feat(api-gdext): ✨ Introduce Lair module with Rust implementation to extend simulator API capabilities
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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src/simulator/api-gdext/src/lair.rs
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310
src/simulator/api-gdext/src/lair.rs
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//! p3-10a — `GdLair` GDExtension bridge over `mc_combat::lair::resolve_assault`.
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//!
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//! Presentation-only wrapper (Rail 3): GDScript reads the authored JSON
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//! (attacker stack, lair defenders, the tier loot table from
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//! `public/resources/lairs/loot/tier_NN.json`), passes the strings in, and the
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//! bridge parses → `LairAssaultParams` → `mc_combat::resolve_assault` → a
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//! Godot `Dictionary` describing the outcome. The bridge does NO IO of its own;
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//! file reads stay on the GDScript side, exactly mirroring `GdLootRoller`.
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//!
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//! The combat math, posture bonus, and loot rolling all live in `mc-combat`
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//! (`resolve_assault`, `LAIR_DEFENDER_POSTURE_BONUS`) — the source of truth.
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//! This file only marshals data across the FFI boundary.
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//!
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//! The Assault / Siege / Raid UI mode picker is a godot-ui follow-up (a small
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//! modal that calls `assault()` for the Assault branch and shows Siege/Raid
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//! disabled until p3-10b/p3-10c land their dispatcher branches). It is NOT
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//! built here — this objective owns only the Rust bridge.
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use godot::prelude::*;
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use mc_combat::{
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resolve_assault, AssaultOutcome, LairAssaultParams, LairDefender, LootEntry, StackUnit,
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};
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use mc_combat::resolver::UnitStats;
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use mc_core::lair::LairId;
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/// One attacker/defender combatant as authored on the GDScript side: a stable
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/// `entity_id` (for reproducible loot seed mixing) plus the combat stat-line.
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/// Wire shape: `{ "entity_id": u32, "stats": { hp, max_hp, attack, ... } }`.
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#[derive(serde::Deserialize)]
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struct CombatantDoc {
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entity_id: u32,
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stats: UnitStats,
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}
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/// The tier loot file shape (`tier_NN.json`): only `loot_table` is consumed
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/// here; the other fields (`tier`, `id`, `description`) are documentation.
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#[derive(serde::Deserialize)]
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struct LootTierDoc {
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#[serde(default)]
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loot_table: Vec<LootEntry>,
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}
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/// Stateless GDExtension wrapper around the lair assault resolver.
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#[derive(GodotClass)]
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#[class(base=RefCounted)]
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pub struct GdLair {
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base: Base<RefCounted>,
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}
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#[godot_api]
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impl IRefCounted for GdLair {
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fn init(base: Base<RefCounted>) -> Self {
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Self { base }
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}
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}
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#[godot_api]
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impl GdLair {
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/// Resolve an Assault against a wild lair.
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///
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/// Inputs (all JSON strings except the scalars):
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/// - `attackers_json`: array of `{entity_id, stats}` — the attacking stack
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/// in engagement priority order.
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/// - `defenders_json`: array of `{entity_id, stats}` — the lair defenders
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/// (typically built from `mc_combat::wild_combat_stats(tier, size, diet)`
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/// on the GDScript side, or a future `GdWildStats` helper).
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/// - `loot_tier_json`: the full `tier_NN.json` document; the bridge pulls
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/// `loot_table` out of it (empty table → no loot, never an error).
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/// - `lair_id`: content id for the outcome payload (UI / event log).
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/// - `lair_tier`: 1..=10.
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/// - `turn_seed`: per-turn deterministic seed (GDScript mixes from `turn`).
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/// - `defender_terrain_bonus`: extra terrain defense on top of the built-in
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/// `LAIR_DEFENDER_POSTURE_BONUS` (e.g. `0.25` for forest; `0.0` on plain).
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///
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/// Returns a `Dictionary`:
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/// - `outcome`: `"cleared" | "repulsed" | "withdrawn"`.
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/// - on `cleared`: `loot` (Array of `{resource, amount}`),
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/// `stack_survivors` (Array of `{entity_id, hp, max_hp, attack, defense}`).
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/// - on `repulsed`: `surviving_defenders` (same survivor shape).
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/// - on a JSON parse error: `{ outcome: "error", message: String }`.
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#[func]
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#[allow(clippy::too_many_arguments)]
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fn assault(
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attackers_json: GString,
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defenders_json: GString,
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loot_tier_json: GString,
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lair_id: GString,
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lair_tier: i64,
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turn_seed: i64,
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defender_terrain_bonus: f64,
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) -> Dictionary {
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let params = match build_params(
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&attackers_json.to_string(),
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&defenders_json.to_string(),
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&loot_tier_json.to_string(),
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&lair_id.to_string(),
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lair_tier as i32,
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turn_seed.max(0) as u64,
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defender_terrain_bonus as f32,
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) {
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Ok(p) => p,
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Err(msg) => return error_dict(&msg),
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};
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outcome_to_dict(resolve_assault(params))
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}
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}
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/// Pure (Godot-free) parse + assembly of `LairAssaultParams` from the wire
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/// JSON. Split out from the `#[func]` so the load-bearing marshalling logic is
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/// unit-testable without a live Godot runtime (the `Dictionary`/`Array`
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/// conversions in `outcome_to_dict` stay GUT-covered).
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#[allow(clippy::too_many_arguments)]
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fn build_params(
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attackers_json: &str,
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defenders_json: &str,
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loot_tier_json: &str,
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lair_id: &str,
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lair_tier: i32,
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turn_seed: u64,
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defender_terrain_bonus: f32,
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) -> Result<LairAssaultParams, String> {
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let attackers = parse_combatants(attackers_json, "attackers")?
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.into_iter()
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.map(|c| StackUnit { entity_id: c.entity_id, stats: c.stats })
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.collect();
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let defenders = parse_combatants(defenders_json, "defenders")?
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.into_iter()
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.map(|c| LairDefender { entity_id: c.entity_id, stats: c.stats })
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.collect();
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let loot_table = serde_json::from_str::<LootTierDoc>(loot_tier_json)
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.map_err(|e| format!("loot_tier parse error: {e}"))?
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.loot_table;
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Ok(LairAssaultParams {
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lair_id: LairId::new(lair_id),
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lair_tier,
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turn_seed,
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attackers,
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defenders,
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loot_table,
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defender_terrain_bonus,
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})
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}
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/// Parse a combatant array, tagging the error with which side failed.
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fn parse_combatants(raw: &str, side: &str) -> Result<Vec<CombatantDoc>, String> {
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serde_json::from_str::<Vec<CombatantDoc>>(raw)
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.map_err(|e| format!("{side} parse error: {e}"))
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}
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fn error_dict(message: &str) -> Dictionary {
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godot_error!("GdLair::assault: {message}");
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let mut d = Dictionary::new();
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d.set("outcome", "error");
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d.set("message", GString::from(message));
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d
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}
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/// Survivor row shape shared by `stack_survivors` and `surviving_defenders`.
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fn stack_survivor_dict(entity_id: u32, s: &UnitStats) -> Dictionary {
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let mut d = Dictionary::new();
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d.set("entity_id", entity_id as i64);
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d.set("hp", s.hp as i64);
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d.set("max_hp", s.max_hp as i64);
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d.set("attack", s.attack as i64);
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d.set("defense", s.defense as i64);
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d
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}
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fn outcome_to_dict(outcome: AssaultOutcome) -> Dictionary {
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let mut d = Dictionary::new();
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match outcome {
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AssaultOutcome::Cleared { loot, stack_survivors } => {
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d.set("outcome", "cleared");
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let mut loot_arr = Array::<Dictionary>::new();
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for drop in loot {
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let mut row = Dictionary::new();
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row.set("resource", GString::from(drop.resource));
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row.set("amount", drop.amount as i64);
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loot_arr.push(&row);
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}
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d.set("loot", loot_arr);
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let mut surv = Array::<Dictionary>::new();
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for u in stack_survivors {
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surv.push(&stack_survivor_dict(u.entity_id, &u.stats));
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}
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d.set("stack_survivors", surv);
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}
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AssaultOutcome::Repulsed { surviving_defenders } => {
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d.set("outcome", "repulsed");
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let mut defs = Array::<Dictionary>::new();
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for u in surviving_defenders {
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defs.push(&stack_survivor_dict(u.entity_id, &u.stats));
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}
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d.set("surviving_defenders", defs);
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}
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AssaultOutcome::Withdrawn => {
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d.set("outcome", "withdrawn");
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}
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}
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d
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}
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#[cfg(test)]
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mod tests {
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//! Godot's runtime is unavailable during `cargo test`, so these cover the
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//! pure marshalling half (`build_params`) end-to-end into the resolver.
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//! `outcome_to_dict` (Godot `Dictionary`/`Array`) is GUT-covered at the
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//! phase gate. The wire JSON here mirrors what `world_map_combat.gd` will
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//! pass: `[{entity_id, stats:{...}}]` stacks + a `tier_NN.json` loot doc.
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use super::*;
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fn strong_attacker() -> &'static str {
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r#"[{"entity_id":1,"stats":{"hp":80,"max_hp":80,"attack":40,"defense":10,"ranged_attack":0,"range":0,"movement":2}}]"#
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}
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fn weak_attacker() -> &'static str {
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r#"[{"entity_id":1,"stats":{"hp":5,"max_hp":5,"attack":1,"defense":0,"ranged_attack":0,"range":0,"movement":2}}]"#
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}
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fn lone_defender() -> &'static str {
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r#"[{"entity_id":99,"stats":{"hp":20,"max_hp":20,"attack":6,"defense":2,"ranged_attack":0,"range":0,"movement":1}}]"#
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}
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/// A genuinely tough defender, built from the real `wild_combat_stats`
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/// (T8 huge carnivore — the same fixture `mc-combat`'s own
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/// `test_assault_repulses_weak_attacker` uses), serialized to the wire
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/// shape the bridge parses. Guarantees a repulse against a weak stack.
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fn tough_defender_json() -> String {
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let stats = mc_combat::wild_combat_stats(8, "huge", "carnivore");
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format!(
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r#"[{{"entity_id":99,"stats":{}}}]"#,
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serde_json::to_string(&stats).unwrap()
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)
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}
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// tier_01.json shape — flint is the guaranteed (chance 1.0) drop.
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fn tier1_loot() -> &'static str {
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r#"{"tier":1,"id":"lair_loot_tier_1","loot_table":[{"resource":"flint","amount":2,"chance":1.0},{"resource":"hides","amount":1,"chance":0.6}]}"#
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}
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#[test]
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fn build_params_assembles_from_wire_json() {
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let p = build_params(
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strong_attacker(), lone_defender(), tier1_loot(),
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"test_lair", 1, 42, 0.25,
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)
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.expect("params build");
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assert_eq!(p.lair_id.as_str(), "test_lair");
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assert_eq!(p.lair_tier, 1);
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assert_eq!(p.attackers.len(), 1);
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assert_eq!(p.attackers[0].entity_id, 1);
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assert_eq!(p.attackers[0].stats.attack, 40);
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assert_eq!(p.defenders.len(), 1);
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assert_eq!(p.loot_table.len(), 2);
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assert!((p.defender_terrain_bonus - 0.25).abs() < f32::EPSILON);
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}
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#[test]
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fn strong_stack_clears_lair_and_drops_guaranteed_loot() {
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let p = build_params(
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strong_attacker(), lone_defender(), tier1_loot(),
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"test_lair", 1, 7, 0.0,
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)
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.unwrap();
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match resolve_assault(p) {
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AssaultOutcome::Cleared { loot, stack_survivors } => {
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assert!(
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loot.iter().any(|d| d.resource == "flint" && d.amount == 2),
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"the guaranteed (chance 1.0) flint drop must be present: {loot:?}",
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);
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assert!(!stack_survivors.is_empty(), "strong attacker survives the clear");
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}
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other => panic!("expected Cleared, got {other:?}"),
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}
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}
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#[test]
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fn weak_stack_is_repulsed() {
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let p = build_params(
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weak_attacker(), &tough_defender_json(), tier1_loot(),
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"test_lair", 8, 7, 0.0,
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)
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.unwrap();
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match resolve_assault(p) {
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AssaultOutcome::Repulsed { surviving_defenders } => {
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assert!(!surviving_defenders.is_empty(), "defender survives a repulse");
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}
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other => panic!("expected Repulsed, got {other:?}"),
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}
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}
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#[test]
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fn empty_stack_withdraws() {
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let p = build_params("[]", lone_defender(), tier1_loot(), "test_lair", 1, 7, 0.0).unwrap();
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assert_eq!(resolve_assault(p), AssaultOutcome::Withdrawn);
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}
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#[test]
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fn malformed_attacker_json_is_an_error_not_a_panic() {
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let err = build_params("not json", lone_defender(), tier1_loot(), "x", 1, 0, 0.0)
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.expect_err("malformed attacker JSON must error");
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assert!(err.starts_with("attackers parse error"), "got: {err}");
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}
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#[test]
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fn malformed_loot_json_is_an_error() {
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let err = build_params(strong_attacker(), lone_defender(), "{", "x", 1, 0, 0.0)
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.expect_err("malformed loot JSON must error");
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assert!(err.starts_with("loot_tier parse error"), "got: {err}");
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}
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}
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