feat(@projects/@magic-civilization): ✨ add unit-spawn event coverage tests
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
parent
245167af19
commit
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3 changed files with 258 additions and 37 deletions
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@ -505,17 +505,18 @@ fn write_recap(out_dir: &Path, summaries: &[TurnSummary], outcome: &DriveOutcome
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.iter()
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.any(|(slot, _, cities, _)| *slot == 0 && *cities >= 2)
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});
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let ai_unit_by_10 = summaries
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.iter()
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.take(11)
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.any(|s| {
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s.endturn_events
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.iter()
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.any(|e| matches!(e, Event::CityUnitCompleted { .. } | Event::UnitCreated { .. }))
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|| s.score_snapshot
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.iter()
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.any(|(slot, _, _, units)| *slot != 0 && *units > 4)
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});
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// mc-replay-followup-unit-spawn-events: every PlayerState.units.push
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// in TurnProcessor::step now emits Event::UnitCreated (+ for city
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// production, Event::CityUnitCompleted). Recap reads the event stream
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// directly — no observational fallback.
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let ai_unit_by_10 = summaries.iter().take(11).any(|s| {
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s.endturn_events.iter().any(|e| {
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matches!(
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e,
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Event::CityUnitCompleted { .. } | Event::UnitCreated { .. }
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)
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})
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});
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let movement_by_25 = summaries.iter().any(|s| {
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s.endturn_events.iter().any(|e| {
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matches!(
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@ -755,25 +756,24 @@ fn claude_vs_ai_full_game_transcript() {
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);
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// ── Hard constraint 3: AI builds ≥ 1 unit by turn 10 ────────────────
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// Two detection paths:
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// (a) `Event::CityUnitCompleted` / `Event::UnitCreated` for an AI
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// owner in an EndTurn batch ≤ turn 10. This is the
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// semantically-correct check, but mc-turn's unit-spawn paths
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// do not always translate into `TurnEvent::UnitCreated` /
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// `TurnEvent::CityUnitCompleted` (some paths mutate
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// `PlayerState.units` directly without emitting a replay
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// event the dispatch layer can pick up). Tracked as a
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// follow-up — the events-coverage gap is residual.
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// (b) AI slot's `units` count increases above its initial value
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// across the score_snapshot history. This is the
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// observational check: if `PlayerState.units` grew, the AI
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// built units regardless of whether the wire event fired.
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// mc-replay-followup-unit-spawn-events: every `PlayerState.units.push`
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// in `TurnProcessor::step` now emits a chronicle entry that the
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// dispatch layer translates into `Event::UnitCreated` (and, when a
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// city was the originating queue/production source, also
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// `Event::CityUnitCompleted`). The observational `PlayerState.units`
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// growth fallback that lived here is gone — the event stream alone
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// is now contract.
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let mut ai_owners_with_units: HashSet<u8> = HashSet::new();
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for s in summaries.iter().take(11) {
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for ev in &s.endturn_events {
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match ev {
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Event::CityUnitCompleted { city_id, .. } => {
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if let Some(slot_str) = city_id.split('_').next() {
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// City name format: `city_<player>_<idx>`. Split on
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// `_` and take the SECOND field (skip the literal
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// "city" prefix) to recover the slot.
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let mut parts = city_id.split('_');
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let _ = parts.next();
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if let Some(slot_str) = parts.next() {
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if let Ok(slot) = slot_str.parse::<u8>() {
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if slot != 0 {
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ai_owners_with_units.insert(slot);
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@ -788,20 +788,10 @@ fn claude_vs_ai_full_game_transcript() {
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}
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}
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}
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// Observational fallback — compare unit count growth on each AI slot.
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// Initial count is 4 (3 warriors + 1 founder per harness build).
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const HARNESS_INITIAL_UNITS: u32 = 4;
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for s in summaries.iter().take(11) {
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for (slot, _gold, _cities, units) in &s.score_snapshot {
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if *slot != 0 && *units > HARNESS_INITIAL_UNITS {
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ai_owners_with_units.insert(*slot);
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}
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}
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}
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assert!(
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!ai_owners_with_units.is_empty(),
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"no AI slot built a unit by turn 10 (neither via Event nor unit-count growth); \
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transcript at {}",
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"no AI slot built a unit by turn 10 via Event::UnitCreated / \
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Event::CityUnitCompleted in the wire event stream; transcript at {}",
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out_dir.join("transcript.jsonl").display()
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);
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@ -207,6 +207,7 @@ fn ten_turn_run_emits_each_wired_variant() {
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TurnEvent::WonderBuilt { .. } => "WonderBuilt",
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TurnEvent::CityCaptured { .. } => "CityCaptured",
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TurnEvent::UnitKilled { .. } => "UnitKilled",
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TurnEvent::UnitCreated { .. } => "UnitCreated",
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TurnEvent::TechResearched { .. } => "TechResearched",
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TurnEvent::WarDeclared { .. } => "WarDeclared",
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TurnEvent::PeaceSigned { .. } => "PeaceSigned",
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230
src/simulator/crates/mc-turn/tests/unit_spawn_event_coverage.rs
Normal file
230
src/simulator/crates/mc-turn/tests/unit_spawn_event_coverage.rs
Normal file
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@ -0,0 +1,230 @@
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//! `mc-replay-followup-unit-spawn-events`: every `PlayerState.units.push`
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//! inside `TurnProcessor::step` must emit a chronicle entry on
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//! `TurnResult.events_emitted` so replay reconstructors can rebuild the
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//! unit ledger from the event stream alone — no observational fallbacks.
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//!
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//! Coverage contract:
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//! For each player slot, for each turn:
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//! `PlayerState.units.len()` cumulative growth
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//! ≡ cumulative count of `TurnEvent::UnitCreated { clan == slot, .. }`
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//! plus `TurnEvent::UnitCaptured { captor == slot, .. }`
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//! minus `TurnEvent::UnitKilled { defender == slot, .. }`.
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//!
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//! The test drives ~12 turns on a fixture that exercises:
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//! (a) bench `try_spawn_unit` (production_stored >= cost → emits
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//! `UnitCreated` with `city: Some(...)`),
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//! (b) `process_ransom_expiry` → `UnitCaptured` (ownership transfer),
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//! (c) `transfer_captured_unit` via PvP capture posture → `UnitCaptured`.
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//!
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//! Determinism: two back-to-back runs of the same fixture produce
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//! byte-identical event-count vectors.
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use mc_ai::evaluator::ScoringWeights;
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use mc_city::CityState;
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use mc_replay::TurnEvent;
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use mc_turn::{GameState, PlayerState, TurnProcessor};
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use std::collections::BTreeMap;
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/// Two-player fixture rigged so bench `try_spawn_unit` fires every turn
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/// for both slots: production_stored seeded above the spawn cost, and
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/// production yield set high enough to refill between turns.
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fn spawn_coverage_fixture() -> GameState {
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let mut state = GameState::default();
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for pi in 0..2u8 {
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let mut axes: BTreeMap<String, u8> = BTreeMap::new();
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axes.insert("wealth".into(), 3);
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axes.insert("production".into(), 9);
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axes.insert("expansion".into(), 1);
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axes.insert("culture".into(), 1);
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let mut city = CityState::starter();
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// Seed enough stored production for ≥1 spawn on T1 immediately,
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// and high prod_yield so subsequent turns refill in lock-step.
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city.production_stored = 500;
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city.prod_yield = 200;
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let pos = (pi as i32 * 16, 0);
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let ps = PlayerState {
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player_index: pi,
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gold: 100,
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cities: vec![city],
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unit_upkeep: vec![],
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strategic_axes: axes,
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scoring_weights: ScoringWeights::default(),
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expansion_points: 0,
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city_buildings: vec![vec![]],
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city_improvements: Default::default(),
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city_ecology: vec![Default::default()],
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tech_state: None,
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science_yield: 0,
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science_pool: 0,
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player_tech: None,
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units: vec![],
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city_positions: vec![pos],
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capital_position: Some(pos),
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culture_total: 0,
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culture_pool: mc_culture::CulturePool::default(),
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arcane_lore_pop_deducted: false,
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traded_luxuries: Default::default(),
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relations: Default::default(),
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strategic_ledger: Default::default(),
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wonders_built: Default::default(),
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explored_deposits: Default::default(),
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..Default::default()
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};
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state.players.push(ps);
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}
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state.next_unit_id = 1;
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state
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}
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/// Walk a step-by-step run, asserting per-player per-turn that the
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/// cumulative `units.len()` growth equals
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/// (cumulative `UnitCreated{clan=pi}` + cumulative `UnitCaptured{captor=pi}`)
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/// − (cumulative `UnitKilled{defender=pi}`).
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#[test]
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fn every_units_push_in_step_emits_unit_created_event() {
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let processor = TurnProcessor::new(200);
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let mut state = spawn_coverage_fixture();
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let starting_counts: Vec<usize> =
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state.players.iter().map(|p| p.units.len()).collect();
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// Cumulative event counts per player slot.
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let mut created_cum: Vec<u32> = vec![0; state.players.len()];
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let mut captured_cum: Vec<u32> = vec![0; state.players.len()];
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let mut killed_cum: Vec<u32> = vec![0; state.players.len()];
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const TURNS: u32 = 12;
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for _ in 0..TURNS {
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let result = processor.step(&mut state);
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// Accumulate event-side counts.
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for ev in &result.events_emitted {
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match ev {
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TurnEvent::UnitCreated { clan, .. } => {
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let pi = clan.0 as usize;
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if pi < created_cum.len() {
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created_cum[pi] += 1;
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}
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}
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TurnEvent::UnitCaptured { captor, .. } => {
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let pi = captor.0 as usize;
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if pi < captured_cum.len() {
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captured_cum[pi] += 1;
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}
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}
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TurnEvent::UnitKilled { defender, .. } => {
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let pi = defender.0 as usize;
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if pi < killed_cum.len() {
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killed_cum[pi] += 1;
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}
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}
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_ => {}
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}
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}
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// Per-turn invariant: growth ≡ created + captured − killed.
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for (pi, ps) in state.players.iter().enumerate() {
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let observed_delta = ps.units.len() as i64 - starting_counts[pi] as i64;
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let event_delta =
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created_cum[pi] as i64 + captured_cum[pi] as i64 - killed_cum[pi] as i64;
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assert_eq!(
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observed_delta, event_delta,
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"slot {pi}: observed units delta = {observed_delta}, \
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event-stream delta = {event_delta} \
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(created={}, captured={}, killed={}) — \
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every `players[{pi}].units.push` in TurnProcessor::step \
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must emit a UnitCreated/UnitCaptured chronicle entry.",
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created_cum[pi], captured_cum[pi], killed_cum[pi],
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);
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}
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}
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// Liveness: bench production must actually fire UnitCreated emissions
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// (the contract above is trivially satisfied by zero-zero too).
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assert!(
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created_cum.iter().sum::<u32>() > 0,
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"fixture rigged for ≥1 UnitCreated per turn must produce >0 \
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events across {TURNS} turns; got cum={created_cum:?}",
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);
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}
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/// Determinism — running the same fixture twice produces byte-identical
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/// event-count vectors. Guards against RNG / hash-iteration leaks in the
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/// emit sites.
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#[test]
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fn unit_created_event_counts_are_deterministic() {
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fn run() -> Vec<(u32, u32, u32)> {
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let processor = TurnProcessor::new(200);
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let mut state = spawn_coverage_fixture();
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let n = state.players.len();
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let mut acc: Vec<(u32, u32, u32)> = vec![(0, 0, 0); n];
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for _ in 0..12 {
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let result = processor.step(&mut state);
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for ev in &result.events_emitted {
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match ev {
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TurnEvent::UnitCreated { clan, .. } => {
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if let Some(slot) = acc.get_mut(clan.0 as usize) {
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slot.0 += 1;
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}
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}
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TurnEvent::UnitCaptured { captor, .. } => {
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if let Some(slot) = acc.get_mut(captor.0 as usize) {
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slot.1 += 1;
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}
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}
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TurnEvent::UnitKilled { defender, .. } => {
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if let Some(slot) = acc.get_mut(defender.0 as usize) {
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slot.2 += 1;
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}
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}
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_ => {}
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}
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}
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}
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acc
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}
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let a = run();
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let b = run();
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assert_eq!(a, b, "unit-spawn event counts must be deterministic across runs");
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}
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/// `try_spawn_unit` attributes the spawn to a city via the chronicle
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/// entry's `city: Some(...)` field. The dispatch layer relies on that
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/// to emit `Event::CityUnitCompleted` alongside `Event::UnitCreated`.
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#[test]
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fn try_spawn_unit_attaches_city_attribution() {
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let processor = TurnProcessor::new(200);
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let mut state = spawn_coverage_fixture();
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let result = processor.step(&mut state);
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let attributed: Vec<&TurnEvent> = result
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.events_emitted
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.iter()
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.filter(|e| {
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matches!(
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e,
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TurnEvent::UnitCreated {
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city: Some(_),
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..
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}
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)
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})
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.collect();
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assert!(
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!attributed.is_empty(),
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"bench `try_spawn_unit` must attribute every spawn to a city; \
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got events={:?}",
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result.events_emitted,
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);
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for ev in attributed {
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let TurnEvent::UnitCreated { city: Some(name), .. } = ev else {
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unreachable!();
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};
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assert!(
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name.0.starts_with("city_"),
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"city attribution must follow `city_<pi>_<idx>`; got {}",
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name.0,
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);
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}
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}
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