde back-compat with + /// fixtures that predate this field. + #[serde(default)] + pub can_found_city: bool, + /// Active patrol standing order waypoints, if any. `None` means idle or fortified. + /// Stored as waypoint list only (no cursor/mode) so the AI can score IssuePatrol + /// without depending on mc-turn. The full `PatrolOrder` lives on `MapUnit` in mc-turn. + #[serde(default)] + pub patrol_order: Option>, +} + +impl TacticalUnit { + /// True when this unit can found a city. Checks the data-driven flag first; + /// falls back to kind-string matching for test fixtures that omit the flag. + pub fn is_founder(&self) -> bool { + self.can_found_city || matches!(self.kind.as_str(), "settler" | "founder") + } +} + +/// Specification for a producible military unit — carries enough data for the +/// production layer to select tier-appropriate units as tech unlocks (p0-39). +/// +/// Populated from `public/games/age-of-dwarves/data/units/*.json` by the +/// GDExtension bridge and handed through on every `TacticalState`. Empty vec = +/// back-compat (tier-1 fallback only) for fixtures predating p0-39. +#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)] +pub struct TacticalUnitSpec { + /// Unit id (e.g. `"warrior"`, `"pikeman"`). + pub id: String, + /// Tier on the 1..N content ladder. + pub tier: u32, + /// Tech gate — unit is buildable when the player has researched this id. + /// `None` means always available (tier-1 starting units). + pub tech_required: Option, + /// Unit-type classification mirroring `units/*.json::unit_type`: + /// `"military"` | `"worker"` | `"founder"` | `"scout"` | … + pub unit_type: String, + /// Strategic resource gate — unit buildable only when the player owns at + /// least one tile providing this resource id (e.g. `"iron_ore"` for + /// cavalry). `None` means no resource requirement. Filtered by + /// `tactical::production::pick_best_melee` to avoid queueing units the + /// engine's strategic-gate check will reject. + #[serde(default)] + pub requires_resource: Option, + /// Race gate — unit buildable only when the player's race matches this id + /// (e.g. `"dwarf"` for berserker / ironwarden / forge_titan). `None` + /// means no race restriction. + #[serde(default)] + pub race_required: Option, + /// Clan IDs that prefer this unit (e.g. `["ironhold", "deepforge"]` for + /// `mountain_king`). Drives clan personality differentiation in the + /// production picker (p1-37). Empty vec = neutral / shared by all clans. + #[serde(default)] + pub clan_affinity: Vec, + /// Archetype label mirroring `units/*.json::archetype`: + /// `"light_melee"` | `"heavy_melee"` | `"anti_cavalry"` | `"ranged"` | + /// `"siege"` | `"cavalry_walker"` | `"wild"` | `"civilian"`. `None` for + /// fixtures predating p1-34. + #[serde(default)] + pub archetype: Option, +} + +/// A city. +#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)] +pub struct TacticalCity { + /// Engine-assigned unique id — matches `Action::SetProduction::city_id`. + pub id: u32, + /// City-center axial `(col, row)`. + pub hex: (i32, i32), + /// Current population. + pub population: u32, + /// Axial hexes currently worked by this city's citizens. Used by the + /// citizen-assignment submodule to avoid double-assigning tiles. + pub tiles_worked: Vec<(i32, i32)>, + /// Production queue of item ids, head at index 0. + pub production_queue: Vec, + /// Building ids already constructed in this city. The production picker + /// reads this to skip duplicates. + pub buildings: Vec, + /// City HP for siege / damage-prediction math. + pub health: u32, + /// Whether this city is the player's capital. + pub is_capital: bool, +} + +/// Per-turn ephemeral state passed to `GdAiController::decide_actions` after +/// the tile catalog has been moved into the Rust-resident `TacticalMap`. +/// +/// This struct carries everything that changes every turn but excludes the +/// map tiles (which are held in `GdAiController::cached_map` and only pushed +/// once at game-start via `set_map` + incrementally via `update_tile`). +/// +/// `decide_actions` parses this from JSON and assembles a full `TacticalState` +/// by combining it with the cached `TacticalMap`. +#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)] +pub struct TacticalEphemerals { + /// Slot index of the player whose turn is being decided. + pub current_player: u8, + /// Game turn number at the point of decision. + pub turn: u32, + /// Per-player slots. Indexed by `TacticalPlayerState::index`. + pub players: Vec, + /// Catalog of producible military units (see `TacticalState::unit_catalog`). + #[serde(default)] + pub unit_catalog: Vec, + /// Difficulty threshold multiplier (see `TacticalState::difficulty_threshold_mult`). + #[serde(default = "default_threshold_mult")] + pub difficulty_threshold_mult: f32, +} + +impl TacticalEphemerals { + /// Combine with a cached `TacticalMap` to produce a full `TacticalState` + /// ready for `decide_tactical_actions`. + pub fn into_tactical_state(self, map: TacticalMap) -> TacticalState { + TacticalState { + current_player: self.current_player, + turn: self.turn, + map, + players: self.players, + unit_catalog: self.unit_catalog, + difficulty_threshold_mult: self.difficulty_threshold_mult, + } + } +} + +#[cfg(test)] +mod tests { + use super::*; + + fn non_trivial_state() -> TacticalState { + let tiles: Vec = (0..10) + .flat_map(|row| { + (0..10).map(move |col| TacticalTile { + hex: (col, row), + biome: if (col + row) % 3 == 0 { "hills" } else { "plains" }.into(), + yields: (2, 1, 0), + resource: if col == 3 && row == 3 { Some("iron_ore".into()) } else { None }, + is_coast: col == 0 || col == 9, + owner: if col < 3 { + Some(0) + } else if col > 6 { + Some(1) + } else { + None + }, + }) + }) + .collect(); + + let units = vec![ + TacticalUnit { + id: 1, + kind: "warrior".into(), + hex: (1, 1), + hp: 10, + hp_max: 10, + moves_left: 2, + fortified: false, + can_found_city: false, + patrol_order: None, + ..Default::default() + }, + TacticalUnit { + id: 2, + kind: "settler".into(), + hex: (2, 2), + hp: 5, + hp_max: 5, + moves_left: 2, + fortified: false, + can_found_city: false, + patrol_order: None, + ..Default::default() + }, + TacticalUnit { + id: 3, + kind: "scout".into(), + hex: (1, 2), + hp: 6, + hp_max: 6, + moves_left: 3, + fortified: false, + can_found_city: false, + patrol_order: None, + ..Default::default() + }, + TacticalUnit { + id: 4, + kind: "warrior".into(), + hex: (8, 8), + hp: 8, + hp_max: 10, + moves_left: 0, + fortified: true, + can_found_city: false, + patrol_order: None, + ..Default::default() + }, + ]; + + let cities = vec![ + TacticalCity { + id: 10, + hex: (1, 1), + population: 3, + tiles_worked: vec![(0, 1), (1, 0), (2, 1)], + production_queue: vec!["warrior".into()], + buildings: vec!["granary".into()], + health: 25, + is_capital: true, + }, + TacticalCity { + id: 20, + hex: (8, 8), + population: 2, + tiles_worked: vec![(7, 8), (8, 7)], + production_queue: vec!["forge".into(), "warrior".into()], + buildings: Vec::new(), + health: 20, + is_capital: true, + }, + ]; + + TacticalState { + current_player: 0, + turn: 42, + map: TacticalMap { + width: 10, + height: 10, + tiles, + }, + players: vec![ + TacticalPlayerState { + index: 0, + clan_id: "blackhammer".into(), + gold: 100, + happiness_pool: 3, + units: units.iter().take(3).cloned().collect(), + cities: cities.iter().take(1).cloned().collect(), + researched_techs: vec!["bronze_working".into()], + relations: vec![0, -1], + strategic_axes: ::std::collections::BTreeMap::new(), + race_id: None, + strategic_resources: Vec::new(), + }, + TacticalPlayerState { + index: 1, + clan_id: "goldbeard".into(), + gold: 60, + happiness_pool: -1, + units: units.iter().skip(3).cloned().collect(), + cities: cities.iter().skip(1).cloned().collect(), + researched_techs: Vec::new(), + relations: vec![-1, 0], + strategic_axes: ::std::collections::BTreeMap::new(), + race_id: None, + strategic_resources: Vec::new(), + }, + ], + unit_catalog: Vec::new(), + difficulty_threshold_mult: 1.0, + } + } + + #[test] + fn tactical_state_roundtrips_through_json() { + let state = non_trivial_state(); + let json = serde_json::to_string(&state).expect("serialize"); + let back: TacticalState = serde_json::from_str(&json).expect("deserialize"); + assert_eq!(state, back); + // Sanity: the serialized form actually contains the expected 100 tiles. + assert_eq!(state.map.tiles.len(), 100); + assert_eq!(state.players.len(), 2); + assert_eq!(state.players[0].units.len(), 3); + } + + #[test] + fn empty_tactical_state_roundtrips() { + let empty = TacticalState { + current_player: 0, + turn: 0, + map: TacticalMap { + width: 0, + height: 0, + tiles: Vec::new(), + }, + players: Vec::new(), + unit_catalog: Vec::new(), + difficulty_threshold_mult: 1.0, + }; + let json = serde_json::to_string(&empty).expect("serialize"); + let back: TacticalState = serde_json::from_str(&json).expect("deserialize"); + assert_eq!(empty, back); + } + + #[test] + fn action_roundtrips_through_json() { + use crate::tactical::Action; + let variants = vec![ + Action::MoveUnit { unit_id: 1, to_hex: (3, 4) }, + Action::AttackTarget { attacker_id: 1, target_id: 2 }, + Action::Fortify { unit_id: 5 }, + Action::Heal { unit_id: 7 }, + Action::FoundCity { settler_id: 9, at_hex: (-2, 3) }, + Action::SetProduction { + city_id: 10, + item_id: "forge".into(), + }, + Action::AssignCitizen { + city_id: 10, + tile_hex: (1, 0), + }, + Action::Scout { unit_id: 3, to_hex: (0, 5) }, + ]; + for a in &variants { + let json = serde_json::to_string(a).expect("serialize"); + let back: Action = serde_json::from_str(&json).expect("deserialize"); + // Action doesn't derive PartialEq — re-serialize and compare strings. + let back_json = serde_json::to_string(&back).expect("re-serialize"); + assert_eq!(json, back_json, "action variant lost fidelity: {a:?}"); + } + } +}