Compare commits

..

6 Commits

Author SHA1 Message Date
Patrick Buckley 8e11929ba0 chore: bump version to 1.6.1 2026-06-11 14:09:31 -07:00
Patrick Buckley d9e9a41b17 test(console): make dedupe-pin slice bounds reformat-tolerant
Review feedback: the next-case end markers were exact-indentation
string finds that raised a bare ValueError when unmatched. Use
whitespace-tolerant regexes with actionable assertion messages, and
bound the history-replay window structurally (next role branch, with
a generous fallback) instead of a fixed 600 chars.
2026-06-11 14:05:19 -07:00
Patrick Buckley 848b2cc1fb fix(ui): single-path Enter activation + hls.js teardown on player error
Review feedback: (1) the Enter keydown re-dispatched through btn.click(),
relying on the disabled-guard to suppress the browser's own
Enter-to-click — preventDefault + direct activation makes the keyboard
path provably single-fire; (2) the branch-scoped Hls instance was
unreachable from the media error handler, leaking its listeners and
loader timers when the player node was replaced with the retry UI —
hoist the ref and destroy it before replacement.
2026-06-11 14:05:19 -07:00
Patrick Buckley 1946002618 fix(ui): lift media player activation into the shared interactive pane
The interactive Pane renders media embeds (buildMediaEmbed / buildPlayButton),
but the Play activation — _loadHls / _isHlsUrl / _activatePlayer and the
click/keydown delegate — stayed behind in the standalone ui/static/app.js as
DOCUMENT-level listeners. The console L-shell mounts the same interactive.js
module but never loads ui/static/app.js, so the Play button was dead in
console-hosted interactive panes.

Lift the activation into shared_static/interactive.js (alongside the existing
buildMediaEmbed/buildPlayButton — media embeds are interactive-pane-only; the
coordinator pane renders none) and wire it as a pane-owned, root-scoped
this.el click/keydown listener, mirroring the approval-keydown pattern the
fork collapse established. The standalone copy is deleted so no duplicate
implementation remains; both deployments now activate through the one shared
handler.

The hls.js vendor is fetched lazily by absolute /shared/ URL (the same
mechanism renderer.js uses for mermaid), and /shared is mounted at the root in
both turnstone/server.py and turnstone/console/server.py, so the vendor —
which ships in shared_static/hls-1.6.16/ — resolves in both deployments with
no HTML change.

Pins: assert the lift + pane-ownership in test_interactive_pane_js.py and the
standalone-stays-clean guard in test_app_js.py.
2026-06-11 14:05:19 -07:00
Patrick Buckley 4bce6abc7c test(console): pin system-turn dedupe wiring on both read paths
The live-SSE/history system-turn dedupe (renderedSystemEventIds /
_renderedSystemEventIds) was already in place on both panes and merged
to main (21af6c4 aligned the persisted row event_id with its SSE event;
09e41d1 added the belt-and-braces Set on the coordinator). The existing
pin tests only assert the Set's .has()/.add()/.clear() symbols appear
somewhere in the file, so a refactor that keeps the Set but short-circuits
the live-handler consultation (guard -> false) re-opens the double-render
while the pins stay green.

Scope the new assertions to their blocks: the live system_turn case must
CONSULT and RECORD against the Set, and the history render path
(replayHistory / refetchHistory's system-role branch) must record each
replayed row's event_id. Bounded at the next switch case rather than the
first break; the dedup-skip path itself breaks before the .add(), so a
break-bounded slice would drop the record half.

Verified the new slice checks fail on a dedupe-neutered factory (a
headless-Chrome harness driving the real createCoordinatorPane confirms
that neutering produces two rendered nodes for one event id; intact code
renders one, and the no-event-id legacy path still renders both).
2026-06-11 14:05:19 -07:00
Patrick Buckley c19432f12a fix(memory): touch access metadata on composition and tool reads
The touch_structured_memories facade and both storage backends were
implemented but had zero call sites, so access_count never moved and
last_accessed never advanced past write time on any deployment.

Wire two touch points:
- proactive composition touches the injected top-k (post-rerank) set,
  deduped per turn since _init_system_messages recomposes many times
  within a single turn;
- the memory tool's search and get reads touch their returned rows,
  counted per call. save/delete/list do not touch.

Touches are best-effort through the facade, which already swallows
storage errors, so a failed touch never breaks composition or a tool
call.
2026-06-11 14:05:18 -07:00
325 changed files with 9314 additions and 55735 deletions
+18 -32
View File
@@ -14,8 +14,8 @@ jobs:
lint:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@9c091bb21b7c1c1d1991bb908d89e4e9dddfe3e0 # v7
- uses: actions/setup-python@ece7cb06caefa5fff74198d8649806c4678c61a1 # v6
- uses: actions/checkout@df4cb1c069e1874edd31b4311f1884172cec0e10 # v6
- uses: actions/setup-python@a309ff8b426b58ec0e2a45f0f869d46889d02405 # v6
with:
python-version: "3.14"
- run: pip install pre-commit
@@ -25,8 +25,8 @@ jobs:
typecheck:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@9c091bb21b7c1c1d1991bb908d89e4e9dddfe3e0 # v7
- uses: actions/setup-python@ece7cb06caefa5fff74198d8649806c4678c61a1 # v6
- uses: actions/checkout@df4cb1c069e1874edd31b4311f1884172cec0e10 # v6
- uses: actions/setup-python@a309ff8b426b58ec0e2a45f0f869d46889d02405 # v6
with:
python-version: "3.14"
- run: pip install mypy
@@ -35,15 +35,12 @@ jobs:
test:
runs-on: ubuntu-latest
# Cap a hung run at 20 min instead of riding GitHub's 6-hour default
# (a flaky-hang run otherwise streams -v output for hours).
timeout-minutes: 20
strategy:
matrix:
python-version: ["3.11", "3.12", "3.13"]
steps:
- uses: actions/checkout@9c091bb21b7c1c1d1991bb908d89e4e9dddfe3e0 # v7
- uses: actions/setup-python@ece7cb06caefa5fff74198d8649806c4678c61a1 # v6
- uses: actions/checkout@df4cb1c069e1874edd31b4311f1884172cec0e10 # v6
- uses: actions/setup-python@a309ff8b426b58ec0e2a45f0f869d46889d02405 # v6
with:
python-version: ${{ matrix.python-version }}
# Node is required by tests/test_renderer_js.py — without
@@ -54,10 +51,7 @@ jobs:
with:
node-version: "24"
- run: pip install -e ".[test]"
# -v lists each test id as it starts (pytest prints the nodeid at
# logstart), so a hang names the culprit on the last line instead of
# riding the job timeout with only a trail of "..." dots.
- run: pytest tests/ -m "not live" --cov=turnstone --cov-report=term-missing --cov-report=xml -v
- run: pytest tests/ -m "not live" --cov=turnstone --cov-report=term-missing --cov-report=xml -q
- uses: actions/upload-artifact@043fb46d1a93c77aae656e7c1c64a875d1fc6a0a # v7
if: always()
with:
@@ -66,7 +60,6 @@ jobs:
test-postgres:
runs-on: ubuntu-latest
timeout-minutes: 20
services:
postgres:
image: postgres:18
@@ -82,23 +75,23 @@ jobs:
--health-timeout=5s
--health-retries=5
steps:
- uses: actions/checkout@9c091bb21b7c1c1d1991bb908d89e4e9dddfe3e0 # v7
- uses: actions/setup-python@ece7cb06caefa5fff74198d8649806c4678c61a1 # v6
- uses: actions/checkout@df4cb1c069e1874edd31b4311f1884172cec0e10 # v6
- uses: actions/setup-python@a309ff8b426b58ec0e2a45f0f869d46889d02405 # v6
with:
python-version: "3.14"
- uses: actions/setup-node@48b55a011bda9f5d6aeb4c2d9c7362e8dae4041e # v6
with:
node-version: "24"
- run: pip install -e ".[test]"
- run: pytest tests/ -m "not live" --storage-backend=postgresql -v
- run: pytest tests/ -m "not live" --storage-backend=postgresql -q
env:
TURNSTONE_TEST_PG_URL: postgresql+psycopg://postgres:postgres@localhost:5432/turnstone_test
wheel-completeness:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@9c091bb21b7c1c1d1991bb908d89e4e9dddfe3e0 # v7
- uses: actions/setup-python@ece7cb06caefa5fff74198d8649806c4678c61a1 # v6
- uses: actions/checkout@df4cb1c069e1874edd31b4311f1884172cec0e10 # v6
- uses: actions/setup-python@a309ff8b426b58ec0e2a45f0f869d46889d02405 # v6
with:
python-version: "3.14"
- run: pip install build
@@ -113,16 +106,9 @@ jobs:
| grep -v '\.py$' | grep -v '\.dist-info' | grep -v '\.pyc' | grep -v '^File$' \
| sort)
# Files intentionally excluded from the wheel (one per line).
# The vllm-litellm/ deploy example ships in the repo, not the wheel
# (you clone the repo to run it; the package doesn't reference it).
# Files intentionally excluded from the wheel (one per line)
ALLOW="
turnstone/core/storage/migrations/script.py.mako
turnstone/deploy/vllm-litellm/.env.example
turnstone/deploy/vllm-litellm/README.md
turnstone/deploy/vllm-litellm/docker-compose.yml
turnstone/deploy/vllm-litellm/gemma.Dockerfile
turnstone/deploy/vllm-litellm/litellm-config.yaml
"
MISSING=$(comm -23 <(echo "$SOURCE") <(echo "$WHEEL") \
@@ -146,12 +132,12 @@ jobs:
/tmp/smoke/bin/turnstone-console --help
/tmp/smoke/bin/turnstone-admin --help
/tmp/smoke/bin/turnstone-channel --help
/tmp/smoke/bin/turnstone-doctor --help
/tmp/smoke/bin/turnstone-bootstrap --help
lock-check:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@9c091bb21b7c1c1d1991bb908d89e4e9dddfe3e0 # v7
- uses: actions/checkout@df4cb1c069e1874edd31b4311f1884172cec0e10 # v6
- uses: astral-sh/setup-uv@fac544c07dec837d0ccb6301d7b5580bf5edae39 # v8.2.0
with:
uv-version: "0.9.18"
@@ -160,11 +146,11 @@ jobs:
security:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@9c091bb21b7c1c1d1991bb908d89e4e9dddfe3e0 # v7
- uses: actions/checkout@df4cb1c069e1874edd31b4311f1884172cec0e10 # v6
- uses: astral-sh/setup-uv@fac544c07dec837d0ccb6301d7b5580bf5edae39 # v8.2.0
with:
uv-version: "0.9.18"
- uses: actions/setup-python@ece7cb06caefa5fff74198d8649806c4678c61a1 # v6
- uses: actions/setup-python@a309ff8b426b58ec0e2a45f0f869d46889d02405 # v6
with:
python-version: "3.14"
- run: uv sync --frozen --all-extras
@@ -188,7 +174,7 @@ jobs:
run:
working-directory: sdk/typescript
steps:
- uses: actions/checkout@9c091bb21b7c1c1d1991bb908d89e4e9dddfe3e0 # v7
- uses: actions/checkout@df4cb1c069e1874edd31b4311f1884172cec0e10 # v6
- uses: actions/setup-node@48b55a011bda9f5d6aeb4c2d9c7362e8dae4041e # v6
with:
node-version: "24"
-46
View File
@@ -1,46 +0,0 @@
name: Claude Code Review
on:
pull_request:
types: [opened, synchronize, ready_for_review, reopened]
# Optional: Only run on specific file changes
# paths:
# - "src/**/*.ts"
# - "src/**/*.tsx"
# - "src/**/*.js"
# - "src/**/*.jsx"
jobs:
claude-review:
if: github.event.pull_request.head.repo.full_name == github.repository
# Optional: Filter by PR author
# if: |
# github.event.pull_request.user.login == 'external-contributor' ||
# github.event.pull_request.user.login == 'new-developer' ||
# github.event.pull_request.author_association == 'FIRST_TIME_CONTRIBUTOR'
runs-on: ubuntu-latest
permissions:
contents: read
pull-requests: write # post the review + inline comments
issues: read
id-token: write
steps:
- name: Checkout repository
uses: actions/checkout@9c091bb21b7c1c1d1991bb908d89e4e9dddfe3e0 # v7
with:
fetch-depth: 1
- name: Run Claude Code Review
id: claude-review
uses: anthropics/claude-code-action@6c0083bb7289c31716797a039b6367b3079cc46e # v1
with:
claude_code_oauth_token: ${{ secrets.CLAUDE_CODE_OAUTH_TOKEN }}
allowed_bots: 'renovate[bot]' # let Renovate PRs get reviewed
plugin_marketplaces: 'https://github.com/anthropics/claude-code.git'
plugins: 'code-review@claude-code-plugins'
prompt: '/code-review:code-review ${{ github.repository }}/pull/${{ github.event.pull_request.number }}'
# See https://github.com/anthropics/claude-code-action/blob/main/docs/usage.md
# or https://code.claude.com/docs/en/cli-reference for available options
-63
View File
@@ -1,63 +0,0 @@
name: Claude Code
on:
issue_comment:
types: [created]
pull_request_review_comment:
types: [created]
issues:
types: [opened, assigned]
pull_request_review:
types: [submitted]
jobs:
claude:
if: |
(
github.event_name == 'issue_comment' &&
contains(github.event.comment.body, '@claude') &&
contains(fromJSON('["OWNER","MEMBER","COLLABORATOR"]'), github.event.comment.author_association)
) || (
github.event_name == 'pull_request_review_comment' &&
contains(github.event.comment.body, '@claude') &&
contains(fromJSON('["OWNER","MEMBER","COLLABORATOR"]'), github.event.comment.author_association)
) || (
github.event_name == 'pull_request_review' &&
contains(github.event.review.body, '@claude') &&
contains(fromJSON('["OWNER","MEMBER","COLLABORATOR"]'), github.event.review.author_association)
) || (
github.event_name == 'issues' &&
(contains(github.event.issue.body, '@claude') || contains(github.event.issue.title, '@claude')) &&
contains(fromJSON('["OWNER","MEMBER","COLLABORATOR"]'), github.event.issue.author_association)
)
runs-on: ubuntu-latest
permissions:
contents: read
pull-requests: write # post comments/reviews when @-mentioned on a PR
issues: write # post comments when @-mentioned on an issue
id-token: write
actions: read # Required for Claude to read CI results on PRs
steps:
- name: Checkout repository
uses: actions/checkout@9c091bb21b7c1c1d1991bb908d89e4e9dddfe3e0 # v7
with:
fetch-depth: 1
- name: Run Claude Code
id: claude
uses: anthropics/claude-code-action@6c0083bb7289c31716797a039b6367b3079cc46e # v1
with:
claude_code_oauth_token: ${{ secrets.CLAUDE_CODE_OAUTH_TOKEN }}
# This is an optional setting that allows Claude to read CI results on PRs
additional_permissions: |
actions: read
# Optional: Give a custom prompt to Claude. If this is not specified, Claude will perform the instructions specified in the comment that tagged it.
# prompt: 'Update the pull request description to include a summary of changes.'
# Optional: Add claude_args to customize behavior and configuration
# See https://github.com/anthropics/claude-code-action/blob/main/docs/usage.md
# or https://code.claude.com/docs/en/cli-reference for available options
# claude_args: '--allowed-tools Bash(gh pr *)'
+4 -15
View File
@@ -7,9 +7,7 @@ on:
concurrency:
group: docker-${{ github.event.workflow_run.head_sha }}
# Never cancel mid-push: an interrupted multi-tag push can leave the
# registry with a partial tag set (e.g. :latest moved, :stable not).
cancel-in-progress: false
cancel-in-progress: true
permissions:
contents: read
@@ -21,24 +19,15 @@ env:
jobs:
docker:
# Same gate as publish.yml: workflow_run fires for every CI completion
# (including fork and same-repo PR runs) with this repo's token and
# packages:write. Only same-repo tag pushes may publish images; CI's
# push trigger matches main/stable/* and v* tags, so a head_branch
# starting with "v" is necessarily a tag run.
if: >-
github.event.workflow_run.conclusion == 'success' &&
github.event.workflow_run.event == 'push' &&
github.event.workflow_run.head_repository.full_name == github.repository &&
startsWith(github.event.workflow_run.head_branch, 'v')
github.event.workflow_run.head_repository.full_name == github.repository
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@9c091bb21b7c1c1d1991bb908d89e4e9dddfe3e0 # v7
- uses: actions/checkout@df4cb1c069e1874edd31b4311f1884172cec0e10 # v6
with:
ref: ${{ github.event.workflow_run.head_sha }}
fetch-depth: 0
# The docker build only reads the tree; keep the token out of it.
persist-credentials: false
- name: Resolve release tag
id: tag
@@ -83,7 +72,7 @@ jobs:
- name: Build and push
if: steps.tag.outputs.skip == 'false'
uses: docker/build-push-action@53b7df96c91f9c12dcc8a07bcb9ccacbed38856a # v7
uses: docker/build-push-action@f9f3042f7e2789586610d6e8b85c8f03e5195baf # v7
with:
context: .
push: true
+5 -19
View File
@@ -7,9 +7,7 @@ on:
concurrency:
group: publish-${{ github.event.workflow_run.head_sha }}
# Never cancel a publish mid-upload: a half-uploaded release (sdist up,
# wheel missing) cannot be re-run cleanly because PyPI rejects duplicates.
cancel-in-progress: false
cancel-in-progress: true
permissions:
contents: write
@@ -17,26 +15,14 @@ permissions:
jobs:
publish:
# workflow_run fires for EVERY CI completion — including CI runs for
# pull_requests from forks — and always executes here with this repo's
# secrets, tokens, and the pypi environment. Gate to same-repo tag
# pushes only: CI's push trigger matches branches main/stable/* and
# tags v*, so a head_branch starting with "v" is necessarily a tag run.
if: >-
github.event.workflow_run.conclusion == 'success' &&
github.event.workflow_run.event == 'push' &&
github.event.workflow_run.head_repository.full_name == github.repository &&
startsWith(github.event.workflow_run.head_branch, 'v')
if: github.event.workflow_run.conclusion == 'success'
runs-on: ubuntu-latest
environment: pypi
steps:
- uses: actions/checkout@9c091bb21b7c1c1d1991bb908d89e4e9dddfe3e0 # v7
- uses: actions/checkout@df4cb1c069e1874edd31b4311f1884172cec0e10 # v6
with:
ref: ${{ github.event.workflow_run.head_sha }}
fetch-depth: 0
# python -m build executes the tree's build backend; don't leave
# the contents:write token sitting in .git/config while it runs.
persist-credentials: false
- name: Resolve release tag
id: tag
@@ -50,7 +36,7 @@ jobs:
echo "skip=false" >> "$GITHUB_OUTPUT"
fi
- uses: actions/setup-python@ece7cb06caefa5fff74198d8649806c4678c61a1 # v6
- uses: actions/setup-python@a309ff8b426b58ec0e2a45f0f869d46889d02405 # v6
if: steps.tag.outputs.skip == 'false'
with:
python-version: "3.14"
@@ -63,7 +49,7 @@ jobs:
- name: Create GitHub Release
if: steps.tag.outputs.skip == 'false'
uses: softprops/action-gh-release@718ea10b132b3b2eba29c1007bb80653f286566b # v3
uses: softprops/action-gh-release@b4309332981a82ec1c5618f44dd2e27cc8bfbfda # v3
with:
tag_name: ${{ steps.tag.outputs.tag }}
generate_release_notes: true
-42
View File
@@ -1,42 +0,0 @@
name: Understone example
# The door-game example is a standalone package with no dependency on
# turnstone core, and the root test suite does not collect it
# (testpaths=["tests"]). Without this workflow its suite never runs in CI.
# Path-filtered so it only runs when the example (or this workflow) changes.
on:
push:
branches: [main, "stable/*"]
paths:
- "examples/door-game/**"
- ".github/workflows/understone-example.yml"
pull_request:
branches: [main, "stable/*"]
paths:
- "examples/door-game/**"
- ".github/workflows/understone-example.yml"
permissions:
contents: read
jobs:
understone:
runs-on: ubuntu-latest
defaults:
run:
working-directory: examples/door-game
strategy:
matrix:
# Floor and ceiling of the example's requires-python (>=3.11).
python-version: ["3.11", "3.13"]
steps:
- uses: actions/checkout@9c091bb21b7c1c1d1991bb908d89e4e9dddfe3e0 # v7
- uses: actions/setup-python@ece7cb06caefa5fff74198d8649806c4678c61a1 # v6
with:
python-version: ${{ matrix.python-version }}
- run: pip install -e ".[test,dev]"
- run: pytest tests/ -q
- run: ruff check .
- run: ruff format --check .
- run: mypy understone/
+5 -26
View File
@@ -25,43 +25,22 @@ permissions:
jobs:
vendor-js:
# Same-repo PRs only: this job checks out the PR head and pushes to it
# with contents:write, so it must never act on a fork's branch.
# Gate on the PR author (immutable), not github.actor (names whoever
# caused the latest event, which can be someone else re-running it).
if: >-
(github.event_name == 'pull_request' &&
github.event.pull_request.user.login == 'renovate[bot]' &&
github.event.pull_request.head.repo.full_name == github.repository) ||
github.event_name == 'workflow_dispatch'
if: github.actor == 'renovate[bot]' || github.event_name == 'workflow_dispatch'
runs-on: ubuntu-latest
steps:
- name: Resolve PR head ref
id: ref
env:
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
# Branch names may contain shell metacharacters; pass via env,
# never interpolate ${{ }} into the script body.
HEAD_REF: ${{ github.head_ref }}
PR_NUMBER: ${{ inputs.pr_number }}
run: |
if [[ "$GITHUB_EVENT_NAME" == "workflow_dispatch" ]]; then
# The dispatch input is an arbitrary PR number; refuse fork PRs.
# A fork's headRefName is a bare branch name that may collide
# with a branch in this repo, and checkout+push would then hit
# that unrelated branch ("same-repo PRs only" applies here too).
pr_json=$(gh pr view "$PR_NUMBER" --repo "$GITHUB_REPOSITORY" --json headRefName,isCrossRepository)
if [[ "$(jq -r '.isCrossRepository' <<< "$pr_json")" != "false" ]]; then
echo "::error::PR #${PR_NUMBER} head is not a branch in this repository; refusing to complete it."
exit 1
fi
ref=$(jq -r '.headRefName' <<< "$pr_json")
if [[ "${{ github.event_name }}" == "workflow_dispatch" ]]; then
ref=$(gh pr view "${{ inputs.pr_number }}" --repo "${{ github.repository }}" --json headRefName -q .headRefName)
else
ref="$HEAD_REF"
ref="${{ github.head_ref }}"
fi
echo "head_ref=${ref}" >> "$GITHUB_OUTPUT"
- uses: actions/checkout@9c091bb21b7c1c1d1991bb908d89e4e9dddfe3e0 # v7
- uses: actions/checkout@df4cb1c069e1874edd31b4311f1884172cec0e10 # v6
with:
ref: ${{ steps.ref.outputs.head_ref }}
+2 -4
View File
@@ -8,7 +8,7 @@ FROM python:3.14-slim
LABEL org.opencontainers.image.title="turnstone" \
org.opencontainers.image.description="Multi-node AI orchestration platform"
COPY --from=ghcr.io/astral-sh/uv:0.11.26 /uv /usr/local/bin/uv
COPY --from=ghcr.io/astral-sh/uv:0.11.19 /uv /usr/local/bin/uv
# Remove the slim image's man page exclusion so man-db has actual content
RUN rm -f /etc/dpkg/dpkg.cfg.d/docker
@@ -17,10 +17,8 @@ RUN rm -f /etc/dpkg/dpkg.cfg.d/docker
# ripgrep is the preferred backend for the search tool — natively bounds
# per-line, per-file, and per-filesize so pathological inputs (minified
# bundles, training-data JSONL with multi-MB single records) can't OOM us.
# ffmpeg transcodes omni STT uploads (browser webm/opus) to the 16 kHz mono
# WAV the omni chat-audio lane decodes.
RUN apt-get update && apt-get upgrade -y && apt-get install -y --no-install-recommends \
libpq5 git curl jq man-db manpages procps file ripgrep ffmpeg \
libpq5 git curl jq man-db manpages procps file ripgrep \
&& rm -rf /var/lib/apt/lists/*
# Node.js LTS (for npx-based MCP servers like @modelcontextprotocol/server-github)
-207
View File
@@ -1,207 +0,0 @@
# What is a harness?
*A hypothesis — not a theorem. The honest answer is a claim about **shape**: an object you can write down that says what a harness is and, just as precisely, the guarantee it cannot carry for free.*
Most descriptions of an agent framework are a feature list. This is an attempt at a definition.
---
## The claim
*Informal.* A harness is a **stopped, deterministically-controlled Markov process on task-state, closed around a stopped autoregressive process on context-space, driven by a learned model kernel** — a deterministic controller in closed loop with a stochastic learned plant.
*In plain terms.* The **harness** is the whole governed loop: a deterministic **shell** you write — build the prompt, authorize an action, fold the response back into state — wrapped around a black-box stochastic model kernel (the **plant**, $M_W$) and the environment its actions touch, looped until it halts in $H$. The shell is deterministic, $M_W$ is not, and everything below makes that split precise.
*Formal — the objects.* A harness is a tuple $\mathcal{H} = (\mathcal{S}, \mathcal{C}, \mathcal{Y}, \mathcal{A}, \mathcal{E}, \pi, M_W, \gamma, Q_E, \rho, H, H_{\mathrm{ok}}, B)$ over **standard Borel** spaces (concretely: the *controlled* state is standard Borel by construction — token sequences, finite config maps, bounded counters and ledgers, finite tuples of real vectors — and the model/environment coordinates are inherited as such whenever they serialize to a Polish space; the assumption is roomier than it looks — even a belief-state coordinate valued in $\mathcal{P}(X)$ survives, since $\mathcal{P}(X)$ is Polish for Polish $X$ — and fails only for a genuinely non-separable coordinate, an uncountable product $\sigma$-algebra being the canonical hazard, which this construction avoids): a deterministic lowering $\pi:\mathcal{S}\to\mathcal{C}$; a stochastic model-run kernel $M_W(c, dy)$ into a readout space $\mathcal{Y}$ (which includes the parse-failure $\bot$, so $M_W$ and $\gamma$ are total over it); a deterministic **authorization gate** $\gamma:\mathcal{S}\times\mathcal{Y}\to\mathcal{A}_{\bot}$ that validates the model's parsed readout into an authorized action in $\mathcal{A}$ or rejects it as $\bot$ (parsing itself lives inside $M_W$ — realized as the readout $R$ of the specialization below); a stochastic environment/tool kernel $Q_E:\mathcal{S}\times\mathcal{A}_{\bot}\rightsquigarrow\mathcal{E}$ on the authorized action (rejection included, with $Q_E(s,\bot,\cdot)=\delta_{e_0}$ for a distinguished no-op response $e_0\in\mathcal{E}$); and a deterministic verify-and-fold-back map $\rho:\mathcal{S}\times\mathcal{Y}\times\mathcal{A}_{\bot}\times\mathcal{E}\to\mathcal{S}$.
*Terminal structure.* The terminal set is an absorbing halt set $H\subseteq\mathcal{S}$ (the daemon "ready-state" recurrence of the note below is a separate, non-absorbing object) with accepting subset $H_{\mathrm{ok}}\subseteq H$; separately, a bad set $B\subseteq\mathcal{S}$ ($B\cap H_{\mathrm{ok}}=\varnothing$) marks the unsafe states for reach-avoid, possibly entered before any halt; hitting times are $\tau_A=\inf\{n\ge 0:s_n\in A\}$, and $\tau_H$ is a stopping time for the natural filtration.
*The outer kernel.* The induced outer transition kernel, for $s\notin H$, is
$$T(s, A) = \int_{\mathcal{Y}}\!\int_{\mathcal{E}} \mathbf{1}_A\!\big(\rho(s, y, \gamma(s,y), e)\big)\; Q_E\big(s, \gamma(s,y), de\big)\; M_W(\pi(s), dy), \qquad T(s,A)=\mathbf{1}_A(s)\ \text{ for } s\in H,$$
and the harness runs $s_{n+1} \sim T(s_n)$ from an initial $s_0 \sim \mu_0$ until $\tau_H = \inf\{n : s_n \in H\}$. Because $\pi, \gamma, \rho, H$ are deterministic they contribute no integration variable of their own — they appear as measurable transformations inside the integrand (the pushforward), not literally outside it — so the controller injects no randomness, and every coin is inherited from $M_W$ and $Q_E$. (The earlier shorthand $T = \rho \circ (M_W \circ \pi, E)$ is suggestive but ill-typed — $M_W$ returns a *law*, while $\rho$ consumes a *sample* together with the prior state $s$; the integral is what the shorthand meant.)
*Fail-closed.* The gate $\gamma$ is what makes **fail-closed** a property, not just a name: model output is an *untrusted proposal*, and $\gamma(s,y)=\bot$ forces a no-op environment response ($Q_E(s,\bot,\cdot)=\delta_{e_0}$) — so a malformed or unauthorized tool call is rejected *before* it can act, not validated after its side effects have landed. Fail-closed is then the property that a rejected proposal causes *no unauthorized side effect* and lands in a **safe, non-bad** set ($\rho(s,y,\bot,e_0)\notin B$): a non-accepting terminal $H\setminus H_{\mathrm{ok}}$ in the strict case, or a safe non-terminal state when the spec retries. And $\rho$ must validate the tool *response* $e$, not only the proposal that $\gamma$ already gated: a malformed or adversarial response $e$ is caught at fold-back, not just at the gate. But response-validation has a hard limit: $\rho$ can reject a bad tool *response*, yet it cannot undo side effects an *authorized* action already caused — so $\gamma$, not $\rho$, is the last line before irreversible effects, and anything irreversible must be gated at authorization. The boundary is also only real if raw model output reaches *no* sink — tool, logger, browser, or remote call — before $\gamma$; any pre-authorization escape bypasses the gate. The user-visible final response and any logging are themselves effects, and the rule binds *model-authored* bytes: they reach a sink either as an authorized action through $\gamma$, or only after an accepted halt in $H_{\mathrm{ok}}$. Shell-*templated* text — a refusal notice, a cancellation report reading the ledger — is controller output, outside $\gamma$'s jurisdiction, and may accompany any halt (a template that *interpolates* model-authored fragments inherits the model's label — the appendix's meet rule — and those bytes are gated like any others); the invariant is that raw model text never reaches a sink ungated, not that failed runs die silent.
*The harness invariants.* These are the invariants that make $\mathcal{H}$ a *harness* and not merely a controlled Markov process with a learned kernel inside: the model sees only $\mathcal{C}$, never full $\mathcal{S}$; its outputs are proposals, not actions; a deterministic capability boundary $\gamma$ gates every side effect; and the *terminal* set $H$ splits into accepting ($H_{\mathrm{ok}}$) and non-accepting ($H\setminus H_{\mathrm{ok}}$ — safe refusals outside $B$, and wrong or bad halts possibly in $B$), while the bad set $B$ is a *separate* unsafe set — possibly absorbing, possibly entered mid-run before any halt — against which $\tau_B$ is measured for reach-avoid. Two notes keep the invariants honest. They are *signature*, not strength: a $\gamma$ that authorizes everything still satisfies the tuple, as a trivial group satisfies the group axioms — the definition admits degenerate harnesses, and fail-closed, provenance isolation, and the certificates below are properties a particular harness *earns*, not gifts of the signature. And the first invariant has a sharper, two-sided form: $\pi$ is the *only* channel from state to model — the confidentiality floor lives at what $\pi$ must never lower (credentials, other principals' data) — exactly as $\gamma$ is the only channel from model output to effect, where the injection bounds live; exfiltration is therefore cut at either chokepoint, never lowered or never emitted (the gate refusing the read whose URL is the payload is the emission-side cut). One chokepoint out of the state, one into the world; a bypass of either is the same bug with the sign flipped.
*Beyond the stationary kernel.* This displayed $T$ is the time-homogeneous, fixed-kernel case; for nonstationary or adversarial environments, replace $Q_E$ with a time-indexed kernel $Q_{E,n}$ — or an admissible family of kernels, or an adversary's policy — over which the robust certificate (the minimax form under *The limit*) quantifies. If that adversary conditions on history rather than only the current $(s, y)$, the history must itself live in $s$ — otherwise the object is a Markov *game* requiring further augmentation, not a Markov chain. And nonstationarity is not the environment's monopoly: a provider retraining or re-serving under a fixed endpoint name is a nonstationary $M_{W,n}$ — the table places model version *in* $s$ precisely so a version bump is a visible state change — and any measured surrogate (the $\delta$ of *The limit*) is calibrated against one kernel and dies with the bump; the dashboard must be keyed to the kernel it measured.
*The inner kernel.* $M_W$ is itself a stopped process, and for a decoder-only transformer it is implemented as
$$M_W(c, \cdot) = \mathrm{Law}\big(R(z_{\tau})\big), \quad z_t = (c_t, b_t, m_t), \quad v \sim K_W(c_t, \cdot), \quad K_W(c, v) = (U \circ \Phi_W \circ \mathrm{Emb})(c)[v], \quad c_{t+1} = \mathrm{suffix}_{\le L}(c_t\!\cdot\! v),\ \ b_{t+1} = b_t\!\cdot\! v,\ \ m_{t+1} = \mathsf{step}(m_t, v),\ \ \tau=\inf\{t:m_t\in\mathrm{Stop}\}.$$
with the layer stack $\Phi_W$ on the residual stream as the (loosely) "manifold" core — formally just the learned high-dimensional residual-stream transformation, with manifold-proper reserved for the frontier. The inner state $z_t=(c_t,b_t,m_t)$ separates the model-visible window $c_t$ (the $\le L$ slice that slides) from the untruncated output buffer $b_t$ (the transcript the readout actually consumes, so truncation never loses it) and the parser/stop state $m_t$ (parser state, a token counter, and a clock, so the cap and timeout are functions of it), updated $m_{t+1}=\mathsf{step}(m_t,v)$, whose stop set $\mathrm{Stop}$ — EOS emitted, max-token cap, timeout, or parse-failure $\bot$ — forces $\tau=\inf\{t:m_t\in\mathrm{Stop}\}$ finite, making $M_W$ a genuine *probability* kernel rather than a sub-probability one completed by a cemetery output. (One honesty note on the clock: a token-count cap is a deterministic function of the run, but a *wall-clock* timeout imports infrastructure noise — server load, batching, congestion — into the kernel's coin; legitimate, a kernel may carry any randomness, but it makes the displayed $M_W$ the model *plus its serving substrate*, and the determinism audit under *How this could be wrong* must hold the clock fixed along with the samples.) The readout is total, $R : \mathcal{Z} \to \mathcal{Y}$ — a parsed tool-call, answer, or transcript, returning the parse-failure $\bot\in\mathcal{Y}$ when parsing fails; crucially $R$ is a *syntactic, verified* readout (parsing and extraction), not a semantic solver, or the $L$-wall below is void — arbitrary computation could hide in $R$ off the $\le L$ window — so $M_W(c, \cdot) = R_{\sharp}\,\mathrm{Law}(z_{\tau})$, the pushforward of the stopped-state law along $R$ (equivalently $M_W(c, A_Y) = \Pr[R(z_{\tau}) \in A_Y \mid z_0 = (c,\varnothing,m_0)]$ for a measurable $A_Y\subseteq\mathcal{Y}$); the no-truncation special case takes $\mathcal{Y}=\mathcal{C}$ with $R(c,b,m)=c$ (the window is the whole transcript), reading $c_{\tau}$ directly. The $\bot$ branch is exactly what $\gamma$ rejects fail-closed. This is a **specialization, not part of the definition**: a harness wrapped around a black-box API is still a harness, and $M_W$ may be any learned kernel. Where the weights are open, the geometry of $\Phi_W$ is where the substrate's continuity lives, and several downstream claims lean on it — but the definition does not.
Two stopped processes, nested: **deterministic control over stochastic dynamics over a learned kernel.** Both loops are hitting-time processes; *some* harnesses additionally read the halt set as a fixpoint or acceptance condition — iterative refinement to self-consistency is the genuine fixpoint case, while EOS, length, and tool-call syntax are not convergence. Neither loop settles because you asked it to. (The clean inner-then-outer nesting assumes tool calls fall *between* model runs; streaming or mid-generation tool calls interleave the two loops and need a finer state machine — the nesting is then an idealization.)
## Reading it
| Symbol | Is |
|---|---|
| $\mathcal{H}$ | the harness — the whole controlled system, *not* the model |
| $s \in \mathcal{S}$ | task-state: IR / dialect stack, tool results, plan, counters, **and every mutable interface variable** (model/tool versions, permissions, retrieved context) — only Markov *after* that augmentation |
| $\mathcal{C},\ \mathcal{Y},\ \mathcal{A},\ \mathcal{E}$ | the **context / readout / action / effect spaces** — model-visible context $\mathcal{C}$, model readout $\mathcal{Y}$ (incl. the parse-failure $\bot$), authorized actions $\mathcal{A}$ (with $\mathcal{A}_\bot = \mathcal{A}\cup\{\bot\}$), and tool/environment effects $\mathcal{E}$ |
| $\pi : \mathcal{S} \to \mathcal{C}$ | **lowering** — prompt construction, dialect lowering, effective-program selection (deterministic) |
| $M_W(c, dy)$ | the **model-run kernel** (inner solver) — a stopped autoregressive process; $\Phi_W$ is the residual-stream ("manifold") core in the transformer case |
| $Q_E(s, a, de)$ | the **environment/tool kernel** on the authorized action $a\in\mathcal{A}_{\bot}$ (with $Q_E(s,\bot,\cdot)=\delta_{e_0}$, the no-op $e_0$) — tool effects, API responses, the world (possibly adversarial) |
| $\gamma,\ \rho$ | the deterministic **authorization gate** $\gamma:\mathcal{S}\times\mathcal{Y}\to\mathcal{A}_{\bot}$ (untrusted proposal → authorized action or $\bot$) and the **fail-closed verify-and-fold-back** $\rho:\mathcal{S}\times\mathcal{Y}\times\mathcal{A}_{\bot}\times\mathcal{E}\to\mathcal{S}$ |
| $H,\ \tau_H$ | the **halt set** (absorbing) and the outer **halting time** — a hitting-time process, not a single pass |
| $H_{\mathrm{ok}},\ B$ | the **accepting halts** $H_{\mathrm{ok}}\subseteq H$ (correct, successful terminals) and the **bad set** $B$ — unsafe states for reach-avoid ($B\cap H_{\mathrm{ok}}=\varnothing$), *separate* from $H$ and possibly entered mid-run before any halt |
The structural fact that earns the word *controller*: $\pi$, $\gamma$, $\rho$, and the halt test are **deterministic** (and the readout $R$ too, where the transformer specialization is in play), so $\mathcal{H}$ injects no randomness of its own. Every coin is inherited from $M_W$ and $Q_E$. This split — deterministic code around a stochastic oracle — wears two names. In control-theory terms it is **controller vs. plant**: the controller is those deterministic maps; the **plant** is the learned kernel $M_W$, *plant* in its exact sense — the element with its own dynamics you steer but do not author. In engineering terms it is **shell vs. plant**: the **shell** is the entire deterministic outer harness — the control logic *plus* the external memory and tools it administers (the files, databases, vector stores below) — of which the controller is just the control-logic slice. So *shell : plant :: the part you write : the part you don't*; $M_W$ is the only thing on the right, while the environment $Q_E$ is the world the actions meet — a disturbance into the loop, not the plant. (A reader from reinforcement learning or classical control will make the opposite assignment — environment as plant, policy as controller; the inversion is deliberate: in harness engineering the element you are trying to make behave is the model, and the world is what pushes back on the attempt.) This determinism is *conditional* — on versioned code, configuration, model endpoint, and tool interfaces, and on *single-run sequencing*: concurrent runs sharing authorization state re-open a gap the per-run object cannot see (taken up under *Gate placement* in the appendix); any retry, timeout, race, or randomized routing that escapes that conditioning must be modeled explicitly as part of $Q_E$ or the controller, not waved away. The displayed $M_W(c)$ likewise freezes endpoint, version, and sampler; a routing or config change is a state-indexed kernel $M_{\kappa(s)}$ or folds into $K_C$ — the kernel must not silently depend on config the table places in $s$. More generally, control may itself be stochastic — a controller kernel $K_C(s, dc)$ over routing, sampled retries, ensemble votes, learned routers — of which the deterministic $\pi, \gamma, \rho, H$ are the Dirac special case. That case is the one worth wanting: it localizes every coin to $M_W$ and $Q_E$ and keeps the controller/plant split clean. Where control is genuinely stochastic the split does not break, it widens — fold $K_C$ into the kernel and the certificate quantifies over its randomness too. But the guarantees do not soften uniformly, and the component-to-guarantee map is worth stating because it says exactly what may be learned without loss. A learned $\pi$ — retrieval, reranking, summarization inside the lowering — costs only *semantic adequacy*, under one factorization: $\pi$ splits into a deterministic **never-lower filter** — the redaction that keeps credentials and other principals' data out of $\mathcal{C}$ — composed with learned selection, and only the selection may soften, or the confidentiality floor of the invariants note becomes a probability. With the filter Dirac, no-unauthorized-effect is $\gamma$'s property alone, and the reach-avoid certificate survives too, so long as the provenance partition of *The limit* holds. A learned $\gamma$ or $\rho$ costs the thing itself — authorization and ledger integrity are exactly the properties that must stay Dirac, or "no unauthorized effect" and "the ledger is what happened" become probabilities. So the minimal deterministic core is $\{\gamma, \rho, H\}$ plus $\pi$'s never-lower filter: the rest of $\pi$ may soften into a kernel and the harness bends without breaking — fortunate, because every deployed $\pi$ already has learned kernels inside it.
## Why this shape
$$f(x) \;\longrightarrow\; x = f(x;\,W) \;\longrightarrow\; f(x)$$
Classical software, inverted into latent geometry, then re-wrapped in classical software. The harness **re-imposes the determinism the model dissolved**: $\pi, \gamma, \rho$, and the halt test ($H$) are ordinary designed code — a controller — whose primitive operand happens to be a stochastic oracle. That closure is why a compiler is the right mental model (staged deterministic software ports cleanly) and exactly why the analogy breaks (a compiler's primitive operation was never a coin). **The harness is the half you can reason about classically, sitting on top of the half you cannot.**
## The limit, stated honestly
**Raw halting is cheap; correct halting is not.** A **certificate** is a *witness*: a checkable object — here a Lyapunov/drift function $V \ge 0$ — that *provably* satisfies a condition entailing the guarantee, through a standard supermartingale / optional-stopping theorem (the target picks the condition: drift toward $H$ for halting, a barrier for safety, reach-avoid for success). It is not the property, only an object cheap to check and hard to produce. One word then carries two senses, and the seam between them is what this section is about: the **proven** certificate, a $V$ whose bound actually holds; and the **measured** surrogate you fall back on when the architecture exhibits none — a candidate $\hat V$ with a sampled slack $\delta$, a *calibrated risk metric, not a certificate* until that bound is proven (or held to a high-confidence worst case). The gap between the two is the whole honest-limit argument. A deterministic budget — augment $s$ with a counter $k$ decremented each outer step, halting at $k=0$ — makes $V(s)=k$ a trivial Lyapunov certificate for *halting*, so the architecture does not lack a halting guarantee by construction. What it lacks for free is a certificate of *correct, safe, successful* halting under the learned dynamics. The un-budgeted halting object is still worth stating, since it shows where even the easy guarantee comes from: a certificate would be *sufficient* for almost-sure halting with bounded expected runtime — a $V \ge 0$ with
$$\mathbb{E}[\,V(s_{n+1}) \mid s_n\,] \le V(s_n) - \varepsilon \quad\text{off the halt set}$$
bounds $\mathbb{E}[\tau_H] \le V(s_0)/\varepsilon$ under the usual integrability and optional-stopping conditions. Nothing in the harness hands you such a $V$ the way a compiler's structure does: a specific compiler analysis gets its $V$ for free where a finite-height lattice *is* a well-founded descent — termination by construction *for that analysis*, not for a whole compiler — and the harness has no analogous built-in descent for its model/environment loop.
But the relevant $V$ is not *absent* — and this is the subtlety the blunt phrasing erased. The minimal certificate exists and is **forced**: it is the expected halting time itself,
$$V^\star(s) = \mathbb{E}[\,\tau_H \mid s_0 = s\,],$$
finite wherever $H$ is reached in finite expected time — the domain $\{s : \mathbb{E}_s[\tau_H] < \infty\}$ — though note this $V^\star$ certifies *halting* (reaching the terminal set $H$ at all), not *correct* halting; the stronger object, the expected time to an accepting $H_{\mathrm{ok}} \subseteq H$, is $V^\star_{\mathrm{ok}}$, taken up at the second wall below. So the honest claim splits in two: the architecture provides no certificate *for free*, and the one that exists is — **conjecturally, not as a theorem** — a functional of $W$ and the environment that does not compress below model scale. The conjecture needs scoping, because the per-step drift splits by coordinate (made precise below) and the shell's contribution is an exact, designed descent of low description complexity *by construction* — so whatever is incompressible is not the shell's part but the **plant's**, the contribution $M_W$ supplies. And even there it is conjecture with a live counter-possibility, not foregone hardness: $V^\star$ is a *coarse* functional — one scalar, an expected hitting time, not the full output law — and coarse functionals of complicated kernels are sometimes cheap (absorbing chains with sparse transition structure have tractable expected hitting times over enormous state spaces). So the honest form is conditional: *if* the plant's contribution to the drift admits no certificate of description length materially below $|W|$, then ours is as hard as the dynamics — but that antecedent is the unproven part, and the flat phrasing of an earlier draft ("the dynamics it certifies *are* the weights") overstated it by treating a coarse hitting-time functional as if it carried the whole distribution. The compiler's certificate is structurally trivial; ours is *plausibly* as hard as the plant dynamics, though whether useful compressed certificates exist — for the coarse hitting-time functional, or for structured sub-tasks — is open. This is the quantitative form of *you can borrow how LLVM is built — not, in general, why it is correct.*
So you never compute $V^\star$. You pick a candidate $\hat V$ and **estimate its drift slack**
$$\delta = \sup_{s \notin H}\Big(\mathbb{E}[\,\hat V(s_{1}) \mid s_0 = s\,] - \hat V(s) + \varepsilon\Big).$$
The status of $\delta$ has to be stated carefully, because it is easy to oversell. If you can establish a *high-confidence upper bound* on the true worst-case slack and it is $\le 0$, optional stopping hands you a real, conservative certificate, $\mathbb{E}[\tau_H] \le \hat V(s_0)/\varepsilon$. But an *empirical* $\delta$ estimated from sampled states is **not** a certificate: a measured $\delta > 0$ may mean the candidate $\hat V$ is poor, the sampled distribution missed rare failures, the supremum was never attained in-sample, the process is non-stationary, or the state abstraction is not Markov. So $\delta$ is **the number on the dashboard** — a *calibrated risk metric*, the evaluable surrogate for a guarantee the geometry will not give you, and a genuine bound only once it is statistically controlled against rare-event and adversarial tests. A weaker result is still useful: a true bound $\delta \le \bar\delta < \varepsilon$ (rather than $\le 0$) leaves descent intact with effective slack $\varepsilon - \bar\delta$ and $\mathbb{E}_s[\tau_H] \le \hat V(s)/(\varepsilon - \bar\delta)$. And the empirical quantity is distributional, not a supremum — write $\delta_{\nu}$ for drift averaged over a sampled $\nu$, reserving $\delta_{\sup}$ for the worst-case bound; only $\delta_{\sup}$ certifies. Its empirical noise floor and residual risk are driven by the measure $\mu(D)$ of the divergent region $D=\{s:\mathbb{E}_s[\tau_H]=\infty\}$ (states from which $H$ is not reached in finite expected time, under the reference/sampling measure $\mu$), the coverage of the sampled state distribution, and the hitting-time variance $\mathrm{Var}[\tau_H]$ — properties of the trained weights, the environment, and the evaluation distribution, knowable only a posteriori.
> For an agent *meant* to run forever — a coordinator, a daemon — halting is the wrong target, and $V^\star = \infty$ is the spec, not a pathology. The same drift theory then certifies **recurrence to a ready-state** instead of absorption to a halt-set. The object changes; the missing certificate does not. Safety changes shape too: it is no longer the one-shot $\Pr_s(\tau_B=\infty)$ but a *per-cycle* hazard that compounds — if each ready-state-to-ready-state cycle touches $B$ with probability $q$, survival over $N$ cycles is $\approx (1-q)^N$, so a reassuring per-cycle $0.9999$ is $\approx 0.37$ over ten thousand cycles. The reach-avoid certificate for a daemon is therefore a bound on $q$ against the intended horizon — the safety twin of the regenerative expected time that replaces $V^\star_{\mathrm{ok}}$ for restarting specs.
And the consolation rests in part on an assumption the world violates — though less of it than it first seems. The supermartingale *bound* itself survives a nonstationary kernel, provided the conditional drift holds uniformly at every step; what genuinely needs a **time-homogeneous kernel** is $V^\star$ as a fixed function, the resolvent / fundamental-matrix identities, and the sampled-$\delta$ calibration (which assumes the very kernel it was measured on). But the environment $E$ is *part of* $T$, and the world is not stationary — worse, it can be **adversarial**, an attacker choosing the tool-output *policy* — a kernel over what tools return, not the realized draw — so as to break your descent. The drift condition then stops being a fixpoint question and becomes a **minimax** one,
$$\sup_{\alpha \in \Pi}\ \int_{\mathcal{Y}}\!\int_{\mathcal{E}} V\big(\rho(s, y, \gamma(s,y), e)\big)\, Q_E^{\alpha(s,y)}\big(s, \gamma(s,y), de\big)\; M_W(\pi(s), dy) \;\le\; V(s) - \varepsilon,$$
a descent that must hold in expectation over the model's own output $y$ *and* even when the adversary picks the worst admissible environment policy $\alpha(s,y)$ from the class $\Pi$ of policies the environment genuinely permits — every $\alpha\in\Pi$ must still respect rejection, $\gamma(s,y)=\bot \Rightarrow Q_E^{\alpha}(s,\bot,\cdot)=\delta_{e_0}$, or the adversary resurrects side effects the gate refused. Well-posedness is a frontier caveat of its own: for $\sup_{\alpha\in\Pi}$ to be *attained* rather than merely defined, $\Pi$ needs structure — measurability of $\alpha\mapsto Q_E^{\alpha}$, compactness of the per-state admissible set, or a measurable-selection theorem furnishing a worst-case $\alpha$ — and "respects rejection" is a *constraint* on $\Pi$, not that existence argument; on a general state space the sup may have no maximizer, in which case the certificate quantifies over a maximizing sequence rather than a single adversary. A $V$ that certifies halting against a benign world is defeated by an adversarial one, and the measured $\delta$ bounds only the $Q_E$ you *sampled*, never the policy an attacker will choose.
**This is the formal home of prompt injection** — not "the model did something bad," but the environment optimized to bend your dynamics. And the target is not merely non-halting: injection steers toward a **bad set** $B$ — wrong acceptance, data exfiltration, unauthorized tool use, privilege escalation, irreversible side effects — so security is a **reach-avoid** problem, not a liveness one.
Here two reliability objects must be kept apart, because under absorbing refusal every naive intermediate collapses into one of them:
$$p_{\mathrm{succ}}(s) = \Pr_s\big(\tau_{H_{\mathrm{ok}}} < \tau_F\big), \quad F = B \cup (H \setminus H_{\mathrm{ok}}), \qquad\qquad p_{\mathrm{safe}}(s) = \Pr_s\big(\tau_B = \infty\big).$$
**Success** is reaching a correct halt before *any* failure — a safe refusal counts *against* it. **Safety** is never entering the bad set at all — a safe refusal *satisfies* it. These genuinely differ on any run that avoids $B$ without reaching $H_{\mathrm{ok}}$ ($p_{\mathrm{succ}}$ scores $0$, $p_{\mathrm{safe}}$ scores $1$): safe refusals, and — absent almost-sure absorption into $H\cup B$ — safe non-halting or endless safe retry. The tempting middle form $\Pr_s(\tau_{H_{\mathrm{ok}}} < \tau_B)$ is *not* a third object, by a two-line case analysis: for it to differ from $p_{\mathrm{succ}}$, a run would need $\tau_F < \tau_{H_{\mathrm{ok}}} < \tau_B$ — a non-accepting terminal hit strictly before success, then success anyway — which forces *exiting* $H \setminus H_{\mathrm{ok}}$, impossible while $H$ is absorbing. Note what does **not** re-separate them: within-run fail-closed retries (the non-terminal fail-closed of the definition) never touch $F$ at all — the rejected proposal lands in a safe *non-terminal* state — so a refuse-retry-succeed run scores $1$ on both forms, and the coincidence survives any amount of retrying. The middle form becomes a genuine third object only when the two hitting times can genuinely part ways: under **restarting specs**, where an owner re-launches out of a refusal terminal and the absorbency of $H \setminus H_{\mathrm{ok}}$ is deliberately dropped (the regenerative reading the daemon note above already contemplates) — no bookkeeping needed, since hitting times record *visits*, not occupancy, so the relaunched run's $\tau_F$ is already finite — or under a failure set that counts refusal *events* accumulated in $s$, $F' = B \cup (H \setminus H_{\mathrm{ok}}) \cup \{\mathsf{refusals} \ge 1\}$, which separates the forms even within a single run. In the restart case a run may halt refused, restart, and still reach $H_{\mathrm{ok}}$ before $B$: the middle form credits it; $p_{\mathrm{succ}}$, measured against the refusal it passed through, does not. Safety is certified by a barrier / avoidance certificate for $B$; success needs that plus the reach part — a hitting-time drift toward $H_{\mathrm{ok}}$. Fail-closed control is the disturbance-rejection margin for both, but split by reversibility: the gate $\gamma$ caps how far an adversarial world reaches into *side effects* and widens the gap to $B$ (it is the margin for the irreversible part), while $\rho$ validates the response and folds back, rejecting bad state after the action has run — which cannot undo an authorized side effect. In this language, security is robustness of the reach-avoid certificate.
And injection is not confined to the post-model kernel $Q_E$: poisoned retrieval, prompt-injected pages, and malicious tool metadata enter through $\pi$'s *inputs*, before generation — so the adversary lives wherever untrusted content enters the state/context-construction pipeline, which is why input provenance and the gate $\gamma$ both matter, not post-hoc verification alone. And provenance is a *precondition* of the certificate, not just an entry point to police: partition $s$ into a **control-determining** part — plan, intent, what is authorized next, the coordinates $\pi$ lowers and $\gamma$ checks — and a **data** part — tool values, retrieved text, the bytes of $e$. Reach-avoid presupposes untrusted effects touch only the latter; let $\rho$ fold attacker-controlled $e$ into the control part and the structural-intent check validates against a plan the adversary already bent, collapsing $\gamma$ to the strength of $\rho$'s validation. So the claim is conditional — reach-avoid *given* control flow provenance-isolated from untrusted data, the isolation that makes provable security possible (the content of CaMeL's control/data-flow separation, untrusted data filling typed values but never the program), a structural property the harness supplies and $\rho$ cannot recover after the fact. The partition then forces a question the isolation rule alone cannot answer: *something* must be permitted to write the control-determining part mid-run — or no plan could be steered, no approval granted, no scope widened — and naming that something is part of the object. It is the **trusted principal**: the owner of the run. An approval request is an ordinary authorized action through $\gamma$ into $Q_E$ — ask-the-owner is a tool call to the one counterparty you trust — and its response is the *single* class of $e$ that $\rho$ may fold into control coordinates; every other $e$ folds into data. This is not an exception eroding the partition but the partition completed: a provenance *lattice* with exactly one writer at the top, which is what trusted means — and the appendix's gate-placement entry derives the matching rule for *learned* verdicts, which may never stand in this writer's stead. One distinction keeps the lattice from outlawing the loop it governs. Control-determining is not one rank but two: **authority** — grants, scopes, budgets, what the principal has permitted — which only the top writer widens; and the **plan**, which the model rewrites at every fold of $y$, because replanning *is* the harness. The plan is a *middle* rank: written through the gated fold of the model's own output — the channel the minimax descent above already prices — never directly by an effect, and never a source of widened authority. The rank is also the field's live design axis: pin plan-writes to the top-derived rank — the plan fixed from the trusted query before any untrusted read, which is CaMeL's move — and provable security follows exactly there; let the middle rank replan interactively and you pay the adversarial price the certificate quantifies. A corollary with teeth: a dedicated planning component is rank-neutral — its writes land in the same middle rank as the model replanning inline — so it changes no guarantee and lives or dies on measured capability alone; in general, sub-components that only write middle-rank state are priced by evals, not by the certificate, which prices only rank crossings, gates, and $\Pi$. (For $B$ to capture irreversible side effects rather than only states, the side-effect ledger must itself live in $\mathcal{S}$, and the response $e$ must be an *effect record* carrying the ledger outcome — not just API bytes — since only $\rho$ writes external effects into $s$.)
There is a **second wall, orthogonal to the first.** It binds not the full harness state $\mathcal{S}$ but the **model-visible working memory** $\mathcal{C} = \mathcal{V}^{\le L}$ — bounded by the context length $L$. That bound is *not* the incompressibility of $V^\star$ (a fact about the parameters $W$ — the **dictionary**, fixed at training); it is a fact about the inner kernel's **working memory** (the $L\times d$ residual stream — the **desk**). $\mathcal{S}$ itself may be far richer — files, databases, vector stores, durable memory, queues — but that is *external* memory the shell supplies, and the distinction is the point: every external read still passes *through* the $\le L$ window to touch computation, so external stores extend addressable storage without extending the per-pass resident set. The shell can page; the plant cannot grow its desk. (What follows is heuristic, not definition-level: the complexity claims turn on depth, precision, and architecture, and belong with the frontier, not the core.) The tape picture comes from the autoregressive structure alone and needs no complexity theorem: each step reads a bounded window and writes one token, so **the context window is the tape, the autoregressive loop is the read/write head**, and — in the variable-$L$, fixed-precision idealization — the model-mediated inner computation behaves like a linear-bounded automaton, its reachable fixpoints capped by space-$O(L)$ computability (chain-of-thought is register-spilling onto that tape). Separately, and more weakly, there is a *per-pass* expressivity bound: under the standard fixed-depth, log-precision theoretical model a single forward pass is in constant-depth $\mathsf{TC}^0$ — *suggestive* for deployed models, not literal (real models use fixed-point precision and depth that grows with scale, and log-depth variants escape parts of it). These are different resources — the first bounds the *space* the loop addresses, the second the *depth* of one step — and only the space bound carries the $L$-wall; chaining them (one pass buys bounded depth, *therefore* the loop is space-$O(L)$) would be a non-sequitur, since per-step depth says nothing about the length of the tape the loop runs on. This is a *second* obstruction beside divergence, and it concerns *success*, not raw halting. Split the terminal set: let $H$ be any halt state (including fail-closed refusal) and $H_{\mathrm{ok}} \subseteq H$ the successful, accepting halts, with $V^\star_{\mathrm{ok}}(s) = \mathbb{E}[\tau_{H_{\mathrm{ok}}} \mid s_0 = s]$ taken on the process where $H \setminus H_{\mathrm{ok}}$ — halting wrong, refusing, failing closed — is *absorbing failure*, so a run that fails closed before acceptance has infinite accepting hitting time unless the spec explicitly restarts it — hence unconditional $V^\star_{\mathrm{ok}}$ is infinite whenever pre-acceptance failure has positive probability, which is why the workable reliability object is the success probability $p_{\mathrm{succ}}$ (above) or, for restarting specs, the regenerative expected time. Then $U_{\mathcal{H}}(L)$ — harness-relative, since the shell's decompositions and verified tools determine what can be paged or outsourced — is the set of tasks whose **irreducible per-step model-mediated working set** exceeds $L$ — not tasks whose *data* exceeds $L$ (those the shell can page), and not work that can be **discharged to a verified external tool** (a solver, interpreter, or compiler computes off-context). For a task in $U_{\mathcal{H}}(L)$ the raw chain may still hit $H$ — by failing closed, refusing, or returning a wrong answer — so $V^\star = \mathbb{E}[\tau_H \mid s]$ stays perfectly well-defined; what blows up is $V^\star_{\mathrm{ok}}$, the expected time to a *correct* halt, which is infinite under a formal success predicate, or undefined if no such predicate has been specified. The honest statement is about the finite-success domain, and it is *schematic* — a shape written in set notation, not a theorem, since $\mathrm{reachable}_{\mathcal{H}}(L)$ is exactly as informal as the working-set notion behind $U_{\mathcal{H}}(L)$: $\mathrm{dom}_{<\infty}(V^\star_{\mathrm{ok}}) \subseteq \mathrm{reachable}_{\mathcal{H}}(L) \setminus D$ — both the reachable set and the divergent set $D$ relative to $\mathcal{H}$. The two walls **trade***directionally, not as a literal exchange rate*: parametric memory $|W|$ and working memory $L$ press on the same budget along the pretraining-vs-inference-scaling axis, with no clean unit-for-unit substitution of one for the other. And the bound is inherent to *finite working memory*, not attention specifically: state-space models embody it differently (a fixed-size recurrent state rather than an $L$-window), and real attention's usable tape is shorter than $L$ (lost-in-the-middle).
## Where it cashes out
This is not ornament; the decomposition is load-bearing in the design.
- **$\pi$ is a progressively-lowered dialect stack** — raw input → intent → plan → tool-call → the neutral wire IR — each level a deterministic pass with its own verifier — *pass* and *verifier* meaning the shell's transformation and checking: the **content** entering at the plan level is plant-authored, middle-rank state (the two-rank note of *The limit*), which is exactly why that level carries a verifier at all. The per-step drift $r(s)=\mathbb{E}[\hat V(s_{n+1})\mid s]-\hat V(s)$ splits by coordinate, $r = r_{\text{shell}} + r_{\text{plant}} + r_{\text{env}}$ — presuming an additively separable $\hat V$, or a declared scheme attributing each step's drift to shell, plant, and environment coordinates: the shell term is an *exact, designed* descent — but per lowering pass, not per outer step: each pass strictly narrows the admissible-meaning set, a well-founded descent we build by hand, while the outer loop *revisits* — retry, replan, rewind are planned ascents of any reasonable $\hat V$, which the run-level certificate must absorb (a retry budget inside $\hat V$ is the standard device), so the shell's descent is well-founded in the nested, lexicographic sense rather than monotone along the run; the plant term ($M_W$) is the irreducible residue, and the environment term ($Q_E$) is the one an adversary controls — the very quantity the minimax descent must bound, which the old two-way split folded out of sight. **Syntactic soundness is free; semantic adequacy is not.** Relative to a formal schema and a correct validator, schemas, types, and boundary checks go into the shell at zero probabilistic cost; whether the lowered task still *means* what the user intended stays empirical, because natural language supplies no source-language standard to check against.
- **$\rho$ is fail-closed verification** — validate at every boundary, never let malformed state flow downstream. The discipline transfers from compilers in *form*; the *teeth* do not, because a harness has no source-language standard — natural language is, in effect, all undefined behavior — there is no complete formal source-language semantics to check against. And $\rho$ must be *deterministic*: if verification is itself an LLM judge, that is another learned kernel call — it belongs in $M_W$, not in $\rho$. Where $\rho$ *repairs* rather than rejects — canonicalizing malformed input into valid shape — remember that repair is an authorization decision in disguise: each repair rule converts a reject into an accept on bytes the adversary chose, so it must be deterministic, meaning-narrowing, and its output re-validated as if it had arrived that way, or the repair pass is a bypass of the very boundary it serves.
- **$\delta$, $\mu(D)$, $\mathrm{Var}[\tau_H]$ are what you measure** — not derive. You instrument the certificate precisely because the architecture does not hand it to you — you estimate it unless it is separately certified. And the meter is attack surface: if $\hat V$ is itself computed by a learned judge — a model scoring "progress" — the instrument is a kernel draw with the plant's own adversarial exposure, and an environment optimized to bend your dynamics will bend your *measurement* of them first; an injected page persuading the judge that work is advancing is precisely a divergence hidden from the dashboard built to catch it. The rule that put the LLM judge in $M_W$, not $\rho$, applies to instrumentation too: a learned $\hat V$ is part of the measured system, never a neutral meter.
## How this could be wrong
It is a hypothesis; here is what would falsify it. If the controller cannot in practice be kept deterministic — if real reliability demands stochastic control the plant can't absorb — the clean *deterministic* split is a fiction (the broader $K_C$ kernel model still holds, but loses its payoff: localizing every coin to the plant). If the drift slack $\delta$ turns out *not* to track real-world failure, the whole "measure the certificate you can't prove" program is empty. And if harnesses are simply better described some other way — not as nested stopped chains at all — then this is a pretty equation that merely happens to fit, an elegance we would be right to distrust.
First, handles — the load-bearing claims numbered, so the tests have addresses. **C1**: the harness is faithfully modeled as nested stopped Markov processes — the tuple, the outer $T$, the inner $M_W$. **C2**: the controller injects no randomness — every coin localizes to $M_W$ and $Q_E$. **C3**: fail-closed is a *gate* property — no effect crosses unvalidated, and rejection is a true no-op. **C4**: no certificate of correct halting comes free, and the measured slack $\delta$ is a calibrated risk metric, never a certificate. **C5** (conjecture): the minimal certificate $V^\star$ admits no representation materially below model scale. **C6**: two orthogonal walls — divergence ($\mu(D)$) and the $L$-bounded per-pass working set. **C7**: security is reach-avoid, certifiable only conditional on provenance isolation with a single trusted writer. **C8** (figure): certificate and interlingua are one object — already demoted by its own section, and exempt below accordingly.
Each claim is operational, not merely rhetorical:
- **State-ablation (C1 — the Markov claim).** Drop a variable from $s$ and check whether next-step transition statistics move. If they do, the abstraction was not Markov, and $s$ must be augmented until it is. (Passing is necessary, not sufficient — the test can falsify Markovity, not establish it.) The same probe pointed at $\pi$ tests lowering *sufficiency*: drop a coordinate from $c$ rather than $s$ and watch task success rather than transition statistics — context compaction lives or dies by exactly this.
- **Controller-determinism audit (C2).** Re-run with model samples and tool outputs *held fixed*. Any residual variance is randomness the harness itself injected — clock reads are the classic leak (timestamps folded into $s$, wall-clock timeouts, cache expiries) — and must be folded into $Q_E$ or the controller, or the determinism claim is false.
- **Drift calibration (C4).** Test whether $\hat V$-drift actually predicts failure, retry count, latency, or non-halting. One uncorrelated candidate kills that candidate, not the program; the program is empty only if candidates from the natural families — plan depth, open-obligation counts, budget burn, judge scores — *systematically* fail to track failure.
- **Adversarial-environment test (C7).** Replace sampled $E$ with worst-case tool outputs, prompt-injected documents, poisoned tool metadata, malformed responses. The minimax descent must survive these, not merely the benign draw.
- **Boundary-control ablation (C3, C7).** Compare prompt-only defenses against deterministic tool-call validation, capability checks, sandboxing, and fail-closed rejection at the gate $\gamma$. The hypothesis predicts the latter class dominates; if prompt-only defenses match it, the controller/plant security story is wrong.
- **Readout-typing check (C1, C3).** Verify that $M_W$'s codomain is exactly what $\gamma$ consumes — especially under window truncation, where the final context need not hold the full transcript, so the output buffer and the gate's input must still agree.
- **Certificate-compression search (C5).** The conjecture falsifies constructively: exhibit a $\hat V$ of description length far below $|W|$ whose worst-case slack is provably $\le 0$ over a nontrivial task domain. The text concedes the live counter-possibility — coarse hitting-time functionals of complicated kernels are sometimes cheap — so C5 stands only until someone cashes it.
- **Working-set probe (C6).** Fix the shell and scale a task family's irreducible per-step working set past $L$, on tasks the shell can neither page nor discharge to a verified tool — anchoring "irreducible" in families with proven streaming or communication-complexity lower bounds, so the floor is someone else's theorem and a solved family cannot retreat to reducible-after-all. C6 predicts success collapses at the wall rather than degrading smoothly; a family solved reliably past it, without new shell decompositions, falsifies the second obstruction.
## Where this points (the frontier — least falsifiable, so flagged)
If $V^\star$ is incompressible only in *token* coordinates, the right change of coordinates might compress it — and that change of coordinates is a representation of meaning itself. Cost-to-go and representation co-determine each other: where the Koopman operator is diagonalizable — a point-spectrum idealization, since mixing dynamics carry continuous spectrum and admit no eigenbasis — the eigenbasis that linearizes the dynamics is also the one in which the certificate decomposes, and even then only for a $V$ in the span of those eigenfunctions; in reinforcement learning the discounted successor representation (Dayan 1993) is the resolvent $(I-\beta P)^{-1}$ — discount $\beta$, not the gate $\gamma$ — with $V$ a *linear readout* of it — and in the undiscounted, absorbing case that actually matches a stopped harness the same role is played, in the finite setting — and countable settings where the Neumann series converges — by the **fundamental matrix** $N = \sum_{n \ge 0} Q_{\mathrm{tr}}^{\,n}$ (written $(I - Q_{\mathrm{tr}})^{-1}$ when the inverse exists), where $Q_{\mathrm{tr}}$ is the sub-stochastic kernel restricted to $H^c$ (transitions before absorption at $H$) and the row sums $N\mathbf{1}$ *are* $V^\star$ on the finite-mean hitting domain; on general state spaces the same series is read as the potential (Green) operator $G$, with $G\mathbf{1} = V^\star$ wherever it converges. Each of these is a clean identity only for a fixed, time-homogeneous kernel — under a nonstationary $Q_{E,n}$ the resolvent and fundamental matrix dissolve into a time-ordered product, and under an *adaptive* adversary into a controlled / game-value operator, so what is identity in the stationary regime is analogy beyond it.
With that caveat, **the interlingua and the certificate are one object seen twice** — and the reason neither can be written in closed form is the same "all undefined behavior": no canonical lowering of meaning, hence no finite header-file for either. The only representation of both is $W$ — a band-limited, lossy compression of a scale-free meaning-space, sharp where the record is thick and blurred where it thinned. That a finite object renders an infinite one *lossily but honestly* — declaring its resolution, and where it is unsure — is not a lie; it is the most an $f(\cdot\,;W)$ can do. **The search for $V$ and the search for the interlingua are not two programs. They are one** — and the day either is written in closed form, so is the other, or we will have proven why neither can be. Read this as *figure*, not a lurking theorem: the only precise version would need the Koopman eigenbasis to fall on the very coordinates that lower meaning, and the mixing-spectrum caveat above already concedes that eigenbasis does not exist — which guts it. It is the least-defensible claim in this document, and it should announce that rather than imply a rigor it has not got.
---
*The formula is the architecture; the corollary is why the architecture is hard. Both on the page — nothing hidden behind a tidy composition.*
## Grounding
Borrowed theorems are real; the framings are not — keep them separate. Some framings are nonetheless *corroborated* — independently reached from another field — a third grade, weaker than proof and noted last.
**Proven (citable).** FosterLyapunov drift ⇒ positive recurrence + $\mathbb{E}[\tau]\le V(s_0)/\varepsilon$ (Foster 1953; Meyn & Tweedie, *Markov Chains and Stochastic Stability*, 1993) — positive recurrence needs the usual irreducibility/petite-set hypotheses, while the absorbing-halt case used here needs only the weaker supermartingale optional-stopping hitting-time bound. The minimal $V$ is the expected hitting time, by first-step analysis + optional stopping (Norris, *Markov Chains*, 1997). For an absorbing chain that expected hitting time is the row sum of the fundamental matrix $N=\sum_{n\ge0}Q_{\mathrm{tr}}^{\,n}$ (Kemeny & Snell, *Finite Markov Chains*, 1960), with the general-state analogue the potential (Green) operator (Revuz, *Markov Chains*, 1984). Koopman's linear-operator view of nonlinear dynamics is classical (Koopman 1931), and Lyapunov functions can be assembled from its eigenfunctions when the spectrum is suitable (Mauroy & Mezić, 2016). You certify a candidate $\hat V$ by a *proven* drift inequality rather than by deriving $V^\star$, and estimate it empirically only where a proof is out of reach — the empirical drift checks, it does not certify (neural-Lyapunov: Chang, Roohi & Gao, *Neural Lyapunov Control*, NeurIPS 2019, arXiv:2005.00611). A classical monotone data-flow analysis gets its $V$ for free because a finite-height lattice is a well-founded descent (Kildall, POPL 1973). The gate-a-plant architecture itself is classical: supervisory control theory synthesizes a deterministic supervisor that disables controllable events of a plant it does not author, with the supremal controllable sublanguage as the largest admissible behavior (Ramadge & Wonham, SIAM J. Control and Optimization, 1987) — $\gamma$ is that supervisor, with a learned stochastic plant on general state spaces. The successor representation is Dayan (*Improving Generalization for Temporal Difference Learning: The Successor Representation*, Neural Computation 1993). Dialect-stack architecture: MLIR (Lattner et al., CGO 2021, arXiv:2002.11054); learned pass-ordering: MLGO (Trofin et al., arXiv:2101.04808). Single-pass low-depth expressivity: log-precision transformers are simulable by constant-depth logspace-uniform threshold circuits ($\mathsf{TC}^0$) (Merrill & Sabharwal, *The Parallelism Tradeoff: Limitations of Log-Precision Transformers*, TACL 2023) — fixed/constant precision is a stronger restriction, added autoregressive steps escape it (Merrill & Sabharwal, *The Expressive Power of Transformers with Chain of Thought*, ICLR 2024), and growing precision changes the picture, so the bound is suggestive for deployed models, not literal.
**Asserted (ours — not theorems).** That the harness is best modeled as nested stopped chains; that $V^\star$ is incompressible (no compression theorem); that "no lattice for $f(\cdot\,;W)$" means none is *known*, not that none exists; and everything under *Where this points* — including the Koopman/certificate co-determination, which is well-posed only under the spectral assumptions noted there, and the interlingua/certificate identification; and the design rules read off the objects rather than proven from them — the single-trusted-writer completion of the provenance partition, the narrow-only rule for learned checks, the composition law of the appendix. These organize the design; they are not results.
**Converged-upon (independently arrived at, from other framings).** The *Asserted* claims above are ours but not ours alone; several are reached independently, from starting points unconnected to this framing — which is the corroboration a definition earns: not a chorus of agreement (the systems below often disagree on method and goal), but that work approaching from capabilities, reinforcement learning, control theory, software architecture, and language-modeling theory each lands on a piece of the same object. That the **deterministic controller, not the model, carries the guarantee** is reached from four directions — capability and information-flow control (CaMeL: Debenedetti et al., *Defeating Prompt Injections by Design*, arXiv:2503.18813, securing the agent even when the underlying model is susceptible); reinforcement learning (shielding: Alshiekh et al., *Safe Reinforcement Learning via Shielding*, AAAI 2018, arXiv:1708.08611 — a deterministic reactive shield filtering a learned policy's actions against a temporal-logic specification); control theory (*Stable Agentic Control*, arXiv:2605.03034, enforcing finite action catalogs at the tool-output interface under a Lyapunov input-to-state-stability certificate against adversarial disturbance); and software architecture (the plan-then-execute / control-flow-integrity line, e.g. Beurer-Kellner et al., *Design Patterns for Securing LLM Agents against Prompt Injections*, arXiv:2506.08837). The **certified-vs-measured split** is reached from the construction side (CaMeL's provable security) and, independently, from the destruction side (guardrail-evasion results — *Bypassing Prompt Injection and Jailbreak Detection in LLM Guardrails*, arXiv:2504.11168, the v1 title — later versions retitle it; *No Free Lunch with Guardrails*, arXiv:2504.00441), with verification-oriented work stating it as the motivating gap (*Towards Verifiably Safe Tool Use for LLM Agents*, arXiv:2601.08012; VeriGuard, arXiv:2510.05156): a learned safeguard raises the odds of detection but cannot guarantee safety against a persistent attacker. The **inner readout as a composition of Markov kernels** is independently formalized in language-modeling theory — the autoregressive step as kernel composition in the category $\mathsf{Stoch}$ (*A Markov Categorical Framework for Language Modeling*, arXiv:2507.19247), and the broader "LLMs as Markov chains" line — though that work models the inner kernel alone and never closes it into an agentic loop, which is exactly the seam this definition adds. That **provenance shrinks the admissible adversary** is reached by datamarking / spotlighting (Hines et al., arXiv:2403.14720, 2024) and by CaMeL's data/control-flow separation; and a systematization of prompt injection against agentic coding assistants reaches the same verdict from the attack side — mitigation must be *architectural*, not model-level (*Prompt Injection Attacks on Agentic Coding Assistants*, arXiv:2601.17548); the sharper open problem this object is built to answer — formally specify the trust boundaries, then verify implementations respect them — is our phrasing of where that verdict points, not the paper's. Two convergences are weaker, and flagged. The **reach-avoid hitting-time certificate** is the independently developed reach-avoid supermartingale (RASM, arXiv:2210.05308, AAAI 2023) and stochastic Lyapunovbarrier apparatus, and its *hardness* is corroborated — expected-stopping-time problems for Markov chains are inter-reducible with the Positivity problem, a relative of the Skolem problem (Chatterjee & Doyen, *Stochastic Processes with Expected Stopping Time*, arXiv:2104.07278) — but this supports generic hardness only, not the specific incompressibility-at-$|W|$ conjecture, which remains ours and unproven. And **injection as an adversarial policy** is corroborated as a minimax game in the *detection* setting (DataSentinel: Liu et al., *A Game-Theoretic Detection of Prompt Injection Attacks*, arXiv:2504.11358) and as adversarial-disturbance robustness (*Stable Agentic Control*, above) — but no prior work assembles it as reach-avoid over the tool-output kernel with the gate as the irreversibility margin; here the relation is adjacency, not convergence.
---
## Appendix: model implementation
The definition is deliberately abstract: $\pi, \gamma, Q_E, \rho$ are *roles*, not code, and a deployed harness forces concerns the abstract object is silent on. This appendix does not re-derive the implementation; it establishes a **pattern** — take a hard practical concern, locate it in the objects already defined, and read off the discipline they imply rather than inventing new machinery. Cancellation is the worked example, chosen because it is where the silence bites hardest and because the answer falls entirely out of objects already on the page.
**Cancellation.** An owner stops a running agent mid-flight — worst across a task-agent tree. The naive reading is "stop and undo," but the irreversibility point forbids it: $\gamma$ is the last line before irreversible effects, and $\rho$ can reject a response but cannot undo an authorized action. So cancellation is not *making it not have happened*; it is a disciplined stop with a defined disposition for what is already irreversible.
A cancel is a signal, so by the Markov requirement it lives in $s$. The gate then closes on it: while the cancel flag is live, $\gamma(s,y)=\bot$ for every proposal. That is the entire "block the pending actions" requirement — they hit the gate already built and bounce into the no-op, with no new blocking machinery — and it forecloses all *future* turns at once, since $\pi$ lowers nothing new that $\gamma$ will pass. After the signal is observed, **no action crosses $\gamma$.**
The hard half is the action already *past* $\gamma$, executing in $Q_E$, whose effect is landing or has landed. Here the disposition is a trinary on the kind of $Q_E$ you authorized. If the tool is **cancellable**, propagate the cancel into it; it aborts and reports a true end-state (committed, rolled-back, or partial), and $\rho$ folds the real disposition. If it is **bounded** — drainable in acceptable time — simply wait and record the real $e$. If it is **opaque and unbounded** — a bash invocation that may itself be a harness, an environment you hold no handle into — you cannot stop the effect, only your *wait* for it: the controller fabricates $e$, a synthetic "cancelled" response, and folds it through $\rho$ so the loop can reach a terminal.
That synthetic result is the subtle case, and the load-bearing rule is this: $\rho$ may fabricate the *acknowledgment* but must not fabricate the *outcome*. A synthetic "cancelled, no effect" entry reads downstream as *the action did not happen* — and will cause a double-send exactly as readily as a dropped record causes an orphan. Same bug, opposite sign. An outcome you did not observe is $\mathsf{unknown}$, never $\mathsf{none}$: the cancelled agent never saw whether bash sent the email, and the ledger must say exactly that. (This is why $e$ must be an effect record and the ledger must live in $s$ — the fabricated entry is still a ledger write, and its value is what a later reader acts on.)
The run halts into $H_{\mathrm{cancel}} \subseteq H \setminus H_{\mathrm{ok}}$ — a distinguished terminal, non-accepting but *safe* (outside $B$), refining the deliberately coarse $H \setminus H_{\mathrm{ok}}$ of the definition (the body leaves that set unenumerated; the appendix is where its subclasses earn names) — with a specific postcondition: no action crossed $\gamma$ after the cancel was observed, every in-flight action was drained to its real disposition or recorded $\mathsf{unknown}$, and the ledger is consistent. It is worth separating from refusal and from a wrong answer precisely because that guarantee is its own.
Cancellation must be **cooperative, not preemptive.** The owner writes the cancel into the child's $s$; the child observes it at its next $\gamma$ check. The guarantee is therefore "no new action after the cancel is *observed*," not "after it is *sent*" — a child may authorize one more action in the gap, which simply drains like any other in-flight. Preemptive cancellation — killing the child mid-$Q_E$ — is exactly what manufactures $\mathsf{unknown}$ state at scale, because it destroys the record of whether the action landed. And the propagation is **recursive**: cancel flows down the subtree, each level closes its gate at its next check and drains, and the owner's cancel "completes" only when the subtree has drained. A single agent's drain is its own in-flight action; a tree's is the whole subtree reaching safe points cooperatively — the irreversibility problem stacked on a distributed-coordination one, which is why task agents are the worst case.
Compensation lives **outside** the cancelled agent. A completed-but-unwanted effect cannot be undone by the agent that caused it — its gate is closed — so a compensating, saga-style action is the *owner's* job, issued after $H_{\mathrm{cancel}}$ and reading the child's ledger to decide what to reverse or annotate. It must be the owner's, because the cancelled child cannot even know whether compensation is needed: it never observed the outcome. The owner inherits the $\mathsf{unknown}$ and any still-live orphan process, and reconciliation is its responsibility.
Finally, the part that shapes the tool rather than the document. Opaque unbounded $Q_E$ is uncancellable because authorization happened at the wrong **granularity** — an unbounded environment crossed $\gamma$ on a single approval. The discipline the objects imply is therefore not "handle uncancellable tools better" but: *the gate should prefer bounded, instrumented $Q_E$ over opaque ones, so that cancellation and the ledger stay honest.* A bash invocation behind a wrapper that tracks its process tree and effects converts the third branch into the first. Sometimes opaque is the only option, and then $\mathsf{unknown}$ and owner-inherited orphans are the honest floor — but where the choice exists, that is the pressure cancellation semantics put on tooling.
**Resume (involuntary stop).** Cancellation's twin, without the courtesy of a signal: a process crash, a lost node, a partition mid-$Q_E$. Nothing new is needed to say what recovery *is*. A crash is not a halt — $H$ is a property of the state, and the run never reached it; the chain merely stopped being *computed*, and resume computes it further, re-entering $T$ at the last durable $s$ (not the body's *restarting spec*, which exits a refusal terminal — here no terminal was ever reached). That sentence is the Markov requirement cashing out operationally: re-entry is sound exactly when $s$ was the whole state, so anything load-bearing that lived only in process memory — an in-flight buffer, a lock held in RAM, a plan revision not yet folded — is a state-ablation failure (*How this could be wrong*) discovered at the worst possible time. Durability of $s$ is not an implementation nicety; it is what the Markov claim *means* when the machine dies.
The sharp part is an ordering the ledger's own trichotomy forces. The formal transition is atomic — $s_{n+1} = \rho(s, y, a, e)$ in one piece — and a crash lands *inside* it, so resume is really a statement about the implementation's refinement of that atom into micro-steps: authorize, journal, dispatch, collect, fold. The discipline is that every crash point must resume to one of exactly two honest readings — not-yet-dispatched ($\mathsf{none}$, safely retriable) or dispatched-unconfirmed ($\mathsf{unknown}$, the cancellation entry's third branch) — and **journal-before-dispatch** is what makes the boundary between them observable: on $\gamma$'s authorization the shell journals an open $(\mathsf{action\_id}, \mathsf{pending})$ entry into durable $s$ before $Q_E$ sees the action — the write is the shell's step bookkeeping, so $\gamma$ itself stays effect-free. Journal *after* dispatch and a crash in the gap leaves no record at all — resume reads silence as $\mathsf{none}$ and re-sends, the double-send bug again, produced by a power cut instead of a synthetic entry. Write-ahead intent is not imported from database lore; it is forced by "did not confirm" is not "did not happen."
The same pressure lands on tooling from a second direction. The $\mathsf{action\_id}$ the record already carries is an idempotency key wherever the tool will accept one: re-dispatch after resume becomes safe, and $\mathsf{unknown}$ becomes *queryable* — ask the tool what it did with this key — rather than terminal. The disposition trinary returns with new labels: idempotent-or-queryable $Q_E$ resumes cleanly, bounded $Q_E$ drains, opaque $Q_E$ leaves $\mathsf{unknown}$ and owner-inherited orphans, the honest floor again. The wrapper that made bash cancellable makes it resumable; it was the same wrapper all along. And if durable $s$ itself is lost there is nothing to re-enter: the run collapses to a single $\mathsf{unknown}$ in its owner's ledger — degraded accounting, but never silent.
**Gate placement (fail-closed, in practice).** The natural implementation question is whether fail-closed means tool-call parsing and validation must happen before any tool invocation. It does — with the division of labor the definition already fixed: *parsing* lives in the inner readout $R$, the syntactic, verified extraction into $\mathcal{Y}$ (what the readout-typing falsifier checks), and *authorization* lives in $\gamma$, which is a *gate* — validation is not merely *prior to* invocation, it is what *authorizes* it. The model emits text; $R$ has already extracted it into a typed proposal; $\gamma$ validates that proposal against $s$, and only a survivor becomes an authorized action that $Q_E$ may execute. The teeth are in $\gamma$ being the *sole* route from model text to execution: no path to a side effect that does not pass the gate. And the validation is not a fixed checklist but **any deterministic predicate over $s$ and $y$** — that domain is the point, since the gate sees all of the state and the full proposal, so anything computable from them is a legitimate authorization condition. Three kinds matter. *Syntactic* — well-formed, schema-conformant, the tool exists, arguments typed. *User authorization* — does the principal this run acts for hold the right to *this* operation on *this* resource in *this* context: a function of the auth scope, principal, and session carried in $s$ and the resource and operation named in $y$, and *dynamic* rather than a static capability table, since the same caller may be permitted now and not once a budget is spent or a lock held. *Structural intent* — does the call cohere with the plan and the lowered task already in $s$: a consistency check, not a mind-reading one.
That last kind marks the seam where the gate stops being able to stay pure, and it is the same seam the rest of this document is built around. The *structural* slice of intent — does the action cohere with the plan in $s$ — is a deterministic predicate over $s$ and $y$, effect-free, and belongs in $\gamma$ without reservation. But whether an action matches what the user *actually meant*, in the full semantic sense, is exactly the thing the definition says cannot be checked: natural language is all undefined behavior, with no source-language standard to validate against. So a semantic intent check is a *learned* check, and an LLM judging "is this what they wanted" is a **stochastic kernel** — putting it inside $\gamma$ breaks the property the gate exists to hold, by the same move flagged for the fold-back verifier: a learned judge is a kernel, and belongs in $M_W$, not in a deterministic map. Semantic intent therefore does not live *in* the gate; it is a plant call — a separate authorize-the-proposal pass through $M_W$ whose output $\gamma$ then deterministically gates — or it is drift you measure, never a guarantee you hold. That nested call is not a new kind of thing: it is a mini-harness inside the gate's decision — a judge $M_W$, its own syntactic readout, its own deterministic gate — so its failure case answers itself, the inner gate fail-closing on an unparseable or low-confidence judgment exactly as the outer one does, because it *is* one. The object is **closed under this construction**: semantic gating is added by recursion, not by a new primitive. One constraint on the recursion is load-bearing enough to be a rule, because it is where this entry meets the provenance partition of the body: the judge's verdict is derived, through a learned kernel, from the very content an adversary may have bent, so folding it into authorization is exactly the fold the partition forbids — *unless the verdict can only cost capability*. **A learned check may narrow the deterministic admissible set; it must never widen it.** Judge-as-veto is safe by construction: attacker influence over the judge can at worst manufacture a denial, a liveness cost the certificate already prices. Judge-as-approver — a verdict granting what the deterministic checks alone would refuse, or standing in for the trusted principal's confirmation — lowers the certified floor to those deterministic checks alone; if avoiding $B$ depended on the deny the judge now withholds on the adversary's behalf, the certificate is gone. Only the trusted principal widens authorization; learned kernels only narrow it. (The recursion already obeys this: the mini-harness's inner gate fail-closes to $\bot$ — a deny — which is why the construction was safe to add at all.) The cost is real and worth stating — a judge pass is another full model call, with its latency and tokens — so it is a decision about *which* actions warrant it, not a free wrapper for all of them. The gate widens to every deterministic predicate over $s$ and $y$; it does not widen to the one predicate the document says is not deterministically checkable.
But "before any invocation" has to be read as *before any effect*, which is sharper than it sounds — and the reason is the irreversibility point above: you validate before execution because execution is what you cannot take back, so the real invariant is **no effect crosses $\gamma$ unvalidated**. That catches three cases the naive reading misses. *Reads are not free*: a read-only call is still an injection vector (it pulls attacker-controlled content into context) or an exfiltration vector (a request whose URL is the payload), so the gate authorizes the *call* regardless of whether it mutates. *Validation must not act*: a "validator" that resolves a call by hitting an API, expanding a template that fires a webhook, or evaluating an argument that runs code has collapsed validation into invocation, and the effect has already happened *inside* $\gamma$ — so $\gamma$ itself must be **effect-free**, pure and total over the proposal and the current $s$, with no network and no execution; if deciding validity *requires* a side effect, that side effect is itself an action and must go through the gate, recursively. *The output is an action too*: the user-visible response and any logging are effects — for model-authored text, emitted either as an authorized action through $\gamma$ or only after an accepted halt (shell-templated status on any halt is the controller speaking, not the model) — streaming raw tokens to a sink before $\gamma$ has cleared them is the same bug from the other end.
So the property, tightest: $\gamma$ is a **pure, effect-free authorization that every model-proposed action — tool call, read, write, or final output — must pass before any effect occurs**, with "before" enforced structurally by the gate being the only route from model text to $Q_E$. The two failure modes to design against are a path from model output to a sink that bypasses the gate, and a $\gamma$ that is not effect-free, so that "validating" a call already rang the bell. And the boundary, so the property does not overpromise: $\gamma$ guarantees *no unauthorized effect* — pure code ordering, fully in your control — but not that an *authorized* effect is safe or correct; that is the plant's problem, and the reason $\rho$ and the reach-avoid certificate exist. Fail-closed is the floor — nothing executes that did not pass the gate — not the ceiling.
There is a third failure mode beside those two, and it is not a code path but a credential. A tool process that holds standing authority — an environment full of long-lived secrets, a database connection with every grant, an agent identity the network trusts — does not need the model's proposal to act, and against it $\gamma$'s $\bot$ is a decision with nothing to enforce it. The gate *decides*; something must make the decision *binding*, and "no path from model output to a sink that bypasses the gate" must be read to include the non-code paths: ambient authority is a bypass provisioned before the run began. The discipline is **per-action capability**: the authorized action *carries* its grant — a scoped, short-lived credential minted at authorization, valid for this $\mathsf{action\_id}$, this resource, this operation — so that a tool holds, at any moment, exactly the authority of the actions the gate has passed it and nothing standing. In the language of the minimax certificate this is enforcement as $\Pi$-shaping: sandboxing, capability scoping, and network policy do not make the gate smarter — they shrink the class $\Pi$ of environment policies an adversary can choose from, so the worst case the certificate must survive gets structurally smaller. A gate in front of an omnipotent tool is a suggestion; the objects compose into a guarantee only when $Q_E$'s reachable effects are no larger than what crossed $\gamma$.
And one more boundary, because "fully in your control" above is a *single-run* statement. $\gamma$ authorizes against the $s$ it read; the effect lands later, against a world that may have moved — the gate cannot freeze the world between authorization and commit, so the honest property is *no effect unauthorized relative to the $s$ at authorization time*, and closing that gap requires the tool itself to bind check to commit (compare-and-swap in $Q_E$), which relocates part of the enforcement past the gate and weakens "$\gamma$ is the last line" to "$\gamma$ plus a commit guard" for exactly the effects that need it. The same seam opens *between* runs: the dynamic authorization state the gate reads — budgets, quotas, locks — is, once shared, no single run's coordinate, and two children of a coordinator can each pass $\gamma$ against snapshots that jointly overdraw a budget neither exceeded alone. The cancellation entry's observed-not-sent gap ("a child may authorize one more action in the gap") is this phenomenon wearing one hat; the general statement is that cross-run authorization state needs its own serialization discipline — the ledger as the serialization point is the natural choice — and the per-run certificate is silent about it. TOCTOU is not a counterexample to the formalism; it is what the formalism says when you admit $s$ is a *view*.
**Parallel proposals (the batch gate).** Models emit several tool calls in one turn, and the outer chain assumed one action per step. The repair is formally cheap: a batch is a single action in $\mathcal{A}$ that happens to be a set, $Q_E$ runs its elements concurrently, the interleaving's nondeterminism folds into $Q_E$ exactly as the determinism audit requires, and $\rho$ folds one effect record per element — $e$ is then a finite set of records — each keyed by its own $\mathsf{action\_id}$ — the record interface already supports partial outcomes (one element $\mathsf{committed}$, its sibling $\mathsf{unknown}$). One discipline survives the cheapness: **individually admissible actions can be jointly inadmissible.** Read-the-secret and post-to-the-web each pass a per-call check; the pair is an exfiltration channel — and two calls that each fit a budget jointly overdraw it, the cross-run overdraw of the previous entry reappearing *inside* one turn whenever elements are authorized independently. Since $\gamma$'s domain is any deterministic predicate over $s$ and $y$, joint authorization was licensed all along; the content here is only that the gate must take it — authorize the *set*, atomically, against one snapshot, with interaction predicates (source-to-sink flow between capability classes, summed resources) and not merely element predicates. The cost note is the judge's, transposed: full powerset reasoning is combinatorial, so a real gate checks declared interactions rather than every subset — a tractability trade to make explicitly, not by forgetting the batch was a set.
**Effect records (what $\rho$ folds back).** The fold-back $\rho$ and the cancellation ledger both turn on the response $e$ being an *effect record* rather than raw API bytes — said twice in the body and pinned down nowhere, though it is the interface that makes both tractable. The minimal shape is small: roughly
$$e = (\mathsf{tool\_id},\ \mathsf{action\_id},\ \mathsf{status},\ \mathsf{effects},\ \mathsf{time}), \quad \mathsf{status}\in\{\mathsf{committed},\mathsf{rolled\_back},\mathsf{partial},\mathsf{none},\mathsf{unknown}\}, \quad \mathsf{effects}=[(\mathsf{resource},\mathsf{op},\mathsf{reversible})].$$
Each field is forced by something the body already needs. The $\mathsf{action\_id}$ lets $\rho$ match a response to the in-flight action $\gamma$ authorized, and lets the ledger say which actions are still open — without it the $\mathsf{unknown}$/orphan accounting has nothing to key on. The $\mathsf{status}$ must carry $\mathsf{unknown}$ as a value *distinct* from $\mathsf{committed}$ and from $\mathsf{none}$, because that distinction is the whole content of the cancellation ledger: "did not confirm" is not "did not happen" ($\mathsf{none}$ is *never launched* — the record of the distinguished no-op $e_0$ a $\gamma$-rejection forces, which is how a bounce at the gate enters the ledger at all — distinct in turn from $\mathsf{rolled\_back}$, which launched and was undone: conflating those erases the difference between a gate that held and a compensation that worked). The $\mathsf{reversible}$ bit on each effect is what lets the gate know which effects are irreversible — the predicate the gate-placement entry leans on ("anything irreversible must be gated at authorization") but cannot evaluate unless the record carries it (a bit is the minimal honest form, not the final one: real effects are reversible *until* — an unsend window, a force-push until someone fetched, a row until the backup rotates — so the mark wants to be a $(\mathsf{reversible\_until}, \mathsf{cost})$ pair, a refinement the open-interface caveat below already licenses). And $\rho$ writes the record into $s$ (the ledger lives in the state), which is what lets the next step's $\gamma$, and any owner-side compensation, read it at all. The exact fields are an **open interface, not a result**: bash, HTTP, a filesystem, and a database expose effects at wildly different granularity, and a record uniform across them is a real design problem this document does not resolve — it fixes only what the record must *support* (match by $\mathsf{action\_id}$, the $\mathsf{committed}$/$\mathsf{none}$/$\mathsf{unknown}$ trichotomy, and a reversibility mark), since without those three $\rho$ and the cancellation semantics lose their grip.
**Derived and durable state (compaction and memory).** Two mechanisms let data re-enter the context long after it arrived: compaction, which replaces transcript with a summary when the conversation outgrows what $\pi$ can lower, and memory, which persists records across sessions. Both are transformations of state that produce state, and both therefore raise a question the body's partition answers only if one more closure property is stated: **provenance is a property of the information, not of its position in the pipeline — a transformation's output inherits the meet, in the trusted-writer lattice, of its inputs' labels.** Without that closure, compaction is a laundering channel: a summary of a session that contained an injected page can assert "the user asked to export the database," and the structural-intent check then validates future proposals against a plan the adversary bent — not through $\gamma$, not through $\rho$'s fold of a single $e$, but through the summarizer, which is a learned kernel (it lives in $M_W$, by the standing rule) and so cannot be trusted to preserve a partition it does not know exists. The discipline: summaries of data are data; the control-determining coordinates — plan, grants, what is authorized next — cross a compaction *verbatim* (copied, not paraphrased) or by re-confirmation from the trusted principal — never through the *summarizer*; the model rewrites the plan at plan steps, through the gated fold the body prices, and compaction is not one of them. Memory obeys the same closure twice, at write and at retrieval: the label rides the stored record across sessions, or a poisoned memory is an injection with an arbitrarily long fuse — and retrieval, being learned ($\pi$'s selection factor — adequacy-only behind the never-lower filter), decides what comes back but never what it is trusted *as*. The same test applies at birth: tool catalogs and server-supplied tool descriptions are third-party durable data that arrive dressed as instructions, and the lattice files them on the data side of $s_0$.
One more read-off, this time from irreversibility. *Destructive* compaction — dropping the original transcript once the summary is written — is a side effect against your own state that no later step can undo, and the gate-placement rule ("anything irreversible must be gated at authorization") does not exempt self-directed effects. The granularity preference then says what it said about bash: prefer the instrumented form — originals kept content-addressed, the summary an index and a cache rather than an authority, re-derivable when the $\pi$-sufficiency probe (*How this could be wrong*) says the summary dropped what mattered. A summary you can audit against its source is a lowering; a summary that replaced its source is a fait accompli.
**Composition (harness trees).** The cancellation entry already walked a tree — cancel flowing down, drains flowing up — and "a bash invocation that may itself be a harness" has hovered since the disposition trinary; what is missing is only the statement that makes both ordinary. From the parent's seat, a child harness *is* a $Q_E$ component: spawning it is an action authorized by $\gamma$ like any other, and the entire child run — its own $\pi, \gamma, \rho$, its own coins, its own halt — is one environment draw whose response $e$ is the child's terminal ledger. The law is four correspondences. The child's halting time is the parent's per-step *cost*: a parent certificate consumes a bound on $\mathbb{E}[\tau_H^{\mathrm{child}}]$ — the budget handed down at spawn, which the child's own budget-counter certificate discharges — or the parent's drift is uncontrolled however good its own $\hat V$. The child's ledger is the parent's *effect record*: the child's $e$ carries the $\mathsf{committed}/\mathsf{none}/\mathsf{unknown}$ accounting upward — which is what already let the cancellation entry make compensation the owner's job; the interface was this all along. And the child's non-accepting halts are the parent's *partial failures*: a refused child folds back as a response the parent routes around, not an exception that unwinds it. And the child's admissible effects are the parent's *$\Pi$-restriction*: the spawn grant bounds what the child can reach — the ledger reports what *happened*, the grant bounds what *could* — which is how safety composes without the parent ever reading the child's gate; the attenuation below is this correspondence stated as a rule. Read this way, the gate-granularity discipline and the tree are one preference: an instrumented child — budgeted, ledgered, cancellable — *is* the bounded, cancellable $Q_E$ the trinary prefers, and an opaque bash invocation is an un-annotated child you declined to instrument. Nesting adds no primitive on the environment side either: the parent never sees the child's gate and does not need to — it gates the spawn, prices the budget, folds the ledger, and the child's internal guarantees surface only as the shape of $e$. Nothing fixes one level: the tree recurses, budgets subdivide, ledgers concatenate upward, and the cooperative drain of cancellation is this law read under a cancel signal.
The tree leaves one seat unassigned: who plays trusted principal for a *child*? The parent — but with derived authority, not original, and the derivation is the narrow-only rule read along the spawn edge: **authority attenuates monotonically down the tree.** A spawn may grant the child any subset of the parent's own grants and nothing outside them; budgets subdivide, scopes narrow, and no edge widens. When a child asks-the-owner, the parent may answer from authority it already holds — that is attenuation working as designed — but a request beyond the parent's grants routes *up*, ultimately to the root principal, because a parent improvising an answer it was never granted is a learned kernel widening authorization: precisely what the gate-placement rule forbids a judge, and being a parent confers no exemption. The corollary is worth one sentence: a fully autonomous run is one whose root principal is unreachable, so the tree's only widening channel is closed and authorization is frozen at launch — not a limitation of the formalism but the honest price of the word *autonomous*.
The pattern generalizes, and that is the point of the appendix. Nothing here added a primitive: the cancel is a signal in $s$, the gate closes by the rule it already follows, the in-flight disposition is forced by irreversibility, $H_{\mathrm{cancel}}$ is a subclass of an existing terminal set, and compensation is an ordinary owner-issued action — and the later entries kept the promise: resume re-enters $T$ at a persisted $s$, the batch gate was always in $\gamma$'s domain, provenance closure is the lattice's meet, attenuation is narrow-only read along an edge, and per-action capability is the gate's decision made enforceable. Every practical concern that earns a place here should resolve the same way — not new machinery, but the discipline the existing objects already imply, made explicit. Cancellation and resume, gate placement and the batch gate, effect records and the state derived from them, composition and delegation — those are the worked instances; the rest of the model is the same exercise.
---
*The ramblings of Claude and Patrick.*
+66 -81
View File
@@ -1,107 +1,92 @@
# Quickstart
# Bootstrap Wizard
Install Turnstone, then diagnose it with `turnstone-doctor` if anything looks off.
Interactive, AI-guided setup for Turnstone deployments. Instead of manually
editing `.env` files and reading deployment docs, the wizard walks you through
every decision conversationally and generates all the config files for you.
## Install
The one-line installer autodetects your distro (Ubuntu/Debian, Fedora/RHEL,
Arch, and WSL), installs git + Docker if missing, generates secrets, picks free
ports, and starts the stack:
## Quick Start
```bash
curl -fsSL https://raw.githubusercontent.com/turnstonelabs/turnstone/main/run.sh | bash
turnstone-bootstrap
```
Re-running is safe — it updates the checkout and keeps your existing `.env`.
When it finishes it prints the dashboard URL and how to create the first admin
user.
That's it — no flags, no arguments. The wizard prompts for everything.
**Other ways to install**
## How It Works
- **Already have Docker?** Clone the repo and `docker compose up` for the full
local cluster, or `docker compose -f turnstone/deploy/compose.yaml up` for the
released single-node stack. See [docs/docker.md](docs/docker.md).
- **Python package:** `pip install turnstone` (add `--pre` for the experimental
track), then run `turnstone-server` / `turnstone-console` directly. See the
[README](README.md#quickstart).
1. **Pick a model** — Choose OpenAI, Anthropic, or a local/vLLM endpoint to
power the wizard. Local endpoints auto-detect available models.
2. **Answer questions** — The AI walks you through deployment mode, LLM
provider, database, authentication, ports, and optional features.
3. **Review generated files** — Each file is previewed before writing. You
confirm or reject every write.
4. **Start the stack** — The wizard prints the exact `docker compose` command
and a `setup.sh` script to create your first admin user, roles, and policies.
## Diagnose: `turnstone-doctor`
## What Gets Generated
`turnstone-doctor` is an LLM-backed assistant that inspects a **running**
Turnstone install and helps you troubleshoot it. It is **read-only** — it
investigates and tells you the exact commands to fix things, but never changes
your system. (Installation is the installer's job, not the doctor's.)
```bash
# From a host that has the turnstone package installed:
turnstone-doctor
# For a Docker install from run.sh (no package on the host), run it with pipx:
pipx run --spec turnstone turnstone-doctor --dir ~/turnstone
```
### What it does
1. **Preflight** — detects how Turnstone is installed here (docker-compose,
systemd/bare-metal, pip, or a source checkout) by probing for `config.toml`
files, `TURNSTONE_*` environment variables, compose files, and systemd units.
2. **Self-configures its LLM** — it powers its own brain from your cluster's
*own* model configuration (env / `config.toml` / the database). Whether that
works is the first diagnostic: success means your LLM backend is healthy; if
it can't, that's surfaced as finding #1 and it falls back to asking you for a
provider and key so it can still help.
3. **Version check** — reports the installed version, version drift across your
cluster's nodes, and the latest upstream stable/experimental releases.
4. **Interactive diagnosis** — it reads logs, `/health`, `docker compose ps`,
`systemctl`, config, and ports to pin down problems like a node not joining
the console, an unreachable database, a down model backend, port conflicts,
or a JWT-secret mismatch — then hands you the precise remediation commands.
### Flags
| Flag | Purpose |
| File | Purpose |
|------|---------|
| `--dir PATH` | Install directory to inspect (default: current directory) |
| `--report` | Print the deterministic preflight report and exit — no LLM key needed |
| `--offline` | Skip the upstream GitHub version check |
| `.env` | All environment variables for `compose.yaml` |
| `setup.sh` | Post-start script: creates admin user, roles, tool policies, prompt templates via the API |
| `docker-compose.override.yaml` | Only if customizations beyond env vars are needed |
`--report` is the fastest way to get a health snapshot (and to share one when
asking for help) — it never needs an API key:
## Requirements
```bash
turnstone-doctor --report --dir ~/turnstone
```
- **Python 3.11+** with turnstone installed (`pip install turnstone`)
- **An LLM API key** — for the wizard itself (OpenAI, Anthropic, or a local
model). This can differ from the LLM your deployment will use.
- **Docker & Docker Compose** — needed to run the stack. The wizard detects
whether Docker is installed and gives platform-specific install instructions
if it's missing. You can still generate config files without Docker.
## Deployment Modes
- **Single-node production** — `docker compose up` against the bundled
`turnstone/deploy/compose.yaml`: 1 server + console + channel + PostgreSQL,
pulled from ghcr.io. Good for most deployments.
- **Local multi-node cluster** — clone the repo and run `docker compose up` at
the root for a 10-node fleet + console + Caddy + channel, built locally.
See [docs/docker.md](docs/docker.md) for both.
## Example Session
```
## Install profile
- Detected kind(s): docker-compose (primary: docker-compose)
- Docker daemon reachable: yes
- Compose files:
/home/you/turnstone/compose.yaml
- Database: backend=postgresql, url=postgresql+psycopg://turnstone:****@postgres:5432/turnstone
- Candidate health URLs: http://localhost:8080/health, http://localhost:8090/health
$ turnstone-bootstrap
## Versions
- Installed (this tool): 1.7.0a2
- Cluster nodes: 10 reporting; versions ['1.7.0a2']
- Version drift across nodes: no
- Upstream: stable 1.6.9, experimental 1.7.0a2
Turnstone Bootstrap Wizard v1.5.0
────────────────────────────────────────────────
## LLM backend (ok)
- resolved Qwen/Qwen3-32B via openai-compatible @ http://host.docker.internal:8000/v1
Which provider for this wizard?
[1] OpenAI
[2] Anthropic
[3] OpenAI-compatible (local/vLLM)
> 3
Base URL [http://localhost:8000/v1]:
API key (press Enter for 'none'):
Querying http://localhost:8000/v1 for available models...
Found model: Qwen/Qwen3-32B
Connected to Qwen/Qwen3-32B. Handing off to AI assistant...
> (AI walks you through the rest interactively)
```
Secrets (JWT secret, database password, API keys) are always redacted in the
report and in anything the doctor reads.
## Tips
- **Type `quit`** to exit the conversation; **Ctrl+C** interrupts (twice to quit).
- **Point it at the right install** with `--dir` when you run it from elsewhere.
- **(Re)installing or adding nodes?** Use the installer (`run.sh`), not the doctor.
- **Re-run safely** — running the wizard again detects your existing `.env`
and offers to update it rather than overwriting.
- **Duplicate writes are skipped** — if the LLM tries to write the same file
twice with identical content, it's silently ignored.
- **Type `quit` to exit** at any time during the conversation.
- **Ctrl+C** is handled gracefully — press once to interrupt, twice to exit.
## See Also
- [Docker Deployment](docs/docker.md) — compose stacks, ports, and bare-metal nodes
- [Docker Deployment](docs/docker.md) — manual compose setup and profiles
- [Security](docs/security.md) — auth architecture and token types
- [Governance](docs/governance.md) — roles, policies, and templates
+3 -11
View File
@@ -14,14 +14,6 @@ Self-hosted, local-first orchestration for tool-using AI agents. Give LLMs real
Named after the [Ruddy Turnstone](https://en.wikipedia.org/wiki/Ruddy_turnstone) (*Arenaria interpres*) — a shorebird that flips stones to discover what's hiding underneath.
**What is a harness?**
```
: s_{n+1} ~ T(s_n) for n < τ*, T = ρ ∘ (M_W ∘ π, E)
```
[**the hypothesis →**](HYPOTHESIS.md)
### Release Tracks
| Track | Install | Docker | Description |
@@ -35,7 +27,7 @@ See [docs/releasing.md](docs/releasing.md) for the full release process.
Turnstone gives LLMs tools — shell, files, search, web, planning — and orchestrates multi-turn conversations where the model investigates, acts, and reports.
- **Local-first & private** — runs entirely on hardware you control, with no telemetry and no phone-home. Point it at local models (vLLM, llama.cpp) or commercial APIs you hold the keys to — your prompts and data never transit a third party you didn't choose.
- **Local-first & private** — runs entirely on hardware you control, with no telemetry and no phone-home. Point it at local models (vLLM, llama.cpp, Ollama) or commercial APIs you hold the keys to — your prompts and data never transit a third party you didn't choose.
- **Bring your own models** — OpenAI-compatible APIs (vLLM, llama.cpp, NIM), the Anthropic Messages API, and Google Gemini, mixed freely per role
- **Interactive sessions** — terminal CLI or browser UI with parallel workstreams
- **Cluster dashboard** — real-time view of every node and workstream, with a rendezvous routing proxy
@@ -94,7 +86,7 @@ LLM; add model backends from the console UI.
For production (released images from ghcr.io, real secrets required), use the
bundled stack: `docker compose -f turnstone/deploy/compose.yaml up`.
See [QUICKSTART.md](QUICKSTART.md) for the install + troubleshooting walkthrough and [docs/docker.md](docs/docker.md) for Docker configuration.
See [QUICKSTART.md](QUICKSTART.md) for the bootstrap wizard and [docs/docker.md](docs/docker.md) for Docker configuration.
### Programmatic (SDK)
@@ -125,7 +117,7 @@ Built-in tools for shell, files, search, web, memory, notifications, and autonom
| `turnstone-channel` | Channel gateway (Discord and Slack adapters) |
| `turnstone-admin` | User/token management CLI |
| `turnstone-eval` | Eval harness for prompt/tool optimization |
| `turnstone-doctor` | LLM-backed cluster diagnostics |
| `turnstone-bootstrap` | LLM-guided setup wizard |
### Diagrams
+16 -44
View File
@@ -29,11 +29,10 @@
# Fewer nodes (lighter machines):
# docker compose up postgres console caddy channel node-1 node-2 node-3
#
# Join a bare-metal host: a turnstone-server running OUTSIDE compose (e.g. to use
# a local GPU) can join this cluster. Postgres, the console's ACME endpoint, and
# SearxNG are published on 127.0.0.1 so a node on THIS machine reaches them via
# localhost. Keep secrets in ~/.config/turnstone/config.toml (chmod 0600 — the
# loader warns otherwise):
# Join a bare-metal host: Postgres is published on 127.0.0.1:5432, so a
# turnstone-server running directly on this machine (e.g. to use a local GPU)
# can join the same cluster. Keep the secret + connection settings in
# ~/.config/turnstone/config.toml (chmod 0600 — the loader warns otherwise):
# [auth]
# jwt_secret = "dev-only-insecure-jwt-secret-change-me-for-real-deployments"
# [database]
@@ -42,19 +41,10 @@
# [api]
# base_url = "http://localhost:8000/v1"
# api_key = "dummy"
# [tls] # only if the cluster runs mTLS
# enabled = true
# then run (node identity isn't a secret, so it stays on the command line):
# TURNSTONE_NODE_ID=host-1 \
# TURNSTONE_ADVERTISE_URL=http://host.docker.internal:8080 \
# TURNSTONE_CONSOLE_URL=http://localhost:8090 \
# TURNSTONE_SEARXNG_URL=http://localhost:8081 \
# TURNSTONE_NODE_ID=host-1 TURNSTONE_ADVERTISE_URL=http://host.docker.internal:8080 \
# turnstone-server --host 0.0.0.0 --port 8080
# The node registers in Postgres, auto-enrolls its mTLS cert from the console's
# ACME endpoint (when the cluster runs mTLS), and the console collector reaches
# it back via host.docker.internal. To join from ANOTHER machine, set
# TURNSTONE_HOST_IP to this host's LAN IP and use it in the URLs above (and the
# node's TURNSTONE_ADVERTISE_URL = the NODE host's IP) — see docs/docker.md.
# It registers in Postgres and the console reaches it back via host.docker.internal.
# =============================================================================
name: turnstone
@@ -103,14 +93,13 @@ services:
# INSECURE dev default — override POSTGRES_PASSWORD in .env for real use.
POSTGRES_PASSWORD: ${POSTGRES_PASSWORD:-turnstone}
PGDATA: /var/lib/postgresql/data
# Published so a bare-metal turnstone-server can join the cluster (see "Join
# a bare-metal host" in the header). Bound to 127.0.0.1 by default (same-host
# nodes only); set TURNSTONE_HOST_IP to this host's LAN IP to let another
# machine connect — but set a real POSTGRES_PASSWORD first, or you'll expose a
# database with the insecure default password to your network. (The legacy
# POSTGRES_BIND is still honored as a fallback when TURNSTONE_HOST_IP is unset.)
# Published on localhost so a bare-metal turnstone-server running on THIS
# host can join the cluster (see "Join a bare-metal host" in the header).
# Bound to 127.0.0.1 by default; set POSTGRES_BIND=0.0.0.0 to let another
# machine connect — but set a real POSTGRES_PASSWORD first, or you'll expose
# a database with the insecure default password to your network.
ports:
- "${TURNSTONE_HOST_IP:-${POSTGRES_BIND:-127.0.0.1}}:${POSTGRES_PORT:-5432}:5432"
- "${POSTGRES_BIND:-127.0.0.1}:${POSTGRES_PORT:-5432}:5432"
volumes:
- postgres-data:/var/lib/postgresql/data
networks:
@@ -131,12 +120,10 @@ services:
# turnstone-console — cluster dashboard. Reach it ONLY through Caddy at
# https://localhost:8443 (see the caddy service below).
#
# Browsers must reach the dashboard through Caddy (https://localhost:8443): a
# plain HTTP/1.1 origin caps the browser at 6 connections, which starves the
# dashboard's per-pane SSE streams, whereas Caddy serves HTTP/2 (multiplexed)
# and proxies to console:8090 internally. The console's :8090 is published
# below ONLY so bare-metal nodes can reach the plain-HTTP ACME enrollment
# endpoint — don't point a browser at it.
# The console port (8090) is deliberately NOT published to the host: a plain
# HTTP/1.1 origin caps the browser at 6 connections, which starves the
# dashboard's per-pane SSE streams. Caddy serves the browser over HTTP/2
# (multiplexed) and proxies to console:8090 internally, so the cap is gone.
#
# The single `build:` here produces the turnstone:local image every other
# service reuses. extra_hosts lets the console reach a bare-metal server
@@ -151,14 +138,6 @@ services:
- turnstone-console
- --host=0.0.0.0
- --port=8090
# Publishes the console's plain-HTTP listener so a bare-metal node can reach
# the ACME endpoint, fetch the CA, and enroll its cert (the console serves
# HTTP here even under mTLS). Bound to 127.0.0.1 by default; setting
# TURNSTONE_HOST_IP exposes the WHOLE console HTTP API — including the
# cert-issuing ACME endpoint — on that interface, so the JWT secret's
# strength is the only gate. Browsers use Caddy :8443, never this port.
ports:
- "${TURNSTONE_HOST_IP:-127.0.0.1}:8090:8090"
environment:
TURNSTONE_JWT_SECRET: *jwt-secret
TURNSTONE_DB_BACKEND: *db-backend
@@ -240,13 +219,6 @@ services:
# -------------------------------------------------------------------
searxng:
image: searxng/searxng:${SEARXNG_IMAGE_TAG:-latest}
# Published so a bare-metal node's web_search can reach it. SearxNG has NO
# auth, so it is bound to 127.0.0.1 by default; setting TURNSTONE_HOST_IP
# exposes it on that interface — an open search proxy on your LAN, which also
# triggers the SearxNG AGPL-3.0 §13 source-offer obligation (see docs/docker.md).
# In-compose nodes always use the internal http://searxng:8080 and ignore this.
ports:
- "${TURNSTONE_HOST_IP:-127.0.0.1}:${SEARXNG_API_PORT:-8081}:8080"
volumes:
- ./turnstone/deploy/searxng:/etc/searxng:ro
- searxng-cache:/var/cache/searxng # favicon + internal SQLite cache (survives restarts)
-72
View File
@@ -1,72 +0,0 @@
# Running a bare-metal turnstone-server under systemd
These units run a `turnstone-server` **outside** Docker (e.g. on a box with a
local GPU) so it joins an existing cluster — typically the docker-compose stack
in [`compose.yaml`](../../compose.yaml). They are the hardened, production-shaped
counterpart to the quick `turnstone-server …` invocation in
[`docs/docker.md`](../../docs/docker.md) ("Join a bare-metal host").
| File | Purpose |
|------|---------|
| `turnstone-server.service` | The hardened server unit (sandboxed; secrets via `config.toml`). |
| `turnstone.slice` | Shared memory/process budget for colocated Turnstone units. |
| `turnstone-server.service.d/node.conf.example` | Per-host identity + cluster URLs drop-in (no secrets). |
## Cluster-side prerequisite
The compose stack must publish Postgres, the console's ACME endpoint, and SearxNG
on an address the bare-metal host can reach. Start it with `TURNSTONE_HOST_IP`
set to the compose host's LAN IP (default `127.0.0.1` keeps everything host-local):
```bash
TURNSTONE_HOST_IP=<compose-host-ip> docker compose up -d
```
## Install (run as root on the bare-metal host)
```bash
# 1. A dedicated, unprivileged user.
useradd --system --no-create-home --shell /usr/sbin/nologin turnstone
# 2. Install turnstone into a venv at /opt/turnstone-venv (lacme/mTLS is a core dep).
uv venv /opt/turnstone-venv --python 3.12
uv pip install --python /opt/turnstone-venv 'turnstone @ git+https://github.com/turnstonelabs/turnstone'
# …or from a local checkout: uv pip install --python /opt/turnstone-venv /path/to/turnstone
# 3. Secrets — match the cluster's JWT secret + DB credentials (kept out of env).
install -d -m 750 -o turnstone -g turnstone /etc/turnstone
cat > /etc/turnstone/config.toml <<'TOML'
[auth]
jwt_secret = "<same secret as the cluster>"
[database]
backend = "postgresql"
url = "postgresql+psycopg://turnstone:<password>@<compose-host-ip>:5432/turnstone"
[api]
base_url = "http://localhost:8000/v1" # a real model backend is configured in the console UI
api_key = "dummy"
TOML
chown turnstone:turnstone /etc/turnstone/config.toml
chmod 600 /etc/turnstone/config.toml
# 4. Units + per-host drop-in.
cp turnstone-server.service turnstone.slice /etc/systemd/system/
install -d /etc/systemd/system/turnstone-server.service.d
cp turnstone-server.service.d/node.conf.example \
/etc/systemd/system/turnstone-server.service.d/node.conf
$EDITOR /etc/systemd/system/turnstone-server.service.d/node.conf # set the addresses
# 5. Go.
systemctl daemon-reload
systemctl enable --now turnstone-server.service
journalctl -u turnstone-server -f # watch it register + (if the cluster runs mTLS) enroll
```
`tls.enabled` is **not** set here — a joining node inherits it from the cluster's
shared settings (the database). If the cluster runs mTLS, the node auto-enrolls a
cert from the console's ACME endpoint and re-advertises itself over `https://`.
> **mTLS + cross-host caveat:** a node on a *different* host than the console
> currently can't complete ACME enrollment — the console advertises an
> unroutable in-container address in its ACME directory
> ([turnstonelabs/lacme#22](https://github.com/turnstonelabs/lacme/issues/22)).
> Same-host bare-metal nodes, and any node in a non-mTLS cluster, are unaffected.
-85
View File
@@ -1,85 +0,0 @@
# Run a bare-metal turnstone-server as a systemd service so it joins a cluster
# (e.g. the docker-compose stack) from outside Docker — typically to use a local
# GPU. Install steps + the cluster-side prerequisites are in deploy/systemd/README.md
# and docs/docker.md ("Join a bare-metal host"). Per-host identity + the cluster
# URLs go in a drop-in (see node.conf.example); secrets go in config.toml.
[Unit]
Description=Turnstone server (chat workstreams + LLM gateway)
Documentation=https://github.com/turnstonelabs/turnstone
# Postgres is required. After= orders against a colocated postgresql.service
# when present and silently no-ops otherwise (the cluster DB is usually remote).
After=network.target postgresql.service
StartLimitIntervalSec=60
StartLimitBurst=5
[Service]
Type=exec
User=turnstone
Group=turnstone
# Secrets live in config.toml — JWT secret, Postgres URL+password, LLM API key —
# kept out of os.environ so a prompt-injected tool can't dump them via `env`.
Environment=TURNSTONE_CONFIG=/etc/turnstone/config.toml
Environment=TURNSTONE_LOG_LEVEL=info
Slice=turnstone.slice
# Per-host node identity + cluster wiring (TURNSTONE_NODE_ID / _ADVERTISE_URL /
# _CONSOLE_URL / _SEARXNG_URL) go in a drop-in, not here — see node.conf.example.
StateDirectory=turnstone
StateDirectoryMode=0750
LogsDirectory=turnstone
LogsDirectoryMode=0750
WorkingDirectory=/var/lib/turnstone
# --host 0.0.0.0 so the console collector + peer nodes can dial this node back
# at its advertised address. (A single-node, Caddy-fronted install can use
# 127.0.0.1 instead.) Rewrite --port if :8080 is already taken on the host.
ExecStart=/opt/turnstone-venv/bin/turnstone-server --host 0.0.0.0 --port 8080
Restart=on-failure
RestartSec=5s
TimeoutStartSec=120
TimeoutStopSec=30
KillSignal=SIGTERM
KillMode=mixed
# --- Resource limits ---
# SSE keeps an fd per active workstream + outbound LLM stream + MCP stdio pipe.
LimitNOFILE=65535
LimitNPROC=8192
TasksMax=8192
LimitCORE=0
# --- Hardening ---
NoNewPrivileges=true
CapabilityBoundingSet=
AmbientCapabilities=
UMask=0027
PrivateTmp=true
# PrivateDevices=true — disabled: GPU access via /sys/class/drm
ProtectSystem=strict
ProtectHome=true
ProtectKernelTunables=true
ProtectKernelModules=true
ProtectKernelLogs=true
ProtectControlGroups=true
ProtectClock=true
ProtectHostname=true
RestrictNamespaces=true
RestrictRealtime=true
RestrictSUIDSGID=true
RestrictAddressFamilies=AF_UNIX AF_INET AF_INET6
LockPersonality=true
MemoryDenyWriteExecute=true
SystemCallArchitectures=native
SystemCallFilter=@system-service
SystemCallFilter=~@privileged @mount
StandardOutput=journal
StandardError=journal
SyslogIdentifier=turnstone-server
[Install]
WantedBy=multi-user.target
@@ -1,25 +0,0 @@
# Per-host node identity + cluster wiring for a bare-metal turnstone-server.
# Copy to /etc/systemd/system/turnstone-server.service.d/node.conf and edit the
# addresses, then `systemctl daemon-reload`. Identity + URLs are NOT secrets, so
# they live here; the JWT secret + DB URL live in /etc/turnstone/config.toml.
#
# Addresses below use RFC 5737 documentation IPs — replace them:
# <this-host> = the bare-metal host's own LAN IP (what the console dials back)
# <compose-host> = the host running the cluster / docker-compose stack, started
# with TURNSTONE_HOST_IP=<compose-host> so :8090 and :8081 are
# published on its LAN interface (see docs/docker.md).
[Service]
# Unique node id (defaults to the hostname if unset).
Environment=TURNSTONE_NODE_ID=host-1
# The address peers + the console collector dial back. Auto-upgrades to https://
# once the node enrolls its mTLS cert.
Environment=TURNSTONE_ADVERTISE_URL=http://192.0.2.10:8080
# The cluster console's reachable plain-HTTP ACME/API endpoint. A bare-metal node
# can't resolve the in-cluster name (console:8090), so point it at the published
# port; turnstone-server honors this for cert enrollment.
Environment=TURNSTONE_CONSOLE_URL=http://192.0.2.1:8090
# The cluster's published SearxNG, for the web_search tool.
Environment=TURNSTONE_SEARXNG_URL=http://192.0.2.1:8081
-15
View File
@@ -1,15 +0,0 @@
# Shared resource budget for the colocated Turnstone units. Without a slice each
# unit's MemoryMax= is enforced independently — three units at 85% each can sum
# to 255% of host RAM before any throttles. Under a shared slice the cap is
# hierarchical: the slice ceiling is the real limit. (A bare-metal node that runs
# only turnstone-server still benefits — and keeps the unit's Slice= reference
# valid.) Adjust if the host runs other meaningful workloads alongside Turnstone.
[Unit]
Description=Turnstone services slice (server + console + channel)
Documentation=https://github.com/turnstonelabs/turnstone
Before=slices.target
[Slice]
MemoryHigh=70%
MemoryMax=85%
TasksMax=16384
+4 -10
View File
@@ -63,10 +63,7 @@ Auth is always enabled. All API endpoints except public paths require a valid to
Include a token in one of two ways:
- **Bearer header**: `Authorization: Bearer <token>`
- **Cookie**: the surface-scoped auth cookie — `turnstone_auth_server` on
turnstone-server, `turnstone_auth_console` on turnstone-console (set
automatically by the login endpoint). The names differ so the two surfaces,
when co-hosted on one origin, don't overwrite each other's session.
- **Cookie**: `turnstone_auth=<token>` (set automatically by the login endpoint)
The server accepts two token types:
@@ -105,8 +102,7 @@ Authenticate with credentials and receive a JWT. Accepts two credential formats:
}
```
The response also sets a surface-scoped HttpOnly cookie containing the JWT
(`turnstone_auth_server` on turnstone-server, `turnstone_auth_console` on turnstone-console).
The response also sets a `turnstone_auth` HttpOnly cookie containing the JWT.
**Response (failure):** `401`
@@ -118,8 +114,7 @@ The response also sets a surface-scoped HttpOnly cookie containing the JWT
### `POST /v1/api/auth/logout`
Clears the surface-scoped auth cookie (`turnstone_auth_server` /
`turnstone_auth_console`). No request body required.
Clears the `turnstone_auth` cookie. No request body required.
**Response:** `200`
@@ -204,8 +199,7 @@ this endpoint.
}
```
The response also sets a surface-scoped HttpOnly cookie containing the JWT
(`turnstone_auth_server` on turnstone-server, `turnstone_auth_console` on turnstone-console).
The response also sets a `turnstone_auth` HttpOnly cookie containing the JWT.
**Response (already set up):** `409`
+3 -61
View File
@@ -22,7 +22,7 @@ plugs in.
| `turnstone-eval` | `turnstone.eval` | `NullUI` | Headless evaluation and prompt optimization |
| `turnstone-channel` | `turnstone.channels.cli` | ChannelAdapter | Channel gateway (Discord, Slack, etc.) |
| `turnstone-admin` | `turnstone.admin` | — | Offline user and API token management |
| `turnstone-doctor` | `turnstone.doctor` | — | LLM-backed cluster diagnostics |
| `turnstone-bootstrap` | `turnstone.bootstrap` | — | LLM-guided setup wizard |
---
@@ -702,7 +702,7 @@ agent_model = "claude"
Each `[models.*]` entry produces a `ModelConfig` with a `provider` field
(default: `"openai"`). Supported values: `"openai"`, `"anthropic"`, `"google"`,
`"openai-compatible"`, and `"anthropic-compatible"`.
and `"openai-compatible"`.
**Per-model sampling overrides:** Each model can specify `temperature`,
`max_tokens`, and `reasoning_effort` to override the global defaults from
@@ -765,63 +765,6 @@ model = "qwen-3.5-vl"
supports_vision = true
```
**Anthropic-compatible local servers (vLLM `/v1/messages`):** the
`"anthropic-compatible"` provider drives local servers that expose
Anthropic's Messages API for arbitrary checkpoints — vLLM's
`/v1/messages` endpoint, which requires a release with thinking-block
support in the Anthropic endpoint (post-2026-02-28; verified against
v0.22.1rc1). The lane reuses `AnthropicProvider` in compat mode: same
wire translation as the real Anthropic lane, but every model resolves to
the `_ANTHROPIC_COMPAT_DEFAULT` capabilities (200K context, 64K output,
`token_param=max_tokens`, `thinking_mode=none`, no native
web_search/tool_search, no vision) — the static Claude table never
applies to local checkpoints. `base_url` is required — the server root
WITHOUT `/v1` (the Anthropic SDK appends `/v1/messages`); a trailing
`/v1` pasted out of openai-compatible habit is stripped automatically,
and an empty value fails at client construction rather than falling
back to the commercial endpoint. Set a
placeholder `api_key` (e.g. `"dummy"`) for unauthenticated servers. Tool calling
needs the server started with `--enable-auto-tool-choice
--tool-call-parser <family>` plus the matching reasoning parser.
Per-model capability overrides opt in to what the checkpoint actually
supports:
```toml
[models.vllm-claude]
provider = "anthropic-compatible"
base_url = "http://localhost:8000" # no /v1 — the SDK appends /v1/messages
api_key = "dummy"
model = "deepseek-ai/DeepSeek-V4-Flash"
[models.vllm-claude.capabilities]
supports_vision = true # multimodal checkpoints only
supports_mid_conversation_system = true # template-dependent
context_window = 131072
```
The reasoning toggle does NOT use Anthropic's `thinking` request param.
Toggle it through the chat template instead: set `{"chat_template_kwargs":
{"thinking": false}}` as extra body params in the admin Models
server-compat section (for this provider the section shows only the
extra-body field — server type, API surface, and thinking mode are
openai-compatible-only knobs); the provider forwards it via the SDK's
`extra_body`.
Verified quirks of vLLM's Anthropic endpoint:
* The `thinking` request param is silently dropped — use
`chat_template_kwargs` (above) to control reasoning.
* `stop_sequences` cut the raw stream wherever the text appears —
including inside thinking — and report `end_turn` with
`stop_sequence=None`. Turnstone does not send stop sequences from
this provider.
* No cache telemetry: `usage` carries input/output token counts only
(no `cache_creation_input_tokens` / `cache_read_input_tokens`).
* Images require a multimodal checkpoint — text-only models return a
500 on image blocks, so `supports_vision` stays opt-in per model.
* Mid-conversation `role: "system"` turns are template-dependent —
opt in per model via `supports_mid_conversation_system`.
**Database model definitions:** On server entry points, models can also be
defined in the `model_definitions` table (admin Models tab). DB models support
the same per-model sampling overrides. Config.toml models override DB models
@@ -1191,8 +1134,7 @@ Three hierarchical scopes control endpoint access:
`/metrics`, `/openapi.json`, `/docs`, `/api/auth/*`, and `/api/auth/setup`
are always allowed.
2. **Token extraction**`Authorization: Bearer <token>` header first, then
surface-scoped auth cookie (`turnstone_auth_server` on the node server,
`turnstone_auth_console` on the console) as fallback.
`turnstone_auth` cookie as fallback.
3. **Token type detection** — dots in the token indicate JWT; `ts_` prefix
indicates API token.
4. **Validation** — JWT signature check or API token hash lookup in storage.
+25 -12
View File
@@ -12,6 +12,7 @@ Existing bulk endpoints at time of writing:
|---------------------------------------------------------|--------------------------|------------------------------------------|
| `GET /v1/api/cluster/ws/live?ids=a,b,c` | bulk read | `{results, denied, truncated}` |
| model tool `spawn_batch` | bulk create (per-item) | `{results, denied}` |
| `POST /v1/api/workstreams/{ws_id}/stop_cascade` | cascade mutation | `{cancelled, failed, skipped}` |
| `POST /v1/api/workstreams/{ws_id}/close_all_children` | cascade mutation | `{closed, failed, skipped}` |
---
@@ -145,7 +146,7 @@ consistently-typed across the read and create cases.
```
Where `<bucket>` is the endpoint-specific name for "succeeded" —
`closed` for `close_all_children`.
`cancelled` for `stop_cascade`, `closed` for `close_all_children`.
The three buckets partition the input set exactly once:
| Bucket | Meaning |
@@ -160,6 +161,20 @@ be partial. `skipped` is pre-resolved — the target is already in
the terminal state the cascade was aiming at, so it's neither a
win to report nor a fault to fix.
### Example — `stop_cascade`
```json
{
"status": "ok",
"cancelled": ["child-1", "child-3"],
"failed": [],
"skipped": ["child-2"]
}
```
A subsequent retry would target only `failed` ids, not `skipped`
ones — the latter are already done.
### Example — `close_all_children`
```json
@@ -171,12 +186,10 @@ win to report nor a fault to fix.
}
```
Here the success bucket is `closed`. A subsequent retry would
target only `failed` ids, not `skipped` ones — the latter are
already done. When `coord_client` is unavailable (session loaded
but no HTTP client attached — a construction bug) every id goes to
`failed` so the operator notices rather than getting a silent
all-skipped response.
Same partition, different success-bucket name. When `coord_client`
is unavailable (session loaded but no HTTP client attached — a
construction bug) every id goes to `failed` so the operator notices
rather than getting a silent all-skipped response.
---
@@ -219,12 +232,12 @@ all-skipped response.
- **Phase 6** shipped `cluster/ws/live` as the first Shape A endpoint
(`{results, denied, truncated}`).
- **Phase 7** introduced the Shape B cascade-mutation envelope
(`{<bucket>, failed, skipped}`) for the coordinator's
cancel-cascade path.
- **Phase 7** shipped `stop_cascade` as the first Shape B endpoint
(`{cancelled, failed, skipped}`).
- **Phase 8 PR A** shipped `spawn_batch` (Shape A, keyed by idx) and
`close_all_children` (Shape B), which crystallised the
two-shape-per-semantic-category policy codified here.
`close_all_children` (Shape B, twin of `stop_cascade`), which
crystallised the two-shape-per-semantic-category policy codified
here.
Before adding a third shape, read this doc and argue for why the
new surface doesn't fit either A or B. Two idioms in the cluster
+42 -23
View File
@@ -18,7 +18,7 @@ schema changes.
> auth and the `admin.coordinator` permission. A session-scoped JWT
> is minted per login (see [docs/oidc.md](oidc.md) / [docs/security.md](security.md));
> a service token may call the read paths but destructive governance
> paths (`/restrict`, `/close_all_children`) require
> paths (`/restrict`, `/stop_cascade`, `/close_all_children`) require
> the explicit `admin.coordinator` grant — a service-token owner
> match isn't enough.
@@ -44,6 +44,7 @@ schema changes.
| 6 | Wait for fan-out | model-side tool `wait_for_workstream` |
| 7 | Govern | `POST /v1/api/workstreams/{ws_id}/trust` |
| | | `POST /v1/api/workstreams/{ws_id}/restrict` |
| | | `POST /v1/api/workstreams/{ws_id}/stop_cascade` |
| | | `POST /v1/api/workstreams/{ws_id}/close_all_children` |
| 8 | Approve / cancel | `POST /v1/api/workstreams/{ws_id}/approve` |
| | | `POST /v1/api/workstreams/{ws_id}/cancel` |
@@ -52,7 +53,7 @@ schema changes.
Refer to `/openapi.json` (Swagger UI at `/docs`) on any
`turnstone-console` process for the authoritative operation ids and
schemas. Coordinator-only verbs (`/children`, `/trust`, `/restrict`,
`/close_all_children`) 404 against `kind=interactive`
`/stop_cascade`, `/close_all_children`) 404 against `kind=interactive`
rows; the shared verbs (`/send`, `/approve`, `/cancel`, `/events`,
`/history`, `/open`, `/close`, etc.) work on both kinds.
@@ -260,10 +261,10 @@ rounds to a 10× token-efficiency win.
---
## 7. Governance — trust, restrict, stop_cascade, close_all_children
These four endpoints let an operator steer a live coordinator session
mid-flight. All three emit an audit event tagged
`coordinator.<action>` via the dedicated audit executor so a cascade
mid-flight. All four emit an audit event tagged
`coordinator.<action>` via the dedicated audit executor so a cascade
burst can't starve audit writes.
### `POST /trust` — auto-approve own-subtree sends
@@ -293,6 +294,28 @@ idempotent — calling twice with overlapping lists converges to the
opt in per session. Cap 256 tool names per request, 128 chars each.
### `POST /stop_cascade` — cancel the subtree
```http
POST /v1/api/workstreams/{ws_id}/stop_cascade
{}
```
Cancels the coordinator's in-flight generation AND dispatches
`cancel_workstream` through the routing proxy for every direct
child in the in-memory registry. Returns:
```json
{"status": "ok", "cancelled": ["child-1", "child-3"], "failed": [], "skipped": ["child-2"]}
```
Response uses the [cascade-mutation bulk shape](bulk-endpoints.md):
`cancelled` = accepted, `failed` = dispatch error worth retrying,
`skipped` = upstream 404 (already gone — stale registry entry or
the row was deleted between snapshot and dispatch). Grandchildren
aren't touched directly; they sit behind their parent's cancel and
propagate via the child's SSE stream.
### `POST /close_all_children` — soft-close the direct fan-out
```http
POST /v1/api/workstreams/{ws_id}/close_all_children
@@ -306,16 +329,16 @@ Response:
```
Soft-close cascade bounded by the same semaphore as `stop_cascade`.
(up to 512 chars) propagates into each closed child's audit +
`workstream_config` for postmortem. The model-facing tool that
pairs with this endpoint asks for a bounded teardown of the
coordinator's own fan-out. This *soft-closes*; to *cancel* the
fan-out instead, cancel the coordinator (§8) — a coordinator cancel
auto-cascades to its direct children.
The `reason` (up to 512 chars) propagates into each closed child's
audit + `workstream_config` for postmortem. Unlike `stop_cascade`
this does NOT recurse into grandchildren — the model-facing tool
that pairs with this endpoint asks for a bounded teardown of the
coordinator's own fan-out. For a full-subtree teardown, use
`stop_cascade`.
See [bulk-endpoints.md](bulk-endpoints.md) for why both endpoints
uses the cascade-mutation shape and how it differs from the
`spawn_batch` / `cluster/ws/live` shape.
share the cascade-mutation shape and how it differs from the
`spawn_batch` / `cluster/ws/live` shape.
---
@@ -333,10 +356,7 @@ POST /v1/api/workstreams/{ws_id}/approve
```
`cancel` drops the in-flight generation but leaves the coordinator
coordinator, auto-cascades the cancel to its direct children:
`cancel_workstream` is dispatched through the routing proxy for
every direct child in the registry. The coordinator itself is left
idle and open for a fresh `send`:
idle and open for a fresh `send`:
```http
POST /v1/api/workstreams/{ws_id}/cancel
@@ -353,10 +373,9 @@ POST /v1/api/workstreams/{ws_id}/close
```
Soft-closes the session — state persists, children keep running (use
(wind them down first with `close_all_children`, or by cancelling
the coordinator, which cascades the cancel to its direct children),
the worker thread exits, SSE streams send a final `stream_end` and
disconnect. The row is reopenable via
`close_all_children` or `stop_cascade` first to wind them down), the
worker thread exits, SSE streams send a final `stream_end` and
disconnect. The row is reopenable via
`POST /v1/api/workstreams/{ws_id}/open` so long as it hasn't been
deleted.
@@ -371,7 +390,7 @@ deleted.
idioms (`{results, denied, truncated}` vs
`{<bucket>, failed, skipped}`) used by `cluster/ws/live`,
`spawn_batch`, `stop_cascade`, and `close_all_children`.
- [architecture.md](architecture.md) — cluster-wide architecture
- [architecture.md](architecture.md) — cluster-wide architecture
including how coordinator sessions fit next to node-hosted
interactive workstreams.
- The live OpenAPI spec (`/openapi.json` on any console process)
+2 -2
View File
@@ -77,7 +77,7 @@ or MCP config can do adds to it. Current members:
| `delete_workstream` | wind-down | Hard-delete one child. Requires approval. |
| `list_nodes` | discover | Enumerate live cluster nodes + capabilities. |
| `skills` (action=find) | discover | Browse the skill catalog; opt-in `kind` filter narrows by audience. |
| `memory` | persist | Durable orchestration memory (`coordinator` scope, per-user — survives across coordinator sessions). |
| `memory` | persist | Orchestration scratchpad keyed by the `coordinator` scope. |
| `notify` | broadcast | Post a status update to a human channel at a narrative beat. |
| `tasks` | plan | Orchestrator-only scratchpad. Children don't see it. |
@@ -351,7 +351,7 @@ persona drift without a real LLM in the loop.
`spawn_batch` and `close_all_children` use, so your skill can
parse results / denied arrays correctly.
- [governance.md](governance.md) — the broader governance surface
(`/trust`, `/restrict`, role-based permissions)
(`/trust`, `/restrict`, `/stop_cascade`, role-based permissions)
that wraps every coord session.
- [settings.md](settings.md) — `coordinator.model_alias` and
`coordinator.reasoning_effort` settings that gate which LLM runs
+16 -34
View File
@@ -59,11 +59,9 @@ is gone. Everything goes through `https://localhost:8443`.
## Join a bare-metal host
PostgreSQL, the console's ACME endpoint (`:8090`), and SearxNG (`:8081`) are
published on `127.0.0.1`, so a `turnstone-server` running directly on the same
machine — for example to use a local GPU — can join the same cluster (enrolling
its mTLS cert and running `web_search`) and show up in the console alongside the
containerized nodes.
PostgreSQL is published on `127.0.0.1:5432`, so a `turnstone-server` running
directly on the same machine — for example to use a local GPU — can join the
same cluster and show up in the console alongside the containerized nodes.
Put the secret and connection settings in `~/.config/turnstone/config.toml`
(secrets belong in this file, not the process environment — keep it `0600`,
@@ -87,31 +85,18 @@ command line:
```bash
chmod 600 ~/.config/turnstone/config.toml
TURNSTONE_NODE_ID=host-1 \
TURNSTONE_ADVERTISE_URL=http://host.docker.internal:8080 \
TURNSTONE_CONSOLE_URL=http://localhost:8090 \
TURNSTONE_SEARXNG_URL=http://localhost:8081 \
TURNSTONE_NODE_ID=host-1 TURNSTONE_ADVERTISE_URL=http://host.docker.internal:8080 \
turnstone-server --host 0.0.0.0 --port 8080
```
The host server registers itself in PostgreSQL; the console reaches it back via
`host.docker.internal`. `TURNSTONE_CONSOLE_URL` points the node at the console's
published ACME endpoint so it can enroll its mTLS certificate (needed only when
the cluster runs mTLS; harmless otherwise), and `TURNSTONE_SEARXNG_URL` points
`web_search` at the published SearxNG. The `jwt_secret` and DB credentials above
are the dev-stack defaults — match whatever you set in `.env` if you changed them.
To let a server on a **different** machine join, start the stack with
`TURNSTONE_HOST_IP=<this host's LAN IP>` — that binds PostgreSQL, the console
ACME endpoint, and SearxNG to that interface. Then on the remote box set the
three URLs above to that IP, and set `TURNSTONE_ADVERTISE_URL` to the **remote**
box's own IP (the address the console dials back). **Set a strong
`POSTGRES_PASSWORD` first** — `TURNSTONE_HOST_IP` exposes the database (and every
user account + API-token hash in it), the console API, and the unauthenticated
SearxNG to your network.
To run the bare-metal node as a hardened, persistent service instead of by hand,
use the systemd units in [`deploy/systemd/`](../deploy/systemd/).
`host.docker.internal`. The `jwt_secret` and DB credentials above are the
dev-stack defaults — match whatever you set in `.env` if you changed them. To
let a **different** machine join, start the stack with `POSTGRES_BIND=0.0.0.0`
and use the host's routable IP in the `url` and `TURNSTONE_ADVERTISE_URL`
but **set a strong `POSTGRES_PASSWORD` first**, or you'll expose a database with
the insecure default password (and every user account + API-token hash in it) to
your network.
## Production stack
@@ -125,7 +110,7 @@ docker compose -f turnstone/deploy/compose.yaml up
It's the same shape as the dev stack — Caddy-fronted console, channel, and a
PostgreSQL all share one database so the console discovers the node — but it
pulls released images, runs a single server node, and has **no baked-in
secrets**. Set these in `.env` first (generate with `openssl rand -hex 32`):
secrets**. Set these in `.env` first (`turnstone-bootstrap` generates them):
```bash
TURNSTONE_JWT_SECRET=<python -c "import secrets; print(secrets.token_hex(32))">
@@ -189,18 +174,15 @@ overrides.
### Ports
Both stacks publish Caddy (dashboard) and PostgreSQL; the dev stack additionally
publishes the console's ACME endpoint and SearxNG on localhost so a bare-metal
node can enroll its cert and run `web_search`. Everything else is reached through
Caddy or proxied by the console:
publishes the SearxNG UI on localhost. Everything else is reached through Caddy or
proxied by the console:
| Variable | Default | Description |
|----------|---------|-------------|
| `CONSOLE_HTTPS_PORT` | `8443` | Host port for Caddy (dashboard HTTPS) |
| `SEARXNG_HTTPS_PORT` | `8444` | Host port for the SearxNG UI via Caddy (dev: localhost-only; prod: opt-in) |
| `POSTGRES_PORT` | `5432` | Host port for PostgreSQL (for bare-metal joins) |
| `SEARXNG_API_PORT` | `8081` | Host port for the SearxNG API a bare-metal node's `web_search` dials (dev stack) |
| `TURNSTONE_HOST_IP` | `127.0.0.1` | Interface PostgreSQL, the console ACME endpoint, and SearxNG bind on (dev stack). Set to this host's LAN IP so a bare-metal node on **another machine** can reach them — set a strong `POSTGRES_PASSWORD` first (it also exposes the DB and the unauthenticated SearxNG to your network). |
| `POSTGRES_BIND` | `127.0.0.1` | Production stack (`turnstone/deploy/compose.yaml`) only: interface PostgreSQL binds on; set to the host's LAN IP for remote joins. |
| `POSTGRES_BIND` | `127.0.0.1` | Interface PostgreSQL binds on; set `0.0.0.0` for LAN access |
### Channel gateway
@@ -260,7 +242,7 @@ interface, or anyone who can reach it can search through your instance.
Both stacks install all entry points into a single image (`turnstone`,
`turnstone-server`, `turnstone-console`, `turnstone-channel`, `turnstone-admin`,
`turnstone-eval`, `turnstone-doctor`):
`turnstone-eval`, `turnstone-bootstrap`):
```bash
docker compose build # build the dev image
+5 -6
View File
@@ -40,7 +40,7 @@ api_key = ""
smart_approvals = false # auto-approve high-confidence "approve" LLM verdicts (opt-in)
confidence_threshold = 0.95 # Smart Approvals auto-approve bar (LLM recommendation=approve)
max_context_ratio = 0.5 # max % of judge context window for history
timeout = 120.0 # seconds (generous for local models)
timeout = 60.0 # seconds (generous for local models)
read_only_tools = true # judge can use read_file/list_directory
cancel_on_approval = false # stop judging remaining tool calls once user decides
```
@@ -71,7 +71,7 @@ All fields are optional. The judge is enabled by default; use `enabled = false`
--judge / --no-judge Enable/disable (default: enabled)
--judge-model MODEL Model for judge
--judge-provider PROVIDER Provider for judge
--judge-timeout SECONDS LLM judge timeout (default: 120)
--judge-timeout SECONDS LLM judge timeout (default: 60)
--judge-confidence FLOAT Confidence threshold, 0-1 (default: 0.95)
```
@@ -193,10 +193,9 @@ Security hardening blocks access to sensitive paths:
### Timeout
The `timeout` setting (default 120 seconds) applies **per turn**, not as a total
budget across turns — each of the up to 5 turns gets a fresh budget, so a slow
earlier turn doesn't starve later ones. If a turn's budget expires, the judge
attempts to parse whatever partial response is available.
The `timeout` setting (default 60 seconds) is a total budget across all judge
turns. Time is decremented after each LLM call. If the budget expires mid-turn,
the judge attempts to parse whatever partial response is available.
---
+5 -30
View File
@@ -26,40 +26,15 @@ Each memory has three dimensions:
### Memory scopes
| Scope | Visibility |
|---------------|-----------------------------------------------------------------|
| `global` | Visible to all workstreams and users |
| `workstream` | Visible only within the originating workstream |
| `user` | Follows the authenticated user across workstreams |
| `coordinator` | Coordinator sessions only; follows the user across coordinators |
| Scope | Visibility |
|--------------|-----------------------------------------------------------|
| `global` | Visible to all workstreams and users |
| `workstream` | Visible only within the originating workstream |
| `user` | Follows the authenticated user across workstreams |
A memory's identity is the tuple `(name, scope, scope_id)`. Saving a memory
with the same identity upserts -- updating content while preserving the ID.
### Coordinator scope
Coordinator sessions are isolated to a single scope: `coordinator`, keyed by
the coordinator's creator `user_id`. It is durable -- every coordinator
session the same user runs (including concurrent ones) shares one
orchestration namespace, so procedures and lessons survive close/reopen.
Isolation is bidirectional and enforced by session kind, not by secrecy of
the scope id:
- A coordinator session can read and write **only** `coordinator`-scope rows.
It never sees `global`/`workstream`/`user` memories, so content written by
interactive sessions (which routinely ingest untrusted MCP/attachment
output) cannot reach a coordinator's system message.
- Interactive sessions -- including a coordinator's own children, which share
its `user_id` -- are rejected from the `coordinator` scope on every memory
action. Children cannot plant rows the parent coordinator would read.
- The REST memory API (`/v1/api/memories`) does not accept the `coordinator`
scope at all; the scope is written exclusively through a coordinator
session's own memory tool.
Coordinator sessions require an authenticated user identity -- an anonymous
coordinator cannot be constructed, so the scope id is always a real user.
### BM25 relevance injection
On every conversation turn, the system:
+2 -6
View File
@@ -244,10 +244,7 @@ const client = new TurnstoneServer({
### Node Bootstrap Flow
1. Node starts, connects to shared database (plain connection)
2. Discovers the console URL from the `services` table — or honors an explicit
`TURNSTONE_CONSOLE_URL` (a bare-metal node outside the compose network can't
resolve the in-cluster `console` name, so it points this at the console's
published ACME endpoint)
2. Discovers console URL from `services` table
3. Fetches CA root cert from `http://console/acme/ca.pem` (plain HTTP, TOFU)
4. Requests a service cert via ACME (plain HTTP, JWS-signed). The cert's
primary domain / SAN is the node's **advertised host** (the host of
@@ -294,8 +291,7 @@ cert's SANs don't include the dialed name.
The console registers itself in the `services` table on startup. If the console
hasn't started or the registration expired (1 hour TTL), nodes can't discover
it. Set `TURNSTONE_CONSOLE_URL` to a reachable console address (this is also how
a bare-metal node that can't resolve the in-cluster `console` name enrolls).
it. Use `--console-url` explicitly.
### Browser HTTPS to the console
-9
View File
@@ -1,9 +0,0 @@
__pycache__/
.venv/
*.db
*.db-wal
*.db-shm
.ruff_cache/
.pytest_cache/
.mypy_cache/
uv.lock
-282
View File
@@ -1,282 +0,0 @@
# Understone
A small, multiplayer, BBS-style **ANSI door game** served over the Model
Context Protocol (MCP). It is a text RPG in the spirit of *Legend of the Red
Dragon* — explore an overworld of box-drawing maps, fight wandering monsters,
shop and rest in town, and descend a dungeon — except the "door" is an MCP
server and the player drives it by talking to an AI assistant.
The server is the rules engine and the single source of truth. Players share
**one persistent world**: your assistant calls tools, the server returns
authoritative frames and facts, and the assistant narrates the story around
them.
This is a self-contained reference example. It depends only on `mcp` — there
is no dependency on Turnstone itself — so it runs against any MCP client.
## How to play
There is **no prompt to paste and no persona to configure**. The tool schema
is the whole interface. Once the server is registered with your assistant:
1. Tell your assistant you'd like to play an ANSI door game / text dungeon
RPG (it can discover the tools by name and description).
2. The assistant calls `door_help` to learn how to run the world, then
`door_join` with your adventurer's name.
3. Play unfolds as a conversation: "head east", "fight it", "rest at the inn".
Everything the assistant needs to run the game well is returned by
`door_help`.
## Gameplay
A run is a little RPG loop, played a bit each day:
- **Explore** the overworld of box-drawing maps. Walking is free, but the wild
country has texture — a step may turn up a wandering monster, a purse of
gold, a healing spring, a small trap (which can never kill you), or a scrap
of old Vale lore. Only one such find happens per move, and the non-combat
ones don't interrupt your walk.
- **Fight, shop, and heal** in and around town. Fighting and descending one
rung of the dungeon each spend one of your daily turns; resting, shopping and
moving do not.
- **Delve the deep, a rung at a time.** The dungeon is a ladder of guardians:
each `descend` faces the next one past your deepest and either advances your
depth or bounces you home (your depth persists either way). Carry a few
**potions in your satchel**`quaff` the strongest when you choose, and if a
fight would kill you the satchel saves you automatically, the elixir burning
down your throat at death's edge. Clearing a rung also yields **forge ore**,
which rides the satchel (a won forest fight sometimes turns up a little, too).
- **Forge an edge — with gold AND ore.** At the shop's **forge** you can add a
+1 edge to your equipped weapon or armour, up to a cap, each step dearer than
the last. A step costs gold *and* the ore you won in the deep — so the forge is
fed by descending, not just by a fat purse. Watch, too, for the **rare beasts**
that prowl the forest: felling one is Herald news and always drops a draught.
- **Win the game** by slaying **the Wyrm Below**. Once your hero is seasoned
enough AND has plumbed the deep to its floor, `challenge` it at the dungeon. A
victory frees the Vale, carves your run into the **Hall of Legends**, and — in
the tradition of the classic BBS door games — begins a new life: your
character resets to first-day gear and stats but keeps a permanent ★ for every
Wyrm slain, ready to do it all again.
- **Read the news.** `door_log` is the **Understone Herald**, a shared
broadsheet of notable deeds across the whole world — who joined, who rose a
level, who was dragged home by a goblin, and who freed the Vale.
- **Make it social.** It is a shared world, so you can touch other players.
`ambush` a rival who has not yet acted today — a classic
style player-kill that robs a sleeping foe of some gold, except the surest
defence is simply to take your own turn (an active player is awake and can't
be caught). Lose the ambush and *you* are the one who flees, shamed on the
feed. `post` a private note another player reads on their next visit (it
never reaches the public Herald). Or `gamble` a little gold at the inn's dice
against the house. Ambush spends a turn; mail and dice do not.
- **Bank your coin.** The inn keeps a strongbox: `deposit` gold into the
**vault** and `withdraw` it later (no turn either way). Banked gold is **safe
from ambush** — a sleeping-robber only ever lifts what you carry — and it is
the one thing that **survives a Wyrm-win reset**, carrying wealth across runs.
## Installation
This example uses [`uv`](https://docs.astral.sh/uv/). From the example
directory:
```bash
cd examples/door-game
uv venv
uv pip install -e .
```
That installs the `understone` entry point into the environment.
To run the tests and quality gates:
```bash
uv pip install -e ".[test,dev]"
uv run pytest
uv run ruff check .
uv run ruff format --check .
uv run mypy understone/
```
## Running the server
By default the server speaks the **stdio** transport, which is how MCP clients
launch a per-session subprocess:
```bash
understone
```
To host one shared world over HTTP for several clients, run the
**streamable-http** transport as a single long-lived process:
```bash
UNDERSTONE_TRANSPORT=streamable-http understone
```
### Environment variables
| Variable | Default | Description |
|----------|---------|-------------|
| `UNDERSTONE_DB` | `./understone.db` | SQLite database file for the world's state. |
| `UNDERSTONE_WORLD` | _(packaged pack)_ | Directory of a content pack to load instead of the bundled Vale of Understone. |
| `UNDERSTONE_TRANSPORT` | `stdio` | `stdio` or `streamable-http`. |
| `UNDERSTONE_HOST` | `127.0.0.1` | Bind host (streamable-http only). |
| `UNDERSTONE_PORT` | `8077` | Bind port (streamable-http only). |
| `UNDERSTONE_PATH` | `/mcp` | HTTP path for the MCP endpoint (streamable-http only). |
## The Watch — a live spectator view
When the server runs under the **streamable-http** transport, it also serves a
read-only **Watch** page: the lobby TV of the Vale. Point a browser at
```
http://127.0.0.1:8077/watch
```
(the host and port follow `UNDERSTONE_HOST` / `UNDERSTONE_PORT`). It is a
period **CRT spectator console** — a green-and-amber phosphor map of the whole
world with every adventurer's `☻` marker, a live **Understone Herald** feed, the
**Hall of Legends**, and a roster of who is currently abroad. It refreshes every
couple of seconds; if it loses contact it dims and reads `SIGNAL LOST` until the
server returns. The console's palette follows the pack: a world may pick its own
CRT colour with `settings.watch_theme` (`phosphor` green, `amber` gold, `ice`
blue, `ember` red), defaulting to the Vale's green if it says nothing.
The Watch is **strictly read-only**. Input never flows through it — there are no
controls, no forms, nothing that can change the world. It reads the same shared
state the tools do and paints it; that is all. There is no authentication, in
keeping with the rest of this easter-egg server (see the safety note below), so
treat the page as you would the MCP endpoint itself.
> _Screenshot: the Watch console — a phosphor-green overworld map with amber
> `☻` markers, the Herald feed and Hall of Legends down the right-hand rail.
> (Image placeholder; run the server and open the URL to see it live.)_
When the Watch is up, the `door_join` welcome and the `door_help` manual both
print its URL so players (and the assistant narrating for them) know it exists.
If you bind to `0.0.0.0` to share the world across a network, advertise a host
that browsers can actually reach (your machine's LAN address or hostname) rather
than `0.0.0.0` itself — the link is composed from `UNDERSTONE_HOST`.
## Authoring worlds
The Vale of Understone is just the *bundled* world. The whole game — its map,
monsters, economy, and endgame — is a **content pack**: a directory of six JSON
files the server loads at start. Nothing about the Vale is privileged; point
the server at another pack and it runs that world instead. This is the seam
where the game becomes its own authoring target: a pack is plain data, so a
person *or an LLM* can write one, and the same zero-setup philosophy that makes
the game playable with no prompt makes it **authorable with no code**.
The loop has these commands:
```bash
understone newpack mypack # scaffold a pack (copies the Vale as a template)
# ...edit or LLM-generate the JSON in mypack/ to describe your world...
understone validate mypack # check it; prints a report or names what's wrong
understone simulate mypack # play a greedy bot through it and measure the balance
UNDERSTONE_WORLD=mypack understone # serve your world
understone worlds # list the bundled worlds and whether each is sound
```
`newpack` writes a starting template plus an `AUTHORING.md` manual — the
file-by-file schema, the enforced limits, and design guidance — written to be
followed cold by a model. `validate` loads the pack through exactly the same
hardened loader the server uses and either prints a summary ending **"This pack
is sound. The door stands open."** or fails with one precise line naming the
file, the row, and the field at fault.
`simulate` is the **balance instrument**: it drives a deliberately simple,
greedy bot through the *real* game — the same `join`/`move`/`action` calls the
tools make — over a seeded RNG and an injected clock, then prints a report
(final level, gold earned, fights fought, rungs cleared, whether and when the
Wyrm fell). It is a tuning probe, not a player to admire: it answers "is this
world *shaped* right, and is it *winnable*?". Pass `--days N`, `--seed S`, or
`--seeds K` for a multi-seed sweep with means and spreads. `worlds` lists every
bundled world — the default Vale plus any alternate packs shipped under
`understone/world/packs/` — loading each so it can report it as sound or flawed.
**A second bundled world: The Cinder Wastes.** Understone ships a second world
alongside the Vale, in `understone/world/packs/cinder-wastes/` — a volcanic
ash-and-slag map whose Watch page glows ember-red instead of the Vale's green
phosphor. It is the pipeline's own dogfood: it was authored **by an LLM working
only from `AUTHORING.md` and the `validate` loop**, with no engine code touched,
then bundled verbatim. `understone worlds` lists it as sound, and
`understone simulate understone/world/packs/cinder-wastes --days 50 --seeds 3`
shows the greedy bot taking its Magma Wyrm — the end-to-end proof that a world
described purely as data, from the manual alone, is genuinely playable to
victory. Serve it with
`UNDERSTONE_WORLD=understone/world/packs/cinder-wastes understone`.
Packs are validated **hard** at load: every map glyph must render as exactly
one terminal column (no fullwidth runes, no emoji, no combining marks — the
frames are box-drawing rectangles) and may not collide with the frame's
box-drawing lines or the player markers, dimensions and counts are bounded,
display names are length-checked, and every cross-reference (a legend
character, a starting item, the boss monster, a dungeon tier) must resolve. The
loader also pins the rules that keep the endgame coherent: a world has exactly
one boss, and a dungeon tier's lead monster (its fixed rung guardian) may not be
a rare. Because packs are now routinely untrusted, generated output, those error
messages are not a nuisance — they are the **feedback loop**. Iterate against
them until the door stands open.
## Registering with Turnstone
Understone is an ordinary MCP server, so it plugs into Turnstone's MCP client
config two ways.
**Stdio (per-session subprocess).** Turnstone launches the `understone`
command for each session. Each session gets its own subprocess, so for a
truly shared world prefer the HTTP form below; stdio is simplest for solo
play.
```toml
[mcp.servers.understone]
command = "understone"
[mcp.servers.understone.env]
UNDERSTONE_DB = "/var/lib/understone/world.db"
```
**Streamable-HTTP (one shared world).** Run a single Understone process with
`UNDERSTONE_TRANSPORT=streamable-http` and point every client at its URL. This
is the right setup for multiplayer: one process, one database, one world that
all adventurers share.
```toml
[mcp.servers.understone]
url = "http://localhost:8077/mcp"
```
> **Operator note.** For multiplayer, start exactly one shared process —
> `UNDERSTONE_TRANSPORT=streamable-http understone` — and have all clients use
> the url form. The world lives in a single SQLite file written by that one
> process.
## The tools
| Tool | What it does |
|------|--------------|
| `door_help` | The game-master manual. Start here. |
| `door_join` | Create or resume an adventurer; returns the opening map. |
| `door_status` | The character sheet (read-only). |
| `door_look` | Redraw the current view — overworld map or location menu. |
| `door_move` | Walk the overworld (free; no daily turn spent). |
| `door_action` | Context verbs: fight, flee, ambush (a rival), rest, deposit/withdraw (the inn vault), buy, sell, forge (a +1 edge, gold + ore), heal, gamble (inn dice), descend (one rung), challenge (the Wyrm), post (mail another player), quaff (a carried potion), leave. |
| `door_log` | The Understone Herald — the shared feed of notable deeds. |
| `door_rank` | The leaderboard, plus the Hall of Legends (★ marks Wyrm kills). |
| `door_bestow` | Game-master grant of a little gold/healing for a story beat. |
## A note on identity and safety
This example is an **easter egg**, not a hardened service. Identity is
**self-asserted**: a "player" is just a name passed to the tools, and there is
**no authentication** — anyone who can reach the server can act as any name.
That is fine for a shared toy world among people who trust each other, and
deliberately out of scope for a game. Do not store anything sensitive in it,
and if you expose the HTTP transport beyond localhost, put it behind whatever
access control your environment already provides.
The game master's `door_bestow` channel can only grant small, capped amounts
of in-game gold and healing — never items, never turns — and every grant is
written to the public in-world log, so its reach is bounded by design.
-55
View File
@@ -1,55 +0,0 @@
[build-system]
requires = ["hatchling>=1.29"]
build-backend = "hatchling.build"
[project]
name = "understone"
version = "0.10.0"
description = "Understone — a BBS-style ANSI door game served over MCP."
requires-python = ">=3.11"
license = "Apache-2.0"
dependencies = [
"mcp>=1.27,<2",
]
[project.scripts]
understone = "understone.server:main"
[project.optional-dependencies]
test = ["pytest>=9.0"]
dev = ["ruff>=0.9", "mypy>=1.14"]
[tool.hatch.build.targets.wheel]
packages = ["understone"]
[tool.pytest.ini_options]
testpaths = ["tests"]
[tool.ruff]
target-version = "py311"
line-length = 100
[tool.ruff.lint]
select = ["E", "F", "W", "I", "N", "UP", "B", "A", "SIM", "TCH"]
ignore = ["E501"]
[tool.ruff.format]
quote-style = "double"
[tool.mypy]
python_version = "3.11"
strict = true
warn_return_any = true
warn_unused_configs = true
disallow_untyped_defs = true
disallow_incomplete_defs = true
check_untyped_defs = true
no_implicit_optional = true
[[tool.mypy.overrides]]
module = ["mcp", "mcp.*"]
ignore_missing_imports = true
[[tool.mypy.overrides]]
module = "tests.*"
disallow_untyped_defs = false
-256
View File
@@ -1,256 +0,0 @@
"""Shared test fixtures and builders.
These builders construct engine objects directly (no JSON loader) so the
engine tests stay independent of the content pack. Later chunks add
fixtures that load the shipped world and build the game façade.
"""
from __future__ import annotations
from collections import Counter
from datetime import UTC, datetime
from typing import TYPE_CHECKING
import pytest
from understone.engine.models import (
Item,
LocationDef,
Mode,
Monster,
Player,
Settings,
Slot,
TerrainDef,
WorldEvent,
Zone,
)
from understone.engine.world import World
if TYPE_CHECKING:
from collections.abc import Callable
from understone.game import Game
# ---------------------------------------------------------------------------
# Terrain kinds for synthetic test worlds
# ---------------------------------------------------------------------------
GRASS = TerrainDef(key="grass", glyph=".", walkable=True, encounter_rate=0.0, color="floor")
WALL = TerrainDef(key="wall", glyph="", walkable=False, encounter_rate=0.0, color="wall")
WATER = TerrainDef(key="water", glyph="~", walkable=False, encounter_rate=0.0, color="water")
FOREST = TerrainDef(key="forest", glyph="", walkable=True, encounter_rate=1.0, color="tree")
SAFE_FOREST = TerrainDef(key="forest", glyph="", walkable=True, encounter_rate=0.0, color="tree")
DEFAULT_SETTINGS = Settings(
daily_turns=10,
rest_cost=15,
heal_cost_per_hp=2,
starting_gold=20,
starting_weapon="rusty_dagger",
starting_armor="cloth_tunic",
start_hp=20,
start_atk=3,
start_def=0,
xp_base=100,
growth_max_hp=6,
growth_atk=2,
growth_def=1,
bestow_daily_budget=25,
dungeon_tiers=(4, 5),
boss_monster="wyrm_below",
wyrm_min_level=6,
ambush_min_level=3,
ambush_level_band=2,
ambush_gold_pct=25,
post_daily_cap=5,
gamble_max_bet=50,
gamble_daily_cap=5,
satchel_max=3,
forge_base_cost=60,
forge_max_plus=3,
rare_drop_item="minor_potion",
forge_ore_item="iron_ore",
forge_ore_per_plus=1,
ore_dungeon_drop=2,
ore_forest_chance=0.2,
watch_theme="phosphor",
)
def make_settings(**overrides: object) -> Settings:
"""Return DEFAULT_SETTINGS with field overrides for band testing."""
base = {
"daily_turns": DEFAULT_SETTINGS.daily_turns,
"rest_cost": DEFAULT_SETTINGS.rest_cost,
"heal_cost_per_hp": DEFAULT_SETTINGS.heal_cost_per_hp,
"starting_gold": DEFAULT_SETTINGS.starting_gold,
"starting_weapon": DEFAULT_SETTINGS.starting_weapon,
"starting_armor": DEFAULT_SETTINGS.starting_armor,
"start_hp": DEFAULT_SETTINGS.start_hp,
"start_atk": DEFAULT_SETTINGS.start_atk,
"start_def": DEFAULT_SETTINGS.start_def,
"xp_base": DEFAULT_SETTINGS.xp_base,
"growth_max_hp": DEFAULT_SETTINGS.growth_max_hp,
"growth_atk": DEFAULT_SETTINGS.growth_atk,
"growth_def": DEFAULT_SETTINGS.growth_def,
"bestow_daily_budget": DEFAULT_SETTINGS.bestow_daily_budget,
"dungeon_tiers": DEFAULT_SETTINGS.dungeon_tiers,
"boss_monster": DEFAULT_SETTINGS.boss_monster,
"wyrm_min_level": DEFAULT_SETTINGS.wyrm_min_level,
"ambush_min_level": DEFAULT_SETTINGS.ambush_min_level,
"ambush_level_band": DEFAULT_SETTINGS.ambush_level_band,
"ambush_gold_pct": DEFAULT_SETTINGS.ambush_gold_pct,
"post_daily_cap": DEFAULT_SETTINGS.post_daily_cap,
"gamble_max_bet": DEFAULT_SETTINGS.gamble_max_bet,
"gamble_daily_cap": DEFAULT_SETTINGS.gamble_daily_cap,
"satchel_max": DEFAULT_SETTINGS.satchel_max,
"forge_base_cost": DEFAULT_SETTINGS.forge_base_cost,
"forge_max_plus": DEFAULT_SETTINGS.forge_max_plus,
"rare_drop_item": DEFAULT_SETTINGS.rare_drop_item,
"forge_ore_item": DEFAULT_SETTINGS.forge_ore_item,
"forge_ore_per_plus": DEFAULT_SETTINGS.forge_ore_per_plus,
"ore_dungeon_drop": DEFAULT_SETTINGS.ore_dungeon_drop,
"ore_forest_chance": DEFAULT_SETTINGS.ore_forest_chance,
"watch_theme": DEFAULT_SETTINGS.watch_theme,
}
base.update(overrides)
return Settings(**base) # type: ignore[arg-type]
def make_player(**overrides: object) -> Player:
"""Build a Player at sane defaults; override any field by keyword."""
fields = {
"name": "Tester",
"x": 5,
"y": 5,
"hp": 20,
"max_hp": 20,
"level": 1,
"xp": 0,
"gold": 50,
"atk": 5,
"def_": 1,
"weapon_id": "rusty_dagger",
"armor_id": "cloth_tunic",
"turns_left": 10,
"turn_day": 0,
"mode": Mode.TILE,
"at_location": "",
"created_at": "2026-01-01T00:00:00+00:00",
"last_seen": "2026-01-01T00:00:00+00:00",
"log_cursor": 0,
"bestow_spent": 0,
"bestow_day": 0,
"wins": 0,
"posts_sent": 0,
"post_day": 0,
"gambles": 0,
"gamble_day": 0,
}
fields.update(overrides)
return Player(**fields) # type: ignore[arg-type]
def make_monster(**overrides: object) -> Monster:
"""Build a Monster at tier-1 defaults."""
fields = {
"tier": 1,
"name": "Field Rat",
"hp": 6,
"atk": 3,
"def_": 0,
"xp": 8,
"gold": 3,
"monster_id": "",
"boss": False,
}
fields.update(overrides)
return Monster(**fields) # type: ignore[arg-type]
def make_world(
*,
grid: list[list[TerrainDef]] | None = None,
width: int = 11,
height: int = 11,
spawn: tuple[int, int] = (5, 5),
locations: list[LocationDef] | None = None,
zones: list[Zone] | None = None,
monsters: list[Monster] | None = None,
items: list[Item] | None = None,
settings: Settings | None = None,
events: list[WorldEvent] | None = None,
) -> World:
"""Build a small synthetic World (all-grass by default)."""
if grid is None:
grid = [[GRASS for _ in range(width)] for _ in range(height)]
return World(
name="Test Vale",
width=width,
height=height,
spawn=spawn,
terrain=grid,
locations=locations or [],
zones=zones or [],
monsters=monsters or [make_monster()],
items=items or _default_items(),
settings=settings or DEFAULT_SETTINGS,
events=events,
)
def _default_items() -> list[Item]:
return [
Item("rusty_dagger", "Rusty Dagger", Slot.WEAPON, 2, 0, 0, 0),
Item("short_sword", "Short Sword", Slot.WEAPON, 5, 0, 0, 40),
Item("cloth_tunic", "Cloth Tunic", Slot.ARMOR, 0, 1, 0, 0),
Item("leather_armor", "Leather Armor", Slot.ARMOR, 0, 3, 0, 50),
Item("minor_potion", "Minor Potion", Slot.CONSUMABLE, 0, 0, 15, 12),
Item("iron_ore", "Iron Ore", Slot.MATERIAL, 0, 0, 0, 0),
]
def fixed_clock(moment: datetime) -> Callable[[], datetime]:
"""Return a clock callable that always reports *moment*."""
def _clock() -> datetime:
return moment
return _clock
def utc(year: int, month: int, day: int, hour: int = 0, minute: int = 0) -> datetime:
"""Construct a tz-aware UTC datetime."""
return datetime(year, month, day, hour, minute, tzinfo=UTC)
# ---------------------------------------------------------------------------
# Satchel test helpers (the v0.10 stack encoding)
# ---------------------------------------------------------------------------
# The satchel is stack-based ("id:qty"); these wrap the game façade's stack
# helpers so a test can seed/read a bag as a flat id list (duplicate ids
# collapse to one stack), keeping the assertions readable. Shared by the
# descend and Wyrm suites.
def set_satchel(game: Game, player: object, ids: list[str]) -> None:
"""Seed *player*'s satchel from a flat id list (duplicates -> one stack qty)."""
counts = Counter(ids)
stacks = [(item_id, counts[item_id]) for item_id in dict.fromkeys(ids)]
game._satchel_set_stacks(player, stacks) # type: ignore[arg-type]
def satchel_ids(game: Game, player: object) -> list[str]:
"""Return the satchel as a flat id list, each stack expanded by its qty."""
out: list[str] = []
for item_id, qty in game._satchel_stacks(player): # type: ignore[arg-type]
out.extend([item_id] * qty)
return out
@pytest.fixture
def small_world() -> World:
"""An 11x11 all-grass world with the default content tables."""
return make_world()
@@ -1,7 +0,0 @@
┌── The Sleeping Drake ───┐
│ A warm hearth crackles. │
│ A bed costs 15 gold. │
│ │
│ (R)est (L)eave │
└─────────────────────────┘
[ status ]
@@ -1,8 +0,0 @@
┌─ Vale ──┐
│@........│
│.........│
│.........│
│.........│
│.........│
└─────────┘
[ status ]
@@ -1,8 +0,0 @@
┌─ Vale ──┐
│.........│
│.........│
│....@....│
│.........│
│.........│
└─────────┘
[ status ]
-374
View File
@@ -1,374 +0,0 @@
"""Tests for the pack-authoring command surface.
Covers the validate/newpack functions directly (sound and broken packs, the
scaffold round-trip, AUTHORING.md generation from the live loader bands, and
the refuse-non-empty guard), the ``server.main`` argv dispatch (validate routes
through and bare invocation still reaches serve without binding a port), and
one end-to-end subprocess smoke of ``python -m understone validate``.
"""
from __future__ import annotations
import json
import shutil
import subprocess
import sys
from io import StringIO
from pathlib import Path
from typing import TYPE_CHECKING, Any
import pytest
from understone import cli, server
from understone.world import loader
if TYPE_CHECKING:
from collections.abc import Callable
EXAMPLE_DIR = Path(__file__).resolve().parents[1]
SHIPPED = EXAMPLE_DIR / "understone" / "world" / "data"
# The six content files a scaffolded pack must carry, plus the manual.
_PACK_JSONS = {
"terrain.json",
"monsters.json",
"items.json",
"locations.json",
"events.json",
"world.json",
}
# ---------------------------------------------------------------------------
# cli_validate
# ---------------------------------------------------------------------------
def test_cli_validate_sound_pack_reports_and_returns_zero() -> None:
out, err = StringIO(), StringIO()
rc = cli.cli_validate(SHIPPED, out=out, err=err)
assert rc == 0
report = out.getvalue()
assert "This pack is sound. The door stands open." in report
# The report surfaces the headline facts the brief calls for.
assert "The Vale of Understone" in report
assert "96x48" in report
assert "1 boss" in report
assert "% fight" in report
assert err.getvalue() == ""
def test_cli_validate_broken_pack_names_field_and_returns_two(tmp_path: Path) -> None:
# A pack whose daily_turns is out of band: the loader names the field.
pack = _clone_shipped(tmp_path)
_patch_world(pack, _break_daily_turns)
out, err = StringIO(), StringIO()
rc = cli.cli_validate(pack, out=out, err=err)
assert rc == 2
message = err.getvalue()
assert message.startswith("The pack is flawed:")
assert "daily_turns" in message # the offending field is named
assert out.getvalue() == ""
def test_cli_validate_missing_directory_returns_two(tmp_path: Path) -> None:
out, err = StringIO(), StringIO()
rc = cli.cli_validate(tmp_path / "nope", out=out, err=err)
assert rc == 2
assert "The pack is flawed:" in err.getvalue()
# ---------------------------------------------------------------------------
# cli_newpack
# ---------------------------------------------------------------------------
def test_cli_newpack_writes_template_and_manual(tmp_path: Path) -> None:
dest = tmp_path / "mypack"
out, err = StringIO(), StringIO()
rc = cli.cli_newpack(dest, out=out, err=err)
assert rc == 0
present = {p.name for p in dest.iterdir()}
assert present >= _PACK_JSONS # the six content files are all there
assert "AUTHORING.md" in present
# Next-steps guidance points the author at the validate verb.
assert "understone validate" in out.getvalue()
def test_cli_newpack_scaffold_validates(tmp_path: Path) -> None:
"""The load-bearing test: a freshly scaffolded pack loads cleanly.
newpack -> load_world round-trip. If the template the scaffolder copies
ever drifts out of the loader's bands, this fails immediately.
"""
dest = tmp_path / "mypack"
assert cli.cli_newpack(dest, out=StringIO(), err=StringIO()) == 0
world = loader.load_world(dest)
assert world.name == "The Vale of Understone"
assert world.width == 96
def test_cli_newpack_authoring_md_renders_live_band(tmp_path: Path) -> None:
"""AUTHORING.md's bands are generated from the loader, not hand-copied.
The daily_turns band is read straight from the live loader table and must
appear verbatim in the scaffolded manual proving generation from source.
"""
dest = tmp_path / "mypack"
cli.cli_newpack(dest, out=StringIO(), err=StringIO())
manual = (dest / "AUTHORING.md").read_text(encoding="utf-8")
lo, hi = loader.SETTINGS_BANDS["daily_turns"]
assert lo is not None and hi is not None
assert f"`{lo}..{hi}`" in manual
assert "daily_turns" in manual
def test_cli_newpack_authoring_md_has_width_rule_and_live_palette(tmp_path: Path) -> None:
"""AUTHORING.md documents the one-column rule and renders the live palette.
The width section states the Western-monospace assumption, and the safe
palette is generated from ``textwidth.SAFE_PALETTE`` (same can't-drift
pattern as the bands table) every glyph appears, in a backticked cell.
"""
from understone.engine.textwidth import SAFE_PALETTE
dest = tmp_path / "mypack"
cli.cli_newpack(dest, out=StringIO(), err=StringIO())
manual = (dest / "AUTHORING.md").read_text(encoding="utf-8")
assert "## Glyph width" in manual
assert "exactly one terminal column" in manual
assert "Western monospace" in manual # the stated assumption
assert "Safe glyph palette" in manual
for glyph in SAFE_PALETTE:
assert f"`{glyph}`" in manual, f"palette glyph {glyph!r} missing from manual"
def test_cli_newpack_authoring_md_documents_action_sets(tmp_path: Path) -> None:
"""AUTHORING.md documents each building's real verb menu.
The per-building menus are an explicit table: the inn's `gamble` (v0.8) and
the v0.10 vault verbs `deposit`/`withdraw`, the shop's `forge`, and so on.
This pins the table rows and the "quaff anywhere" note so a doc regression
trips.
"""
dest = tmp_path / "mypack"
cli.cli_newpack(dest, out=StringIO(), err=StringIO())
manual = (dest / "AUTHORING.md").read_text(encoding="utf-8")
assert "| `inn` | `rest`, `deposit`, `withdraw`, `gamble`, `leave` |" in manual
assert "| `shop` | `buy`, `sell`, `forge`, `leave` |" in manual
assert "| `healer` | `heal`, `leave` |" in manual
assert "| `dungeon` | `descend`, `challenge`, `leave` |" in manual
assert "`quaff`" in manual and "legal **anywhere**" in manual
# The vault is described where its verbs are listed.
assert "VAULT" in manual and "SAFE from ambush" in manual
def test_cli_newpack_authoring_md_documents_ore_forge(tmp_path: Path) -> None:
"""AUTHORING.md documents the v0.10 ore-gated forge: material slot + settings.
The forge ore is a `material` item earned in combat; the four ore settings
(item, per-plus, dungeon drop, forest chance) are documented, and the band
figures are generated from the live loader so they cannot drift.
"""
dest = tmp_path / "mypack"
cli.cli_newpack(dest, out=StringIO(), err=StringIO())
manual = (dest / "AUTHORING.md").read_text(encoding="utf-8")
assert "`material`" in manual # the new slot
assert "forge_ore_item" in manual
assert "ore_forest_chance" in manual # the float setting (prose, not the band table)
# The two banded ore settings carry their LIVE bands.
lo, hi = loader.SETTINGS_BANDS["ore_dungeon_drop"]
assert f"`{lo}..{hi}`" in manual
assert "earns in combat" in manual or "earned in combat" in manual
def test_cli_newpack_authoring_md_states_color_advisory_and_spawn_walkable(
tmp_path: Path,
) -> None:
"""AUTHORING.md states color is advisory (loader does not validate it) and
that spawn must be on walkable terrain both v0.8 honesty fixes."""
dest = tmp_path / "mypack"
cli.cli_newpack(dest, out=StringIO(), err=StringIO())
manual = (dest / "AUTHORING.md").read_text(encoding="utf-8")
# color is documented as advisory / not validated (it matches loader behaviour).
assert "advisory and not validated" in manual
# spawn's walkability requirement is now stated where spawn is introduced.
assert "must be on walkable terrain" in manual
def test_cli_newpack_authoring_md_color_roles_generated_from_enum(tmp_path: Path) -> None:
"""AUTHORING.md's colour-role vocabulary is generated from the Color enum.
The v0.9 fix: the assignable roles were hand-listed (and went stale road
and the per-building roles were missing). They are now generated from
``Color.assignable()`` the single source for the overlay-vs-assignable
split so the manual lists exactly what the Watch can paint and cannot
drift. This asserts the NEW roles appear, that every assignable enum role
appears, and that the non-assignable roles (overlays + DEFAULT) are NOT
offered as author-assignable.
"""
from understone.screen.palette import Color
dest = tmp_path / "mypack"
cli.cli_newpack(dest, out=StringIO(), err=StringIO())
manual = (dest / "AUTHORING.md").read_text(encoding="utf-8")
# A sampling of the new v0.9 roles is offered in the manual, backticked.
for role in ("road", "forest", "lava", "barren", "inn", "shop", "healer"):
assert f"`{role}`" in manual, f"new colour role {role!r} missing from manual"
# EVERY assignable enum role appears (generated, so the full set is present).
color_section = manual[manual.index("`color` — a palette role string") :].split("###", 1)[0]
for role in Color.assignable():
assert f"`{role.value}`" in manual, f"assignable role {role.value!r} missing from manual"
# The non-assignable roles (runtime overlays + the DEFAULT fallback) are NOT
# offered as terrain/location colours.
non_assignable = {c for c in Color} - set(Color.assignable())
assert Color.DEFAULT in non_assignable # the fallback is not author-pickable
for role in non_assignable:
assert f"`{role.value}`" not in color_section, (
f"non-assignable role {role.value!r} wrongly offered as author-assignable"
)
def test_cli_newpack_authoring_md_has_validate_coverage_split(tmp_path: Path) -> None:
"""AUTHORING.md honestly separates machine-enforced rules from eyeball-only.
The v0.8 subsection lists what `validate` DOES catch (including the two new
enforcements rare-as-guardian and single-boss) and what it does NOT (chief
among them: location menu `actions` contents are unvalidated).
"""
dest = tmp_path / "mypack"
cli.cli_newpack(dest, out=StringIO(), err=StringIO())
manual = (dest / "AUTHORING.md").read_text(encoding="utf-8")
assert "What `validate` checks, and what it cannot" in manual
# The newly-enforced rules are named in the DOES-catch list.
assert "Exactly one boss" in manual
assert "fixed rung guardian) must" in manual # rare-as-guardian enforcement
# The eyeball-only short list names the actions gap and the flavour caveat.
assert "Location menu `actions` contents" in manual
assert "Flavour and narration quality" in manual
def test_cli_newpack_refuses_non_empty_dir(tmp_path: Path) -> None:
dest = tmp_path / "occupied"
dest.mkdir()
(dest / "keep.txt").write_text("mine", encoding="utf-8")
out, err = StringIO(), StringIO()
rc = cli.cli_newpack(dest, out=out, err=err)
assert rc == 2
assert "non-empty" in err.getvalue()
# The pre-existing file is untouched (nothing was scaffolded over it).
assert (dest / "keep.txt").read_text(encoding="utf-8") == "mine"
assert not (dest / "AUTHORING.md").exists()
def test_cli_newpack_into_empty_existing_dir_succeeds(tmp_path: Path) -> None:
"""An existing but empty directory is a fine scaffold target."""
dest = tmp_path / "empty"
dest.mkdir()
assert cli.cli_newpack(dest, out=StringIO(), err=StringIO()) == 0
assert (dest / "AUTHORING.md").exists()
# ---------------------------------------------------------------------------
# server.main argv dispatch
# ---------------------------------------------------------------------------
def test_main_validate_dispatch_returns_status(
tmp_path: Path, capsys: pytest.CaptureFixture
) -> None:
# A broken pack routed through main exits 2; a sound one exits 0.
pack = _clone_shipped(tmp_path)
_patch_world(pack, _break_daily_turns)
with pytest.raises(SystemExit) as broken:
server.main(["validate", str(pack)])
assert broken.value.code == 2
with pytest.raises(SystemExit) as sound:
server.main(["validate", str(SHIPPED)])
assert sound.value.code == 0
assert "The door stands open." in capsys.readouterr().out
def test_main_newpack_dispatch(tmp_path: Path) -> None:
dest = tmp_path / "viamain"
with pytest.raises(SystemExit) as exc:
server.main(["newpack", str(dest)])
assert exc.value.code == 0
assert (dest / "AUTHORING.md").exists()
def test_main_worlds_dispatch(capsys: pytest.CaptureFixture) -> None:
"""`understone worlds` routes through main, exits 0, and lists the Vale."""
with pytest.raises(SystemExit) as exc:
server.main(["worlds"])
assert exc.value.code == 0
out = capsys.readouterr().out
assert "vale" in out
assert "The Vale of Understone" in out
assert "UNDERSTONE_WORLD=" in out
def test_bare_invocation_resolves_to_serve_without_side_effects() -> None:
"""Parsing no argv yields the serve path, and parsing has no side effects.
The transport launch (_serve) is reachable, but argument parsing neither
loads a world nor binds a port so this asserts the resolved command
without ever calling _serve.
"""
args = server._build_parser().parse_args([])
assert args.cmd is None # None => the serve branch in main()
assert callable(server._serve)
def test_subprocess_validate_packaged_world_exits_zero() -> None:
"""End-to-end smoke: `python -m understone validate <packaged dir>` exits 0."""
result = subprocess.run(
[sys.executable, "-m", "understone", "validate", str(SHIPPED)],
cwd=EXAMPLE_DIR,
capture_output=True,
text=True,
timeout=60,
)
assert result.returncode == 0, result.stderr
assert "The door stands open." in result.stdout
# ---------------------------------------------------------------------------
# helpers
# ---------------------------------------------------------------------------
def _clone_shipped(tmp_path: Path) -> Path:
dest = tmp_path / "pack"
shutil.copytree(SHIPPED, dest)
return dest
def _patch_world(pack: Path, mutate: Callable[[dict[str, Any]], None]) -> None:
path = pack / "world.json"
data = json.loads(path.read_text(encoding="utf-8"))
mutate(data)
path.write_text(json.dumps(data), encoding="utf-8")
def _break_daily_turns(data: dict[str, Any]) -> None:
"""Set daily_turns out of its 1..100 band so the pack fails to load."""
data["settings"]["daily_turns"] = 0
-123
View File
@@ -1,123 +0,0 @@
"""Combat resolution tests.
Pins determinism (a fixed seed yields identical results twice, log and
deltas), each outcome (win/lose/flee), xp/gold crediting on victory, and
the defeat contract: the result flags a spawn bounce with no xp/gold and a
zero hp delta (the façade applies hp=1 and the move).
"""
from __future__ import annotations
from tests.conftest import make_monster, make_player
from understone.engine.combat import Outcome, resolve_fight, resolve_flee
from understone.engine.rng import GameRNG
# A strong adventurer vs a Field Rat wins on every probed seed.
_WIN_SEED = 1
# A fragile adventurer vs a Stone Wyrm loses on every probed seed.
_LOSE_SEED = 0
# Flee outcomes (probed): seed 1 escapes clean, seed 0 is caught.
_FLEE_CLEAN_SEED = 1
_FLEE_CAUGHT_SEED = 0
def _strong_player() -> object:
return make_player(hp=20, max_hp=20, atk=5, def_=1, xp=0, gold=50)
def _wyrm() -> object:
return make_monster(tier=5, name="Stone Wyrm", hp=60, atk=18, def_=6, xp=140, gold=60)
def test_fight_is_deterministic_under_fixed_seed() -> None:
r1 = resolve_fight(GameRNG(seed=7), make_player(), make_monster())
r2 = resolve_fight(GameRNG(seed=7), make_player(), make_monster())
assert r1.log == r2.log
assert (r1.outcome, r1.xp_delta, r1.gold_delta, r1.hp_delta) == (
r2.outcome,
r2.xp_delta,
r2.gold_delta,
r2.hp_delta,
)
def test_win_credits_xp_and_gold() -> None:
player = make_player(hp=20, max_hp=20, atk=5, def_=1)
monster = make_monster(hp=6, atk=3, def_=0, xp=8, gold=3)
result = resolve_fight(GameRNG(seed=_WIN_SEED), player, monster)
assert result.outcome is Outcome.WIN
assert result.xp_delta == 8
assert result.gold_delta == 3
# hp_delta is non-positive (you may take a scratch) and never fatal here.
assert result.hp_delta <= 0
assert not result.bounce_to_spawn
def test_win_deltas_are_exact_for_pinned_seed() -> None:
player = make_player(hp=20, max_hp=20, atk=5, def_=1)
monster = make_monster(hp=6, atk=3, def_=0, xp=8, gold=3)
result = resolve_fight(GameRNG(seed=_WIN_SEED), player, monster)
# Pinned from a determinism probe; guards against silent damage drift.
assert result.hp_delta == -1
# The engine no longer emits a "falls + reward" line — that sentence is
# composed by the game façade where the xp/gold are actually banked — so
# the WIN log is one line shorter than before and ends on the kill blow.
assert len(result.log) == 4
assert result.log[-1] == "You strike for 6. (Field Rat: 0 HP)"
def test_win_log_does_not_claim_rewards() -> None:
"""The engine narrates the kill blow only; it never claims xp/gold itself.
Reward ownership lives in the façade (so the Wyrm-win legacy reset, which
keeps no xp/gold, narrates no reward). The deltas are still carried on the
result for the caller to apply.
"""
player = make_player(hp=20, max_hp=20, atk=5, def_=1)
monster = make_monster(hp=6, atk=3, def_=0, xp=8, gold=3)
result = resolve_fight(GameRNG(seed=_WIN_SEED), player, monster)
assert result.outcome is Outcome.WIN
assert result.xp_delta == 8 and result.gold_delta == 3 # deltas still set
joined = "\n".join(result.log)
assert "falls" not in joined # no kill/reward sentence in the engine log
assert "XP" not in joined and "gold" not in joined
def test_loss_flags_bounce_without_rewards() -> None:
result = resolve_fight(GameRNG(seed=_LOSE_SEED), _strong_player_loses(), _wyrm())
assert result.outcome is Outcome.LOSE
assert result.bounce_to_spawn is True
assert result.xp_delta == 0
assert result.gold_delta == 0
# Combat does not set hp to 1 itself — that is the façade's job.
assert result.hp_delta == 0
def _strong_player_loses() -> object:
return make_player(hp=12, max_hp=12, atk=4, def_=0)
def test_flee_can_escape_clean() -> None:
player = make_player(hp=20, max_hp=20, def_=1)
monster = make_monster(atk=8, def_=2)
result = resolve_flee(GameRNG(seed=_FLEE_CLEAN_SEED), player, monster)
assert result.outcome is Outcome.FLED
assert result.hp_delta == 0
def test_flee_caught_costs_hp_but_never_kills() -> None:
player = make_player(hp=20, max_hp=20, def_=1)
monster = make_monster(atk=8, def_=2)
result = resolve_flee(GameRNG(seed=_FLEE_CAUGHT_SEED), player, monster)
assert result.outcome is Outcome.FLED
assert result.hp_delta < 0
# A caught flight cannot drop the player to or below zero.
assert player.hp + result.hp_delta >= 1
def test_flee_caught_never_kills_at_low_hp() -> None:
player = make_player(hp=1, max_hp=20, def_=0)
monster = make_monster(atk=40, def_=0)
result = resolve_flee(GameRNG(seed=_FLEE_CAUGHT_SEED), player, monster)
# At 1 HP the most a failed flee can cost is 0 (cannot go below 1).
assert result.hp_delta == 0
File diff suppressed because it is too large Load Diff
-858
View File
@@ -1,858 +0,0 @@
"""Game façade integration tests over the shipped world.
Drives a full session against a temp store, a frozen clock, and a seeded
RNG: join -> status -> look -> move -> action(buy/rest/fight) -> log ->
rank -> bestow. Persistence is exercised by reopening the store.
Negative-test discipline (turn guard and bestow cap):
Two guards are pinned by assertions here. To confirm each assertion has
teeth, the implementer temporarily reverted the guard line and observed
the matching test FAIL, then restored it:
* Turn guard (engine/turns.py spend_turn): replacing
``if player.turns_left <= 0: return False`` with ``return True``
let fighting continue past the daily budget ``test_turn_budget_blocks``
then failed on the "spent for today" assertion. Restored.
* Bestow cap (game.py bestow): removing the ``if cost > remaining``
refusal let an over-budget bestowal through ``test_bestow_cap_refuses``
then failed on the unchanged-gold assertion. Restored.
* Sanitizer control-char guard (game.py _sanitize): disabling the
``not cleaned.isprintable()`` clause let a newline-injected name create a
player row and a public event ``test_join_rejects_control_char_name``
then failed. Restored. (See the comment block above the hygiene tests.)
"""
from __future__ import annotations
import unicodedata
from pathlib import Path
import pytest
from tests.conftest import fixed_clock, utc
from understone.engine.models import Mode
from understone.engine.rng import GameRNG
from understone.game import Game
from understone.persistence import Store
from understone.world.loader import load_world
PACK = Path(__file__).resolve().parents[1] / "understone" / "world" / "data"
@pytest.fixture
def clock() -> object:
return fixed_clock(utc(2026, 6, 12, 10, 0))
def _game(tmp_path: Path, clock: object, seed: int = 7) -> Game:
world = load_world(PACK)
store = Store(tmp_path / "game.db")
return Game(world, store, clock=clock, rng=GameRNG(seed=seed)) # type: ignore[arg-type]
# ---------------------------------------------------------------------------
# Join / status / look
# ---------------------------------------------------------------------------
def test_join_creates_player_at_spawn(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
out = game.join("Brandr")
player = game.players["Brandr"]
assert (player.x, player.y) == game.world.spawn
assert player.gold == game.world.settings.starting_gold
assert "@" in out
assert game.world.name in out
def test_join_resumes_existing(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
game.players["Brandr"].gold = 123
out = game.join("Brandr")
assert "Welcome back" in out
assert game.players["Brandr"].gold == 123
def test_status_unknown_player_is_friendly(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
out = game.status("Nobody")
assert "has signed the ledger" in out
assert "door_join" in out
def test_look_overworld_has_frame(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
out = game.look("Brandr")
assert "@" in out
assert "" in out and "" in out
assert len(out) < 2048
def test_overworld_frame_textured_borders_intact(tmp_path: Path, clock: object) -> None:
"""The textured overworld frame keeps square borders and a single player marker.
Structural discipline for the v0.6 texture: variants change the GLYPHS but
must never change the geometry. The box rows are uniform width, exactly one
'@' is painted, and the grass field shows more than one variant in a row
(the deterministic stipple, not a flat sheet of '.').
"""
game = _game(tmp_path, clock)
game.join("Brandr")
frame = game.look("Brandr")
lines = frame.split("\n")
# Box rows: top border + VIEW_H grid rows + bottom border, all equal width.
box = [ln for ln in lines if ln and ln[0] in "┌│└"]
widths = {len(ln) for ln in box}
assert len(widths) == 1, f"textured frame rows ragged: {widths}"
# Exactly one player marker, regardless of the surrounding texture.
assert frame.count("@") == 1
# The grass texture varies: a body row carries at least two of . , '
body = [ln for ln in lines if ln.startswith("")]
assert any(len({ch for ch in ln if ch in ".,'"}) >= 2 for ln in body)
def test_look_in_menu_shows_location(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
# Shop is two cells east of spawn along the road.
game.move("Brandr", "", "east", 2)
assert game.players["Brandr"].mode is Mode.MENU
out = game.look("Brandr")
assert "(B)uy" in out and "(L)eave" in out
# ---------------------------------------------------------------------------
# Move
# ---------------------------------------------------------------------------
def test_move_blocked_in_menu(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
game.move("Brandr", "", "east", 2) # into the shop menu
out = game.move("Brandr", "", "east", 2)
assert "inside" in out.lower()
def test_move_enters_location(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
out = game.move("Brandr", "", "west", 2) # inn is two cells west
assert game.players["Brandr"].at_location == "inn"
assert "step inside" in out.lower()
# ---------------------------------------------------------------------------
# Actions: rest, fight, turn budget
# ---------------------------------------------------------------------------
def test_rest_heals_and_charges(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
player.hp = 5
game.move("Brandr", "", "west", 2) # inn
out = game.action("Brandr", "rest", "", "")
assert player.hp == player.max_hp
assert player.gold == game.world.settings.starting_gold - game.world.settings.rest_cost
assert "full health" in out.lower()
def test_rest_when_spent_restores_a_fresh_days_turns(tmp_path: Path, clock: object) -> None:
"""Sleeping at the inn with no turns left rolls into a fresh day's allowance."""
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
daily = game.world.settings.daily_turns
player.turns_left = 0 # spent for the day
player.hp = 5
game.move("Brandr", "", "west", 2) # step into the inn
out = game.action("Brandr", "rest", "", "")
assert player.turns_left == daily # a fresh day's turns restored
assert player.hp == player.max_hp # and fully mended
assert f"/{daily} ]" in out # footer reflects the refreshed budget
def test_rest_with_turns_in_hand_never_inflates_the_budget(tmp_path: Path, clock: object) -> None:
"""Resting mid-day mends but adds no turns — the top-up only fires at zero."""
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
daily = game.world.settings.daily_turns
player.turns_left = daily - 3 # turns still in hand
player.hp = 5
game.move("Brandr", "", "west", 2) # step into the inn
game.action("Brandr", "rest", "", "")
assert player.turns_left == daily - 3 # unchanged: no farming past the cap
assert player.hp == player.max_hp # but the heal still lands
def test_fight_spends_a_turn_and_credits(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
# Drop into the forest_near zone so an encounter is available.
player.x, player.y = 35, 25
before_turns = player.turns_left
out = game.action("Brandr", "fight", "", "")
assert player.turns_left == before_turns - 1
assert player.xp > 0
assert "XP" in out
def test_turn_budget_blocks(tmp_path: Path, clock: object) -> None:
"""Pins the spend_turn guard: at 0 turns, fighting is refused.
See the module docstring for the revert-and-observe-failure check that
proves this assertion has teeth.
"""
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
player.x, player.y = 35, 25
player.turns_left = 0
out = game.action("Brandr", "fight", "", "")
assert "spent for today" in out.lower()
# No turn was consumed past zero, and no XP was gained.
assert player.turns_left == 0
assert player.xp == 0
# ---------------------------------------------------------------------------
# Log / rank
# ---------------------------------------------------------------------------
def test_log_reports_then_advances(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
# A second player acting creates a public event Brandr has not yet seen.
game.join("Sigrun")
first = game.log("Brandr")
assert "Sigrun" in first or "Brandr" in first
assert "The Understone Herald" in first # dressed as the broadsheet
# The cursor advanced; a second read with no new events is quiet.
second = game.log("Brandr")
assert "The Understone Herald" in second # the masthead still prints
assert "still" in second.lower() # the herald-flavoured "all quiet" line
def test_rank_marks_caller(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
game.join("Sigrun")
game.players["Sigrun"].level = 5
out = game.rank("Brandr")
assert "Brandr" in out and "Sigrun" in out
assert "*" in out # the caller's row is marked
assert "" in out # box-drawing table
# ---------------------------------------------------------------------------
# Rank ★ column: stars live in their own column, so a long name keeps them
# ---------------------------------------------------------------------------
def test_win_stars_column_formats() -> None:
"""Zero is blank, 1..5 render as ★ runs, and >5 collapses to ★xN."""
from understone.game import _win_stars
assert _win_stars(0) == ""
assert _win_stars(1) == ""
assert _win_stars(5) == "★★★★★"
assert _win_stars(7) == "★x7"
def test_long_name_with_one_win_keeps_its_star() -> None:
"""A full 24-char name no longer eats its own ★ (the v0.1 truncation bug).
The name occupied the whole 20-wide field before, clipping the star away;
with a separate stars column the survives beside a maximal name.
"""
from understone.engine.rank import RankEntry
from understone.game import _render_rank_table
name = "X" * 24
rows = _render_rank_table([RankEntry(name=name, level=5, xp=100, gold=50, wins=1)], caller="")
body = "\n".join(rows)
assert name in body # the full name is present
assert "" in body # and so is its star
def test_high_win_count_renders_compact_marker() -> None:
"""Seven wins render as the compact ``★x7`` rather than seven glyphs."""
from understone.engine.rank import RankEntry
from understone.game import _render_rank_table
rows = _render_rank_table([RankEntry(name="Champ", level=9, xp=9, gold=9, wins=7)], caller="")
body = "\n".join(rows)
assert "★x7" in body
assert "★★★★★★★" not in body # not seven literal stars
def test_shared_world_other_player_marker(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
game.join("Sigrun")
# Stand Sigrun one cell east of Brandr's spawn so she lands in the view.
sig = game.players["Sigrun"]
brandr = game.players["Brandr"]
sig.x, sig.y = brandr.x + 1, brandr.y
out = game.look("Brandr")
assert "" in out # the other player shows as '☻'
# ---------------------------------------------------------------------------
# Bestow (+ cap negative test)
# ---------------------------------------------------------------------------
def test_bestow_grants_gold(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
before = player.gold
out = game.bestow("Brandr", "a daring rescue", 10, 0)
assert player.gold == before + 10
assert player.bestow_spent == 10
assert "bestowal" in out.lower()
def test_bestow_heal_charges_only_applied(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
player.hp = player.max_hp - 3 # only 3 missing
game.bestow("Brandr", "mercy after a hard fight", 0, 10)
assert player.hp == player.max_hp
# Charged for 3 HP at heal_cost_per_hp, not the requested 10.
assert player.bestow_spent == 3 * game.world.settings.heal_cost_per_hp
def test_bestow_requires_reason(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
out = game.bestow("Brandr", " ", 10, 0)
assert "reason" in out.lower()
assert game.players["Brandr"].gold == game.world.settings.starting_gold
def test_bestow_requires_nonzero(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
out = game.bestow("Brandr", "nothing at all", 0, 0)
assert "at least" in out.lower()
def test_bestow_cap_refuses(tmp_path: Path, clock: object) -> None:
"""Pins the bestow cap: an over-budget grant is refused without mutation.
See the module docstring for the revert-and-observe-failure check that
proves this assertion has teeth.
"""
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
budget = game.world.settings.bestow_daily_budget
before_gold = player.gold
out = game.bestow("Brandr", "an absurd windfall", budget + 100, 0)
assert "the fates allow" in out.lower()
# Refused cleanly: no gold moved and no pool spent.
assert player.gold == before_gold
assert player.bestow_spent == 0
def test_bestow_pool_resets_next_day(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
game.bestow("Brandr", "first blessing", 20, 0)
assert player.bestow_spent == 20
# Advance the clock past UTC midnight; the next bestow sees a fresh pool.
game.clock = fixed_clock(utc(2026, 6, 13, 0, 5)) # type: ignore[assignment]
game.bestow("Brandr", "a new day's fortune", 20, 0)
assert player.bestow_spent == 20 # reset to 0 then +20, not 40
# ---------------------------------------------------------------------------
# Persistence round-trip through the façade
# ---------------------------------------------------------------------------
def test_state_survives_store_reopen(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
game.players["Brandr"].x, game.players["Brandr"].y = 35, 25
game.action("Brandr", "fight", "", "")
xp_after = game.players["Brandr"].xp
gold_after = game.players["Brandr"].gold
game.store.close()
world = load_world(PACK)
reopened = Store(tmp_path / "game.db")
revived = Game(world, reopened, clock=clock) # type: ignore[arg-type]
assert revived.players["Brandr"].xp == xp_after
assert revived.players["Brandr"].gold == gold_after
# ---------------------------------------------------------------------------
# Day rollover applies to fight/descend, not just join/bestow
# ---------------------------------------------------------------------------
class _MutableClock:
"""A clock whose reported moment can be advanced between calls."""
def __init__(self, moment: object) -> None:
self.moment = moment
def __call__(self) -> object:
return self.moment
def test_fight_refreshes_budget_across_midnight(tmp_path: Path) -> None:
"""A fight on a new UTC day must reset the budget without re-joining.
Before the fix, _resolve_encounter spent a turn without calling
_ensure_day, so an exhausted player who returned the next day was still
blocked until they happened to re-join.
"""
clk = _MutableClock(utc(2026, 6, 12, 23, 0))
world = load_world(PACK)
store = Store(tmp_path / "game.db")
game = Game(world, store, clock=clk, rng=GameRNG(seed=7)) # type: ignore[arg-type]
game.join("Brandr")
player = game.players["Brandr"]
player.x, player.y = 35, 25 # forest_near zone: an encounter is available
player.turns_left = 0 # spent for the day
daily = game.world.settings.daily_turns
clk.moment = utc(2026, 6, 13, 0, 5) # cross UTC midnight, no re-join
out = game.action("Brandr", "fight", "", "")
assert "spent for today" not in out.lower() # the fresh day let the fight run
assert player.turns_left == daily - 1 # reset to full, then one spent
assert player.xp > 0
assert f"/{daily} ]" in out # footer shows the refreshed budget
def test_descend_refreshes_budget_across_midnight(tmp_path: Path) -> None:
"""Descending on a new UTC day resets the budget without re-joining."""
clk = _MutableClock(utc(2026, 6, 12, 23, 0))
world = load_world(PACK)
store = Store(tmp_path / "game.db")
game = Game(world, store, clock=clk, rng=GameRNG(seed=7)) # type: ignore[arg-type]
game.join("Hero")
player = game.players["Hero"]
# Overwhelming stats so the gauntlet itself never bounces the player.
player.level, player.atk, player.def_ = 20, 200, 100
player.hp = player.max_hp = 500
player.mode = Mode.MENU
player.at_location = "dungeon"
player.turns_left = 0
daily = game.world.settings.daily_turns
clk.moment = utc(2026, 6, 13, 0, 5)
out = game.action("Hero", "descend", "", "")
assert "too weary" not in out.lower()
assert player.turns_left == daily - 1
# ---------------------------------------------------------------------------
# Input hygiene chokepoint (the _sanitize helper)
# ---------------------------------------------------------------------------
#
# Negative-test discipline (security invariant): to prove the control-char
# rejection in Game._sanitize has teeth, the implementer temporarily replaced
# its ``not cleaned.isprintable()`` clause with ``False`` (disabling the
# check) and confirmed test_join_rejects_control_char_name FAILED — the
# injected name created a player row and a public event. The clause was then
# restored. The newline-injection test below is the standing regression for
# that invariant.
def test_join_rejects_control_char_name(tmp_path: Path, clock: object) -> None:
"""A bell/control character in a name is refused with the runes line."""
game = _game(tmp_path, clock)
out = game.join("Bra\x07ndr")
assert "strange runes" in out
assert game.players == {} # no row created
assert game.events == [] # nothing persisted
def test_join_rejects_newline_name_no_persist(tmp_path: Path, clock: object) -> None:
"""An embedded newline (log-injection vector) is refused, nothing written.
The name is kept short so it is the control-char clause not the length
clause that rejects it; this is the standing regression for the
isprintable security invariant documented in the module docstring.
"""
game = _game(tmp_path, clock)
out = game.join("Bra\nndr") # 7 chars: well under the 24 limit
assert "strange runes" in out # the runes (bad-character) refusal, not length
# The security invariant: no player row and no event row escaped the guard.
assert game.players == {}
assert game.events == []
def test_join_rejects_overlong_name(tmp_path: Path, clock: object) -> None:
"""A 25-character name is refused with the narrow-ledger line."""
game = _game(tmp_path, clock)
out = game.join("X" * 25)
assert "ledger is narrow" in out
assert game.players == {}
def test_join_accepts_max_length_name(tmp_path: Path, clock: object) -> None:
"""A 24-character name is exactly at the limit and accepted."""
game = _game(tmp_path, clock)
name = "X" * 24
game.join(name)
assert name in game.players
# ---------------------------------------------------------------------------
# Narrow-ledger width rule (the _sanitize one-column clause, v0.6)
#
# Names/reasons/mail render inside fixed-width frames and tables, so a glyph
# that does not fit a single column would shove a column out of true. The
# sanitizer rejects wide runes and combining marks; a printable-but-wide name
# gets the dedicated narrow-ledger refusal, not the control-char "runes" line.
# ---------------------------------------------------------------------------
def test_join_rejects_wide_cjk_name(tmp_path: Path, clock: object) -> None:
"""A CJK ideograph name is refused with the narrow-ledger line; nothing written."""
game = _game(tmp_path, clock)
out = game.join("")
assert "columns are narrow" in out
assert game.players == {}
assert game.events == []
def test_join_rejects_emoji_name(tmp_path: Path, clock: object) -> None:
"""An emoji in a name (🌲x) is wide and refused with the narrow-ledger line."""
game = _game(tmp_path, clock)
out = game.join("🌲x")
assert "columns are narrow" in out
assert game.players == {}
def test_join_rejects_fullwidth_name(tmp_path: Path, clock: object) -> None:
"""A fullwidth Latin letter () is two columns and refused."""
game = _game(tmp_path, clock)
out = game.join("")
assert "columns are narrow" in out
assert game.players == {}
def test_join_rejects_combining_mark_name(tmp_path: Path, clock: object) -> None:
"""A name with a combining mark (decomposed accent) is refused as wide.
The name is normalised to NFD so the 'o' carries a separate U+0308
combining diaeresis a zero-width code point that desynchronises the
column count. Built explicitly so the source encoding cannot mask it.
"""
game = _game(tmp_path, clock)
decomposed = unicodedata.normalize("NFD", "Bj\u00f6rn")
assert any(unicodedata.combining(ch) for ch in decomposed) # genuinely NFD
out = game.join(decomposed)
assert "columns are narrow" in out
assert game.players == {}
def test_join_accepts_composed_latin_name(tmp_path: Path, clock: object) -> None:
"""A precomposed Latin accent (NFC name) is all single-column and accepted."""
game = _game(tmp_path, clock)
composed = unicodedata.normalize("NFC", "Bj\u00f6rn")
game.join(composed)
assert composed in game.players
def _seed_wide_named_player(db: Path, clock: object, wide_name: str) -> None:
"""Write a stored adventurer whose name is a now-illegal wide rune.
Bypasses ``join`` (which would refuse a wide name at creation) by upserting
a Player row straight through the Store, so the fixture stands in for a save
that predates the narrow-ledger rule. Built by renaming a legitimately-
created hero so every other field stays valid.
"""
from dataclasses import replace
world = load_world(PACK)
seed = Store(db)
game = Game(world, seed, clock=clock, rng=GameRNG(seed=7)) # type: ignore[arg-type]
game.join("Brandr")
base = game.players["Brandr"]
seed.upsert_player(replace(base, name=wide_name))
seed.commit()
seed.close()
def test_join_resumes_stored_wide_name(tmp_path: Path, clock: object) -> None:
"""An existing adventurer with a wide-rune name resumes \u2014 identity is never re-gated.
Resume keys off the exact stored name BEFORE the sanitizer, so a character
whose name predates the narrow-ledger rule is welcomed back rather than
locked out. This is the resume-by-exact-name invariant.
"""
db = tmp_path / "game.db"
wide = "\u9f8d"
_seed_wide_named_player(db, clock, wide)
world = load_world(PACK)
game = Game(world, Store(db), clock=clock, rng=GameRNG(seed=7)) # type: ignore[arg-type]
out = game.join(wide)
assert "Welcome back" in out # resumed, not refused
assert "columns are narrow" not in out
assert wide in game.players
def test_join_still_refuses_new_wide_name(tmp_path: Path, clock: object) -> None:
"""Creation is still gated: a NEW wide name with no stored row is refused.
The resume bypass is exact-name only; a wide name that matches no stored
adventurer falls through to the creation gate and gets the narrow-ledger
refusal, with nothing written.
"""
db = tmp_path / "game.db"
# Seed one wide-named save, then try to CREATE a different wide name.
_seed_wide_named_player(db, clock, "\u9f8d")
world = load_world(PACK)
game = Game(world, Store(db), clock=clock, rng=GameRNG(seed=7)) # type: ignore[arg-type]
out = game.join("\u7363") # a different wide rune \u2014 no stored row for it
assert "columns are narrow" in out
assert "\u7363" not in game.players
def test_bestow_rejects_newline_reason_no_persist(tmp_path: Path, clock: object) -> None:
"""A newline-embedded bestow reason is refused; no event, pool unchanged."""
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
events_before = len(game.events)
out = game.bestow("Brandr", "heroics\nand a forged log line", 10, 0)
assert "plainly-spoken" in out
assert len(game.events) == events_before # no bestow event appended
assert player.bestow_spent == 0 # pool untouched
# ---------------------------------------------------------------------------
# Bestow: heal-only at full HP grants nothing (no empty grant persisted)
# ---------------------------------------------------------------------------
def test_bestow_heal_only_at_full_hp_refused(tmp_path: Path, clock: object) -> None:
"""A heal-only bestow at full HP applies nothing and must not persist."""
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
assert player.hp == player.max_hp # join starts at full health
events_before = len(game.events)
out = game.bestow("Brandr", "a quiet blessing", 0, 10)
assert "already hale" in out
assert len(game.events) == events_before # no "Fortune favours" line written
assert player.bestow_spent == 0 # nothing charged
# ---------------------------------------------------------------------------
# Descend the deep: one rung per descent (see test_descend.py for the ladder)
# ---------------------------------------------------------------------------
def test_descend_fights_one_rung_and_advances(tmp_path: Path, clock: object) -> None:
"""A strong player clears the next rung: one foe fought, rewards banked, depth +1."""
game = _game(tmp_path, clock)
game.join("Hero")
player = game.players["Hero"]
player.level, player.atk, player.def_ = 20, 200, 100
player.hp = player.max_hp = 500
player.mode = Mode.MENU
player.at_location = "dungeon"
before_turns, before_gold, before_xp = player.turns_left, player.gold, player.xp
out = game.action("Hero", "descend", "", "")
# The first rung is the tier-3 guardian (Forest Wolf); deeper rungs do NOT
# appear in one descent — the deep is fought a rung at a time now.
assert "Forest Wolf" in out
assert "Cave Troll" not in out
assert player.deepest_rung == 1
assert player.turns_left == before_turns - 1
assert player.gold > before_gold
assert player.xp > before_xp
def test_descend_bounces_weak_player_to_spawn(tmp_path: Path, clock: object) -> None:
"""A fresh weak player falls on the first rung and wakes at the spawn.
Depth is NOT advanced by a loss, but it persists at whatever it was (here 0).
"""
game = _game(tmp_path, clock)
game.join("Weakling")
player = game.players["Weakling"]
player.mode = Mode.MENU
player.at_location = "dungeon"
out = game.action("Weakling", "descend", "", "")
assert player.hp == 1
assert player.mode is Mode.TILE
assert player.at_location == ""
assert (player.x, player.y) == game.world.spawn
assert player.deepest_rung == 0 # a loss never advances the deep
# Felled by the first rung (the tier-3 Forest Wolf).
assert "Forest Wolf" in out
# ---------------------------------------------------------------------------
# Shop façade: buy / upgrade / sell / heal stat arithmetic
# ---------------------------------------------------------------------------
def test_shop_buy_upgrade_sell_heal_cycle(tmp_path: Path, clock: object) -> None:
"""Equip deltas apply once on buy/upgrade and unwind cleanly on sell."""
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
player.gold = 1000
player.mode = Mode.MENU
player.at_location = "shop"
short_sword = game.world.item_by_id("short_sword")
war_axe = game.world.item_by_id("war_axe")
starter = game.world.item_by_id(game.world.settings.starting_weapon)
assert short_sword is not None and war_axe is not None and starter is not None
starter_atk = player.atk # 3 base + rusty dagger bonus
# Buy the short sword: gold falls by its price, atk rises by the delta.
gold0 = player.gold
game.action("Brandr", "buy", "", "short_sword")
assert player.gold == gold0 - short_sword.price
assert player.atk == starter_atk + (short_sword.atk - starter.atk)
atk_with_sword = player.atk
# Upgrade to the war axe: atk reflects the difference, not a double-add.
gold1 = player.gold
game.action("Brandr", "buy", "", "war_axe")
assert player.gold == gold1 - war_axe.price
assert player.atk == atk_with_sword + (war_axe.atk - short_sword.atk)
# Sell the war axe: half-price refund, atk falls back to the starter bonus.
gold2 = player.gold
game.action("Brandr", "sell", "", "")
assert player.gold == gold2 + war_axe.price // 2
assert player.atk == starter_atk
# Heal at the shrine: HP restored, gold debited per missing point.
player.mode = Mode.MENU
player.at_location = "healer"
player.hp = player.max_hp - 5
per_hp = game.world.settings.heal_cost_per_hp
gold3 = player.gold
game.action("Brandr", "heal", "", "")
assert player.hp == player.max_hp
assert player.gold == gold3 - 5 * per_hp
def test_sell_starter_weapon_refused(tmp_path: Path, clock: object) -> None:
"""The starter blade is unsellable regardless of price (no free-gold loop)."""
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
assert player.weapon_id == game.world.settings.starting_weapon
player.mode = Mode.MENU
player.at_location = "shop"
gold_before = player.gold
out = game.action("Brandr", "sell", "", "")
assert "nothing worth selling" in out.lower()
assert player.gold == gold_before
# ---------------------------------------------------------------------------
# Bounded in-memory event tail (full history stays in SQLite)
# ---------------------------------------------------------------------------
def test_event_tail_is_capped_but_log_still_works(tmp_path: Path, clock: object) -> None:
"""Loading caps the resident tail; door_log still serves recent events."""
from understone.engine.log import since
from understone.game import EVENT_TAIL_KEEP
db = tmp_path / "game.db"
seed_store = Store(db)
last_id = 0
for i in range(EVENT_TAIL_KEEP + 50):
last_id = seed_store.insert_event("t", "sys", "note", f"event {i}")
seed_store.commit()
seed_store.close()
world = load_world(PACK)
game = Game(world, Store(db), clock=clock, rng=GameRNG(seed=7)) # type: ignore[arg-type]
# Only the most recent EVENT_TAIL_KEEP events are resident in memory.
assert len(game.events) == EVENT_TAIL_KEEP
assert game.events[-1].event_id == last_id
# door_log still reports events after a recent cursor.
recent_cursor = game.events[-3].event_id
game.join("Brandr")
game.players["Brandr"].log_cursor = recent_cursor
out = game.log("Brandr")
assert "The Understone Herald" in out # broadsheet masthead
assert "since your last visit" in out
fresh, new_cursor = since(game.events, recent_cursor)
assert fresh # there are events past the cursor
assert new_cursor == game.events[-1].event_id
def test_private_mail_survives_tail_eviction(tmp_path: Path, clock: object) -> None:
"""A private note older than the resident tail is still delivered (durable mail).
Public history that falls off the in-memory tail is gone by design (the
broadsheet does not keep), but mail must not be: a note left while the
recipient was away has to surface however many public events have since
pushed it out of the tail. A third player whose cursor also predates the
note must still never see it, because it was never theirs.
"""
from understone.persistence import EVENT_TAIL_KEEP
db = tmp_path / "game.db"
store = Store(db)
game = Game(load_world(PACK), store, clock=clock, rng=GameRNG(seed=7)) # type: ignore[arg-type]
game.join("Scribe")
game.join("Reader")
game.join("Bystander")
# Scribe leaves Reader a private note; neither Reader nor Bystander reads it.
secret = "the cellar key is under the third barrel"
game.action("Scribe", "post", "Reader", "", secret)
# Flood the feed past the tail bound so the note is evicted from memory.
for i in range(EVENT_TAIL_KEEP + 20):
store.insert_event("t", "sys", "note", f"broadsheet filler {i}")
store.commit()
store.close()
# Reopen: only the newest tail is resident, so the note now lives in the gap.
reopened = Store(db)
revived = Game(load_world(PACK), reopened, clock=clock, rng=GameRNG(seed=7)) # type: ignore[arg-type]
note_id = next(
e.event_id
for e in reopened.targeted_events_since("Reader", 0) # note: from SQLite, not the tail
if secret in e.text
)
assert note_id < revived.events[0].event_id # the note really is past the tail
# The recipient still sees the note, backfilled from SQLite...
reader_log = revived.log("Reader")
assert secret in reader_log
assert "While you were away" in reader_log
# ...but a third player never does, even though their cursor predates it too.
third_log = revived.log("Bystander")
assert secret not in third_log
reopened.close()
-118
View File
@@ -1,118 +0,0 @@
"""XP curve, level-up, and restorative-maths tests.
Pins the threshold edges (at / just below / just above), a multi-level
jump from a single award, the exact growth table, the inn's flat-rate
full heal with affordability gating, and the healer's per-HP cost maths.
"""
from __future__ import annotations
from tests.conftest import DEFAULT_SETTINGS, make_player, make_settings
from understone.engine.leveling import apply_xp, heal, rest, xp_for_level
# Default curve is 100 * (n-1)*n/2 cumulative:
# L2 = 100, L3 = 300, L4 = 600, L5 = 1000.
def test_xp_curve_thresholds() -> None:
assert xp_for_level(1, DEFAULT_SETTINGS) == 0
assert xp_for_level(2, DEFAULT_SETTINGS) == 100
assert xp_for_level(3, DEFAULT_SETTINGS) == 300
assert xp_for_level(4, DEFAULT_SETTINGS) == 600
assert xp_for_level(5, DEFAULT_SETTINGS) == 1000
def test_just_below_threshold_does_not_level() -> None:
player = make_player(level=1, xp=0, hp=20, max_hp=20)
gains = apply_xp(player, 99, DEFAULT_SETTINGS)
assert gains == []
assert player.level == 1
def test_exact_threshold_levels_once() -> None:
player = make_player(level=1, xp=0, hp=10, max_hp=20, atk=5, def_=1)
gains = apply_xp(player, 100, DEFAULT_SETTINGS)
assert len(gains) == 1
assert player.level == 2
# Growth table applied and a full heal granted on level-up.
assert player.max_hp == 26
assert player.atk == 7
assert player.def_ == 2
assert player.hp == player.max_hp
def test_just_above_threshold_levels_once() -> None:
player = make_player(level=1, xp=0)
gains = apply_xp(player, 101, DEFAULT_SETTINGS)
assert len(gains) == 1
assert player.level == 2
assert player.xp == 101
def test_single_award_can_jump_multiple_levels() -> None:
player = make_player(level=1, xp=0, max_hp=20, atk=5, def_=1)
gains = apply_xp(player, 600, DEFAULT_SETTINGS)
# 600 cumulative reaches level 4 (L2=100, L3=300, L4=600).
assert player.level == 4
assert [g.new_level for g in gains] == [2, 3, 4]
# Three levels of growth stacked.
assert player.max_hp == 20 + 3 * 6
assert player.atk == 5 + 3 * 2
assert player.def_ == 1 + 3 * 1
def test_growth_table_respects_settings() -> None:
settings = make_settings(growth_max_hp=10, growth_atk=3, growth_def=2, xp_base=50)
player = make_player(level=1, xp=0, max_hp=20, atk=5, def_=1)
apply_xp(player, 50, settings) # L2 at 50 with xp_base=50
assert player.level == 2
assert player.max_hp == 30
assert player.atk == 8
assert player.def_ == 3
# ---------------------------------------------------------------------------
# rest (inn) and heal (healer)
# ---------------------------------------------------------------------------
def test_rest_full_heals_and_charges() -> None:
player = make_player(hp=5, max_hp=20, gold=50)
assert rest(player, cost=15) is True
assert player.hp == 20
assert player.gold == 35
def test_rest_refused_when_unaffordable() -> None:
player = make_player(hp=5, max_hp=20, gold=10)
assert rest(player, cost=15) is False
assert player.hp == 5
assert player.gold == 10
def test_heal_charges_only_for_hp_restored() -> None:
player = make_player(hp=15, max_hp=20, gold=100)
result = heal(player, amount=10, cost_per_hp=2)
# Only 5 HP were missing.
assert result.healed == 5
assert result.cost == 10
assert player.hp == 20
assert player.gold == 90
def test_heal_bounded_by_affordability() -> None:
player = make_player(hp=2, max_hp=20, gold=7)
result = heal(player, amount=10, cost_per_hp=2)
# 7 gold buys 3 HP at 2/hp.
assert result.healed == 3
assert result.cost == 6
assert player.hp == 5
assert player.gold == 1
def test_heal_noop_when_full() -> None:
player = make_player(hp=20, max_hp=20, gold=100)
result = heal(player, amount=10, cost_per_hp=2)
assert result.healed == 0
assert result.cost == 0
assert player.gold == 100
@@ -1,288 +0,0 @@
"""End-to-end MCP integration test — the only test that touches the network.
Boots the real Understone FastMCP app (backed by a temp DB) in a uvicorn
thread, then drives it over the real streamable-HTTP wire with the real MCP
client: initialize, list_tools (all nine door_* names), join, look. A second
client session joins a second adventurer in the SAME process and world, and
the first player's view then shows the '&' other-player marker — proving the
shared-world, single-process contract over a real wire.
A second test drives the read-only Watch routes that ride inside the same app:
GET /watch (the HTML page), /watch/world.json (the static map), and
/watch/state.json (the live snapshot) confirming the spectator endpoints
serve real world data alongside a working /mcp without breaking either.
"""
from __future__ import annotations
import asyncio
import socket
import threading
import time
from typing import TYPE_CHECKING, Any
import httpx
import pytest
import uvicorn
from mcp import ClientSession
from mcp.client.streamable_http import streamable_http_client
from understone import server as understone_server
if TYPE_CHECKING:
from pathlib import Path
PACK = str(understone_server.PACKAGED_WORLD_DIR)
def _find_free_port() -> int:
s = socket.socket()
s.bind(("127.0.0.1", 0))
port = s.getsockname()[1]
s.close()
return int(port)
def _build_server(port: int, db_path: str) -> uvicorn.Server:
app = understone_server.create_app(db_path, PACK)
config = uvicorn.Config(app, host="127.0.0.1", port=port, log_level="warning", access_log=False)
return uvicorn.Server(config)
def _wait_ready(port: int, timeout: float = 5.0) -> None:
deadline = time.monotonic() + timeout
while time.monotonic() < deadline:
try:
with socket.create_connection(("127.0.0.1", port), timeout=0.5):
return
except OSError:
time.sleep(0.05)
raise TimeoutError(f"understone server at 127.0.0.1:{port} not ready after {timeout}s")
@pytest.fixture
def live_server(tmp_path: Path) -> Any:
"""Boot the real Understone app in a background uvicorn thread."""
port = _find_free_port()
db_path = str(tmp_path / "wire.db")
server = _build_server(port, db_path)
def _run() -> None:
loop = asyncio.new_event_loop()
asyncio.set_event_loop(loop)
loop.run_until_complete(server.serve())
thread = threading.Thread(target=_run, daemon=True, name="understone-itest")
thread.start()
try:
_wait_ready(port)
yield f"http://127.0.0.1:{port}/mcp"
finally:
server.should_exit = True
thread.join(timeout=5)
# create_app installed a module-level game whose Store holds an open
# SQLite connection; close it and clear the singleton so the next test
# builds its own rather than inheriting this temp DB.
if understone_server._GAME is not None:
understone_server._GAME.store.close()
understone_server._GAME = None
# FastMCP caches a StreamableHTTPSessionManager on the module-level mcp
# singleton and refuses a second lifespan .run() on the same instance.
# Reset it so each fixture instance boots a fresh session manager (the
# production server only ever runs one). Without this, a second
# fixture-using test fails on "run() can only be called once".
understone_server.mcp._session_manager = None
async def _call_text(session: ClientSession, name: str, arguments: dict[str, Any]) -> str:
result = await session.call_tool(name, arguments)
chunks = [block.text for block in result.content if getattr(block, "type", None) == "text"]
return "\n".join(chunks)
async def _drive(url: str) -> dict[str, Any]:
"""Run the full client conversation and return observations."""
observations: dict[str, Any] = {}
async with (
streamable_http_client(url) as (read, write, _get_session_id),
ClientSession(read, write) as session,
):
await session.initialize()
tools = await session.list_tools()
observations["tool_names"] = sorted(t.name for t in tools.tools)
observations["join_one"] = await _call_text(session, "door_join", {"player": "Brandr"})
observations["look_one_before"] = await _call_text(
session, "door_look", {"player": "Brandr"}
)
# A SECOND, independent session joins a second adventurer in the same world.
async with (
streamable_http_client(url) as (read, write, _get_session_id),
ClientSession(read, write) as session,
):
await session.initialize()
# Place player two adjacent to player one so they share the view.
await _call_text(session, "door_join", {"player": "Sigrun"})
await _call_text(
session, "door_move", {"player": "Sigrun", "heading": "east", "distance": 1}
)
# Back as player one: the shared world now shows the other adventurer.
async with (
streamable_http_client(url) as (read, write, _get_session_id),
ClientSession(read, write) as session,
):
await session.initialize()
observations["look_one_after"] = await _call_text(
session, "door_look", {"player": "Brandr"}
)
observations["rank"] = await _call_text(session, "door_rank", {"player": "Brandr"})
return observations
def test_mcp_end_to_end(live_server: str) -> None:
obs = asyncio.run(_drive(live_server))
# All nine tools are advertised over the wire.
expected = {
"door_help",
"door_join",
"door_status",
"door_look",
"door_move",
"door_action",
"door_log",
"door_rank",
"door_bestow",
}
assert set(obs["tool_names"]) == expected
# The join + look frames are real ASCII map frames.
assert "@" in obs["join_one"]
look_before = obs["look_one_before"]
assert "@" in look_before
assert "" in look_before and "" in look_before
# Shared-world proof: after player two joins next door, player one sees '☻'.
assert "" in obs["look_one_after"]
# And the leaderboard lists both adventurers (one process, one world).
assert "Brandr" in obs["rank"]
assert "Sigrun" in obs["rank"]
def _watch_base(mcp_url: str) -> str:
"""Derive the app root (where /watch lives) from the /mcp endpoint URL."""
return mcp_url[: -len("/mcp")] if mcp_url.endswith("/mcp") else mcp_url
async def _join_over_mcp(mcp_url: str, name: str) -> None:
"""Sign one adventurer in over the real MCP wire (so state.json sees them)."""
async with (
streamable_http_client(mcp_url) as (read, write, _get_session_id),
ClientSession(read, write) as session,
):
await session.initialize()
await _call_text(session, "door_join", {"player": name})
def test_watch_routes_serve_world_state(live_server: str) -> None:
base = _watch_base(live_server)
# The MCP join writes the player into the shared world the routes read.
asyncio.run(_join_over_mcp(live_server, "Watcher"))
with httpx.Client(timeout=5.0) as client:
page = client.get(f"{base}/watch")
world = client.get(f"{base}/watch/world.json")
state = client.get(f"{base}/watch/state.json")
# The page is real HTML carrying the static masthead.
assert page.status_code == 200
assert page.headers["content-type"].startswith("text/html")
assert "Understone — Live Watch" in page.text
# The static world payload matches the loaded world.
assert world.status_code == 200
world_body = world.json()
assert world_body["width"] == 96
assert world_body["height"] == 48
assert len(world_body["glyph_rows"]) == world_body["height"]
assert all(len(row) == world_body["width"] for row in world_body["glyph_rows"])
# The live snapshot lists the adventurer who joined over MCP.
assert state.status_code == 200
state_body = state.json()
names = {p["name"] for p in state_body["players"]}
assert "Watcher" in names
def test_watch_routes_coexist_with_mcp(live_server: str) -> None:
"""The custom routes don't shadow /mcp: tool calls still work alongside them."""
base = _watch_base(live_server)
async def _drive_both() -> tuple[str, int]:
async with (
streamable_http_client(live_server) as (read, write, _get_session_id),
ClientSession(read, write) as session,
):
await session.initialize()
joined = await _call_text(session, "door_join", {"player": "Coexist"})
with httpx.Client(timeout=5.0) as client:
status = client.get(f"{base}/watch/state.json").status_code
return joined, status
joined, watch_status = asyncio.run(_drive_both())
assert "@" in joined # the MCP tool still returns a real frame
assert watch_status == 200 # and the watch route still answers
def test_streamable_http_host_gate_off_localhost() -> None:
"""A non-localhost bind must accept remote `Host` headers on /mcp.
REGRESSION: FastMCP freezes DNS-rebinding protection (a localhost-only Host
allowlist) at CONSTRUCTION, and ``server`` builds its FastMCP at import with
the default 127.0.0.1 host. A 0.0.0.0/LAN bind therefore answered TCP and
`/watch` but 421'd `/mcp` for every remote node ("Invalid Host header").
``_serve`` drops the allowlist when bound off localhost; this pins the
mechanism a default instance rejects a foreign Host, a protection-disabled
one accepts it (a 421 in the second case is the bug returning).
Uses fresh FastMCP instances (not the module singleton) so there is no
shared-state or app-cache coupling with the live-server tests above.
"""
from mcp.server.fastmcp import FastMCP
from mcp.server.transport_security import TransportSecuritySettings
from starlette.testclient import TestClient
foreign = {
"Host": "192.168.0.239:8077",
"Accept": "application/json, text/event-stream",
"Content-Type": "application/json",
}
init = {
"jsonrpc": "2.0",
"id": 1,
"method": "initialize",
"params": {
"protocolVersion": "2025-03-26",
"capabilities": {},
"clientInfo": {"name": "probe", "version": "0"},
},
}
# Default (localhost-baked allowlist) — a remote Host is refused.
locked = FastMCP("hostgate-locked")
with TestClient(locked.streamable_http_app()) as client:
assert client.post("/mcp", headers=foreign, json=init).status_code == 421
# Protection disabled (what _serve does off localhost) — remote Host accepted.
opened = FastMCP("hostgate-open")
opened.settings.transport_security = TransportSecuritySettings(
enable_dns_rebinding_protection=False
)
with TestClient(opened.streamable_http_app()) as client:
resp = client.post("/mcp", headers=foreign, json=init)
assert resp.status_code != 421, f"remote Host still rejected: {resp.status_code} {resp.text}"
-336
View File
@@ -1,336 +0,0 @@
"""Movement resolution tests.
Covers edge clipping on all four sides, blocking terrain, the two input
forms (``"NNEE"`` vs heading+distance) and their equivalence, location
entry flipping to MENU, the MAX_STEPS cap, and a stubbed always-encounter
RNG interrupting a walk with a pending fight.
"""
from __future__ import annotations
from tests.conftest import (
FOREST,
GRASS,
WALL,
WATER,
LocationDef,
Zone,
make_player,
make_world,
)
from understone.engine.models import Mode, WorldEvent
from understone.engine.movement import MAX_STEPS, parse_directions, resolve_move
from understone.engine.rng import GameRNG
class _NeverRNG(GameRNG):
"""An RNG whose chance() never fires (no wandering encounters)."""
def __init__(self) -> None:
super().__init__(seed=0)
def chance(self, probability: float) -> bool: # noqa: ARG002
return False
class _AlwaysRNG(GameRNG):
"""An RNG whose chance() always fires (forces an encounter).
The seed still drives ``weighted_index``/``randint``, so different seeds
select different event rows while every encounter roll fires.
"""
def __init__(self, seed: int = 0) -> None:
super().__init__(seed=seed)
def chance(self, probability: float) -> bool: # noqa: ARG002
return True
# ---------------------------------------------------------------------------
# parse_directions
# ---------------------------------------------------------------------------
def test_parse_steps_string() -> None:
assert parse_directions("NNEE", "", 1) == ["N", "N", "E", "E"]
def test_parse_heading_distance() -> None:
assert parse_directions("", "east", 3) == ["E", "E", "E"]
def test_parse_clamps_to_max_steps() -> None:
assert parse_directions("NNNNNNNNNNNN", "", 1) == ["N"] * MAX_STEPS
assert parse_directions("", "north", 99) == ["N"] * MAX_STEPS
def test_parse_rejects_unknown_direction() -> None:
try:
parse_directions("NQ", "", 1)
except ValueError as exc:
assert "Q" in str(exc)
else: # pragma: no cover - failure path
raise AssertionError("expected ValueError")
# ---------------------------------------------------------------------------
# Edge clipping (all four sides)
# ---------------------------------------------------------------------------
def test_clip_north_edge() -> None:
world = make_world()
player = make_player(x=5, y=0)
result = resolve_move(world, player, _NeverRNG(), heading="north", distance=3)
assert player.y == 0
assert result.steps_taken == 0
assert result.blocked
def test_clip_south_edge() -> None:
world = make_world()
player = make_player(x=5, y=10)
result = resolve_move(world, player, _NeverRNG(), heading="south", distance=3)
assert player.y == 10
assert result.blocked
def test_clip_west_edge() -> None:
world = make_world()
player = make_player(x=0, y=5)
result = resolve_move(world, player, _NeverRNG(), heading="west", distance=3)
assert player.x == 0
assert result.blocked
def test_clip_east_edge() -> None:
world = make_world()
player = make_player(x=10, y=5)
result = resolve_move(world, player, _NeverRNG(), heading="east", distance=3)
assert player.x == 10
assert result.blocked
def test_partial_move_then_clip() -> None:
world = make_world()
player = make_player(x=8, y=5)
result = resolve_move(world, player, _NeverRNG(), heading="east", distance=5)
# 8 -> 9 -> 10, then edge.
assert player.x == 10
assert result.steps_taken == 2
assert result.blocked
# ---------------------------------------------------------------------------
# Blocking terrain
# ---------------------------------------------------------------------------
def test_blocked_by_wall() -> None:
grid = [[GRASS for _ in range(11)] for _ in range(11)]
grid[5][6] = WALL
world = make_world(grid=grid)
player = make_player(x=5, y=5)
result = resolve_move(world, player, _NeverRNG(), heading="east", distance=2)
assert player.x == 5
assert result.blocked
assert "wall" in result.blocked_reason
def test_blocked_by_water() -> None:
grid = [[GRASS for _ in range(11)] for _ in range(11)]
grid[4][5] = WATER
world = make_world(grid=grid)
player = make_player(x=5, y=5)
result = resolve_move(world, player, _NeverRNG(), heading="north", distance=2)
assert player.y == 5
assert result.blocked
assert "water" in result.blocked_reason
# ---------------------------------------------------------------------------
# Input-form equivalence and direction correctness
# ---------------------------------------------------------------------------
def test_nnee_lands_at_expected_cell() -> None:
world = make_world()
player = make_player(x=5, y=5)
resolve_move(world, player, _NeverRNG(), steps="NNEE")
# Two north (y-2), two east (x+2).
assert (player.x, player.y) == (7, 3)
def test_heading_equivalent_to_steps() -> None:
world_a = make_world()
player_a = make_player(x=5, y=5)
resolve_move(world_a, player_a, _NeverRNG(), steps="EEE")
world_b = make_world()
player_b = make_player(x=5, y=5)
resolve_move(world_b, player_b, _NeverRNG(), heading="east", distance=3)
assert (player_a.x, player_a.y) == (player_b.x, player_b.y)
def test_max_steps_truncates_long_walk() -> None:
world = make_world(width=40, height=11)
player = make_player(x=0, y=5)
result = resolve_move(world, player, _NeverRNG(), heading="east", distance=99)
assert result.steps_taken == MAX_STEPS
assert player.x == MAX_STEPS
# ---------------------------------------------------------------------------
# Location entry flips to MENU
# ---------------------------------------------------------------------------
def test_entering_location_flips_menu_mode() -> None:
loc = LocationDef(
key="inn",
kind="inn",
name="The Sleeping Drake",
x=7,
y=5,
glyph="I",
color="town",
actions=("rest", "leave"),
)
world = make_world(locations=[loc])
player = make_player(x=5, y=5)
result = resolve_move(world, player, _NeverRNG(), heading="east", distance=4)
assert player.mode is Mode.MENU
assert player.at_location == "inn"
assert result.entered_location == "inn"
# Stopped on the door at x=7 even though distance asked for 4.
assert (player.x, player.y) == (7, 5)
# ---------------------------------------------------------------------------
# Encounter interrupt
# ---------------------------------------------------------------------------
def test_always_encounter_stops_with_pending_fight() -> None:
grid = [[FOREST for _ in range(11)] for _ in range(11)]
zone = Zone(key="wood", x0=0, y0=0, x1=10, y1=10, tier_lo=1, tier_hi=2)
world = make_world(grid=grid, zones=[zone])
player = make_player(x=5, y=5)
result = resolve_move(world, player, _AlwaysRNG(), heading="east", distance=5)
assert result.pending_fight == (1, 2)
# The encounter fires on the first entered cell.
assert result.steps_taken == 1
assert player.x == 6
def test_no_zone_means_no_encounter() -> None:
grid = [[FOREST for _ in range(11)] for _ in range(11)]
world = make_world(grid=grid, zones=[])
player = make_player(x=5, y=5)
result = resolve_move(world, player, _AlwaysRNG(), heading="east", distance=3)
assert result.pending_fight is None
assert result.steps_taken == 3
# ---------------------------------------------------------------------------
# Weighted non-combat overworld events (v0.2)
# ---------------------------------------------------------------------------
def _event_world(*events: WorldEvent) -> object:
"""An all-forest, fully-zoned world carrying a crafted event table."""
grid = [[FOREST for _ in range(11)] for _ in range(11)]
zone = Zone(key="wood", x0=0, y0=0, x1=10, y1=10, tier_lo=1, tier_hi=2)
return make_world(grid=grid, zones=[zone], events=list(events))
def test_event_fight_stops_the_walk() -> None:
"""A fight-kind event sets pending_fight and halts the walk like v0.1."""
world = _event_world(WorldEvent("fight", 1, "", 0, 0))
player = make_player(x=5, y=5)
result = resolve_move(world, player, _AlwaysRNG(), heading="east", distance=5)
assert result.pending_fight == (1, 2)
assert result.event is None
assert result.steps_taken == 1 # stopped on the first triggering cell
def test_event_gold_credits_and_continues() -> None:
"""A gold event credits the rolled amount and does NOT stop the walk."""
world = _event_world(WorldEvent("gold", 1, "a coin-purse", 5, 5))
player = make_player(x=5, y=5, gold=10)
result = resolve_move(world, player, _AlwaysRNG(), heading="east", distance=3)
assert result.event is not None
assert result.event.kind == "gold"
assert result.event.amount == 5 # min == max == 5, so deterministic
assert player.gold == 15
assert result.pending_fight is None
assert result.steps_taken == 3 # the walk ran to completion
def test_event_heal_caps_at_max_hp() -> None:
"""A heal event never overfills: hp is clamped to max_hp."""
world = _event_world(WorldEvent("heal", 1, "a spring", 50, 50))
player = make_player(x=5, y=5, hp=18, max_hp=20)
result = resolve_move(world, player, _AlwaysRNG(), heading="east", distance=1)
assert player.hp == 20 # +50 requested, capped at the 2 missing
assert result.event is not None and result.event.amount == 2
def test_event_trap_floors_hp_at_one_and_spares_gold() -> None:
"""A trap event never kills (floors at 1 HP) and never touches gold."""
world = _event_world(WorldEvent("trap", 1, "old briars", 500, 500))
player = make_player(x=5, y=5, hp=10, max_hp=20, gold=42)
result = resolve_move(world, player, _AlwaysRNG(), heading="east", distance=1)
assert player.hp == 1 # huge trap, but floored
assert player.gold == 42 # gold untouched
assert result.event is not None and result.event.amount == 9 # only 9 could be taken
def test_event_lore_mutates_nothing() -> None:
"""A lore event changes no state and reports a zero amount."""
world = _event_world(WorldEvent("lore", 1, "an old waystone", 0, 0))
player = make_player(x=5, y=5, hp=15, max_hp=20, gold=7)
before = (player.hp, player.gold)
result = resolve_move(world, player, _AlwaysRNG(), heading="east", distance=2)
assert (player.hp, player.gold) == before
assert result.event is not None and result.event.kind == "lore"
assert result.event.amount == 0
assert result.steps_taken == 2
def test_at_most_one_event_per_walk() -> None:
"""Once any event fires, no further cells roll for the rest of the walk.
Two distinct gold rolls would credit 2 gold (1 each); a single fired event
credits exactly 1, proving the walk stops rolling after the first trigger.
"""
world = _event_world(WorldEvent("gold", 1, "a coin", 1, 1))
player = make_player(x=5, y=5, gold=0)
resolve_move(world, player, _AlwaysRNG(), heading="east", distance=5)
assert player.gold == 1 # exactly one event, not five
def test_each_event_kind_reachable_with_crafted_table() -> None:
"""Equal weights make every kind in a crafted table reachable from movement."""
table = [
WorldEvent("fight", 1, "", 0, 0),
WorldEvent("gold", 1, "g", 1, 1),
WorldEvent("heal", 1, "h", 1, 1),
WorldEvent("trap", 1, "t", 1, 1),
WorldEvent("lore", 1, "l", 0, 0),
]
zone = Zone(key="wood", x0=0, y0=0, x1=0, y1=0, tier_lo=1, tier_hi=2)
grid = [[FOREST for _ in range(11)] for _ in range(11)]
world = make_world(grid=grid, zones=[zone], events=table)
seen: set[str] = set()
for seed in range(60):
player = make_player(x=0, y=1, hp=10, max_hp=20) # one step north into the zone cell
result = resolve_move(world, player, _AlwaysRNG(seed), steps="N")
if result.pending_fight is not None:
seen.add("fight")
elif result.event is not None:
seen.add(result.event.kind)
assert seen == {"fight", "gold", "heal", "trap", "lore"}
-9
View File
@@ -1,9 +0,0 @@
"""Smoke test for the packaging skeleton."""
from __future__ import annotations
import understone
def test_version_present() -> None:
assert understone.__version__ == "0.10.0"
@@ -1,269 +0,0 @@
"""SQLite persistence tests.
Covers idempotent schema init, a full player round-trip through every
column (including ``def_``, ``turn_day``, ``log_cursor`` and the bestow
fields), event append with cursor-based catch-up, leaderboard tie-breaks,
and that WAL journaling is active.
"""
from __future__ import annotations
from typing import TYPE_CHECKING
from tests.conftest import make_player
from understone.engine.log import since
from understone.engine.models import Mode
from understone.persistence import Store
if TYPE_CHECKING:
from pathlib import Path
def _store(tmp_path: Path) -> Store:
return Store(tmp_path / "understone.db")
def test_schema_init_is_idempotent(tmp_path: Path) -> None:
db = tmp_path / "understone.db"
Store(db).close()
# Re-opening the same file must not error or duplicate schema.
second = Store(db)
assert second.get_meta("schema_version") == "1"
second.close()
def test_wal_mode_active(tmp_path: Path) -> None:
store = _store(tmp_path)
assert store.journal_mode().lower() == "wal"
store.close()
def test_player_round_trip_all_columns(tmp_path: Path) -> None:
store = _store(tmp_path)
player = make_player(
name="Brandr",
x=12,
y=7,
hp=18,
max_hp=26,
level=3,
xp=305,
gold=88,
atk=9,
def_=4,
weapon_id="short_sword",
armor_id="leather_armor",
turns_left=6,
turn_day=739_400,
mode=Mode.MENU,
at_location="inn",
log_cursor=42,
bestow_spent=15,
bestow_day=739_400,
posts_sent=3,
post_day=739_400,
gambles=2,
gamble_day=739_400,
banked=420,
)
store.upsert_player(player)
store.commit()
store.close()
reopened = _store(tmp_path)
players, _ = reopened.load_all()
loaded = players["Brandr"]
assert loaded == player
assert loaded.banked == 420
# Spot-check the fields most prone to silent drop.
assert loaded.def_ == 4
assert loaded.turn_day == 739_400
assert loaded.log_cursor == 42
assert loaded.bestow_spent == 15
assert loaded.bestow_day == 739_400
assert loaded.mode is Mode.MENU
# The v0.5 social columns survive the round-trip too.
assert loaded.posts_sent == 3
assert loaded.post_day == 739_400
assert loaded.gambles == 2
assert loaded.gamble_day == 739_400
reopened.close()
def test_event_target_round_trips(tmp_path: Path) -> None:
"""A targeted (private) event keeps its target across a reopen; public is ''."""
store = _store(tmp_path)
pub = store.insert_event("t1", "Brandr", "join", "set out")
priv = store.insert_event("t2", "Sigrun", "ambushed", "robbed in your sleep", "Brandr")
store.commit()
store.close()
reopened = _store(tmp_path)
_, events = reopened.load_all()
by_id = {e.event_id: e for e in events}
assert by_id[pub].target == "" # public stays empty
assert by_id[priv].target == "Brandr" # private keeps its recipient
reopened.close()
def test_ambush_table_per_day_uniqueness(tmp_path: Path) -> None:
"""The ambushes PK is (attacker, target, day): one row per pair per day."""
store = _store(tmp_path)
day = 739_400
assert store.has_ambushed("Brandr", "Sigrun", day) is False
store.record_ambush("Brandr", "Sigrun", day)
store.commit()
assert store.has_ambushed("Brandr", "Sigrun", day) is True
# A second record for the same pair/day is a no-op (INSERT OR IGNORE):
# the duplicate must not raise and must not add a row.
store.record_ambush("Brandr", "Sigrun", day)
store.commit()
rows = store._conn.execute(
"SELECT COUNT(*) AS n FROM ambushes WHERE attacker=? AND target=? AND day=?",
("Brandr", "Sigrun", day),
).fetchone()
assert rows["n"] == 1
# A new day is a fresh attempt; the old day stays recorded.
assert store.has_ambushed("Brandr", "Sigrun", day + 1) is False
store.record_ambush("Brandr", "Sigrun", day + 1)
store.commit()
assert store.has_ambushed("Brandr", "Sigrun", day) is True
assert store.has_ambushed("Brandr", "Sigrun", day + 1) is True
store.close()
def test_upsert_updates_existing_row(tmp_path: Path) -> None:
store = _store(tmp_path)
player = make_player(name="Sigrun", gold=10)
store.upsert_player(player)
store.commit()
player.gold = 999
store.upsert_player(player)
store.commit()
store.close()
reopened = _store(tmp_path)
players, _ = reopened.load_all()
assert players["Sigrun"].gold == 999
assert len(players) == 1
reopened.close()
def test_event_append_and_since_cursor(tmp_path: Path) -> None:
store = _store(tmp_path)
id1 = store.insert_event("t1", "Brandr", "fight", "slew a rat")
id2 = store.insert_event("t2", "Sigrun", "bestow", "blessed with gold")
store.commit()
store.close()
reopened = _store(tmp_path)
_, events = reopened.load_all()
assert [e.event_id for e in events] == [id1, id2]
# Catch up from a cursor before both, then advance past the first.
fresh, cursor = since(events, 0)
assert len(fresh) == 2
assert cursor == id2
after_first, cursor2 = since(events, id1)
assert [e.event_id for e in after_first] == [id2]
assert cursor2 == id2
nothing, cursor3 = since(events, id2)
assert nothing == []
assert cursor3 == id2
reopened.close()
def test_top_ranks_tie_breaks(tmp_path: Path) -> None:
store = _store(tmp_path)
# Same level: higher XP ranks first; equal XP breaks by name ascending.
store.upsert_player(make_player(name="Carol", level=5, xp=1200, gold=10))
store.upsert_player(make_player(name="Alice", level=5, xp=1500, gold=10))
store.upsert_player(make_player(name="Bob", level=5, xp=1500, gold=10))
store.upsert_player(make_player(name="Dave", level=4, xp=9999, gold=10))
store.commit()
ranks = store.top_ranks(limit=10)
assert [r.name for r in ranks] == ["Alice", "Bob", "Carol", "Dave"]
store.close()
def test_top_ranks_honours_limit(tmp_path: Path) -> None:
store = _store(tmp_path)
for i in range(15):
store.upsert_player(make_player(name=f"P{i:02d}", level=i, xp=i * 10))
store.commit()
ranks = store.top_ranks(limit=10)
assert len(ranks) == 10
# Highest level first.
assert ranks[0].name == "P14"
store.close()
def test_meta_round_trip(tmp_path: Path) -> None:
store = _store(tmp_path)
store.set_meta("world_name", "The Vale of Understone")
assert store.get_meta("world_name") == "The Vale of Understone"
assert store.get_meta("missing") is None
store.close()
def test_retention_columns_round_trip(tmp_path: Path) -> None:
"""The retention columns survive a reopen: depth, the v0.10 stack-encoded
satchel, the two forged plusses, and the v0.10 banked vault gold."""
store = _store(tmp_path)
player = make_player(
name="Delver",
deepest_rung=2,
satchel="minor_potion:3,iron_ore:5", # v0.10 "id:qty" stack encoding
weapon_plus=2,
armor_plus=1,
banked=300,
)
store.upsert_player(player)
store.commit()
store.close()
reopened = _store(tmp_path)
players, _ = reopened.load_all()
loaded = players["Delver"]
assert loaded == player # full equality across every column
assert loaded.deepest_rung == 2
assert loaded.satchel == "minor_potion:3,iron_ore:5"
assert loaded.weapon_plus == 2
assert loaded.armor_plus == 1
assert loaded.banked == 300
reopened.close()
def test_v0_7_depth_columns_default_for_legacy_rows(tmp_path: Path) -> None:
"""A row written without the new columns loads them at their defaults.
The schema mutates in place (no migration, stamp stays 1), so the new
columns carry DB-side defaults: a pre-v0.7 player row (inserted with the
legacy column set) must read back deepest_rung 0, an empty satchel, and
zero plusses rather than erroring.
"""
store = _store(tmp_path)
store._conn.execute(
"INSERT INTO players "
"(name, x, y, hp, max_hp, level, xp, gold, atk, def_, weapon_id, armor_id, "
" turns_left, turn_day, mode, at_location, created_at, last_seen, log_cursor, "
" bestow_spent, bestow_day) "
"VALUES ('Old', 5, 5, 20, 20, 1, 0, 20, 5, 1, 'rusty_dagger', 'cloth_tunic', "
" 10, 0, 'tile', '', 't0', 't0', 0, 0, 0)",
)
store.commit()
store.close()
reopened = _store(tmp_path)
players, _ = reopened.load_all()
old = players["Old"]
assert old.deepest_rung == 0
assert old.satchel == ""
assert old.weapon_plus == 0
assert old.armor_plus == 0
assert old.banked == 0 # the v0.10 vault column defaults too
assert reopened.get_meta("schema_version") == "1" # stamp unchanged
reopened.close()
-47
View File
@@ -1,47 +0,0 @@
"""GameRNG tests — the deterministic randomness seam.
Covers the v0.2 ``weighted_index`` helper: that a fixed seed reproduces the
same stream, that the cumulative-sum mapping honours the weights' proportions,
and that every index of a crafted table is reachable.
"""
from __future__ import annotations
from collections import Counter
from understone.engine.rng import GameRNG
def test_weighted_index_is_deterministic_under_seed() -> None:
"""Two RNGs at the same seed yield the identical weighted-index stream."""
weights = [55, 8, 7, 5, 5, 5, 5, 3, 3, 4]
a = GameRNG(seed=2026)
b = GameRNG(seed=2026)
draws_a = [a.weighted_index(weights) for _ in range(50)]
draws_b = [b.weighted_index(weights) for _ in range(50)]
assert draws_a == draws_b
def test_weighted_index_every_index_reachable() -> None:
"""With equal weights, a crafted table sees every index appear."""
weights = [1, 1, 1, 1, 1]
rng = GameRNG(seed=7)
seen = {rng.weighted_index(weights) for _ in range(500)}
assert seen == set(range(len(weights)))
def test_weighted_index_single_entry_always_zero() -> None:
"""A one-row table can only ever pick index 0."""
rng = GameRNG(seed=1)
assert all(rng.weighted_index([9]) == 0 for _ in range(20))
def test_weighted_index_respects_proportions() -> None:
"""A heavily-weighted index dominates the empirical distribution."""
weights = [90, 5, 5]
rng = GameRNG(seed=99)
counts = Counter(rng.weighted_index(weights) for _ in range(4000))
# Index 0 carries 90% of the mass; it must be by far the most common.
assert counts[0] > counts[1] + counts[2]
# And the rare indices still occur (no off-by-one swallowing the tail).
assert counts[1] > 0 and counts[2] > 0
-63
View File
@@ -1,63 +0,0 @@
"""The satchel "id:qty" wire codec (understone.engine.satchel).
Pins the single-source codec the game façade, the Watch payload, and the
balance simulator all decode through. The format is comma-joined ``id:qty``
stacks; this proves a clean round-trip, the defensive bare-id => qty-1 rule, the
malformed/zero/empty fragments that are skipped, and that the encoder never
emits a zero-or-negative stack.
"""
from __future__ import annotations
import pytest
from understone.engine.satchel import decode_satchel, encode_satchel
def test_round_trips_id_qty_stacks() -> None:
"""The canonical "id:qty,id:qty" data decodes and re-encodes unchanged."""
encoded = "minor_potion:3,iron_ore:5"
stacks = decode_satchel(encoded)
assert stacks == [("minor_potion", 3), ("iron_ore", 5)]
assert encode_satchel(stacks) == encoded
def test_bare_id_decodes_as_qty_one() -> None:
"""A colonless chunk is a single item (defensive — never silently dropped)."""
assert decode_satchel("minor_potion") == [("minor_potion", 1)]
# Mixed with a normal stack, order preserved.
assert decode_satchel("minor_potion,iron_ore:5") == [
("minor_potion", 1),
("iron_ore", 5),
]
@pytest.mark.parametrize(
("encoded", "reason"),
[
("id:0", "zero quantity"),
("id:-1", "negative quantity"),
("id:abc", "non-integer quantity"),
(":5", "empty id"),
("", "empty string"),
("minor_potion:3,", "trailing comma yields an empty chunk"),
(",minor_potion:3", "leading comma yields an empty chunk"),
],
)
def test_skips_malformed_or_zero_fragments(encoded: str, reason: str) -> None:
"""A present-but-invalid or non-positive fragment is skipped; valid ones survive."""
stacks = decode_satchel(encoded)
assert all(item_id and qty > 0 for item_id, qty in stacks), reason
# The only valid stack in the trailing/leading-comma cases is the potion.
if "minor_potion:3" in encoded:
assert stacks == [("minor_potion", 3)]
else:
assert stacks == []
def test_encode_drops_non_positive_stacks() -> None:
"""The encoder never emits "id:0" or a negative quantity."""
assert encode_satchel([("minor_potion", 0)]) == ""
assert encode_satchel([("minor_potion", -2)]) == ""
assert encode_satchel([("minor_potion", 2), ("iron_ore", 0)]) == "minor_potion:2"
assert encode_satchel([]) == ""
-169
View File
@@ -1,169 +0,0 @@
"""Screen-layer tests: viewport maths, frame rendering, menu rendering.
Golden discipline: the golden files under ``tests/golden`` are authored by
hand (correct borders/centring, eyeballed) and are NOT machine-dumped
renderer output. Every golden comparison is paired with structural asserts
that hold independent of the exact golden bytes, so a renderer regression
that happens to match a stale golden still trips a structural check.
"""
from __future__ import annotations
from pathlib import Path
from understone.screen.grid import Cell, CellGrid
from understone.screen.menus import render_menu
from understone.screen.palette import Color
from understone.screen.text_renderer import render_frame
from understone.screen.viewport import compute_window
GOLDEN = Path(__file__).parent / "golden"
# ---------------------------------------------------------------------------
# viewport.compute_window
# ---------------------------------------------------------------------------
def test_window_centers_when_interior() -> None:
# 100x100 map, 48x16 view, focus at (50, 50): centred.
x0, y0 = compute_window(100, 100, 48, 16, 50, 50)
assert x0 == 50 - 48 // 2
assert y0 == 50 - 16 // 2
def test_window_clamps_nw_corner() -> None:
x0, y0 = compute_window(100, 100, 48, 16, 0, 0)
assert (x0, y0) == (0, 0)
def test_window_clamps_ne_corner() -> None:
x0, y0 = compute_window(100, 100, 48, 16, 99, 0)
assert x0 == 100 - 48
assert y0 == 0
def test_window_clamps_sw_corner() -> None:
x0, y0 = compute_window(100, 100, 48, 16, 0, 99)
assert x0 == 0
assert y0 == 100 - 16
def test_window_clamps_se_corner() -> None:
x0, y0 = compute_window(100, 100, 48, 16, 99, 99)
assert x0 == 100 - 48
assert y0 == 100 - 16
def test_window_view_larger_than_map_pins_origin() -> None:
x0, y0 = compute_window(10, 8, 48, 16, 5, 4)
assert (x0, y0) == (0, 0)
# ---------------------------------------------------------------------------
# Shared small-grid builders for the golden frames
# ---------------------------------------------------------------------------
_FLOOR = Cell(".", Color.FLOOR)
_PLAYER = Cell("@", Color.PLAYER)
def _floor_grid(rows: int, cols: int) -> CellGrid:
grid = CellGrid(rows, cols)
for r in range(rows):
for c in range(cols):
grid.set(r, c, _FLOOR)
return grid
def _spawn_grid() -> CellGrid:
"""9x5 floor with the player centred at (row 2, col 4)."""
grid = _floor_grid(5, 9)
grid.set(2, 4, _PLAYER)
return grid
def _edge_nw_grid() -> CellGrid:
"""9x5 floor with the player pinned to the NW corner (row 0, col 0)."""
grid = _floor_grid(5, 9)
grid.set(0, 0, _PLAYER)
return grid
# ---------------------------------------------------------------------------
# text_renderer.render_frame
# ---------------------------------------------------------------------------
def test_render_frame_matches_golden_spawn() -> None:
frame = render_frame(_spawn_grid(), title="Vale", status="[ status ]")
expected = (GOLDEN / "viewport_spawn.txt").read_text(encoding="utf-8")
assert frame == expected.rstrip("\n")
def test_render_frame_matches_golden_edge_nw() -> None:
frame = render_frame(_edge_nw_grid(), title="Vale", status="[ status ]")
expected = (GOLDEN / "viewport_edge_nw.txt").read_text(encoding="utf-8")
assert frame == expected.rstrip("\n")
def test_render_frame_structural_invariants() -> None:
frame = render_frame(_spawn_grid(), title="Vale", status="[ status ]")
lines = frame.split("\n")
# Top border, 5 grid rows, bottom border, status = 8 lines.
assert len(lines) == 8
# Title substring lives in the top border.
assert "Vale" in lines[0]
# Uniform width across the box (top border through bottom border).
box_lines = lines[:-1]
widths = {len(line) for line in box_lines}
assert len(widths) == 1, f"box rows ragged: {widths}"
# Exactly one '@' and it sits at the centre column of the interior.
body = lines[1:-2]
at_positions = [(r, line.index("@")) for r, line in enumerate(body) if "@" in line]
assert len(at_positions) == 1
_, col = at_positions[0]
# Interior centre: 1 (left border) + cols//2 = 1 + 4 = 5.
assert col == 1 + 9 // 2
# Status line is preserved verbatim as the last line.
assert lines[-1] == "[ status ]"
def test_render_frame_under_size_budget() -> None:
grid = _floor_grid(16, 48)
grid.set(8, 24, _PLAYER)
frame = render_frame(grid, title="The Vale of Understone", status="[ a long status line here ]")
assert len(frame) < 2048
# ---------------------------------------------------------------------------
# menus.render_menu
# ---------------------------------------------------------------------------
def test_render_menu_matches_golden_inn() -> None:
menu = render_menu(
"The Sleeping Drake",
["A warm hearth crackles.", "A bed costs 15 gold."],
["(R)est", "(L)eave"],
"[ status ]",
)
expected = (GOLDEN / "menu_inn.txt").read_text(encoding="utf-8")
assert menu == expected.rstrip("\n")
def test_render_menu_structural_invariants() -> None:
menu = render_menu(
"The Sleeping Drake",
["A warm hearth crackles.", "A bed costs 15 gold."],
["(R)est", "(L)eave"],
"[ status ]",
)
lines = menu.split("\n")
assert "The Sleeping Drake" in lines[0]
assert lines[-1] == "[ status ]"
box = lines[:-1]
widths = {len(line) for line in box}
assert len(widths) == 1, f"menu box ragged: {widths}"
# Option line is present inside the body.
assert any("(R)est" in line and "(L)eave" in line for line in lines)
-306
View File
@@ -1,306 +0,0 @@
"""Tests for the balance instrument (the greedy bot simulator).
These run the REAL game façade end-to-end, so they double as the fiercest
integration test in the suite: determinism (same inputs identical report),
that the greedy bot makes genuine progress over a Vale run, that its realized
fight share lands in a sane band, that a multi-seed sweep aggregates and the
report renders and the single best end-to-end assertion, that a short seed
sweep actually SLAYS THE WYRM, proving the whole v0.1v0.7 loop is winnable by
an unclever bot.
"""
from __future__ import annotations
from io import StringIO
from pathlib import Path
from typing import TYPE_CHECKING
from understone import sim
from understone.engine.models import LocationDef, Mode, Zone
from understone.engine.rng import GameRNG
from understone.game import Game
from understone.persistence import Store
from understone.sim import BalanceReport, simulate
from .conftest import make_monster, make_world
if TYPE_CHECKING:
import pytest
PACK = Path(__file__).resolve().parents[1] / "understone" / "world" / "data"
# ---------------------------------------------------------------------------
# determinism
# ---------------------------------------------------------------------------
def test_same_inputs_give_identical_report() -> None:
"""Same (pack, days, seed) → byte-identical BalanceReport (frozen + seeded)."""
a = simulate(PACK, 20, 5)
b = simulate(PACK, 20, 5)
assert a == b
assert isinstance(a, BalanceReport)
def test_different_seeds_diverge() -> None:
"""Different seeds produce different runs (the RNG actually threads through)."""
a = simulate(PACK, 20, 1)
b = simulate(PACK, 20, 2)
# The runs are not identical (some headline measure differs).
assert (a.fights_fought, a.total_gold_earned, a.day_of_first_wyrm_kill) != (
b.fights_fought,
b.total_gold_earned,
b.day_of_first_wyrm_kill,
)
# ---------------------------------------------------------------------------
# progress
# ---------------------------------------------------------------------------
def test_bot_makes_progress_over_thirty_days() -> None:
"""A 30-day Vale run climbs past level 1 and actually fights."""
r = simulate(PACK, 30, 1)
assert r.final_level > 1
assert r.fights_fought > 0
assert r.total_gold_earned > 0
# It also plumbs the deep — the rung ladder is reachable for a geared bot.
assert r.rungs_cleared > 0
def test_realized_fight_share_in_sane_band() -> None:
"""The bot's fight share is a real fraction and forest-fight dominant.
A greedy XP grinder spends most of its turns fighting the wood (the rest are
the handful of descents and the Wyrm bout), so the share is high but it is
a genuine fraction in (0, 1], never a degenerate 0 or a value out of range.
"""
r = simulate(PACK, 30, 3)
assert 0.0 < r.realized_fight_share <= 1.0
# Fights dominate the turn-spend, but descents/challenges exist too, so the
# share is below a hard 1.0 floor only loosely — assert the sane half-band.
assert r.realized_fight_share >= 0.5
# ---------------------------------------------------------------------------
# reporting & sweep
# ---------------------------------------------------------------------------
def test_report_renders_without_crashing() -> None:
r = simulate(PACK, 15, 1)
text = sim._render_report("The Vale of Understone", r)
assert "greedy bot" in text
assert "final level" in text
assert "Wyrm slain" in text
def test_cli_simulate_single_seed_renders(tmp_path: Path) -> None:
out = StringIO()
rc = sim.cli_simulate(PACK, 15, 1, out=out)
assert rc == 0
assert "The Vale of Understone" in out.getvalue()
assert "fight share" in out.getvalue()
def test_cli_simulate_sweep_aggregates() -> None:
"""A --seeds sweep prints per-seed lines plus an aggregate with spreads."""
out = StringIO()
rc = sim.cli_simulate(PACK, 20, 1, out=out, seeds=3)
assert rc == 0
text = out.getvalue()
assert "3 seeds" in text
assert "aggregate" in text
# Per-seed lines for each of the three seeds.
for seed in (1, 2, 3):
assert f"seed {seed:>3}" in text or f"seed {seed}" in text
# The aggregate carries a mean [min..max] spread.
assert "[" in text and "]" in text
def test_sweep_reports_are_each_deterministic() -> None:
"""Each seed in a sweep is independently reproducible by single simulate."""
seed = 4
swept = simulate(PACK, 20, seed)
again = simulate(PACK, 20, seed)
assert swept == again
# ---------------------------------------------------------------------------
# the load-bearing assertion: the world is winnable
# ---------------------------------------------------------------------------
def test_greedy_bot_slays_the_wyrm() -> None:
"""The single best end-to-end check: a short seed sweep KILLS THE WYRM.
If a greedy, unclever bot can take the Wyrm Below playing through the real
façade, then the whole authored loop movement, the zone-banded forest, the
economy, the rung ladder, the satchel death-save, the forge, and the endgame
gate composes into a *winnable* game. A run that ever stops winning trips
here. A small sweep (not one lucky seed) so the proof is robust.
"""
reports = [simulate(PACK, 40, seed) for seed in (1, 2, 3)]
kills = [r for r in reports if r.wyrm_killed]
assert kills, "the greedy bot never slew the Wyrm across the seed sweep"
# Every kill records the day it first happened, within the run window.
for r in kills:
assert r.day_of_first_wyrm_kill is not None
assert 1 <= r.day_of_first_wyrm_kill <= 40
# ---------------------------------------------------------------------------
# the bundled ALTERNATE world: The Cinder Wastes (LLM-authored from the manual)
#
# The Vale assertions above are the primary proof. These mirror them against the
# real bundled second world, so the dogfood pack — authored cold from AUTHORING.md
# — is held to the same bar: the bot must make genuine progress through it, and a
# short seed sweep must actually slay its Magma Wyrm. If the authored world ever
# stops being winnable, this trips.
# ---------------------------------------------------------------------------
CINDER = Path(__file__).resolve().parents[1] / "understone" / "world" / "packs" / "cinder-wastes"
def test_cinder_wastes_bot_makes_progress() -> None:
"""A short Cinder Wastes run climbs past level 1 and genuinely plays.
Fifteen days lands before the bot's first Wyrm kill (~day 24), so the level
is still climbing rather than reset post-win a stable "the world plays"
signal across the durable measures (level, fights, gold, the rung ladder).
"""
r = simulate(CINDER, 15, 1)
assert r.final_level > 1
assert r.fights_fought > 0
assert r.total_gold_earned > 0
assert r.rungs_cleared > 0 # the caldera rung ladder is reachable
def test_cinder_wastes_is_winnable() -> None:
"""The dogfood proof: a greedy bot SLAYS THE MAGMA WYRM in the authored world.
The Cinder Wastes was written by an LLM working only from AUTHORING.md and
the validator. This is the end-to-end demonstration that the manual plus the
loader produce not merely a *valid* pack but a *playable-to-victory* one a
short seed sweep takes the Magma Wyrm. (It is harder than the Vale: the kill
lands later, so the window is wider than the Vale's.)
"""
reports = [simulate(CINDER, 50, seed) for seed in (1, 2, 3)]
kills = [r for r in reports if r.wyrm_killed]
assert kills, "the greedy bot never slew the Magma Wyrm across the seed sweep"
for r in kills:
assert r.day_of_first_wyrm_kill is not None
assert 1 <= r.day_of_first_wyrm_kill <= 50
# ---------------------------------------------------------------------------
# robustness on non-shipped pack shapes: location doors inside hunt zones
#
# The bot runs arbitrary authored packs, not just the two bundled worlds, so a
# zone may overlap a location door. A door cell is "walkable" (you can step onto
# it) but standing on it flips the bot into that location's MENU — useless ground
# for a forest fight, and a "fight" issued from a MENU is rejected by the engine
# WITHOUT spending a turn. These pin the two guards that keep that from spinning
# the per-day loop or over-counting fights.
# ---------------------------------------------------------------------------
def _door(x: int, y: int) -> LocationDef:
"""A bare location door placed at ``(x, y)`` (an inn, for concreteness)."""
return LocationDef(
key="inn",
kind="inn",
name="Wayhouse",
x=x,
y=y,
glyph="",
color="town",
actions=("rest", "leave"),
)
def test_nearest_in_zone_skips_a_door_cell() -> None:
"""A door is never returned as a zone's hunt cell, even when it is nearest.
The zone here spans a column running away from the spawn; its closest-to-spawn
walkable cell IS a location door, with open ground one step further. The
helper must skip the door (it would only trap the bot in a menu) and return
the open cell beyond it the FIX-2 filter, mirroring ``_adjacent_open``.
"""
# 11x11 grass; spawn (5, 5). A door at (5, 6) is the nearest cell inside the
# zone (Manhattan 1); the nearest OPEN in-zone cell is (5, 7) (Manhattan 2).
world = make_world(
locations=[_door(5, 6)],
zones=[Zone(key="wood", x0=5, y0=6, x1=5, y1=9, tier_lo=1, tier_hi=1)],
)
walkable = sim._reachable(world)
assert (5, 6) in walkable # the door cell is walkable...
cell = sim._nearest_in_zone(world, walkable, world.zones[0])
assert cell is not None
assert cell != (5, 6) # ...but the helper does not pick it
assert world.location_at(*cell) is None # the returned cell is open ground
assert cell == (5, 7) # the nearest open in-zone cell beyond the door
def test_zone_hunt_spots_drops_a_zone_with_no_fightable_foe() -> None:
"""A zone whose tier band holds no foe is dropped, not appended with None.
FIX-4: the fallback in ``_best_hunt_spot`` (``ranked[-1]``) must never land on
a zone where no monster can roll. A zone banded to a tier with no monster is
simply not a hunting ground, so it never enters the spot list.
"""
# One zone banded to tier 9 (no monster lives there); the only monster is a
# tier-1 rat. The empty-band zone must be dropped entirely.
world = make_world(
monsters=[make_monster(tier=1)],
zones=[Zone(key="void", x0=4, y0=4, x1=6, y1=6, tier_lo=9, tier_hi=9)],
)
spots = sim._zone_hunt_spots(world, sim._reachable(world))
assert spots == [] # the foe-less zone is not a spot
def test_hunt_yields_the_turn_when_stuck_in_a_menu(
monkeypatch: pytest.MonkeyPatch, tmp_path: Path
) -> None:
"""A hunt that ends in a MENU yields the turn instead of over-counting.
The defence-in-depth for FIX-1: should the bot ever reach the fight moment
still inside a location MENU (a door swallowed the walk), the engine would
REJECT the "fight" without spending a turn and the old string-only check
misread that reject as a won bout, over-counting and spinning the loop. The
new mode pre-check must instead leave the menu and return False (yield), so no
phantom fight is recorded and the day loop makes honest progress.
"""
# A door at (5, 4) inside a tier-1 zone. We inject this door cell as the hunt
# spot directly — the pre-FIX-2 state where a door WAS the nearest in-zone
# cell — so the guard, not the spot-selection filter, is what is under test.
world = make_world(
locations=[_door(5, 4)],
zones=[Zone(key="wood", x0=4, y0=3, x1=6, y1=5, tier_lo=1, tier_hi=1)],
monsters=[make_monster(tier=1)],
)
clock = sim._Clock(sim._SIM_START)
game = Game(world, Store(tmp_path / "g.db"), clock=clock, rng=GameRNG(seed=1)) # type: ignore[arg-type]
bot = sim._Bot(game, world, clock)
game.join(bot.name)
bot._hunt_spots = [(1, (5, 4), make_monster(tier=1))]
player = game.players[bot.name]
# Model "a location door swallowed the walk": every navigation step ends with
# the bot back inside the door's menu, so the hunt reaches its fight decision
# still in MENU mode no matter how many times it tries to step clear — exactly
# the trap the guard exists for (a single un-menu + re-walk cannot escape it).
def _walk_into_door(_goal: tuple[int, int]) -> None:
player.mode = Mode.MENU
player.at_location = "inn"
monkeypatch.setattr(bot, "_goto_xy", _walk_into_door)
_walk_into_door((5, 4)) # start the hunt already inside the menu
fought = bot._hunt()
assert fought is False # the turn is yielded, not spent on a menu-reject
assert bot.fights_fought == 0 # no phantom fight recorded
assert game.players[bot.name].mode is Mode.TILE # and the menu was left behind
-862
View File
@@ -1,862 +0,0 @@
"""The v0.5 social slice — ambush (async PvP), inn mail, and inn dice.
Drives the game façade over the shipped world with a frozen clock and a seeded
RNG. Three feature areas:
* AMBUSH the full eligibility matrix (every refusal branch), the win path
(exact gold transfer, victim bounced to spawn at 1 HP, private mail visible
only to the victim, public news), the lose path (attacker bounced, no
transfer), the flee stalemate, per-day once-per-pair, and next-day retry.
* MAIL ``post`` delivers a private note to the target's log once, the sender
is confirmed, the daily cap refuses the overflow, the sanitizer rejects a
newline body, and the Watch state payload NEVER carries a targeted row.
* DICE win/lose/push under a seeded RNG, the bet band, affordability, the
daily cap (a push still counts), and the Herald firing only on a big win.
Negative-test discipline (the SLEEP RULE has teeth):
``test_sleep_rule_guard_has_teeth`` documents the revert-and-observe check.
Disabling the ``target.turn_day >= today`` clause in Game._ambush_refusal
let an ALREADY-AWAKE target be ambushed ``test_ambush_refused_target_awake``
then failed (the attempt resolved instead of being refused). The clause was
restored; that refusal test is the standing regression for the invariant.
"""
from __future__ import annotations
from pathlib import Path
import pytest
from tests.conftest import fixed_clock, utc
from understone.engine.models import Mode
from understone.engine.rng import GameRNG
from understone.game import Game
from understone.persistence import Store
from understone.watch import build_state_payload
from understone.world.loader import load_world
PACK = Path(__file__).resolve().parents[1] / "understone" / "world" / "data"
# The frozen "today" all these tests run on; the sleep rule keys off its ordinal.
_NOW = utc(2026, 6, 12, 10, 0)
_TODAY = _NOW.toordinal()
@pytest.fixture
def clock() -> object:
return fixed_clock(_NOW)
def _game(tmp_path: Path, clock: object, seed: int = 7) -> Game:
world = load_world(PACK)
store = Store(tmp_path / "social.db")
return Game(world, store, clock=clock, rng=GameRNG(seed=seed)) # type: ignore[arg-type]
def _arm_ambush(
game: Game,
*,
attacker_level: int = 5,
target_level: int = 5,
target_asleep: bool = True,
target_gold: int = 100,
) -> tuple[object, object]:
"""Join an attacker + target and tune their sheets for an ambush.
The attacker is overworld and seasoned; the target sits at *target_level*
with *target_gold*, and ``target_asleep`` controls the sleep rule (a
sleeping target has not acted today). Returns ``(attacker, target)``.
"""
game.join("Raider")
game.join("Sleeper")
attacker = game.players["Raider"]
target = game.players["Sleeper"]
attacker.level = attacker_level
target.level = target_level
target.gold = target_gold
target.turn_day = _TODAY - 1 if target_asleep else _TODAY
return attacker, target
# ---------------------------------------------------------------------------
# Ambush — eligibility matrix (each refusal is a distinct in-fiction line)
# ---------------------------------------------------------------------------
def test_ambush_refused_unknown_target(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Raider")
game.players["Raider"].level = 5
out = game.action("Raider", "ambush", "Ghost", "")
assert "signed the ledger" in out # the unknown-player refusal
# No turn spent on an unresolvable target.
assert game.players["Raider"].turns_left == game.world.settings.daily_turns
def test_ambush_refused_self(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Raider")
game.players["Raider"].level = 5
out = game.action("Raider", "ambush", "Raider", "")
assert "yourself" in out.lower()
def test_ambush_refused_young_attacker(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
floor = game.world.settings.ambush_min_level
_arm_ambush(game, attacker_level=floor - 1, target_level=floor + 1)
out = game.action("Raider", "ambush", "Sleeper", "")
assert "shields the young" in out
assert game.players["Raider"].turns_left == game.world.settings.daily_turns
def test_ambush_refused_young_target(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
floor = game.world.settings.ambush_min_level
# Attacker is seasoned but the target is below the floor: still shielded.
_arm_ambush(game, attacker_level=floor + 1, target_level=floor - 1)
out = game.action("Raider", "ambush", "Sleeper", "")
assert "shields the young" in out
def test_ambush_refused_out_of_band(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
band = game.world.settings.ambush_level_band
floor = game.world.settings.ambush_min_level
_arm_ambush(
game,
attacker_level=floor + band + 5,
target_level=floor,
)
out = game.action("Raider", "ambush", "Sleeper", "")
assert "far from your measure" in out
def test_ambush_band_beats_awake_in_refusal_order(tmp_path: Path, clock: object) -> None:
"""PRECEDENCE: the band gate is checked before the sleep rule.
A target who is BOTH out of band AND awake must report the band message,
not the watchful one pinning the documented order (level gates before the
live-play sleep defence).
"""
game = _game(tmp_path, clock)
band = game.world.settings.ambush_level_band
floor = game.world.settings.ambush_min_level
_arm_ambush(
game,
attacker_level=floor + band + 1, # one past the band...
target_level=floor,
target_asleep=False, # ...and also awake
)
out = game.action("Raider", "ambush", "Sleeper", "")
assert "far from your measure" in out # the band gate wins
assert "watchful today" not in out
def test_ambush_band_boundary_exact_is_allowed(tmp_path: Path, clock: object) -> None:
"""Exactly ``ambush_level_band`` apart clears the band gate (it is inclusive).
Armed awake so the very next gate the sleep rule is what speaks: a
'watchful today' refusal proves the band gate let this pair through.
"""
game = _game(tmp_path, clock)
band = game.world.settings.ambush_level_band
floor = game.world.settings.ambush_min_level
_arm_ambush(
game,
attacker_level=floor + band, # exactly band levels above the floor
target_level=floor,
target_asleep=False,
)
out = game.action("Raider", "ambush", "Sleeper", "")
assert "far from your measure" not in out # past the band gate
assert "watchful today" in out # stopped by the next gate instead
def test_ambush_band_boundary_one_over_is_refused(tmp_path: Path, clock: object) -> None:
"""One level past ``ambush_level_band`` is refused with the band message."""
game = _game(tmp_path, clock)
band = game.world.settings.ambush_level_band
floor = game.world.settings.ambush_min_level
_arm_ambush(
game,
attacker_level=floor + band + 1, # just over the band
target_level=floor,
)
out = game.action("Raider", "ambush", "Sleeper", "")
assert "far from your measure" in out
assert game.store.has_ambushed("Raider", "Sleeper", _TODAY) is False
def test_ambush_refused_target_awake(tmp_path: Path, clock: object) -> None:
"""The SLEEP RULE: a target who has already acted today is un-ambushable.
See the module docstring for the revert-and-observe check proving this
refusal has teeth.
"""
game = _game(tmp_path, clock)
_arm_ambush(game, target_asleep=False)
out = game.action("Raider", "ambush", "Sleeper", "")
assert "watchful today" in out
# Refused without resolving: no turn spent, no ambush recorded.
assert game.players["Raider"].turns_left == game.world.settings.daily_turns
assert game.store.has_ambushed("Raider", "Sleeper", _TODAY) is False
def test_ambush_refused_repeat_same_pair_same_day(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
attacker, target = _arm_ambush(game)
# First attempt resolves (attacker overwhelming -> a clean win).
attacker.atk = 200
target.hp = 5
game.action("Raider", "ambush", "Sleeper", "")
assert game.store.has_ambushed("Raider", "Sleeper", _TODAY) is True
# Re-arm the target as sleeping AND healed above 1 HP (so the mercy rule
# does not intercept first); the SAME pair is still barred for the day.
target.turn_day = _TODAY - 1
target.hp = 20
out = game.action("Raider", "ambush", "Sleeper", "")
assert "already lain in wait" in out
def test_ambush_refused_pile_on_downed_victim(tmp_path: Path, clock: object) -> None:
"""MERCY RULE: a second, DIFFERENT attacker cannot kick a just-bounced sleeper.
The first ambush leaves the victim at 1 HP (still asleep being robbed does
not start their day). A fresh raider then finds them battered in the ditch;
even bandits have standards, so the pile-on is refused outright no turn
spent, no pair-row written for the second attacker.
"""
game = _game(tmp_path, clock)
first, target = _arm_ambush(game, target_gold=100)
first.atk = 200 # one-shot: leaves the victim at 1 HP
target.hp = 5
game.action("Raider", "ambush", "Sleeper", "")
assert target.hp == 1 # downed and still asleep
# A second, seasoned raider tries to finish the job.
game.join("Marauder")
second = game.players["Marauder"]
second.level = 5
turns_before = second.turns_left
out = game.action("Marauder", "ambush", "Sleeper", "")
assert "battered in the ditch" in out
# No turn spent and no attempt recorded for the second attacker.
assert second.turns_left == turns_before
assert game.store.has_ambushed("Marauder", "Sleeper", _TODAY) is False
def test_ambush_healed_victim_is_ambushable_again(tmp_path: Path, clock: object) -> None:
"""The mercy rule lifts once the victim mends: healed above 1 HP (and still
asleep), a fresh attacker may strike."""
game = _game(tmp_path, clock)
first, target = _arm_ambush(game, target_gold=100)
first.atk = 200
target.hp = 5
game.action("Raider", "ambush", "Sleeper", "")
assert target.hp == 1
# The victim is tended back above the floor (still asleep this day).
target.hp = 18
game.join("Marauder")
second = game.players["Marauder"]
second.level = 5
second.atk = 200 # one-shot again
out = game.action("Marauder", "ambush", "Sleeper", "")
assert "battered in the ditch" not in out
# The fresh ambush resolved: recorded, and the victim is bounced anew.
assert game.store.has_ambushed("Marauder", "Sleeper", _TODAY) is True
assert target.hp == 1
def test_ambush_refused_zero_turns(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
attacker, _ = _arm_ambush(game)
attacker.turns_left = 0
out = game.action("Raider", "ambush", "Sleeper", "")
assert "spent for today" in out.lower()
# Eligible but exhausted: nothing recorded (the attempt never landed).
assert game.store.has_ambushed("Raider", "Sleeper", _TODAY) is False
# ---------------------------------------------------------------------------
# Ambush — outcomes (win / lose / flee) and the records they leave
# ---------------------------------------------------------------------------
def test_ambush_win_transfers_gold_and_bounces_victim(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
attacker, target = _arm_ambush(game, target_gold=100)
attacker.atk = 200 # one-shot the sleeper
target.hp = 5
pct = game.world.settings.ambush_gold_pct
steal = 100 * pct // 100 # 25 gold at the shipped 25%
raider_gold_before = attacker.gold
out = game.action("Raider", "ambush", "Sleeper", "")
# Exact transfer: attacker up by steal, victim down by the same.
assert attacker.gold == raider_gold_before + steal
assert target.gold == 100 - steal
# The victim wakes at the spawn at 1 HP, knocked out of any menu.
assert target.hp == 1
assert (target.x, target.y) == game.world.spawn
assert target.mode is Mode.TILE
assert target.at_location == ""
assert f"{steal} gold" in out
# The attempt is recorded.
assert game.store.has_ambushed("Raider", "Sleeper", _TODAY) is True
def test_ambush_steals_only_carried_gold_not_the_vault(tmp_path: Path, clock: object) -> None:
"""A winning ambush robs carried gold only — banked vault gold is untouched.
The steal is a slice of ``target.gold`` (gold in hand); the strongbox
(``banked``) is safe by design. This pins the vault's whole point: bank your
coin before you sleep and a sleeping-robber cannot lift it.
"""
game = _game(tmp_path, clock)
attacker, target = _arm_ambush(game, target_gold=40)
target.banked = 1000 # a fat vault the raider must not be able to touch
attacker.atk = 200 # one-shot the sleeper
target.hp = 5
pct = game.world.settings.ambush_gold_pct
steal = 40 * pct // 100 # a slice of the CARRIED 40, not the banked 1000
game.action("Raider", "ambush", "Sleeper", "")
assert target.gold == 40 - steal # carried gold robbed
assert target.banked == 1000 # the vault is wholly untouched
assert attacker.gold == game.world.settings.starting_gold + steal
def test_ambush_win_applies_attacker_wear(tmp_path: Path, clock: object) -> None:
"""A multi-round win banks the attacker's wear: the log narrates the
sleeper's counter-blows, so the sheet must show the HP they cost.
The one-shot win above leaves the attacker untouched, which would mask a
WIN branch that drops ``hp_delta`` on the floor. Here the sleeper is tanky
enough to trade blows before falling (and the attacker still wins), so the
attacker must end below full HP. Stats and seed are tuned so the win is
decisive but not instant.
"""
game = _game(tmp_path, clock)
attacker, target = _arm_ambush(game, target_gold=100)
attacker.atk, attacker.def_ = 8, 2
attacker.hp = attacker.max_hp = 30
target.atk, target.def_, target.hp = 5, 1, 25
out = game.action("Raider", "ambush", "Sleeper", "")
# The win lands (victim robbed and bounced to 1 HP)...
assert target.hp == 1
assert (
any(crow in out for crow in ("made off", "robbed the sleeping", "lifted")) or "rob" in out
)
# ...but the sleeper's counter-blows cost the attacker real HP this time.
assert attacker.hp < attacker.max_hp
assert attacker.hp >= 1 # never below the floor
def test_ambush_win_news_is_public_and_mail_is_private(tmp_path: Path, clock: object) -> None:
"""The victory crows on the public feed; the victim gets a PRIVATE note.
A THIRD player must see the public ambush line but never the private one.
"""
game = _game(tmp_path, clock)
attacker, target = _arm_ambush(game, target_gold=80)
attacker.atk = 200
target.hp = 5
game.join("Bystander") # a third player who must never see the private note
game.action("Raider", "ambush", "Sleeper", "")
# The victim reads the private "While you slept" note in their own log.
victim_log = game.log("Sleeper")
assert "While you slept" in victim_log
assert "ambushed you" in victim_log
# The bystander sees the public crow but NOT the private note.
third_log = game.log("Bystander")
assert (
"made off with" in third_log
or "robbed the sleeping" in third_log
or ("lifted" in third_log)
)
assert "While you slept" not in third_log
def test_ambush_win_on_pauper_steals_nothing_but_still_lands(tmp_path: Path, clock: object) -> None:
"""A win over a penniless sleeper: steal is 0, but the beat still plays.
The victim is bounced to the spawn at 1 HP all the same, the public herald
crows the robbery, and the private 'while you slept' note still reaches the
victim the gold transfer being empty changes none of that.
"""
game = _game(tmp_path, clock)
attacker, target = _arm_ambush(game, target_gold=0)
attacker.atk = 200 # one-shot the sleeper
target.hp = 5
game.join("Bystander")
raider_gold_before = attacker.gold
out = game.action("Raider", "ambush", "Sleeper", "")
# Nothing to steal: both purses are unchanged by the transfer.
assert attacker.gold == raider_gold_before
assert target.gold == 0
assert "0 gold" in out
# The victim is still bounced to the spawn at 1 HP.
assert target.hp == 1
assert (target.x, target.y) == game.world.spawn
assert target.mode is Mode.TILE
assert target.at_location == ""
# Public herald fires (a bystander reads the crow)...
third_log = game.log("Bystander")
assert any(crow in third_log for crow in ("made off", "robbed the sleeping", "lifted"))
# ...and the private mail still reaches the victim.
victim_log = game.log("Sleeper")
assert "While you slept" in victim_log
assert "ambushed you" in victim_log
def test_ambush_lose_bounces_attacker_no_transfer(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
attacker, target = _arm_ambush(game, target_gold=100)
# The sleeper is deadly: the ambush rebounds onto the attacker.
target.atk = 200
target.def_ = 100
target.hp = 200
attacker_gold_before = attacker.gold
out = game.action("Raider", "ambush", "Sleeper", "")
# No gold moved; the ATTACKER is the one bounced to spawn at 1 HP.
assert attacker.gold == attacker_gold_before
assert target.gold == 100
assert attacker.hp == 1
assert (attacker.x, attacker.y) == game.world.spawn
assert "flee" in out.lower() or "wakes" in out.lower()
# The attempt is still spent.
assert game.store.has_ambushed("Raider", "Sleeper", _TODAY) is True
def test_ambush_records_attempt_on_every_outcome(tmp_path: Path, clock: object) -> None:
"""Win, lose, or flee — the (attacker, target, day) row is always written."""
game = _game(tmp_path, clock)
attacker, target = _arm_ambush(game)
# Tune a flee: when neither side can meaningfully dent the other, the fight
# grinds to the 50-round stalemate guard, which resolves as FLED with no
# transfer. Both deal the 1-damage floor (atk << def), and both carry far
# more HP than 50 rounds can drain, so neither drops first.
attacker.atk, attacker.def_ = 1, 200
attacker.hp = attacker.max_hp = 500
target.atk, target.def_, target.hp = 1, 200, 500
gold_before = attacker.gold
out = game.action("Raider", "ambush", "Sleeper", "")
assert game.store.has_ambushed("Raider", "Sleeper", _TODAY) is True
assert attacker.gold == gold_before # a flee moves no gold
assert "slip away" in out.lower() or "nerve" in out.lower()
def test_ambush_next_day_retry_allowed(tmp_path: Path, clock: object) -> None:
"""A new UTC day clears the once-per-pair lock (advance the injected clock)."""
game = _game(tmp_path, clock)
attacker, target = _arm_ambush(game)
attacker.atk = 200
target.hp = 5
game.action("Raider", "ambush", "Sleeper", "")
assert game.store.has_ambushed("Raider", "Sleeper", _TODAY) is True
# Advance past UTC midnight; re-arm the sleeper for the new day.
tomorrow = utc(2026, 6, 13, 9, 0)
game.clock = fixed_clock(tomorrow) # type: ignore[assignment]
target.turn_day = tomorrow.toordinal() - 1 # asleep again
target.hp = 5
out = game.action("Raider", "ambush", "Sleeper", "")
assert "already lain in wait" not in out # the new day permits a fresh attempt
assert game.store.has_ambushed("Raider", "Sleeper", tomorrow.toordinal()) is True
def test_sleep_rule_guard_has_teeth(tmp_path: Path, clock: object) -> None:
"""Pin the sleep rule on a single-field divergence.
The un-ambushable case and the ambushable case differ ONLY in ``turn_day``:
with the target awake the action is refused, and flipping that one field to
asleep makes the very same attempt resolve and record.
"""
game = _game(tmp_path, clock)
attacker, target = _arm_ambush(game, target_asleep=False)
attacker.atk = 200
target.hp = 5
refused = game.action("Raider", "ambush", "Sleeper", "")
assert "watchful today" in refused
assert game.store.has_ambushed("Raider", "Sleeper", _TODAY) is False
# Flip ONLY the sleep field; now the very same attempt lands.
target.turn_day = _TODAY - 1
resolved = game.action("Raider", "ambush", "Sleeper", "")
assert "watchful today" not in resolved
assert game.store.has_ambushed("Raider", "Sleeper", _TODAY) is True
def test_ambush_both_rows_persist_in_one_transaction(tmp_path: Path, clock: object) -> None:
"""A win commits BOTH fighters' rows; a store reopen sees the transfer."""
game = _game(tmp_path, clock)
attacker, target = _arm_ambush(game, target_gold=100)
attacker.atk = 200
target.hp = 5
game.action("Raider", "ambush", "Sleeper", "")
raider_gold = attacker.gold
sleeper_gold = target.gold
game.store.close()
world = load_world(PACK)
reopened = Store(tmp_path / "social.db")
revived = Game(world, reopened, clock=clock) # type: ignore[arg-type]
assert revived.players["Raider"].gold == raider_gold
assert revived.players["Sleeper"].gold == sleeper_gold
assert revived.players["Sleeper"].hp == 1
reopened.close()
# ---------------------------------------------------------------------------
# Mail — post delivers privately, confirms, caps, sanitizes
# ---------------------------------------------------------------------------
def test_post_delivers_to_target_once_with_confirmation(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Scribe")
game.join("Reader")
confirm = game.action("Scribe", "post", "Reader", "", "meet me at the inn")
assert "tucks the note" in confirm # the sender's in-fiction confirmation
# No turn spent on a post.
assert game.players["Scribe"].turns_left == game.world.settings.daily_turns
first = game.log("Reader")
assert "While you were away" in first
assert "meet me at the inn" in first
# Read once: the cursor advanced, so a second read no longer shows it.
second = game.log("Reader")
assert "meet me at the inn" not in second
def test_post_refused_unknown_and_self(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Scribe")
unknown = game.action("Scribe", "post", "Nobody", "", "hello?")
assert "signed the ledger" in unknown
mine = game.action("Scribe", "post", "Scribe", "", "note to self")
assert "talk to yourself" in mine.lower()
def test_post_daily_cap_refuses_overflow(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Scribe")
game.join("Reader")
cap = game.world.settings.post_daily_cap
for i in range(cap):
out = game.action("Scribe", "post", "Reader", "", f"note {i}")
assert "tucks the note" in out
# The (cap+1)-th post is refused.
over = game.action("Scribe", "post", "Reader", "", "one too many")
assert "all the word you may today" in over
assert game.players["Scribe"].posts_sent == cap
def test_post_sanitizer_rejects_newline_body(tmp_path: Path, clock: object) -> None:
"""A newline-injected note body is refused; nothing is delivered or counted."""
game = _game(tmp_path, clock)
game.join("Scribe")
game.join("Reader")
events_before = len(game.events)
out = game.action("Scribe", "post", "Reader", "", "line one\nFORGED HERALD LINE")
assert "scrawl" in out.lower()
# No event appended and the daily counter is untouched.
assert len(game.events) == events_before
assert game.players["Scribe"].posts_sent == 0
# And the reader never receives it.
assert "FORGED" not in game.log("Reader")
def test_post_works_from_inside_a_building(tmp_path: Path, clock: object) -> None:
"""Posting is legal anywhere: a menu-bound sender still gets a menu reply."""
game = _game(tmp_path, clock)
game.join("Scribe")
game.join("Reader")
scribe = game.players["Scribe"]
scribe.mode = Mode.MENU
scribe.at_location = "inn"
out = game.action("Scribe", "post", "Reader", "", "by the hearth")
assert "tucks the note" in out
# The reply is the inn menu (a menu surface), not an overworld frame.
assert "(R)est" in out or "Sleeping Drake" in out
# ---------------------------------------------------------------------------
# Mail — the lobby TV must never carry a private note
# ---------------------------------------------------------------------------
def test_watch_state_excludes_targeted_rows(tmp_path: Path, clock: object) -> None:
"""EXPLICIT: a private (targeted) event must not reach the Watch herald."""
game = _game(tmp_path, clock)
game.join("Scribe")
game.join("Reader")
game.action("Scribe", "post", "Reader", "", "a secret for the Reader")
payload = build_state_payload(game)
herald = payload["herald"]
assert isinstance(herald, list)
texts = [row["text"] for row in herald]
# The join lines are public and present; the private note is absent.
assert any("Scribe" in t or "Reader" in t for t in texts) # public joins show
assert all("a secret for the Reader" not in t for t in texts)
def test_watch_state_excludes_private_ambush_note(tmp_path: Path, clock: object) -> None:
"""The ambush victim's private alert is filtered from the lobby TV too."""
game = _game(tmp_path, clock)
attacker, target = _arm_ambush(game, target_gold=80)
attacker.atk = 200
target.hp = 5
game.action("Raider", "ambush", "Sleeper", "")
herald_texts = [row["text"] for row in build_state_payload(game)["herald"]] # type: ignore[union-attr]
# The PUBLIC ambush crow is on the feed...
assert any(
"Sleeper" in t and ("made off" in t or "robbed" in t or "lifted" in t) for t in herald_texts
)
# ...but the PRIVATE "While you slept" note never is.
assert all("While you slept" not in t for t in herald_texts)
# ---------------------------------------------------------------------------
# Dice — win / lose / push under a seeded RNG, bands, cap, herald gate
# ---------------------------------------------------------------------------
def _at_inn(game: Game, name: str) -> object:
"""Join *name* and seat them at the inn (MENU surface)."""
game.join(name)
player = game.players[name]
player.mode = Mode.MENU
player.at_location = "inn"
return player
def test_gamble_win_under_seeded_rng(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
player = _at_inn(game, "Gambler")
player.gold = 100
# Seed 2 makes the gamble child roll 11 (you) vs 9 (house) -> a win.
game.rng = GameRNG(seed=2)
out = game.action("Gambler", "gamble", "", "", "", 10)
assert player.gold == 110 # stake doubled back
assert "win" in out.lower()
# No turn spent; one game counted.
assert player.turns_left == game.world.settings.daily_turns
assert player.gambles == 1
def test_gamble_lose_under_seeded_rng(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
player = _at_inn(game, "Gambler")
player.gold = 100
# Seed 0 rolls 4 (you) vs 9 (house) -> a loss.
game.rng = GameRNG(seed=0)
out = game.action("Gambler", "gamble", "", "", "", 10)
assert player.gold == 90
assert "lose" in out.lower()
assert player.gambles == 1
def test_gamble_push_under_seeded_rng(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
player = _at_inn(game, "Gambler")
player.gold = 100
# Seed 1 rolls 6 vs 6 -> a push: no gold change, but it still counts.
game.rng = GameRNG(seed=1)
out = game.action("Gambler", "gamble", "", "", "", 10)
assert player.gold == 100
assert "push" in out.lower()
assert player.gambles == 1 # a push still consumes a daily game
def test_gamble_bet_band_refused(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
player = _at_inn(game, "Gambler")
player.gold = 100_000
max_bet = game.world.settings.gamble_max_bet
low = game.action("Gambler", "gamble", "", "", "", 0)
assert f"1 to {max_bet}" in low
high = game.action("Gambler", "gamble", "", "", "", max_bet + 1)
assert f"1 to {max_bet}" in high
# A rejected bet neither moves gold nor counts toward the cap.
assert player.gold == 100_000
assert player.gambles == 0
def test_gamble_unaffordable_refused(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
player = _at_inn(game, "Gambler")
player.gold = 5
out = game.action("Gambler", "gamble", "", "", "", 10) # within band, can't cover
assert "can't cover" in out.lower()
assert player.gold == 5
assert player.gambles == 0
def test_gamble_daily_cap_refused(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
player = _at_inn(game, "Gambler")
player.gold = 100_000
cap = game.world.settings.gamble_daily_cap
player.gambles = cap # already at the cap
out = game.action("Gambler", "gamble", "", "", "", 5)
assert "enough for one day" in out
assert player.gambles == cap # not incremented past the cap
def test_gamble_outside_inn_refused(tmp_path: Path, clock: object) -> None:
"""The dice live at the inn: the verb is illegal in another building."""
game = _game(tmp_path, clock)
player = _at_inn(game, "Gambler")
player.at_location = "shop" # the shop has no 'gamble' action
player.gold = 100
out = game.action("Gambler", "gamble", "", "", "", 10)
assert "can't 'gamble' here" in out.lower()
assert player.gold == 100
def test_gamble_big_win_heralds(tmp_path: Path, clock: object) -> None:
"""A win of >= 25 gold reaches the public Herald; a small one does not."""
game = _game(tmp_path, clock)
player = _at_inn(game, "Gambler")
player.gold = 1000
# A 50-gold win (>= the 25 threshold) writes a public dice line.
game.rng = GameRNG(seed=2) # a winning roll
events_before = len(game.events)
game.action("Gambler", "gamble", "", "", "", 50)
new = game.events[events_before:]
assert any(e.kind == "gamble" and e.target == "" for e in new)
assert player.gold == 1050
def test_gamble_small_win_is_quiet(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
player = _at_inn(game, "Gambler")
player.gold = 1000
# A 10-gold win is below the 25-gold Herald threshold: no public line.
game.rng = GameRNG(seed=2)
events_before = len(game.events)
game.action("Gambler", "gamble", "", "", "", 10)
new = game.events[events_before:]
assert all(e.kind != "gamble" for e in new)
assert player.gold == 1010
# ---------------------------------------------------------------------------
# The Vault — deposit/withdraw at the inn (no turn; banked gold is safe)
# ---------------------------------------------------------------------------
def test_deposit_moves_gold_to_the_vault_no_turn(tmp_path: Path, clock: object) -> None:
"""Deposit moves coin from hand to vault, costs no turn, and is friendly."""
game = _game(tmp_path, clock)
player = _at_inn(game, "Saver")
player.gold = 100
turns_before = player.turns_left
out = game.action("Saver", "deposit", "", "", "", 60)
assert player.gold == 40
assert player.banked == 60
assert player.turns_left == turns_before # banking spends no turn
assert "strongbox" in out.lower()
def test_withdraw_moves_gold_back_to_hand(tmp_path: Path, clock: object) -> None:
"""Withdraw moves coin from vault to hand."""
game = _game(tmp_path, clock)
player = _at_inn(game, "Saver")
player.gold = 10
player.banked = 90
game.action("Saver", "withdraw", "", "", "", 50)
assert player.gold == 60
assert player.banked == 40
def test_deposit_amount_exceeding_holdings_refused(tmp_path: Path, clock: object) -> None:
"""Depositing more than you carry is refused without mutation."""
game = _game(tmp_path, clock)
player = _at_inn(game, "Saver")
player.gold = 30
player.banked = 0
out = game.action("Saver", "deposit", "", "", "", 50)
assert player.gold == 30 # unchanged
assert player.banked == 0
assert "1 to 30" in out
def test_deposit_with_nothing_in_hand_refused(tmp_path: Path, clock: object) -> None:
"""Depositing with an empty hand is a friendly refusal."""
game = _game(tmp_path, clock)
player = _at_inn(game, "Saver")
player.gold = 0
out = game.action("Saver", "deposit", "", "", "", 10)
assert player.banked == 0
assert "no coin" in out.lower()
def test_withdraw_amount_exceeding_vault_refused(tmp_path: Path, clock: object) -> None:
"""Withdrawing more than is banked is refused without mutation."""
game = _game(tmp_path, clock)
player = _at_inn(game, "Saver")
player.gold = 0
player.banked = 20
out = game.action("Saver", "withdraw", "", "", "", 50)
assert player.gold == 0
assert player.banked == 20 # unchanged
assert "1 to 20" in out
def test_withdraw_empty_vault_refused(tmp_path: Path, clock: object) -> None:
"""Withdrawing from an empty vault is a friendly refusal."""
game = _game(tmp_path, clock)
player = _at_inn(game, "Saver")
player.banked = 0
out = game.action("Saver", "withdraw", "", "", "", 10)
assert player.gold == game.world.settings.starting_gold # unchanged
assert "empty" in out.lower()
def test_status_shows_carried_and_vault_gold(tmp_path: Path, clock: object) -> None:
"""door_status reports gold as carried-on-hand plus banked-in-the-vault."""
game = _game(tmp_path, clock)
game.join("Saver")
player = game.players["Saver"]
player.gold = 75
player.banked = 250
out = game.status("Saver")
assert "75 on hand" in out
assert "250 in the vault" in out
-60
View File
@@ -1,60 +0,0 @@
"""Deterministic terrain texturing (understone.screen.texture).
Pins the contract the Watch JS mirrors: a textured glyph is a pure function of
its cell coordinate (stable per cell), an un-listed glyph is returned
untouched, and the selection formula is ``(x * _HASH_X + y * _HASH_Y) % n``
derived from the module's hash constants. The formula is asserted against those
constants so a retune moves the test with it and a drift is caught.
"""
from __future__ import annotations
from understone.screen.texture import _HASH_X, _HASH_Y, VARIANTS, textured
def test_untextured_glyph_is_unchanged() -> None:
"""A glyph with no VARIANTS row passes through verbatim (actors, walls)."""
for ch in "█@☻⌂$":
assert textured(ch, 3, 7) == ch
def test_same_coord_same_variant() -> None:
"""Texturing is position-only and stable: one cell always picks one glyph."""
first = textured(".", 12, 5)
for _ in range(5):
assert textured(".", 12, 5) == first
def test_variant_is_always_in_the_row() -> None:
"""Every selected glyph is one of the declared variants for its base."""
choices = VARIANTS["."]
for x in range(20):
for y in range(20):
assert textured(".", x, y) in choices
def test_a_row_uses_more_than_one_variant() -> None:
"""Across a row the hash spreads — the texture is not a single repeated glyph."""
seen = {textured(".", x, 0) for x in range(len(VARIANTS["."]) * 4)}
assert len(seen) > 1
def test_formula_matches_the_hash_constants() -> None:
"""The selection index is (x * _HASH_X + y * _HASH_Y) % len — the JS twin's formula.
Derived from the live ``_HASH_X`` / ``_HASH_Y`` constants (not the literal
31/17) and checked against the live VARIANTS rows, so it stays a formula
test that tracks a retune rather than a snapshot a table or constant edit
could silently invalidate.
"""
for base, choices in VARIANTS.items():
n = len(choices)
for x, y in [(0, 0), (1, 0), (0, 1), (12, 5), (7, 13), (255, 255)]:
assert textured(base, x, y) == choices[(x * _HASH_X + y * _HASH_Y) % n]
def test_origin_cell_is_the_base_glyph() -> None:
"""Cell (0,0) hashes to index 0, which is the base glyph (variants[0])."""
for base, choices in VARIANTS.items():
assert textured(base, 0, 0) == choices[0]
assert choices[0] == base
@@ -1,81 +0,0 @@
"""The one-glyph-one-column grid contract (understone.engine.textwidth).
Pins the accept/reject boundary of :func:`is_grid_safe` and proves every
:data:`SAFE_PALETTE` entry clears it. The acceptances include the
East-Asian-Width *Ambiguous* CP437 glyphs the game leans on (`` ``),
which render single-column under the Western monospace our surfaces use; the
rejections are the genuinely double-width and zero-width classes that tear a
frame.
"""
from __future__ import annotations
import unicodedata
import pytest
from understone.engine.textwidth import SAFE_PALETTE, is_grid_safe
from understone.world.loader import RESERVED_GLYPHS
# Single-column glyphs that must be admitted: plain ASCII, a Latin accent that
# is one composed code point, and the Ambiguous-width CP437 set the re-skin uses.
_ACCEPTED = ["a", "Z", "ö", "", "", "", "", "", "", "", ".", "$", " "]
# Must be rejected, with the reason each one trips the gate.
_REJECTED = {
"": "wide CJK ideograph (EAW=W) — two columns",
"🌲": "emoji (EAW=W) — two columns",
"": "fullwidth Latin A (EAW=F) — two columns",
"": "decomposed e + combining acute — two code points",
"́": "a lone combining acute — zero width",
"👨‍👩": "ZWJ sequence — multiple code points",
"ab": "two characters",
"": "empty string",
"\t": "a control character",
}
@pytest.mark.parametrize("ch", _ACCEPTED)
def test_is_grid_safe_accepts(ch: str) -> None:
assert is_grid_safe(ch) is True
@pytest.mark.parametrize("text", list(_REJECTED), ids=list(_REJECTED.values()))
def test_is_grid_safe_rejects(text: str) -> None:
assert is_grid_safe(text) is False
def test_safe_palette_is_all_grid_safe() -> None:
"""Every curated palette glyph clears the gate — the appendix can't ship a dud."""
bad = [g for g in SAFE_PALETTE if not is_grid_safe(g)]
assert bad == [], f"palette has non-grid-safe glyphs: {bad}"
def test_safe_palette_has_no_reserved_glyphs() -> None:
"""No palette glyph is a loader-reserved marker — the 'author-usable' promise.
The appendix tells a pack author to pull any palette glyph for terrain,
structures, or actors, but the loader rejects the box-drawing frame lines
and the '@'/'' player markers (``loader.RESERVED_GLYPHS``). A palette entry
that is also reserved would hand the author a glyph that load-fails the
exact doc-vs-enforcement trap. Guarding the intersection keeps "all tested
safe AND author-usable" enforced, not merely asserted on width.
"""
collisions = set(SAFE_PALETTE) & RESERVED_GLYPHS
assert collisions == set(), f"palette offers loader-reserved glyphs: {sorted(collisions)}"
def test_safe_palette_has_no_duplicates() -> None:
"""The palette is a set in spirit; a dupe would be an authoring slip."""
assert len(SAFE_PALETTE) == len(set(SAFE_PALETTE))
def test_ambiguous_width_glyphs_are_accepted() -> None:
"""Document the load-bearing call: EAW=Ambiguous is admitted, not barred.
These are the CP437 glyphs the game depends on; if a future tightening
barred Ambiguous, the whole re-skin would vanish from the map.
"""
for ch in "█♣↑∩≈★":
assert unicodedata.east_asian_width(ch) == "A"
assert is_grid_safe(ch) is True
-94
View File
@@ -1,94 +0,0 @@
"""Daily-turn budget and UTC rollover tests.
Covers spend/refuse semantics, the lazy reset when the UTC day advances
(including a 23:59 -> 00:01 crossing on the same Player instance), and the
shared rollover of the bestow pool.
"""
from __future__ import annotations
from tests.conftest import fixed_clock, make_player, utc
from understone.engine.turns import ensure_day, spend_turn
def test_spend_decrements() -> None:
player = make_player(turns_left=3)
assert spend_turn(player) is True
assert player.turns_left == 2
def test_spend_refuses_at_zero_without_mutation() -> None:
player = make_player(turns_left=0)
before = player.turns_left
assert spend_turn(player) is False
assert player.turns_left == before
def test_ensure_day_resets_on_new_day() -> None:
day = utc(2026, 6, 12).toordinal()
player = make_player(turns_left=0, turn_day=day - 1, bestow_spent=20, bestow_day=day - 1)
reset = ensure_day(player, fixed_clock(utc(2026, 6, 12, 9, 0)), daily_turns=10)
assert reset is True
assert player.turns_left == 10
assert player.turn_day == day
assert player.bestow_spent == 0
assert player.bestow_day == day
def test_ensure_day_noop_within_same_day() -> None:
day = utc(2026, 6, 12).toordinal()
# Every day marker is already today, so no allowance (turns, bestow, posts,
# dice) is touched — the rollover is a pure no-op.
player = make_player(
turns_left=4,
turn_day=day,
bestow_spent=10,
bestow_day=day,
post_day=day,
gamble_day=day,
)
reset = ensure_day(player, fixed_clock(utc(2026, 6, 12, 23, 0)), daily_turns=10)
assert reset is False
assert player.turns_left == 4
assert player.bestow_spent == 10
def test_midnight_crossing_refreshes_on_same_instance() -> None:
# Evening of day one: spend down to a low budget.
player = make_player(turns_left=10, turn_day=0, bestow_spent=0, bestow_day=0)
evening = utc(2026, 6, 12, 23, 59)
ensure_day(player, fixed_clock(evening), daily_turns=10)
for _ in range(8):
spend_turn(player)
assert player.turns_left == 2
# Just past midnight (UTC) the next action refreshes the budget.
after_midnight = utc(2026, 6, 13, 0, 1)
reset = ensure_day(player, fixed_clock(after_midnight), daily_turns=10)
assert reset is True
assert player.turns_left == 10
assert player.turn_day == after_midnight.toordinal()
def test_bestow_pool_resets_on_the_same_boundary() -> None:
player = make_player(bestow_spent=25, bestow_day=utc(2026, 6, 12).toordinal())
ensure_day(player, fixed_clock(utc(2026, 6, 13, 0, 1)), daily_turns=10)
assert player.bestow_spent == 0
assert player.bestow_day == utc(2026, 6, 13).toordinal()
def test_social_caps_reset_on_the_same_boundary() -> None:
"""Posts and dice counts ride the same UTC rollover as turns and bestow."""
yesterday = utc(2026, 6, 12).toordinal()
player = make_player(
posts_sent=5,
post_day=yesterday,
gambles=5,
gamble_day=yesterday,
)
reset = ensure_day(player, fixed_clock(utc(2026, 6, 13, 0, 1)), daily_turns=10)
assert reset is True
assert player.posts_sent == 0
assert player.post_day == utc(2026, 6, 13).toordinal()
assert player.gambles == 0
assert player.gamble_day == utc(2026, 6, 13).toordinal()
-591
View File
@@ -1,591 +0,0 @@
"""Watch-page payload builders and the watch-URL advertisement.
These are pure-unit tests of :mod:`understone.watch` (no network): the static
world payload's shape and legend completeness, the dynamic state payload's
player/herald/hall content under a frozen clock, and the join/help "Watch the
Vale live" line that appears only when a Game carries a watch URL.
"""
from __future__ import annotations
import re
from pathlib import Path
from typing import TYPE_CHECKING
import pytest
from tests.conftest import fixed_clock, utc
from understone import server as understone_server
from understone import watch
from understone.engine.log import Event
from understone.engine.rng import GameRNG
from understone.game import Game
from understone.persistence import Store
from understone.screen.palette import Color
from understone.world.loader import load_world
if TYPE_CHECKING:
from understone.engine.world import World
PACK = Path(__file__).resolve().parents[1] / "understone" / "world" / "data"
@pytest.fixture
def world() -> World:
return load_world(PACK)
@pytest.fixture
def clock() -> object:
return fixed_clock(utc(2026, 6, 12, 10, 30))
def _game(tmp_path: Path, clock: object, watch_url: str | None = None) -> Game:
world = load_world(PACK)
store = Store(tmp_path / "watch.db")
return Game( # type: ignore[arg-type]
world, store, clock=clock, rng=GameRNG(seed=7), watch_url=watch_url
)
# ---------------------------------------------------------------------------
# World payload (static)
# ---------------------------------------------------------------------------
def test_world_payload_shape(world: World) -> None:
payload = watch.build_world_payload(world)
assert payload["name"] == world.name
assert payload["width"] == world.width
assert payload["height"] == world.height
rows = payload["glyph_rows"]
assert isinstance(rows, list)
assert len(rows) == world.height
assert all(isinstance(r, str) and len(r) == world.width for r in rows)
def test_world_payload_legend_is_complete(world: World) -> None:
payload = watch.build_world_payload(world)
rows = payload["glyph_rows"]
legend = payload["legend"]
assert isinstance(rows, list)
assert isinstance(legend, dict)
# Contract: every glyph that appears in the rows has a colour in the legend.
glyphs = {ch for row in rows for ch in row}
assert glyphs <= set(legend)
# And every legend colour is a real palette colour name (no stray roles).
valid = {c.value for c in Color}
assert set(legend.values()) <= valid
def test_world_payload_locations_present(world: World) -> None:
payload = watch.build_world_payload(world)
locations = payload["locations"]
assert isinstance(locations, list)
assert len(locations) == len(world.locations)
by_name = {loc["name"]: loc for loc in locations}
# The dungeon mouth rides in the locations overlay with its glyph + colour.
deep = by_name["The Understone Deep"]
assert deep["glyph"] == ""
assert deep["color"] == "dungeon"
assert (deep["x"], deep["y"]) == (70, 12)
def test_world_payload_carries_reskinned_glyphs(world: World) -> None:
"""The v0.6 re-skin reaches the Watch: ≋ water in the rows, ⌂/✚/∩ buildings.
Water rides the base terrain (glyph_rows + legend); the buildings ride the
locations overlay. If a glyph reverts, the live map drifts from the frames.
"""
payload = watch.build_world_payload(world)
rows = payload["glyph_rows"]
assert isinstance(rows, list)
glyphs = {ch for row in rows for ch in row}
assert "" in glyphs # water in the base map
assert "~" not in glyphs # the old water glyph is gone
legend = payload["legend"]
assert isinstance(legend, dict)
assert "" in legend
by_name = {loc["name"]: loc["glyph"] for loc in payload["locations"]} # type: ignore[index,union-attr]
assert by_name["The Sleeping Drake"] == ""
assert by_name["The Quiet Shrine"] == ""
assert by_name["The Understone Deep"] == ""
# ---------------------------------------------------------------------------
# v0.9 colour-role split — the payload now carries the EXPANDED vocabulary, so
# distinct terrain/building types read by hue on the Watch and not just by glyph.
# These pin the literal fixes: road no longer shares grass's colour, forest no
# longer shares tree's, the town buildings each carry their own role, and the
# Cinder slag is lava (orange), no longer water (blue).
# ---------------------------------------------------------------------------
CINDER = Path(__file__).resolve().parents[1] / "understone" / "world" / "packs" / "cinder-wastes"
def _terrain_kinds(world: World) -> dict[str, str]:
"""Return the distinct terrain kinds in *world* as ``{key: colour role}``.
``world.terrain`` is the painted 2-D grid (one ``TerrainDef`` per cell); the
distinct kinds are recovered by deduplicating it on ``key``. Every kind in a
shipped world appears on the map, so this sees all of them.
"""
kinds: dict[str, str] = {}
for row in world.terrain:
for cell in row:
kinds[cell.key] = cell.color
return kinds
def _legend_for_terrain_key(world: World, key: str) -> str:
"""Return the legend colour the payload carries for terrain ``key``.
Resolves the terrain key to its glyph, then reads that glyph's colour out of
the built payload's legend — so the assertion is on what the Watch receives,
not on the raw JSON.
"""
payload = watch.build_world_payload(world)
legend = payload["legend"]
assert isinstance(legend, dict)
glyph = next(cell.glyph for row in world.terrain for cell in row if cell.key == key)
return legend[glyph]
def test_vale_payload_road_is_not_floor(world: World) -> None:
"""REGRESSION (the literal bug the slice fixes): road has its OWN colour.
Before v0.9 the Vale road shared ``floor`` with grass, so a path was
indistinguishable from open ground on the Watch. The road now carries
``road``; grass keeps ``floor``; they must differ.
"""
road = _legend_for_terrain_key(world, "road")
grass = _legend_for_terrain_key(world, "grass")
assert road == "road"
assert grass == "floor"
assert road != grass
def test_vale_payload_forest_is_not_tree(world: World) -> None:
"""REGRESSION: forest has its OWN colour, no longer shared with tree.
Dense forest scrub used to share ``tree`` with the tree wall, so the two
read identically. Forest now carries ``forest``; tree keeps ``tree``.
"""
forest = _legend_for_terrain_key(world, "forest")
tree = _legend_for_terrain_key(world, "tree")
assert forest == "forest"
assert tree == "tree"
assert forest != tree
def test_vale_payload_buildings_carry_distinct_roles(world: World) -> None:
"""Each Vale town building rides its own role (inn/shop/healer), not ``town``."""
payload = watch.build_world_payload(world)
by_name = {loc["name"]: loc["color"] for loc in payload["locations"]} # type: ignore[index,union-attr]
assert by_name["The Sleeping Drake"] == "inn"
assert by_name["Gravel & Sons Outfitters"] == "shop"
assert by_name["The Quiet Shrine"] == "healer"
assert by_name["The Understone Deep"] == "dungeon"
# No two distinct buildings share a colour role.
roles = list(by_name.values())
assert len(set(roles)) == len(roles)
def test_cinder_payload_slag_is_lava_not_water() -> None:
"""The Cinder slag carries ``lava`` (orange), never ``water`` (blue) again.
This is the Cinder half of the bug: molten slag shared ``water``, so the
lava rendered BLUE on the Watch. After the remap the legend carries ``lava``
and ``water`` appears NOWHERE in the Cinder payload (no water in this world).
"""
cinder = load_world(CINDER)
payload = watch.build_world_payload(cinder)
legend = payload["legend"]
assert isinstance(legend, dict)
assert _legend_for_terrain_key(cinder, "slag") == "lava"
assert "water" not in legend.values()
def test_cinder_payload_carries_expanded_roles() -> None:
"""The Cinder terrain reads by hue: ash→barren, basalt→road, cinder→scrub.
Cinder-fields use ``scrub`` (dusky ember-brown), NOT ``forest`` (green)
a volcanic waste must not render as lush woods. ``forest`` is for green
worlds; ``scrub`` is its barren counterpart.
"""
cinder = load_world(CINDER)
assert _legend_for_terrain_key(cinder, "ash") == "barren"
assert _legend_for_terrain_key(cinder, "basalt") == "road"
assert _legend_for_terrain_key(cinder, "cinder") == "scrub"
legend = watch.build_world_payload(cinder)["legend"]
assert isinstance(legend, dict)
assert "forest" not in legend.values() # no green woods in a volcanic waste
# Obsidian spire reuses the wall role (a rock barrier), same as caldera.
assert _legend_for_terrain_key(cinder, "spire") == "wall"
assert _legend_for_terrain_key(cinder, "caldera") == "wall"
def test_both_worlds_terrain_roles_are_distinct_per_world() -> None:
"""No two DISTINCT terrain types share a colour role within a world.
The point of the slice: after the remap each terrain kind reads by its own
hue. (A role MAY be shared by two types that are deliberately the same
barrier spire/caldera both ``wall`` in Cinder so this checks distinct
KEYS that map to the same role are only the intended wall pair.)
"""
for world_dir, allowed_shared in (
(PACK, set()),
(CINDER, {("caldera", "spire")}),
):
w = load_world(world_dir)
by_role: dict[str, list[str]] = {}
for key, role in _terrain_kinds(w).items():
by_role.setdefault(role, []).append(key)
for role, keys in by_role.items():
if len(keys) > 1:
pair = tuple(sorted(keys))
assert pair in allowed_shared, f"unexpected shared role {role!r}: {keys}"
# ---------------------------------------------------------------------------
# State payload (dynamic)
# ---------------------------------------------------------------------------
def test_state_payload_includes_joined_player(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
payload = watch.build_state_payload(game)
players = payload["players"]
assert isinstance(players, list)
brandr = next(p for p in players if p["name"] == "Brandr")
assert brandr["level"] == 1
assert brandr["wins"] == 0
assert brandr["hp"] == brandr["max_hp"]
assert brandr["mode"] == "tile"
assert (brandr["x"], brandr["y"]) == game.world.spawn
# v0.10: a fresh hero shows their starting gold on hand, nothing banked, and
# an empty satchel.
assert brandr["gold"] == game.world.settings.starting_gold
assert brandr["banked"] == 0
assert brandr["satchel"] == []
def test_state_payload_surfaces_gold_banked_and_satchel(tmp_path: Path, clock: object) -> None:
"""A joined hero with a stocked satchel and banked gold shows the right values.
The lobby TV surfaces the whole shared world, so each player's purse (gold
on hand + vault) and satchel stacks (name + qty, resolved via the pack) ride
the state payload.
"""
game = _game(tmp_path, clock)
game.join("Brandr")
player = game.players["Brandr"]
player.gold = 120
player.banked = 300
game._satchel_set_stacks(player, [("iron_ore", 5), ("minor_potion", 2)])
payload = watch.build_state_payload(game)
brandr = next(p for p in payload["players"] if p["name"] == "Brandr") # type: ignore[union-attr]
assert brandr["gold"] == 120
assert brandr["banked"] == 300
# Stacks resolve their display name from the pack, preserving stow order.
assert brandr["satchel"] == [
{"name": "Iron Ore", "qty": 5},
{"name": "Minor Potion", "qty": 2},
]
def test_state_payload_satchel_unknown_id_falls_back_to_raw(tmp_path: Path, clock: object) -> None:
"""A satchel id no longer in the pack falls back to the raw id, never blank."""
game = _game(tmp_path, clock)
game.join("Brandr")
game.players["Brandr"].satchel = "ghost_item:2" # not in the pack
payload = watch.build_state_payload(game)
brandr = next(p for p in payload["players"] if p["name"] == "Brandr") # type: ignore[union-attr]
assert brandr["satchel"] == [{"name": "ghost_item", "qty": 2}]
def test_state_payload_reports_all_players_including_menu(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.join("Brandr")
game.join("Sigrun")
# Put Sigrun in a MENU surface; the Watch still shows her on the board.
sigrun = game.players["Sigrun"]
from understone.engine.models import Mode
sigrun.mode = Mode.MENU
sigrun.at_location = "inn"
payload = watch.build_state_payload(game)
names = {p["name"] for p in payload["players"]} # type: ignore[union-attr]
assert names == {"Brandr", "Sigrun"}
menu = next(p for p in payload["players"] if p["name"] == "Sigrun") # type: ignore[union-attr]
assert menu["mode"] == "menu"
def test_state_payload_ts_comes_from_clock(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
payload = watch.build_state_payload(game)
assert payload["ts"] == "2026-06-12T10:30:00+00:00"
def test_state_payload_herald_is_last_15_oldest_first(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
# Replace the resident feed with 20 synthetic events in ascending id order.
game.events = [
Event(
event_id=i,
ts=f"2026-06-12T10:{i:02d}:00+00:00",
kind="join",
actor=f"Hero{i}",
text=f"event {i}",
)
for i in range(1, 21)
]
payload = watch.build_state_payload(game)
herald = payload["herald"]
assert isinstance(herald, list)
assert len(herald) == 15
# Oldest-first: the window is events 6..20, in ascending order.
assert herald[0]["text"] == "event 6"
assert herald[-1]["text"] == "event 20"
def test_state_payload_herald_full_window_despite_sparse_ids(tmp_path: Path, clock: object) -> None:
"""Id gaps must not shrink the feed (regression: the window is a list
tail, not id arithmetic AUTOINCREMENT ids may be non-contiguous)."""
game = _game(tmp_path, clock)
game.events = [
Event(
event_id=i * 7, # sparse, non-contiguous ids
ts=f"2026-06-12T10:{i:02d}:00+00:00",
kind="join",
actor=f"Hero{i}",
text=f"event {i}",
)
for i in range(1, 21)
]
herald = watch.build_state_payload(game)["herald"]
assert len(herald) == 15
assert herald[0]["text"] == "event 6"
assert herald[-1]["text"] == "event 20"
def test_state_payload_herald_handles_short_feed(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
game.events = [
Event(
event_id=1,
ts="2026-06-12T10:00:00+00:00",
kind="join",
actor="Solo",
text="only one",
)
]
payload = watch.build_state_payload(game)
herald = payload["herald"]
assert isinstance(herald, list)
assert [e["text"] for e in herald] == ["only one"]
def test_state_payload_hall_capped_at_five(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
# Seven immortalised runs; the Watch shows only the five most recent.
for i in range(7):
game.store.insert_hall_row(f"Hero{i}", f"2026-06-{10 + i:02d}T12:00:00+00:00", i, 6 + i)
game.store.commit()
payload = watch.build_state_payload(game)
hall = payload["hall"]
assert isinstance(hall, list)
assert len(hall) == 5
# Newest first (store ordering): Hero6 leads.
assert hall[0]["name"] == "Hero6"
assert hall[0]["level_at_win"] == 12
# ---------------------------------------------------------------------------
# Watch-URL advertisement (join banner + help manual)
# ---------------------------------------------------------------------------
def test_join_advertises_watch_url_when_set(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock, watch_url="http://127.0.0.1:8077/watch")
out = game.join("Brandr")
assert "Watch the Vale live: http://127.0.0.1:8077/watch" in out
def test_join_omits_watch_line_when_unset(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock)
out = game.join("Brandr")
assert "Watch the Vale live" not in out
def test_resume_advertises_watch_url_when_set(tmp_path: Path, clock: object) -> None:
game = _game(tmp_path, clock, watch_url="http://127.0.0.1:8077/watch")
game.join("Brandr")
again = game.join("Brandr")
assert "Welcome back" in again
assert "Watch the Vale live: http://127.0.0.1:8077/watch" in again
def test_help_advertises_watch_url_when_set(tmp_path: Path) -> None:
# door_help reads the module game; install one carrying a watch URL.
world = load_world(PACK)
store = Store(tmp_path / "help.db")
understone_server._set_game(Game(world, store, watch_url="http://127.0.0.1:8077/watch"))
try:
manual = understone_server.door_help()
assert "Watch the Vale live: http://127.0.0.1:8077/watch" in manual
finally:
understone_server._GAME.store.close() # type: ignore[union-attr]
understone_server._GAME = None
def test_help_omits_watch_line_when_unset(tmp_path: Path) -> None:
world = load_world(PACK)
store = Store(tmp_path / "help.db")
understone_server._set_game(Game(world, store))
try:
manual = understone_server.door_help()
assert "Watch the Vale live" not in manual
finally:
understone_server._GAME.store.close() # type: ignore[union-attr]
understone_server._GAME = None
# ---------------------------------------------------------------------------
# WATCH_HTML lockstep guards (the JS twin of texture.py + the v0.6 glow-up)
#
# The inline page reproduces logic that lives in Python; these guard the two
# invariants most prone to silent drift — the texture selection formula and the
# other-player marker — plus the presence of the day-phase machinery.
# ---------------------------------------------------------------------------
def test_watch_html_derives_texture_formula_from_constants() -> None:
"""The page's JS index string is DERIVED from texture._HASH_X / _HASH_Y.
Not a hard-coded "x * 31 + y * 17" snapshot: the expected substring is built
from the live constants, so a Python-side retune that the watch builder
fails to track trips here instead of silently shipping a stale formula.
"""
from understone.screen import texture
expected = f"x * {texture._HASH_X} + y * {texture._HASH_Y}"
assert expected in watch.WATCH_HTML
def test_watch_html_js_selection_agrees_with_textured() -> None:
"""The JS selection arithmetic, replayed in Python, matches ``textured``.
The page computes ``variants[(x * _HASH_X + y * _HASH_Y) % len]``. Replaying
that exact formula here from the SAME constants and the SAME VARIANTS rows
and asserting it equals ``texture.textured`` over a full screen grid proves
both implementations select identically a stronger lockstep than a string
match, since it pins the result, not the source text.
"""
from understone.screen import texture
for base, choices in texture.VARIANTS.items():
for x in range(24):
for y in range(16):
js_pick = choices[(x * texture._HASH_X + y * texture._HASH_Y) % len(choices)]
assert texture.textured(base, x, y) == js_pick
def test_watch_html_variants_match_texture_table() -> None:
"""Every base->variants row in texture.VARIANTS appears in the JS VARIANTS map.
Glyphs ride into the inline JS as ``\\uXXXX`` escapes, so compare against the
escaped form. A new variant added to Python but not the page trips this.
"""
from understone.screen import texture
html = watch.WATCH_HTML
for base, choices in texture.VARIANTS.items():
for glyph in {base, *choices}:
token = glyph if glyph.isascii() else f"\\u{ord(glyph):04x}"
assert token in html, f"variant glyph {glyph!r} missing from WATCH_HTML"
def test_watch_html_uses_other_player_marker() -> None:
"""Players on the lobby TV wear the ☻ marker (escaped) — no bare '@' marker paint."""
assert "\\u263b" in watch.WATCH_HTML
def test_watch_html_renders_gold_banked_and_satchel() -> None:
"""The Adventurers panel JS references each player's gold, vault, and satchel."""
html = watch.WATCH_HTML
# The roster sub-lines read these state fields by name.
assert "p.gold" in html
assert "p.banked" in html
assert "p.satchel" in html
# The satchel line has a dedicated renderer with an empty-bag note.
assert "satchelText" in html
assert "satchel empty" in html
assert "vault" in html
def test_watch_html_has_day_phase_machinery() -> None:
"""The dusk/dawn glow-up is wired: the tint classes and the UTC-hour read."""
html = watch.WATCH_HTML
assert "applyDayPhase" in html
assert "getUTCHours" in html
assert ".map-frame.night" in html
assert ".map-frame.twilight" in html
assert "Noto Sans Mono" in html
# ---------------------------------------------------------------------------
# PALETTE completeness — the v0.9 invariant that kills the "silent fallback"
# bug class. The road bug existed because a Color role with no hex in the JS
# PALETTE map fell back to default; this pins that EVERY role has a hex.
# ---------------------------------------------------------------------------
def _watch_palette_keys() -> set[str]:
"""Parse the JS ``var PALETTE = { ... }`` map out of WATCH_HTML, return its keys.
The map uses bare (unquoted) JS identifier keys ``road: "#b89a6a",`` so
this slices the object literal and collects every ``key:`` token. Keeping the
parse here (not a hard-coded list) means the test reads whatever the page
actually ships, so a typo'd or dropped key surfaces as a missing role.
"""
html = watch.WATCH_HTML
start = html.index("var PALETTE = {")
body = html[start : html.index("};", start)]
# Each entry is `<ident>: "<hex>"`; capture the identifier before the colon.
return set(re.findall(r"(\w+)\s*:\s*\"#", body))
def test_watch_palette_covers_every_color_role() -> None:
"""EVERY Color enum value has an entry in the JS PALETTE map — no fallbacks.
This is the literal fix for the road bug: a shipped role with no hex paints
as ``default`` silently. Asserting ``{c.value} <= palette_keys`` means adding
a Color without a Watch hex trips here instead of shipping a grey/green road.
"""
palette_keys = _watch_palette_keys()
roles = {c.value for c in Color}
missing = roles - palette_keys
assert not missing, f"Color roles with no PALETTE hex (silent fallback): {sorted(missing)}"
def test_watch_palette_distinct_new_terrain_hexes() -> None:
"""The expanded terrain roles carry DISTINCT hexes (the point of the slice).
A guard that the seven new roles didn't accidentally collapse onto one hex
(which would re-introduce the very "two types, one colour" bug v0.9 fixes).
Parsed straight from the shipped map.
"""
html = watch.WATCH_HTML
start = html.index("var PALETTE = {")
body = html[start : html.index("};", start)]
pairs = dict(re.findall(r"(\w+)\s*:\s*\"(#[0-9a-fA-F]{6})\"", body))
new_roles = ["road", "forest", "lava", "barren", "inn", "shop", "healer"]
hexes = [pairs[r] for r in new_roles]
assert all(r in pairs for r in new_roles), "a new v0.9 role is missing its hex"
assert len(set(hexes)) == len(hexes), f"new roles share a hex: {hexes}"
# The molten role must NOT reuse water's blue (the Cinder slag bug).
assert pairs["lava"] != pairs["water"]
@@ -1,143 +0,0 @@
"""Tests for the per-pack Watch CRT theme (v0.8).
Covers the loader band (each of the four legal themes loads; an unknown theme
is rejected naming the legal set; an omitted theme defaults to phosphor), the
state-payload carrying the theme, and the WATCH_HTML page's JS THEME table —
including the load-bearing guard that the "phosphor" values byte-match the
original ``:root`` CSS, so the bundled Vale stays visually identical.
"""
from __future__ import annotations
import json
import shutil
from pathlib import Path
from typing import Any
import pytest
from understone import watch
from understone.errors import WorldLoadError
from understone.world.loader import (
DEFAULT_WATCH_THEME,
WATCH_THEMES,
load_world,
)
SHIPPED = Path(__file__).resolve().parents[1] / "understone" / "world" / "data"
# The original :root CRT custom-property values (pre-v0.8). The "phosphor" theme
# MUST reproduce these byte-for-byte so the default Vale is pixel-identical.
_ORIGINAL_ROOT = {
"--phosphor": "#7dffa0",
"--phosphor-dim": "#2f7a46",
"--amber": "#ffb44d",
"--bg": "#050a06",
"--panel": "#0a140d",
"--edge": "#163a22",
}
def _pack_with_theme(tmp_path: Path, theme: Any) -> Path:
"""Clone the Vale into a temp pack with ``settings.watch_theme`` set/removed.
``theme`` set to a string writes that value; set to the sentinel ``...``
DELETES the key entirely (to exercise the omitted-defaults path).
"""
dest = tmp_path / "themed"
shutil.copytree(SHIPPED, dest)
world_json = dest / "world.json"
data = json.loads(world_json.read_text(encoding="utf-8"))
if theme is ...:
data["settings"].pop("watch_theme", None)
else:
data["settings"]["watch_theme"] = theme
world_json.write_text(json.dumps(data), encoding="utf-8")
return dest
# ---------------------------------------------------------------------------
# loader band
# ---------------------------------------------------------------------------
@pytest.mark.parametrize("theme", sorted(WATCH_THEMES))
def test_each_legal_theme_loads(tmp_path: Path, theme: str) -> None:
pack = _pack_with_theme(tmp_path, theme)
world = load_world(pack)
assert world.settings.watch_theme == theme
def test_unknown_theme_rejected_naming_the_set(tmp_path: Path) -> None:
pack = _pack_with_theme(tmp_path, "ultraviolet")
with pytest.raises(WorldLoadError) as exc:
load_world(pack)
message = str(exc.value)
assert "watch_theme" in message
assert "ultraviolet" in message
# The friendly message lists every legal theme so the author can fix it.
for name in WATCH_THEMES:
assert name in message
def test_omitted_theme_defaults_to_phosphor(tmp_path: Path) -> None:
pack = _pack_with_theme(tmp_path, ...) # delete the key entirely
world = load_world(pack)
assert world.settings.watch_theme == DEFAULT_WATCH_THEME == "phosphor"
def test_shipped_vale_is_phosphor() -> None:
"""The bundled Vale ships the phosphor theme (its green is unchanged)."""
world = load_world(SHIPPED)
assert world.settings.watch_theme == "phosphor"
# ---------------------------------------------------------------------------
# payload + WATCH_HTML
# ---------------------------------------------------------------------------
def test_world_payload_carries_theme(tmp_path: Path) -> None:
pack = _pack_with_theme(tmp_path, "ice")
world = load_world(pack)
payload = watch.build_world_payload(world)
assert payload["theme"] == "ice"
def test_shipped_payload_theme_is_phosphor() -> None:
world = load_world(SHIPPED)
payload = watch.build_world_payload(world)
assert payload["theme"] == "phosphor"
def test_watch_html_has_theme_table_and_all_names() -> None:
"""The page carries a JS THEME table keyed by every legal theme name."""
html = watch.WATCH_HTML
assert "var THEMES" in html
assert "applyTheme" in html
for name in WATCH_THEMES:
# Each theme is a JS object key, e.g. ``phosphor: {``.
assert f"{name}: {{" in html, f"theme {name!r} missing from THEME table"
def test_watch_html_phosphor_values_byte_match_original_root() -> None:
"""The "phosphor" theme reproduces the original :root values exactly.
This is the load-bearing guard for "the Vale looks identical": every
original custom-property value still appears in the page (in the :root block
AND the THEME table), so swapping in the phosphor theme is a no-op repaint.
"""
html = watch.WATCH_HTML
for prop, value in _ORIGINAL_ROOT.items():
# The value lives both in the :root CSS and the phosphor theme entry.
assert html.count(value) >= 2, f"{prop} value {value} not byte-matched twice"
# And the phosphor theme maps the property to exactly that value.
assert f'"{prop}": "{value}"' in html, f"phosphor {prop} != {value}"
def test_watch_html_applies_theme_on_world_fetch() -> None:
"""The page applies the theme when world.json arrives (in paintMap)."""
html = watch.WATCH_HTML
assert "applyTheme(world.theme)" in html
# It swaps CSS custom properties on the document root.
assert "documentElement.style.setProperty" in html
@@ -1,851 +0,0 @@
"""Content-pack loader tests.
Asserts the shipped pack loads, and that representative malformed packs
each raise :class:`WorldLoadError` with a readable message: a bad legend
character, a location placed on non-walkable terrain, a row-width / height
mismatch, and an economy setting outside its sanity band.
"""
from __future__ import annotations
import json
import shutil
from pathlib import Path
from typing import Any
import pytest
from understone.errors import WorldLoadError
from understone.world.loader import load_world
SHIPPED = Path(__file__).resolve().parents[1] / "understone" / "world" / "data"
def test_shipped_pack_loads() -> None:
world = load_world(SHIPPED)
assert world.name == "The Vale of Understone"
assert world.width == 96
assert world.height == 48
assert world.is_walkable(*world.spawn)
assert len(world.locations) == 4
assert len(world.zones) == 2
# Tiers 1..5 are the random foes; tier 6 is the boss (the Wyrm Below).
assert {m.tier for m in world.monsters} == {1, 2, 3, 4, 5, 6}
boss = world.monster_by_id(world.settings.boss_monster)
assert boss is not None and boss.boss and boss.name == "the Wyrm Below"
def _clone_pack(tmp_path: Path) -> Path:
dest = tmp_path / "pack"
shutil.copytree(SHIPPED, dest)
return dest
def _rewrite(path: Path, mutate: Any) -> None:
data = json.loads(path.read_text(encoding="utf-8"))
mutate(data)
path.write_text(json.dumps(data), encoding="utf-8")
def test_bad_legend_char_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
# Splice an unknown glyph into the middle of a terrain row.
row = list(data["terrain_rows"][24])
row[40] = "Z"
data["terrain_rows"][24] = "".join(row)
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="not in the legend"):
load_world(pack)
def test_location_on_non_walkable_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
# Move the inn onto a tree-border tile (col 0 is the tree frame).
for loc in data["locations"]:
if loc["key"] == "inn":
loc["x"] = 0
loc["y"] = 24
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="non-walkable"):
load_world(pack)
def test_dimension_mismatch_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
# Truncate one row so its width no longer matches the declared width.
data["terrain_rows"][10] = data["terrain_rows"][10][:-5]
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="wide but width is"):
load_world(pack)
def test_height_mismatch_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["terrain_rows"] = data["terrain_rows"][:-1]
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="rows but height is"):
load_world(pack)
def test_settings_out_of_band_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["daily_turns"] = 0 # band is 1..100
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="daily_turns"):
load_world(pack)
def test_start_hp_zero_rejected(tmp_path: Path) -> None:
"""A starting HP of 0 is out of band (1..500): a hero must begin alive."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["start_hp"] = 0 # band is 1..500
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="start_hp"):
load_world(pack)
def test_unknown_starting_item_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["starting_weapon"] = "no_such_blade"
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="not a known item id"):
load_world(pack)
def test_missing_pack_file_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
(pack / "monsters.json").unlink()
with pytest.raises(WorldLoadError, match="missing pack file"):
load_world(pack)
def test_monster_nonpositive_hp_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: list[dict[str, Any]]) -> None:
data[0]["hp"] = 0 # a monster with no hit points is unkillable nonsense
_rewrite(pack / "monsters.json", mutate)
with pytest.raises(WorldLoadError, match=r"monsters\.json\[0\] hp must be >= 1"):
load_world(pack)
def test_monster_negative_stat_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: list[dict[str, Any]]) -> None:
data[1]["gold"] = -5
_rewrite(pack / "monsters.json", mutate)
with pytest.raises(WorldLoadError, match=r"monsters\.json\[1\] gold must be >= 0"):
load_world(pack)
def test_item_negative_price_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: list[dict[str, Any]]) -> None:
data[1]["price"] = -10 # a negative price would pay the player to take it
_rewrite(pack / "items.json", mutate)
with pytest.raises(WorldLoadError, match=r"items\.json\[1\] price must be >= 0"):
load_world(pack)
def test_dungeon_tier_without_monster_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
# Tier 9 has no monster in the pack, so the gauntlet rung is unfillable.
data["settings"]["dungeon_tiers"] = [4, 9]
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match=r"dungeon_tiers\[1\] = 9 has no non-boss monster"):
load_world(pack)
def test_dungeon_tiers_empty_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["dungeon_tiers"] = []
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="dungeon_tiers must be a non-empty list"):
load_world(pack)
def test_dungeon_tier_backed_only_by_boss_rejected(tmp_path: Path) -> None:
"""A boss-only tier is unfillable: the gauntlet excludes boss monsters.
Tier 6 in the shipped pack holds only the Wyrm Below (a boss). A gauntlet
rung at tier 6 would draw from monsters_for_tier_band, which filters bosses
out, so the rung silently does nothing the loader must reject it instead.
The message says "no NON-boss monster" (not merely "no monster"): the boss
is present at that tier, it just cannot fill a rung, and the wording must
point the author at exactly that.
"""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["dungeon_tiers"] = [4, 6] # 6 is the boss-only tier
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match=r"dungeon_tiers\[1\] = 6 has no non-boss monster"):
load_world(pack)
# ---------------------------------------------------------------------------
# v0.2 loader rejections: the event table and the Wyrm settings
# ---------------------------------------------------------------------------
def test_events_without_fight_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
# Strip every fight row; a walk could then never spawn a monster.
data["events"] = [e for e in data["events"] if e["kind"] != "fight"]
_rewrite(pack / "events.json", mutate)
with pytest.raises(WorldLoadError, match="at least one 'fight' entry"):
load_world(pack)
def test_event_zero_weight_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["events"][0]["weight"] = 0
_rewrite(pack / "events.json", mutate)
with pytest.raises(WorldLoadError, match="weight must be > 0"):
load_world(pack)
def test_event_min_exceeds_max_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
# Find a value-bearing row and invert its band.
for event in data["events"]:
if event["kind"] == "gold":
event["min"], event["max"] = 9, 2
break
_rewrite(pack / "events.json", mutate)
with pytest.raises(WorldLoadError, match="min 9 exceeds max 2"):
load_world(pack)
def test_event_amount_out_of_band_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
for event in data["events"]:
if event["kind"] == "heal":
event["max"] = 500 # heal band is 1..100
break
_rewrite(pack / "events.json", mutate)
with pytest.raises(WorldLoadError, match=r"heal amount .* is out of band"):
load_world(pack)
def test_event_nonfight_blank_text_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
for event in data["events"]:
if event["kind"] == "lore":
event["text"] = " "
break
_rewrite(pack / "events.json", mutate)
with pytest.raises(WorldLoadError, match="requires non-empty 'text'"):
load_world(pack)
def test_boss_monster_unknown_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["boss_monster"] = "no_such_wyrm"
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="is not a known monster id"):
load_world(pack)
def test_boss_monster_not_flagged_boss_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: list[dict[str, Any]]) -> None:
# Give a plain monster an id and point boss_monster at it; it lacks the
# boss flag, so it must be rejected as the endgame foe.
data[0]["id"] = "field_rat"
_rewrite(pack / "monsters.json", mutate)
def point(data: dict[str, Any]) -> None:
data["settings"]["boss_monster"] = "field_rat"
_rewrite(pack / "world.json", point)
with pytest.raises(WorldLoadError, match='must be flagged "boss": true'):
load_world(pack)
def test_wyrm_min_level_out_of_band_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["wyrm_min_level"] = 0 # band is 1..50
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="wyrm_min_level"):
load_world(pack)
# ---------------------------------------------------------------------------
# v0.5 social settings: ambush / post / gamble economy bands
# ---------------------------------------------------------------------------
def test_ambush_gold_pct_out_of_band_rejected(tmp_path: Path) -> None:
"""The steal percentage is a 0..100 band; 101 is rejected by name."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["ambush_gold_pct"] = 101 # band is 0..100
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="ambush_gold_pct"):
load_world(pack)
def test_ambush_level_band_out_of_band_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["ambush_level_band"] = 11 # band is 0..10
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="ambush_level_band"):
load_world(pack)
def test_gamble_max_bet_out_of_band_rejected(tmp_path: Path) -> None:
"""A max bet of 0 is below the 1..10000 floor: the house needs a real stake."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["gamble_max_bet"] = 0 # band is 1..10000
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="gamble_max_bet"):
load_world(pack)
def test_post_daily_cap_out_of_band_rejected(tmp_path: Path) -> None:
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["post_daily_cap"] = 51 # band is 0..50
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="post_daily_cap"):
load_world(pack)
def test_missing_social_setting_rejected(tmp_path: Path) -> None:
"""A pack that predates the social settings fails loudly (no silent default)."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
del data["settings"]["ambush_min_level"]
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="ambush_min_level"):
load_world(pack)
# ---------------------------------------------------------------------------
# v0.4 loader hardening: glyphs, map size, count caps, and name lengths
#
# Packs are now routinely untrusted LLM output, so the loader bands the shapes
# that could tear a frame, balloon memory, or impersonate a player. Each
# rejection still names the file and field at fault.
# ---------------------------------------------------------------------------
def test_box_drawing_terrain_glyph_rejected(tmp_path: Path) -> None:
"""A terrain glyph may not be a frame box-drawing line (it would tear borders)."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["."]["glyph"] = "" # the horizontal frame run
_rewrite(pack / "terrain.json", mutate)
with pytest.raises(WorldLoadError, match=r"terrain\.json.* box-drawing"):
load_world(pack)
def test_player_marker_terrain_glyph_rejected(tmp_path: Path) -> None:
"""A terrain glyph may not be '@' — that is the player's own marker."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["."]["glyph"] = "@"
_rewrite(pack / "terrain.json", mutate)
with pytest.raises(WorldLoadError, match=r"terrain\.json.* reserved for player markers"):
load_world(pack)
def test_other_player_marker_terrain_glyph_rejected(tmp_path: Path) -> None:
"""A terrain glyph may not be '' — the v0.6 other-player marker."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["."]["glyph"] = ""
_rewrite(pack / "terrain.json", mutate)
with pytest.raises(WorldLoadError, match=r"terrain\.json.* reserved for player markers"):
load_world(pack)
def test_ampersand_terrain_glyph_now_accepted(tmp_path: Path) -> None:
"""'&' is no longer an actor marker (☻ took that role), so it is pack-legal.
The load itself is the assertion it must not raise the actor-marker
rejection. A grass cell then carries the new glyph.
"""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["."]["glyph"] = "&"
_rewrite(pack / "terrain.json", mutate)
world = load_world(pack) # no WorldLoadError: '&' is admitted
grass = next(
world.terrain_at(x, y)
for y in range(world.height)
for x in range(world.width)
if world.terrain_at(x, y).key == "grass"
)
assert grass.glyph == "&"
def test_wide_cjk_terrain_glyph_rejected(tmp_path: Path) -> None:
"""A Wide (EAW=W) ideograph would render two columns and tear the frame."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["."]["glyph"] = ""
_rewrite(pack / "terrain.json", mutate)
with pytest.raises(WorldLoadError, match=r"terrain\.json.* exactly one column"):
load_world(pack)
def test_fullwidth_terrain_glyph_rejected(tmp_path: Path) -> None:
"""A Fullwidth (EAW=F) Latin letter is two columns and is rejected."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["."]["glyph"] = "" # U+FF21 FULLWIDTH LATIN CAPITAL LETTER A
_rewrite(pack / "terrain.json", mutate)
with pytest.raises(WorldLoadError, match=r"terrain\.json.* exactly one column"):
load_world(pack)
def test_reskinned_shipped_pack_glyphs() -> None:
"""The shipped pack carries the v0.6 re-skin and still loads cleanly.
The load-bearing guard for the re-skin: water is and the three lettered
buildings became //. If a data edit reverts a glyph, this trips.
"""
world = load_world(SHIPPED)
waters = {
world.terrain_at(x, y).glyph
for y in range(world.height)
for x in range(world.width)
if world.terrain_at(x, y).key == "water"
}
assert waters == {""}
by_key = {loc.key: loc.glyph for loc in world.locations}
assert by_key["inn"] == ""
assert by_key["healer"] == ""
assert by_key["dungeon"] == ""
assert by_key["shop"] == "$" # the shop glyph is unchanged
def test_multichar_location_glyph_rejected(tmp_path: Path) -> None:
"""A location glyph must be exactly one character."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["inn"]["glyph"] = "In" # two characters
_rewrite(pack / "locations.json", mutate)
with pytest.raises(WorldLoadError, match=r"locations\.json.* single character"):
load_world(pack)
def test_oversized_map_rejected(tmp_path: Path) -> None:
"""A 300x300 map is past the dimension ceiling (8..256)."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["width"] = 300
data["height"] = 300
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match=r"world\.json width = 300 is out of band"):
load_world(pack)
def test_too_many_events_rejected(tmp_path: Path) -> None:
"""An event table over the 500-row cap is rejected before it is decoded."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
filler = {"kind": "lore", "weight": 1, "text": "filler"}
data["events"] = [filler.copy() for _ in range(501)]
_rewrite(pack / "events.json", mutate)
with pytest.raises(WorldLoadError, match=r"events\.json defines 501 events; the limit is 500"):
load_world(pack)
def test_overlong_monster_name_rejected(tmp_path: Path) -> None:
"""A 49-character monster name is one past the 48-char display limit."""
pack = _clone_pack(tmp_path)
def mutate(data: list[dict[str, Any]]) -> None:
data[0]["name"] = "x" * 49
_rewrite(pack / "monsters.json", mutate)
with pytest.raises(WorldLoadError, match=r"monsters\.json\[0\] name is 49 characters"):
load_world(pack)
# ---------------------------------------------------------------------------
# v0.7 loader rejections: the satchel/forge bands, rare_drop_item, monster weight
# ---------------------------------------------------------------------------
def test_rare_drop_item_unknown_rejected(tmp_path: Path) -> None:
"""A rare_drop_item that names no item is rejected with the item-id message."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["rare_drop_item"] = "no_such_draught"
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="rare_drop_item = 'no_such_draught' is not a known"):
load_world(pack)
def test_rare_drop_item_non_consumable_rejected(tmp_path: Path) -> None:
"""A rare_drop_item that names a weapon (not a consumable) is rejected.
The drop goes straight into the satchel to be quaffed, so a weapon or
armour id is incoherent the loader pins the slot.
"""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["rare_drop_item"] = "iron_sword" # a weapon, not a draught
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="rare_drop_item = 'iron_sword' must be a consumable"):
load_world(pack)
def test_satchel_max_out_of_band_rejected(tmp_path: Path) -> None:
"""satchel_max above its 1..10 band is a load error."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["satchel_max"] = 11
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match=r"satchel_max = 11 is out of band \(1\.\.10\)"):
load_world(pack)
def test_forge_max_plus_out_of_band_rejected(tmp_path: Path) -> None:
"""forge_max_plus above its 0..10 band is a load error."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["forge_max_plus"] = 11
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match=r"forge_max_plus = 11 is out of band \(0\.\.10\)"):
load_world(pack)
def test_forge_base_cost_out_of_band_rejected(tmp_path: Path) -> None:
"""forge_base_cost below its floor of 1 is a load error."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["forge_base_cost"] = 0
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match=r"forge_base_cost = 0 is out of band \(1\.\.10000\)"):
load_world(pack)
def test_forge_ore_item_unknown_rejected(tmp_path: Path) -> None:
"""A forge_ore_item that names no item is rejected with the item-id message."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["forge_ore_item"] = "no_such_ore"
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="forge_ore_item = 'no_such_ore' is not a known"):
load_world(pack)
def test_forge_ore_item_non_material_rejected(tmp_path: Path) -> None:
"""A forge_ore_item that names a non-material (a potion) is rejected.
Ore is carried in the satchel and spent at the forge, never equipped or
quaffed, so a consumable/weapon/armour id is incoherent the loader pins
the slot to ``material`` (mirroring the rare_drop_item consumable check).
"""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["forge_ore_item"] = "greater_potion" # a draught, not ore
_rewrite(pack / "world.json", mutate)
with pytest.raises(
WorldLoadError, match="forge_ore_item = 'greater_potion' must be a material"
):
load_world(pack)
def test_forge_ore_per_plus_out_of_band_rejected(tmp_path: Path) -> None:
"""forge_ore_per_plus above its 0..10 band is a load error."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["forge_ore_per_plus"] = 11
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match=r"forge_ore_per_plus = 11 is out of band \(0\.\.10\)"):
load_world(pack)
def test_ore_dungeon_drop_out_of_band_rejected(tmp_path: Path) -> None:
"""ore_dungeon_drop above its 0..20 band is a load error."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["ore_dungeon_drop"] = 21
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match=r"ore_dungeon_drop = 21 is out of band \(0\.\.20\)"):
load_world(pack)
def test_ore_forest_chance_out_of_band_rejected(tmp_path: Path) -> None:
"""ore_forest_chance outside 0.0..1.0 is a load error (it is a probability)."""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
data["settings"]["ore_forest_chance"] = 1.5
_rewrite(pack / "world.json", mutate)
with pytest.raises(
WorldLoadError, match=r"ore_forest_chance = 1.5 is out of band \(0.0..1.0\)"
):
load_world(pack)
def test_monster_zero_weight_rejected(tmp_path: Path) -> None:
"""A monster weight of 0 is rejected (the weighted pick needs a positive total)."""
pack = _clone_pack(tmp_path)
def mutate(data: list[dict[str, Any]]) -> None:
data[0]["weight"] = 0
_rewrite(pack / "monsters.json", mutate)
with pytest.raises(WorldLoadError, match=r"monsters\.json\[0\] weight must be > 0"):
load_world(pack)
def test_shipped_pack_carries_rares_and_weights() -> None:
"""The shipped pack parses the v0.7 rare beasts with their low weights."""
world = load_world(SHIPPED)
rares = [m for m in world.monsters if m.rare]
names = {m.name for m in rares}
assert names == {"the Gilded Stag", "the Hollow Knight"}
assert all(m.weight == 1 for m in rares) # rares surface seldom
# The rare_drop_item resolves to a consumable.
drop = world.item_by_id(world.settings.rare_drop_item)
assert drop is not None and drop.slot.value == "consumable"
# The new economy settings land on their shipped values.
assert world.settings.satchel_max == 3
assert world.settings.forge_base_cost == 60
assert world.settings.forge_max_plus == 3
assert world.settings.dungeon_tiers == (3, 4, 5)
# v0.10 ore-forge settings resolve, and the forge ore is a material item.
assert world.settings.forge_ore_item == "iron_ore"
ore = world.item_by_id(world.settings.forge_ore_item)
assert ore is not None and ore.slot.value == "material"
assert world.settings.forge_ore_per_plus == 1
assert world.settings.ore_dungeon_drop == 2
assert world.settings.ore_forest_chance == 0.2
def test_monster_weight_and_rare_default_when_omitted(tmp_path: Path) -> None:
"""A monster spec without weight/rare loads as weight 10, rare False.
Both fields are optional with defaults, so an unannotated common monster
(the shipped Field Rat) parses to the default weight and the non-rare flag.
"""
world = load_world(SHIPPED)
rat = next(m for m in world.monsters if m.name == "Field Rat")
assert rat.weight == 10 # the default biasing weight
assert rat.rare is False
# ---------------------------------------------------------------------------
# v0.8 loader hardening: rare-as-rung-guardian and the single-boss invariant
#
# AUTHORING states both as rules; v0.8 makes them machine-checked. A rare in
# the lead slot of a dungeon tier would be silently promoted to a fixed rung
# guardian (and pulled from the rare pool); a stray second boss would validate
# clean yet make "the one endgame foe" a lie.
# ---------------------------------------------------------------------------
def test_rare_as_first_dungeon_tier_monster_rejected(tmp_path: Path) -> None:
"""A rare in the FIRST slot of a dungeon tier becomes a fixed guardian — rejected.
Tier 3 backs a ``dungeon_tiers`` rung and its first monster (the Forest
Wolf) is the rung guardian (``band[0]``). Flagging that lead monster rare
would quietly turn the rare into the fixed, repeatable guardian and remove
it from the weighted rare roll, so the loader rejects it by name.
"""
pack = _clone_pack(tmp_path)
def mutate(data: list[dict[str, Any]]) -> None:
wolf = next(m for m in data if m["name"] == "Forest Wolf") # first tier-3
wolf["rare"] = True
_rewrite(pack / "monsters.json", mutate)
with pytest.raises(
WorldLoadError,
match=r"'Forest Wolf' is rare but is the first tier-3 monster.*fixed guardian",
):
load_world(pack)
def test_rare_after_guardian_in_dungeon_tier_accepted(tmp_path: Path) -> None:
"""A rare placed AFTER the guardian in the same dungeon tier loads cleanly.
The shipped pack already does exactly this (the Hollow Knight is the third
tier-3 entry, behind the Forest Wolf guardian). Inserting another rare also
after the guardian must not trip the new check only the LEAD slot of a
dungeon tier is constrained.
"""
pack = _clone_pack(tmp_path)
def mutate(data: list[dict[str, Any]]) -> None:
# Splice a second tier-3 rare in just before the boss (well after the
# tier-3 guardian), so the tier's first non-boss monster is unchanged.
extra = {
"tier": 3,
"name": "the Ashen Stalker",
"hp": 26,
"atk": 10,
"def": 3,
"xp": 55,
"gold": 75,
"weight": 1,
"rare": True,
}
data.insert(len(data) - 1, extra)
_rewrite(pack / "monsters.json", mutate)
world = load_world(pack) # no WorldLoadError: the rare is not the lead foe
tier3 = world.monsters_for_tier_band(3, 3)
assert tier3[0].name == "Forest Wolf" # the guardian is still the non-rare lead
assert any(m.name == "the Ashen Stalker" and m.rare for m in tier3)
def test_two_bosses_rejected(tmp_path: Path) -> None:
"""Two ``boss``-flagged monsters are rejected: a world has exactly one boss."""
pack = _clone_pack(tmp_path)
def mutate(data: list[dict[str, Any]]) -> None:
# Give the Field Rat the boss flag too; now two monsters claim the role.
rat = next(m for m in data if m["name"] == "Field Rat")
rat["boss"] = True
rat["id"] = "field_rat"
_rewrite(pack / "monsters.json", mutate)
with pytest.raises(WorldLoadError, match=r"flags 2 monsters as .boss.* true"):
load_world(pack)
def test_single_boss_accepted() -> None:
"""The shipped pack carries exactly one boss and loads — the single-boss path.
The positive half of the invariant: the Wyrm Below is the only boss, so the
load succeeds and the boss count is exactly one.
"""
world = load_world(SHIPPED)
bosses = [m for m in world.monsters if m.boss]
assert len(bosses) == 1
assert bosses[0].name == "the Wyrm Below"
def test_overlapping_zones_rejected(tmp_path: Path) -> None:
"""Overlapping zone rectangles are a load error.
``zone_for`` returns the FIRST matching zone, so two zones sharing any cell
would silently shadow one tier band there exactly the bug a cold-authored
pack shipped (a 1-column caldera-edge strip dropped to the low band). Pull
the deep zone west so its rect overlaps the near zone and confirm the loader
refuses it rather than loading the ambiguity.
"""
pack = _clone_pack(tmp_path)
def mutate(data: dict[str, Any]) -> None:
for zone in data["zones"]:
if zone["key"] == "dungeon_deep":
zone["rect"][0] = 50 # now overlaps forest_near's x30..60 strip
_rewrite(pack / "world.json", mutate)
with pytest.raises(WorldLoadError, match="overlap"):
load_world(pack)
-206
View File
@@ -1,206 +0,0 @@
"""Tests for bundled-world discovery and the ``worlds`` listing.
Covers the discovery helper (the Vale leads, alternate packs follow
alphabetically, non-pack directories are skipped) and the ``cli_worlds``
listing it backs: a sound fixture pack reports "sound", a deliberately-flawed
fixture pack reports "flawed", and the Vale is always listed first. The
``packs/`` directory is monkeypatched to a temp fixture tree so these tests
never depend on the real (separately-authored) second world.
"""
from __future__ import annotations
import json
import shutil
from io import StringIO
from pathlib import Path
from typing import TYPE_CHECKING, Any
from understone import cli
from understone import world as world_pkg
from understone.world import VALE_SLUG, bundled_world_dirs
if TYPE_CHECKING:
import pytest
SHIPPED = Path(__file__).resolve().parents[1] / "understone" / "world" / "data"
def _make_packs(tmp_path: Path, *, sound: list[str], flawed: dict[str, Any]) -> Path:
"""Build a temp ``packs/`` tree: sound slugs plus flawed-world slugs.
Each sound slug is a verbatim copy of the shipped Vale; each flawed slug is
a copy whose ``world.json`` is patched with the given settings overrides so
it fails to load. Returns the packs root to monkeypatch ``PACKS_DIR`` onto.
"""
packs = tmp_path / "packs"
packs.mkdir()
for slug in sound:
shutil.copytree(SHIPPED, packs / slug)
for slug, overrides in flawed.items():
dest = packs / slug
shutil.copytree(SHIPPED, dest)
world_json = dest / "world.json"
data = json.loads(world_json.read_text(encoding="utf-8"))
data["settings"].update(overrides)
world_json.write_text(json.dumps(data), encoding="utf-8")
return packs
# ---------------------------------------------------------------------------
# bundled_world_dirs discovery
# ---------------------------------------------------------------------------
def test_bundled_world_dirs_vale_leads_then_alpha(
tmp_path: Path, monkeypatch: pytest.MonkeyPatch
) -> None:
packs = _make_packs(tmp_path, sound=["zephyr", "ashfall"], flawed={})
monkeypatch.setattr(world_pkg, "PACKS_DIR", packs)
found = bundled_world_dirs()
slugs = [slug for slug, _ in found]
# The Vale is always first; alternates follow alphabetically.
assert slugs == [VALE_SLUG, "ashfall", "zephyr"]
# The Vale entry points at the packaged data dir, not a packs subdir.
assert found[0][1] == world_pkg.PACKAGED_WORLD_DIR
def test_bundled_world_dirs_skips_non_pack_entries(
tmp_path: Path, monkeypatch: pytest.MonkeyPatch
) -> None:
packs = _make_packs(tmp_path, sound=["real"], flawed={})
# A README placeholder and a directory with no world.json are NOT worlds.
(packs / "README.md").write_text("placeholder", encoding="utf-8")
(packs / "empty_dir").mkdir()
monkeypatch.setattr(world_pkg, "PACKS_DIR", packs)
slugs = [slug for slug, _ in bundled_world_dirs()]
assert slugs == [VALE_SLUG, "real"]
def test_bundled_world_dirs_handles_absent_packs_dir(
tmp_path: Path, monkeypatch: pytest.MonkeyPatch
) -> None:
"""A missing packs/ directory yields just the Vale (never raises)."""
monkeypatch.setattr(world_pkg, "PACKS_DIR", tmp_path / "does_not_exist")
found = bundled_world_dirs()
assert [slug for slug, _ in found] == [VALE_SLUG]
# ---------------------------------------------------------------------------
# cli_worlds listing
# ---------------------------------------------------------------------------
def test_cli_worlds_lists_vale_sound_first(tmp_path: Path, monkeypatch: pytest.MonkeyPatch) -> None:
monkeypatch.setattr(world_pkg, "PACKS_DIR", tmp_path / "empty")
out, err = StringIO(), StringIO()
rc = cli.cli_worlds(out=out, err=err)
assert rc == 0
text = out.getvalue()
lines = [ln for ln in text.splitlines() if ln.strip()]
# The very first listing line is the Vale, reported sound, with its size.
assert lines[0].split()[0] == VALE_SLUG
assert "The Vale of Understone" in lines[0]
assert "96x48" in lines[0]
assert "sound" in lines[0]
# The serve hint closes the listing.
assert "UNDERSTONE_WORLD=" in text
assert "the default Vale needs no setting" in text
def test_cli_worlds_reports_sound_alternate(
tmp_path: Path, monkeypatch: pytest.MonkeyPatch
) -> None:
packs = _make_packs(tmp_path, sound=["mirefen"], flawed={})
monkeypatch.setattr(world_pkg, "PACKS_DIR", packs)
out = StringIO()
cli.cli_worlds(out=out)
text = out.getvalue()
line = next(ln for ln in text.splitlines() if ln.strip().startswith("mirefen"))
assert "sound" in line
assert "flawed" not in line
def test_cli_worlds_flags_flawed_alternate(tmp_path: Path, monkeypatch: pytest.MonkeyPatch) -> None:
# daily_turns 0 is out of its 1..100 band: the pack fails to load.
packs = _make_packs(tmp_path, sound=["sound_one"], flawed={"broken": {"daily_turns": 0}})
monkeypatch.setattr(world_pkg, "PACKS_DIR", packs)
out = StringIO()
rc = cli.cli_worlds(out=out)
assert rc == 0 # a flawed pack is reported, never fatal
text = out.getvalue()
broken_line = next(ln for ln in text.splitlines() if ln.strip().startswith("broken"))
assert "flawed:" in broken_line
assert "daily_turns" in broken_line # the offending field surfaces
# The sound pack alongside it still reports sound — one bad pack doesn't
# poison the survey.
sound_line = next(ln for ln in text.splitlines() if ln.strip().startswith("sound_one"))
assert "sound" in sound_line
def test_cli_worlds_vale_sorts_before_flawed_alternate(
tmp_path: Path, monkeypatch: pytest.MonkeyPatch
) -> None:
"""Even with an alphabetically-earlier flawed pack, the Vale leads."""
packs = _make_packs(tmp_path, sound=[], flawed={"aaa_broken": {"start_hp": 0}})
monkeypatch.setattr(world_pkg, "PACKS_DIR", packs)
out = StringIO()
cli.cli_worlds(out=out)
lines = [ln for ln in out.getvalue().splitlines() if ln.strip()]
assert lines[0].split()[0] == VALE_SLUG
assert lines[1].strip().startswith("aaa_broken")
assert "flawed:" in lines[1]
# ---------------------------------------------------------------------------
# the REAL bundled alternate world (no monkeypatch): The Cinder Wastes
#
# The tests above stub PACKS_DIR to a fixture tree so they never depend on the
# separately-authored pack. These two exercise the actual shipped packs/ — the
# bundled Cinder Wastes must discover, load, validate, and appear in the listing
# as sound, so a broken or unbundled alternate trips here.
# ---------------------------------------------------------------------------
CINDER = Path(__file__).resolve().parents[1] / "understone" / "world" / "packs" / "cinder-wastes"
def test_bundled_cinder_wastes_loads_and_validates() -> None:
"""The bundled Cinder Wastes loads through the (strict v0.8) loader cleanly.
It is LLM-authored from AUTHORING.md alone, so this is the dogfood proof
that the manual + validator produce a pack the real loader accepts and,
after v0.8, one that passes the stricter rare-as-guardian and single-boss
checks (its rares sit after their guardians; it has exactly one boss).
"""
from understone.world.loader import load_world
world = load_world(CINDER)
assert world.name == "The Cinder Wastes"
assert world.settings.watch_theme == "ember" # the thematic ember CRT palette
bosses = [m for m in world.monsters if m.boss]
assert len(bosses) == 1 and bosses[0].name == "the Magma Wyrm"
# The boss id resolves and is the declared endgame foe.
assert world.settings.boss_monster == "magma_wyrm"
def test_cli_worlds_lists_bundled_cinder_wastes_sound() -> None:
"""`understone worlds` discovers the real bundled Cinder Wastes as sound.
No monkeypatch: this runs against the actual packs/ directory, so it asserts
the genuinely-shipped second world appears in the listing (alongside the
fixture-based listing tests above, which stay).
"""
out = StringIO()
rc = cli.cli_worlds(out=out)
assert rc == 0
line = next(ln for ln in out.getvalue().splitlines() if ln.strip().startswith("cinder-wastes"))
assert "The Cinder Wastes" in line
assert "sound" in line
assert "flawed" not in line
-600
View File
@@ -1,600 +0,0 @@
"""The Wyrm Below — the v0.2 endgame, legacy reset, and the Herald feed.
Drives the challenge verb against the shipped pack: the level gate, the win
path (Hall of Legends + reincarnation), defeat, and the stalemate flight, plus
the run-days bookkeeping. Also pins the boss exclusion from random selection
and proves the new level_up / defeat beats reach OTHER players' Herald.
Negative-test discipline (the level gate):
The challenge gate is pinned by ``test_challenge_under_level_refused``. To
confirm the assertion has teeth, the implementer temporarily removed the
``if player.level < min_level`` refusal in Game._challenge (letting an
under-level hero spend a turn and fight the Wyrm); the test then FAILED on
the unchanged-turns assertion (a turn was consumed and the refusal line was
absent). The guard was restored. This test is the standing regression.
"""
from __future__ import annotations
from pathlib import Path
import pytest
from tests.conftest import (
fixed_clock,
satchel_ids,
set_satchel,
utc,
)
from understone.engine.models import Mode
from understone.engine.rng import GameRNG
from understone.game import Game
from understone.persistence import Store
from understone.world.loader import load_world
PACK = Path(__file__).resolve().parents[1] / "understone" / "world" / "data"
# Module-local aliases for the shared satchel helpers, keeping the existing
# call sites (_set_satchel / _satchel_ids) unchanged.
_set_satchel = set_satchel
_satchel_ids = satchel_ids
@pytest.fixture
def clock() -> object:
return fixed_clock(utc(2026, 6, 12, 10, 0))
def _game(tmp_path: Path, clock: object, seed: int = 7) -> Game:
world = load_world(PACK)
store = Store(tmp_path / "game.db")
return Game(world, store, clock=clock, rng=GameRNG(seed=seed)) # type: ignore[arg-type]
# The flat-id-list satchel helpers (_set_satchel / _satchel_ids) live in
# tests/conftest.py now, shared with the descend suite; they are imported above.
def _at_dungeon(game: Game, name: str) -> object:
"""Place an already-joined player inside the dungeon menu, at the deep floor.
The challenge verb now gates on depth as well as level: the Wyrm will not
stir until the hero has plumbed the deep to its floor. These challenge
tests exercise the win/lose/flee paths, not the gate, so the helper puts
the hero at the bottom (deepest_rung == the rung count). The depth gate
itself is exercised by the dedicated tests in test_descend.py.
"""
player = game.players[name]
player.mode = Mode.MENU
player.at_location = "dungeon"
player.deepest_rung = len(game.world.settings.dungeon_tiers)
return player
# ---------------------------------------------------------------------------
# Boss exclusion from random selection
# ---------------------------------------------------------------------------
def test_boss_never_in_any_tier_band(tmp_path: Path, clock: object) -> None:
"""The Wyrm Below is never returned by monsters_for_tier_band, any band."""
game = _game(tmp_path, clock)
world = game.world
tiers = [m.tier for m in world.monsters]
lo, hi = min(tiers), max(tiers)
for band_lo in range(lo, hi + 2):
for band_hi in range(band_lo, hi + 2):
band = world.monsters_for_tier_band(band_lo, band_hi)
assert all(not m.boss for m in band)
assert all(m.monster_id != "wyrm_below" for m in band)
# ---------------------------------------------------------------------------
# The level gate (negative-tested; see module docstring)
# ---------------------------------------------------------------------------
def test_challenge_under_level_refused(tmp_path: Path, clock: object) -> None:
"""An under-level hero is turned away in-fiction, spending no turn.
See the module docstring for the revert-and-observe-failure check proving
the gate has teeth.
"""
game = _game(tmp_path, clock)
game.join("Brak")
player = _at_dungeon(game, "Brak")
assert player.level < game.world.settings.wyrm_min_level
before_turns = player.turns_left
before_events = len(game.events)
out = game.action("Brak", "challenge", "", "")
assert "sixth circle" in out.lower() # names the threshold in-fiction
assert player.turns_left == before_turns # no turn spent
assert player.level == 1 # nothing reset
assert len(game.events) == before_events # no public news
assert player.mode is Mode.MENU # still standing at the dungeon
def test_challenge_at_level_threshold_is_allowed(tmp_path: Path, clock: object) -> None:
"""Exactly at the threshold the challenge proceeds (spends a turn)."""
game = _game(tmp_path, clock)
game.join("Brak")
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level
player.atk, player.def_, player.hp, player.max_hp = 500, 100, 500, 500
before_turns = player.turns_left
out = game.action("Brak", "challenge", "", "")
assert "sixth circle" not in out.lower() # not refused
assert player.turns_left == before_turns - 1 # a turn was spent
def test_challenge_at_zero_turns_refused_clean(tmp_path: Path) -> None:
"""At the level gate but out of turns, the challenge is refused with no effect.
A wyrm-eligible hero with an empty daily budget (and no day-roll to refill
it) is turned away in-fiction: no turn drops below zero, no Hall row is
cut, no public beat is written, wins are untouched and the no-op player
row is still committed (the refusal branch upserts + commits), so a store
reopen sees the unchanged hero.
"""
clk = _MutableClock(utc(2026, 6, 12, 10, 0))
world = load_world(PACK)
store = Store(tmp_path / "game.db")
game = Game(world, store, clock=clk, rng=GameRNG(seed=7)) # type: ignore[arg-type]
game.join("Brak")
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level # eligible
player.turns_left = 0 # but spent for the day (same day: no refill)
events_before = len(game.events)
hall_before = len(game.store.top_hall(50))
out = game.action("Brak", "challenge", "", "")
assert "tomorrow" in out.lower() # the "too spent ... today" refusal
assert "sixth circle" not in out.lower() # not the level gate
assert player.turns_left == 0 # never spent below zero
assert player.wins == 0 # no win recorded
assert len(game.events) == events_before # no public feed beat
assert len(game.store.top_hall(50)) == hall_before # no Hall row
assert player.mode is Mode.MENU # still standing at the dungeon
# The refusal branch commits the (unchanged) row: a reopen sees the hero.
game.store.close()
reopened = Game(world, Store(tmp_path / "game.db"), clock=clk) # type: ignore[arg-type]
assert reopened.players["Brak"].turns_left == 0
assert reopened.players["Brak"].wins == 0
# ---------------------------------------------------------------------------
# Win path: Hall of Legends + legacy reset
# ---------------------------------------------------------------------------
def test_challenge_win_resets_with_legacy(tmp_path: Path, clock: object) -> None:
"""A win records the run, heralds it, and reincarnates the hero with a ★."""
game = _game(tmp_path, clock)
game.join("Brak")
player = _at_dungeon(game, "Brak")
# Mid-run state that must be wiped by the reset.
player.level, player.xp = 12, 5000
player.atk, player.def_, player.hp, player.max_hp = 500, 100, 500, 500
player.gold = 999
player.weapon_id, player.armor_id = "war_axe", "chainmail"
# State that must SURVIVE the reset.
player.turns_left = 4
player.log_cursor = 1
player.bestow_spent = 7
events_before = len(game.events)
settings = game.world.settings
out = game.action("Brak", "challenge", "", "")
# Win narration and the immortalised run.
assert "freed the vale" in out.lower()
assert "hall of legends" in out.lower()
# The legacy reset wipes xp/gold, so the Wyrm win must NOT narrate a reward
# the hero never keeps (the old engine appended "+400 XP, +250 gold." to the
# kill line, which _wyrm_won echoed verbatim). The boss's reward never lands.
boss = game.world.monster_by_id(game.world.settings.boss_monster)
assert boss is not None
assert f"+{boss.xp} XP" not in out # i.e. "+400 XP"
assert f"+{boss.gold} gold" not in out # i.e. "+250 gold"
assert "+400 XP" not in out and "+250 gold" not in out
hall = game.store.top_hall(5)
assert len(hall) == 1
assert hall[0].name == "Brak"
assert hall[0].level_at_win == 12 # the level at the moment of the kill
assert hall[0].run_days == 0 # same UTC day as the join under the frozen clock
# A public news beat was written (all-caps herald moment).
assert len(game.events) == events_before + 1
assert game.events[-1].kind == "wyrm_win"
assert "WYRM" in game.events[-1].text
# Reincarnation: stats/gold/gear/position back to first-day values.
assert player.wins == 1
assert player.level == 1
assert player.xp == 0
assert player.gold == settings.starting_gold
assert player.weapon_id == settings.starting_weapon
assert player.armor_id == settings.starting_armor
assert player.hp == player.max_hp
assert (player.x, player.y) == game.world.spawn
assert player.mode is Mode.TILE
assert player.at_location == ""
# The daily clock and the log cursor were deliberately left alone.
assert player.turns_left == 4 - 1 # only the one challenge turn was spent
assert player.log_cursor == 1
assert player.bestow_spent == 7
def test_challenge_win_legacy_reset_spares_the_vault(tmp_path: Path, clock: object) -> None:
"""The vault SURVIVES a Wyrm-win rebirth; carried gold resets to starting.
Banked gold is the one wealth (besides the ) a legacy reset does not clear:
the strongbox is the inn's, not the reborn hero's. This deposits gold into
the vault through the inn, drives a Wyrm WIN, and asserts ``banked`` is
UNCHANGED while ``gold`` drops back to ``starting_gold``.
Negative-check (the revert-and-observe-failure discipline of this module):
the implementer temporarily added ``player.banked = 0`` to
Game._reset_with_legacy; this test then FAILED on the unchanged-``banked``
assertion (the vault was wiped by the rebirth). The line was restored, so
this test is the standing regression that the vault outlives the reset.
"""
game = _game(tmp_path, clock)
game.join("Brak")
player = game.players["Brak"]
# Bank some gold through the real inn path, then stand at the dungeon floor.
player.gold = 200
player.mode = Mode.MENU
player.at_location = "inn"
game.action("Brak", "deposit", "", "", amount=120)
assert player.banked == 120 and player.gold == 80 # vault holds; hand drained
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level
player.atk, player.def_, player.hp, player.max_hp = 500, 100, 500, 500
out = game.action("Brak", "challenge", "", "")
assert "freed the vale" in out.lower() # a genuine win drove the reset
assert player.wins == 1
assert player.banked == 120 # the vault is untouched by the rebirth
assert player.gold == game.world.settings.starting_gold # carried wealth resets
def test_challenge_win_star_in_rank_and_hall(tmp_path: Path, clock: object) -> None:
"""After a win, door_rank shows the ★ and renders the Hall of Legends."""
game = _game(tmp_path, clock)
game.join("Brak")
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level
player.atk, player.def_, player.hp, player.max_hp = 500, 100, 500, 500
game.action("Brak", "challenge", "", "")
out = game.rank("Brak")
assert "" in out
assert "Hall of Legends" in out
assert "Brak" in out
def test_two_wins_render_two_stars(tmp_path: Path, clock: object) -> None:
"""A second Wyrm kill stacks a second ★ on the leaderboard name."""
game = _game(tmp_path, clock)
game.join("Brak")
for _ in range(2):
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level
player.atk, player.def_, player.hp, player.max_hp = 500, 100, 500, 500
game.action("Brak", "challenge", "", "")
assert game.players["Brak"].wins == 2
assert "★★" in game.rank("Brak")
# ---------------------------------------------------------------------------
# Lose path and flight
# ---------------------------------------------------------------------------
def test_challenge_loss_bounces_and_heralds(tmp_path: Path, clock: object) -> None:
"""A defeat drops the hero to 1 HP at the spawn and heralds the devouring."""
game = _game(tmp_path, clock)
game.join("Brak")
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level
player.atk, player.def_, player.hp, player.max_hp = 5, 1, 20, 20 # outmatched
events_before = len(game.events)
out = game.action("Brak", "challenge", "", "")
assert player.hp == 1
assert (player.x, player.y) == game.world.spawn
assert player.mode is Mode.TILE
assert player.at_location == ""
assert player.wins == 0 # a loss is not a win
assert len(game.events) == events_before + 1
devoured = game.events[-1]
assert devoured.kind == "wyrm_lose"
# Either phrasing of the devouring names the hero and the Wyrm.
assert "Brak" in devoured.text and "Wyrm" in devoured.text
assert "lays you low" in out.lower() or "wyrm" in out.lower()
def _doomed_wyrm_challenger(game: Game, name: str) -> object:
"""Stand *name* at the floor, wyrm-eligible, and doomed to a GRINDING loss.
The stats modest atk and def, hp 50 below max_hp 80, well off the spawn
make the Wyrm bout a genuine multi-round lethal loss (not a one-shot where
no blow lands before the save). hp 50 is none of the potion heal values
(15/40/70), so a death-save that sets hp to the potion's heal is unmistakable.
"""
player = _at_dungeon(game, name)
player.level = game.world.settings.wyrm_min_level
player.x, player.y = 35, 25 # away from the spawn (a save never moves them)
player.atk, player.def_, player.hp, player.max_hp = 6, 12, 50, 80
return player
def test_challenge_loss_with_potion_survives_no_legacy_reset(tmp_path: Path, clock: object) -> None:
"""A lethal Wyrm bout with a potion is SURVIVED — no bounce, no legacy reset.
The universal death-save reaches the Wyrm: a carried draught is drunk instead
of the devouring. A save is NOT a win, so NOTHING resets level, gold, and
``deepest_rung`` all stand and it is NOT the devouring either, so the hero
keeps their place at the dungeon. The PUBLIC beat is the survival one
(``wyrm_flee``, "driven back, alive but unproven"), NEVER "devoured". The
turn is still spent and the draught is consumed.
"""
game = _game(tmp_path, clock)
game.join("Brak")
player = _doomed_wyrm_challenger(game, "Brak")
potion = game.world.item_by_id("greater_potion")
assert potion is not None
_set_satchel(game, player, ["greater_potion"])
floor = len(game.world.settings.dungeon_tiers)
spawn = game.world.spawn
before_turns = player.turns_left
before_level, before_gold = player.level, player.gold
events_before = len(game.events)
out = game.action("Brak", "challenge", "", "")
# Survived standing: hp at the potion's value, no bounce, draught spent.
assert player.hp == min(player.max_hp, potion.heal)
assert (player.x, player.y) != spawn # NOT bounced to the spawn
assert player.mode is Mode.MENU # still standing at the dungeon
assert _satchel_ids(game, player) == [] # the draught was spent
assert "death's edge" in out.lower() # the spliced survival line
assert player.turns_left == before_turns - 1 # the challenge still cost a turn
# No win, so NO legacy reset: level, gold, and depth all stand.
assert player.wins == 0
assert player.level == before_level
assert player.gold == before_gold
assert player.deepest_rung == floor # depth untouched (no reset to 0)
# The PUBLIC beat is the survival one, NOT the devouring.
assert len(game.events) == events_before + 1
beat = game.events[-1]
assert beat.kind == "wyrm_flee"
assert beat.kind != "wyrm_lose"
assert "fled" in beat.text.lower() or "ran" in beat.text.lower()
def test_challenge_loss_potion_negative_without_save_devours(
tmp_path: Path, clock: object, monkeypatch: pytest.MonkeyPatch
) -> None:
"""NEGATIVE TEST: with the death-save disabled, the same potion-carrier is devoured.
The mechanical equivalent of reverting the added ``_death_save`` call in
``_wyrm_lost``: we stub ``_death_save`` to always decline, then run the exact
scenario of the survival test. The potion-carrier must now bounce to the
spawn at 1 HP with the draught UNSPENT and the PUBLIC beat back to
``wyrm_lose`` (devoured) proving the death-save (not some other path) is
what saves them at the Wyrm. Restoring the real method (automatic when the
patch lifts) restores the survival behaviour.
"""
game = _game(tmp_path, clock)
game.join("Brak")
player = _doomed_wyrm_challenger(game, "Brak")
_set_satchel(game, player, ["greater_potion"])
floor = len(game.world.settings.dungeon_tiers)
spawn = game.world.spawn
monkeypatch.setattr(Game, "_death_save", lambda self, pl, lines: False)
out = game.action("Brak", "challenge", "", "")
assert player.hp == 1 # devoured, not saved
assert (player.x, player.y) == spawn
assert player.mode is Mode.TILE
assert player.deepest_rung == floor # a defeat keeps depth (no reset, no advance)
assert _satchel_ids(game, player) == ["greater_potion"] # the draught is UNSPENT
assert "death's edge" not in out.lower() # no save, no dramatic line
assert game.events[-1].kind == "wyrm_lose" # the devouring beat, not the survival one
def test_challenge_stalemate_counts_as_flight(tmp_path: Path, clock: object) -> None:
"""A 50-round stalemate resolves as a flight: a wyrm_flee news beat.
With atk == boss def (no kill possible in the round cap) and enough HP to
outlast the boss's chip damage, resolve_fight returns FLED deterministically.
"""
game = _game(tmp_path, clock)
game.join("Brak")
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level
player.atk, player.def_, player.hp, player.max_hp = 8, 24, 200, 200
events_before = len(game.events)
game.action("Brak", "challenge", "", "")
assert player.wins == 0
assert player.hp >= 1 # never killed by a flight
assert len(game.events) == events_before + 1
assert game.events[-1].kind == "wyrm_flee"
assert "fled" in game.events[-1].text.lower() or "ran" in game.events[-1].text.lower()
# ---------------------------------------------------------------------------
# run_days from a frozen, advanced clock
# ---------------------------------------------------------------------------
class _MutableClock:
"""A clock whose reported moment can be advanced between calls."""
def __init__(self, moment: object) -> None:
self.moment = moment
def __call__(self) -> object:
return self.moment
def test_run_days_counts_whole_days(tmp_path: Path) -> None:
"""Joining, advancing the clock three days, then winning records run_days==3."""
clk = _MutableClock(utc(2026, 6, 12, 10, 0))
world = load_world(PACK)
store = Store(tmp_path / "game.db")
game = Game(world, store, clock=clk, rng=GameRNG(seed=7)) # type: ignore[arg-type]
game.join("Brak")
player = _at_dungeon(game, "Brak")
player.level = game.world.settings.wyrm_min_level
player.atk, player.def_, player.hp, player.max_hp = 500, 100, 500, 500
clk.moment = utc(2026, 6, 15, 12, 0) # three days (and a couple hours) later
game.action("Brak", "challenge", "", "")
hall = game.store.top_hall(1)
assert hall[0].run_days == 3
def test_top_hall_orders_most_recent_first(tmp_path: Path) -> None:
"""Two heroes slay the Wyrm at advancing times; the latest tops the Hall.
Pins ``ORDER BY id DESC`` in ``Store.top_hall`` the most recently cut
run is at index 0, regardless of name or level-at-win order.
"""
clk = _MutableClock(utc(2026, 6, 12, 10, 0))
world = load_world(PACK)
store = Store(tmp_path / "game.db")
game = Game(world, store, clock=clk, rng=GameRNG(seed=7)) # type: ignore[arg-type]
def _win(name: str) -> None:
game.join(name)
hero = _at_dungeon(game, name)
hero.level = game.world.settings.wyrm_min_level
hero.atk, hero.def_, hero.hp, hero.max_hp = 500, 100, 500, 500
game.action(name, "challenge", "", "")
_win("Early")
clk.moment = utc(2026, 6, 13, 10, 0) # a day later
_win("Later")
hall = game.store.top_hall(5)
assert len(hall) == 2
assert hall[0].name == "Later" # most recent run is first
assert hall[1].name == "Early"
# ---------------------------------------------------------------------------
# Shared-feed proof: level_up and defeat reach ANOTHER player's Herald
# ---------------------------------------------------------------------------
def test_multi_level_jump_is_one_feed_beat_naming_final_level(
tmp_path: Path, clock: object
) -> None:
"""A single award crossing two thresholds posts ONE level_up beat, at the top.
With xp parked just under the level-3 line while still level 1, one forest
kill vaults the hero past both the level-2 and level-3 thresholds. The
public feed must carry exactly one level_up beat a multi-level jump is one
notable moment, not a flood and that beat must name the FINAL level (3),
not the intermediate one.
"""
game = _game(tmp_path, clock)
game.join("Climber")
climber = game.players["Climber"]
climber.x, climber.y = 35, 25 # forest_near zone
climber.atk, climber.def_, climber.hp, climber.max_hp = 100, 50, 100, 100
# Level 1 but xp just under L3 (300): the smallest forest reward (8) crosses
# both L2 (100) and L3 (300) in this one award.
climber.level, climber.xp = 1, 295
events_before = len(game.events)
game.action("Climber", "fight", "", "")
assert climber.level == 3 # vaulted two levels on the single kill
new_events = game.events[events_before:]
level_ups = [e for e in new_events if e.kind == "level_up"]
assert len(level_ups) == 1 # one beat, not one per level crossed
assert "level 3" in level_ups[0].text.lower() # names the final level
assert "level 2" not in level_ups[0].text.lower() # not the intermediate
def test_level_up_appears_in_other_players_herald(tmp_path: Path, clock: object) -> None:
"""A level-up by one hero is news in another hero's Herald."""
game = _game(tmp_path, clock)
game.join("Riser")
game.join("Watcher")
watcher = game.players["Watcher"]
watcher.log_cursor = game._latest_event_id() # start Watcher caught up
riser = game.players["Riser"]
riser.x, riser.y = 35, 25 # forest_near zone
riser.atk, riser.def_, riser.hp, riser.max_hp = 100, 50, 100, 100
riser.xp = 95 # one win (>= 8 xp) crosses the level-2 threshold of 100
game.action("Riser", "fight", "", "")
assert riser.level >= 2 # the fight pushed Riser over the line
out = game.log("Watcher")
assert "Riser" in out
assert "level 2" in out.lower()
def test_defeat_appears_in_other_players_herald(tmp_path: Path, clock: object) -> None:
"""A defeat by a regular monster is news in another hero's Herald."""
game = _game(tmp_path, clock)
game.join("Faller")
game.join("Watcher")
watcher = game.players["Watcher"]
watcher.log_cursor = game._latest_event_id()
faller = game.players["Faller"]
faller.x, faller.y = 35, 25 # forest_near zone
faller.atk, faller.def_, faller.hp, faller.max_hp = 1, 0, 2, 20 # certain to fall
game.action("Faller", "fight", "", "")
assert faller.hp == 1 # bounced
out = game.log("Watcher")
assert "Faller" in out
assert "dragged back" in out.lower() or "fell to" in out.lower() or "bested" in out.lower()
# ---------------------------------------------------------------------------
# Movement events at the façade: no turn, no public feed
# ---------------------------------------------------------------------------
def test_move_events_cost_no_turn_and_write_no_feed(tmp_path: Path, clock: object) -> None:
"""A walk that fires non-combat events spends no turn and posts no Herald news.
Walks Brak back and forth across the forest_near zone (encounter_rate 0.25)
enough that some non-fight event almost certainly fires; whatever happens,
no turn is consumed and no public event is appended.
"""
game = _game(tmp_path, clock)
game.join("Brak")
player = game.players["Brak"]
player.x, player.y = 35, 25 # inside forest_near
before_turns = player.turns_left
before_events = len(game.events)
for _ in range(12):
game.move("Brak", "", "east", 1)
game.move("Brak", "", "west", 1)
assert player.turns_left == before_turns # movement never costs a turn
assert len(game.events) == before_events # walk texture is private
@@ -1,3 +0,0 @@
"""Understone — a BBS-style ANSI door game served over MCP."""
__version__ = "0.10.0"
@@ -1,4 +0,0 @@
from understone.server import main
if __name__ == "__main__":
main()
-724
View File
@@ -1,724 +0,0 @@
"""The pack-authoring command surface — validate a pack and scaffold a new one.
This module is deliberately pure: it imports only the loader and the standard
library, takes no part in argument parsing (``server.main`` owns the argparse
front end), and writes to the streams it is handed. That keeps the authoring
loop ``newpack`` then ``validate`` testable as plain function calls.
Three entry points back the three verbs:
* :func:`cli_validate` loads a pack and, on success, prints a human-readable
report; on failure it prints the loader's author-facing message and returns
a non-zero code. This is the feedback half of the loop.
* :func:`cli_newpack` scaffolds a new pack: it copies the bundled world as a
starting template and writes an ``AUTHORING.md`` manual whose bands table is
generated from the loader's own band data, so the documented limits can
never drift from the enforced ones.
* :func:`cli_worlds` lists the bundled worlds the default Vale plus every
alternate pack shipped under ``world/packs/`` loading each so it can report
whether it is sound or flawed, the discovery seam for "worlds without authors".
"""
from __future__ import annotations
import shutil
import sys
from typing import TYPE_CHECKING, TextIO
from understone.engine.textwidth import SAFE_PALETTE
from understone.errors import WorldLoadError
from understone.world import PACKAGED_WORLD_DIR, bundled_world_dirs, loader
if TYPE_CHECKING:
from pathlib import Path
from understone.engine.world import World
# The six packaged content files copied verbatim as a new pack's template.
_PACK_FILES = (
"terrain.json",
"monsters.json",
"items.json",
"locations.json",
"events.json",
"world.json",
)
def cli_validate(pack_dir: Path, out: TextIO | None = None, err: TextIO | None = None) -> int:
"""Load *pack_dir* and report; return 0 if sound, 2 if it fails to load.
On success a pack report is written to *out* and the function returns 0.
On any :class:`WorldLoadError` the loader's message — which names the
file, index, and field at fault is written to *err* and the function
returns 2. The author iterates against that message until the pack loads.
*out*/*err* default to the live ``sys.stdout``/``sys.stderr`` resolved at
call time, so a caller (or pytest's capture) may redirect them.
"""
out = out if out is not None else sys.stdout
err = err if err is not None else sys.stderr
try:
world = loader.load_world(pack_dir)
except WorldLoadError as exc:
print(f"The pack is flawed: {exc}", file=err)
return 2
print(_pack_report(world), file=out)
return 0
def cli_newpack(dest: Path, out: TextIO | None = None, err: TextIO | None = None) -> int:
"""Scaffold a new content pack at *dest*; return 0, or 2 if *dest* is taken.
Refuses to write into an existing non-empty directory (so an author never
clobbers work in progress). Otherwise it creates *dest*, copies the six
packaged content files as a starting template, and writes an
``AUTHORING.md`` manual generated from the live loader bands. The author
then edits or regenerates the JSON and runs ``validate``.
*out*/*err* default to the live ``sys.stdout``/``sys.stderr`` resolved at
call time, so a caller (or pytest's capture) may redirect them.
"""
out = out if out is not None else sys.stdout
err = err if err is not None else sys.stderr
if dest.exists() and dest.is_dir() and any(dest.iterdir()):
print(f"refusing to scaffold into non-empty directory: {dest}", file=err)
return 2
if dest.exists() and not dest.is_dir():
print(f"refusing to scaffold over a file: {dest}", file=err)
return 2
dest.mkdir(parents=True, exist_ok=True)
for name in _PACK_FILES:
shutil.copyfile(PACKAGED_WORLD_DIR / name, dest / name)
(dest / "AUTHORING.md").write_text(build_authoring_md(), encoding="utf-8")
print(f"Scaffolded a new pack at {dest}.", file=out)
print("Six content files plus AUTHORING.md are in place; the template is the", file=out)
print("shipped Vale of Understone, ready to edit or regenerate.", file=out)
print(f"Next: edit or regenerate the JSON, then: understone validate {dest}", file=out)
return 0
def cli_worlds(out: TextIO | None = None, err: TextIO | None = None) -> int:
"""List every bundled world, reporting each as sound or flawed; return 0.
Discovers the worlds through :func:`~understone.world.bundled_world_dirs`
(the default Vale first, then the alternate packs alphabetically) and loads
each one. Each world is one line its slug, name, ``WxH``, and either
``sound`` or ``flawed: <short reason>`` so a shipped pack that has gone
out of band is visible at a glance rather than only failing at serve time.
A flawed world is reported, not fatal: the listing always returns 0 and
always ends with the hint for serving an alternate. *err* is accepted for a
uniform signature with the other verbs; the listing writes only to *out*.
"""
out = out if out is not None else sys.stdout
for slug, world_dir in bundled_world_dirs():
print(_world_line(slug, world_dir), file=out)
print("", file=out)
print(
"Serve one with UNDERSTONE_WORLD=<path> (or the default Vale needs no setting).",
file=out,
)
return 0
def _world_line(slug: str, world_dir: Path) -> str:
"""Render one ``worlds`` listing line for the world at *world_dir*.
Loads the world to report its real name, dimensions, and soundness. A pack
that fails to load is summarised as ``flawed: <reason>`` using the loader's
own author-facing message (truncated to keep the listing to one line per
world), never raised the listing surveys every bundled world even when one
is broken.
"""
try:
world = loader.load_world(world_dir)
except WorldLoadError as exc:
return f" {slug:<10} flawed: {_short_reason(str(exc))}"
return f" {slug:<10} {world.name}{world.width}x{world.height} — sound"
# How much of a loader error message the one-line ``worlds`` summary keeps.
_FLAW_REASON_MAX = 70
def _short_reason(message: str) -> str:
"""Trim a loader error to a single readable clause for the worlds listing."""
flattened = " ".join(message.split())
if len(flattened) <= _FLAW_REASON_MAX:
return flattened
return flattened[: _FLAW_REASON_MAX - 1].rstrip() + ""
def _pack_report(world: World) -> str:
"""Render the success report for a loaded *world*.
Counts and shares are computed from the runtime world so the figures match
what the engine will actually run, not what the JSON nominally declares.
"""
settings = world.settings
boss_count = sum(1 for m in world.monsters if m.boss)
fight_share = _fight_share_pct(world)
lines = [
f"{world.name}{world.width}x{world.height}",
f" monsters : {len(world.monsters)} ({boss_count} boss)",
f" items : {len(world.items)}",
f" zones : {len(world.zones)}",
f" events : {len(world.events)} ({fight_share}% fight by weight)",
(
" settings : "
f"{settings.daily_turns} turns/day, "
f"bestow budget {settings.bestow_daily_budget}, "
f"Wyrm gate level {settings.wyrm_min_level}"
),
"",
"This pack is sound. The door stands open.",
]
return "\n".join(lines)
def _fight_share_pct(world: World) -> int:
"""Return the share of overworld encounter weight that is a ``fight``.
Reported by weight, not row count, because weight is the draw probability
the engine actually rolls against it is the number an author tunes to hit
the ~55% fight feel.
"""
total = sum(e.weight for e in world.events)
if total == 0:
return 0
fight = sum(e.weight for e in world.events if e.kind == "fight")
return round(100 * fight / total)
def build_authoring_md() -> str:
"""Build the AUTHORING.md manual, bands table and glyph palette included.
Both the bands section and the safe-glyph palette are generated from live
source the loader's own band tables and ``textwidth.SAFE_PALETTE`` — so
the documented limits and the suggested glyphs are exactly what the loader
enforces and admits, and cannot silently drift from it.
"""
md = _AUTHORING_TEMPLATE.replace("{{BANDS}}", _render_bands())
md = md.replace("{{PALETTE}}", _render_palette())
md = md.replace("{{COLOR_ROLES}}", _render_color_roles())
return md.replace("{{VALIDATE_COVERAGE}}", _render_validate_coverage())
def _render_bands() -> str:
"""Render the bands reference straight from the loader's band data."""
parts: list[str] = []
parts.append("### Map and counts\n")
parts.append(
f"* Map width and height: each `{loader.MAP_DIM_MIN}`..`{loader.MAP_DIM_MAX}` cells."
)
# monsters/items/events are their own files; locations and zones are lists
# inside world.json, so name each cap's real source.
count_source = {
"monsters": "`monsters.json`",
"items": "`items.json`",
"events": "`events.json`",
"locations": "`world.json` → `locations`",
"zones": "`world.json` → `zones`",
}
for name, cap in loader.MAX_COUNTS.items():
parts.append(f"* {count_source[name]}: at most `{cap}` entries.")
parts.append(
f"* Display names (monster, item, location): at most "
f"`{loader.MAX_NAME_LEN}` printable characters."
)
parts.append(
"* Map glyphs (terrain, location, legend keys): exactly one terminal "
"column (one printable code point, no fullwidth runes, no combining "
"marks — see the width rule above), and never one of "
+ ", ".join(f"`{g}`" for g in _reserved_glyph_list())
+ " (the frame box-drawing lines and the `@`/`☻` player markers)."
)
parts.append("")
parts.append("### Economy and progression settings (`world.json` → `settings`)\n")
parts.append("| field | allowed range |")
parts.append("| --- | --- |")
for field_name, (lo, hi) in loader.SETTINGS_BANDS.items():
rng = f"{lo}..{hi}" if hi is not None else f"{lo} or more"
parts.append(f"| `{field_name}` | `{rng}` |")
parts.append("")
parts.append("### Overworld event amounts (`events.json`, per kind)\n")
parts.append("| kind | min..max amount |")
parts.append("| --- | --- |")
for kind, (lo, hi) in loader.EVENT_AMOUNT_BANDS.items():
parts.append(f"| `{kind}` | `{lo}..{hi}` |")
parts.append(
"\n(`fight` and `lore` carry no amount; `fight` draws its foe from the "
"zone tier band, `lore` is pure flavour text.)\n"
)
parts.append("### Watch theme (`world.json` → `settings.watch_theme`)\n")
legal = ", ".join(f"`{name}`" for name in sorted(loader.WATCH_THEMES))
parts.append(
f"OPTIONAL. The CRT palette the live Watch page paints your world in, "
f"one of: {legal}. It defaults to `{loader.DEFAULT_WATCH_THEME}` (the "
f"original green phosphor), so you may leave it out entirely — a pack "
f"that omits it looks exactly as the bundled Vale always has. Set it to "
f"give your world its own colour: `amber` is a warm gold monitor, `ice` "
f"a cold pale blue, `ember` a hot red/orange. An unknown name is a load "
f"error naming the legal set."
)
parts.append("\n### The ore-gated forge (`world.json` → `settings`)\n")
ore_per = loader.SETTINGS_BANDS["forge_ore_per_plus"]
dungeon = loader.SETTINGS_BANDS["ore_dungeon_drop"]
parts.append(
"Forging a +1 edge now costs both GOLD and ORE — a `material` item the "
"hero earns in combat, never buys. Four settings bind it:"
)
parts.append(
"* `forge_ore_item` — REQUIRED. The item id of your world's forge ore; "
"it must name an `items.json` entry whose `slot` is `material` (an "
"unknown id or a non-material slot is a load error). The Vale uses "
"`iron_ore`."
)
parts.append(
f"* `forge_ore_per_plus` — band `{ore_per[0]}..{ore_per[1]}`. Ore per +1 "
f"step: a +N forge costs `(current_plus + 1) * forge_ore_per_plus` ore. "
f"{_forge_ore_worked_example()}"
)
parts.append(
f"* `ore_dungeon_drop` — band `{dungeon[0]}..{dungeon[1]}`. Ore granted "
f"on every WON dungeon rung — the reliable source. The Vale drops 2."
)
parts.append(
"* `ore_forest_chance` — a `0.0`..`1.0` probability (a float, validated "
"outside the integer band table). The chance a WON forest fight yields "
"one ore — the occasional bonus source. The Vale uses `0.2`."
)
parts.append(
"\nOre rides the satchel as a stack, so it shares the `satchel_max` "
"DISTINCT-stack budget with potions (per-stack quantity is unbounded). "
"Tune the two sources so a hero who descends steadily earns enough ore "
"to forge without grinding — the `simulate` bot will tell you if the "
"gate stalls a winnable run."
)
return "\n".join(parts)
def _forge_ore_worked_example() -> str:
"""Render the per-step ore costs from the bundled Vale's live forge settings.
The starter template :func:`cli_newpack` copies IS the bundled Vale, so the
worked figures are computed from its actual ``forge_ore_per_plus`` and
``forge_max_plus`` rather than hardcoded a retune of the template moves
the manual with it. The steps are ``per_plus * (i + 1)`` for each ``i`` in
``range(forge_max_plus)``; the total is what it costs to max one slot.
"""
settings = loader.load_world(PACKAGED_WORLD_DIR).settings
per_plus = settings.forge_ore_per_plus
max_plus = settings.forge_max_plus
steps = [per_plus * (i + 1) for i in range(max_plus)]
if not steps:
return (
f"At the template's value of {per_plus}, slots cannot be forged (`forge_max_plus` 0)."
)
ladder = ", ".join(str(cost) for cost in steps)
total = sum(steps)
return (
f"At the template's value of {per_plus}, the steps cost {ladder} ore "
f"({total} ore to max a slot at `forge_max_plus` {max_plus})."
)
def _reserved_glyph_list() -> list[str]:
"""Return the reserved glyphs in a stable, readable order for the manual."""
box = [g for g in "┌┐└┘─│═" if g in loader.RESERVED_GLYPHS]
actors = [g for g in "@☻" if g in loader.RESERVED_GLYPHS]
return box + actors
def _render_palette() -> str:
"""Render the safe-glyph appendix straight from ``textwidth.SAFE_PALETTE``.
The glyphs are emitted in their declared order, wrapped in backticks so the
monospace renders them as discrete cells. Generated from the live constant,
so the suggested palette is exactly the set the loader's width gate admits.
"""
glyphs = " ".join(f"`{g}`" for g in SAFE_PALETTE)
return (
"Any single-column glyph the loader accepts is fair game, but these "
"carry the period BBS / CP437 flavour and are all guaranteed safe:\n\n"
f"{glyphs}"
)
def _render_color_roles() -> str:
"""Render the author-assignable colour roles, generated from the Color enum.
The Watch knows how to paint exactly the roles in ``screen.palette.Color``;
``Color.assignable()`` is the single source for which of those an author may
put on terrain or a location (the runtime overlay roles an actor/item wears,
and the DEFAULT fallback, are filtered out there). Generated from the enum,
so the documented vocabulary can never drift from what the Watch can
actually colour the same can't-drift discipline as the bands and the
safe-glyph palette. ``color`` itself stays advisory: the loader does not
validate it, so a typo is harmless and an unknown role just paints as the
default; these are simply the roles the Watch recognises.
"""
from understone.screen.palette import Color
return ", ".join(f"`{role.value}`" for role in Color.assignable())
def _render_validate_coverage() -> str:
"""Render the list of rules the loader actually enforces, generated from it.
The figures that can drift (the number of banded settings, the name-length
cap, the reserved glyphs) are read from the live loader so the list cannot
fall out of step with what `validate` does; the prose names each family of
check. This is the machine-enforced half of the honesty split in the manual
the eyeball-only half is hand-written below it, because "is the fiction
any good" is exactly what the loader can never see.
"""
settings_count = len(loader.SETTINGS_BANDS)
reserved = ", ".join(f"`{g}`" for g in _reserved_glyph_list())
bullets = [
f"* **Economy and progression bands** — every one of the {settings_count} `settings` fields must sit in its allowed range (the table above), and `growth` must be present and non-negative.",
f"* **Glyph safety** — every terrain, location, and legend glyph must render exactly one column and must not be a reserved marker ({reserved}).",
"* **Map integrity** — `width`/`height` in band, every `terrain_rows` row exactly `width` long with `height` rows, and every row character in the `legend`.",
"* **Walkability** — `spawn` and every placed location must sit on walkable terrain (and no two locations share a cell).",
f"* **Display-name length** — every monster, item, and location name within `{loader.MAX_NAME_LEN}` printable characters; content lists within their caps.",
"* **The fight row** — `events.json` must hold at least one `fight` entry, with weights `> 0`, `min <= max`, and amounts in their per-kind band.",
'* **Cross-references** — `legend` → terrain key, location placements → `locations.json` keys, `starting_weapon`/`starting_armor` → item ids, `boss_monster` → a monster flagged `"boss": true`, `rare_drop_item` → a consumable item id, and `forge_ore_item` → a `material` item id.',
"* **Zone tiers** — every zone's tier band must overlap at least one monster tier.",
"* **Dungeon ladder** — every `dungeon_tiers` tier must have a non-boss monster, and that tier's FIRST monster (its fixed rung guardian) must not be `rare`.",
'* **Exactly one boss** — at most one monster may carry `"boss": true`.',
]
return "\n".join(bullets)
_AUTHORING_TEMPLATE = """\
# Authoring a world pack for Understone
A *world pack* is a directory of six JSON files that the server loads at start
to become the entire game world its map, its monsters, its economy, its
endgame. There is no code to write: you describe a world as data, the loader
validates it hard, and the server runs it. This file is the manual; you can
follow it cold, by hand or with an LLM.
The loop is short:
1. `understone newpack mypack` scaffold this template (you are reading the
copy it wrote into `mypack/AUTHORING.md`).
2. Edit or regenerate the JSON files to describe your world.
3. `understone validate mypack` the loader checks the pack and either prints
a report ending **"This pack is sound. The door stands open."** or tells you
exactly which file, row, and field is wrong.
4. Repeat step 2 until it is sound, then serve it:
`UNDERSTONE_WORLD=mypack understone`.
The loader's error messages are written FOR you: every failure names the file,
the index, and the field, and says what was expected. Treat them as the
feedback loop iterate until the report says the door stands open.
---
## The six files and how they fit together
| file | shape | holds |
| --- | --- | --- |
| `terrain.json` | object keyed by legend char | terrain kinds: glyph, walkability, encounter rate |
| `monsters.json` | list | monster stat blocks, tiered; one flagged the boss |
| `items.json` | list | weapons, armour, consumables for the shop |
| `locations.json` | object keyed by location key | building kinds: name, glyph, menu actions, flavour |
| `events.json` | object with an `events` list | the weighted overworld encounter table |
| `world.json` | object | the map, placements, zones, and `settings` that bind it all |
The cross-references the loader enforces:
* every character in `world.json` `legend` must name a terrain `key` from
`terrain.json`; every character in `terrain_rows` must be in that legend;
* every placement in `world.json` `locations` must name a key defined in
`locations.json`, and must sit on walkable terrain;
* `settings.starting_weapon` / `starting_armor` must be ids from
`items.json`; `settings.boss_monster` must be an id from `monsters.json`
that is flagged `"boss": true`; `settings.rare_drop_item` must be an id from
`items.json` whose `slot` is `consumable`; `settings.forge_ore_item` must be
an id from `items.json` whose `slot` is `material`;
* every tier in `settings.dungeon_tiers` must be backed by a NON-boss monster;
* every zone's tier band must overlap at least one monster tier.
---
## File-by-file schema
### `terrain.json`
An object whose keys are the single-character legend symbols used in the map.
```json
{
".": {"key": "grass", "glyph": ".", "walkable": true, "encounter_rate": 0.1, "color": "floor"}
}
```
* `key` internal name the map legend resolves to.
* `glyph` the single character drawn on the map (see glyph rules below).
* `walkable` may a player stand here.
* `encounter_rate` `0.0`..`1.0`, the per-step chance a walk rolls the event
table on this terrain.
* `color` a palette role string. It is **advisory and not validated**: the
loader stores it but the text frame draws glyphs only (it is monochrome), so
any string loads and an unrecognised role simply maps to the default at render
time. Where colour DOES show is the live Watch page, which paints each role a
distinct hue. The roles the Watch knows how to paint pick the closest fit
are: {{COLOR_ROLES}}. A typo here is harmless, not a load error; it just
paints as the default. The four runtime overlay colours (the hero, rival
players, monsters, dropped items) are set by the engine, not assignable here.
### `monsters.json`
A list of stat blocks. `tier` groups foes by difficulty; zones and the dungeon
gauntlet draw from tiers. Exactly one monster should be the boss.
```json
{"tier": 2, "name": "Goblin", "hp": 12, "atk": 5, "def": 1, "xp": 18, "gold": 7}
```
The boss adds an `id` and `"boss": true`, and is referenced by
`settings.boss_monster`:
```json
{"tier": 6, "name": "the Wyrm Below", "hp": 120, "atk": 24, "def": 8,
"xp": 400, "gold": 250, "boss": true, "id": "wyrm_below"}
```
Two optional fields tune random forest encounters. `weight` (default `10`,
must be `> 0`) biases the weighted draw within a zone band a low weight
surfaces seldom and `rare` (default `false`) marks a named beast that, on
its kill, fires a public Herald flash and drops the pack's `rare_drop_item`
into the slayer's satchel. Rung guardians ignore both (a rung always takes the
FIRST monster of its tier, never a weighted roll), so a rare should not be the
first entry of a tier that backs a `dungeon_tiers` rung.
```json
{"tier": 2, "name": "the Gilded Stag", "hp": 16, "atk": 6, "def": 2,
"xp": 40, "gold": 60, "weight": 1, "rare": true}
```
### `items.json`
A list of equipment, consumables, and crafting materials. `slot` is `weapon`,
`armor`, `consumable`, or `material`. Weapons add `atk`, armour adds `def`,
consumables `heal`; a `material` carries none of these it is the forge ORE,
carried in the satchel and spent at the forge.
```json
{"id": "short_sword", "name": "Short Sword", "slot": "weapon", "atk": 5, "price": 40}
```
The forge ore is a `material` item the player EARNS in combat (not the shop):
price it `0` ore is never bought or sold and point `settings.forge_ore_item`
at its id. A won dungeon rung always drops `settings.ore_dungeon_drop` of it, and
a won forest fight has a `settings.ore_forest_chance` chance of one.
```json
{"id": "iron_ore", "name": "Iron Ore", "slot": "material", "price": 0}
```
### `locations.json`
An object keyed by location key. Each entry is a building kind with a menu of
`actions` the player may take inside it.
```json
{
"inn": {"kind": "inn", "name": "The Sleeping Drake", "glyph": "I",
"color": "town", "actions": ["rest", "gamble", "leave"],
"flavor": ["Lamplight pools on worn oak tables."]}
}
```
Give each building the menu that matches its role. The four building kinds and
the verbs the engine honours inside each are:
| `kind` | actions the engine understands |
| --- | --- |
| `inn` | `rest`, `deposit`, `withdraw`, `gamble`, `leave` |
| `shop` | `buy`, `sell`, `forge`, `leave` |
| `healer` | `heal`, `leave` |
| `dungeon` | `descend`, `challenge`, `leave` |
The inn's `deposit`/`withdraw` are the VAULT: a player banks gold into the inn
strongbox (`deposit amount=<gold>`) and draws it back (`withdraw amount=<gold>`).
Banked gold is SAFE from ambush a sleeping-robber only ever lifts gold in hand
and it SURVIVES the Wyrm-win legacy reset, so it is the one store of wealth
that carries across runs. Both cost no turn.
`quaff` (drink a satchel tonic) is legal **anywhere** and needs no menu entry.
The `actions` list is advisory it is the menu the narrator offers, NOT a
validated whitelist (see "What `validate` checks" below): a verb the engine does
not back simply confuses the narrator, so give each building only the verbs from
its row above.
### `events.json`
An object with an `events` list the weighted overworld encounter table the
server rolls as a player walks.
```json
{"events": [
{"kind": "fight", "weight": 82, "text": "Something snarls out of the brush."},
{"kind": "gold", "weight": 8, "text": "a rotted coin-purse", "min": 4, "max": 12}
]}
```
* `kind` `fight`, `gold`, `heal`, `trap`, or `lore`.
* `weight` relative draw weight (`> 0`).
* `text` required (non-empty) for every kind except `fight`.
* `min`/`max` required for the value-bearing kinds (`gold`, `heal`, `trap`).
There MUST be at least one `fight` row, or a walk could never find a monster.
### `world.json`
The binding file: `name`, `width`, `height`, `spawn` `[x, y]` (the hero's start
cell, which must be on walkable terrain), a `legend` mapping characters to
terrain keys, `terrain_rows` (one string per row, each exactly `width` long), a
`locations` list of `{"key", "x", "y"}` placements (each also on walkable
terrain), a `zones` list (rectangles that bias monster tiers), and a `settings`
object.
```json
{"key": "forest_near", "rect": [30, 18, 60, 36], "tier_lo": 1, "tier_hi": 2}
```
---
## The bands — the limits the loader enforces
These are generated from the loader's own tables, so they are exactly what
`validate` checks. A value outside its band is a load error.
{{BANDS}}
---
## Glyph width — the one-column rule
Every glyph drawn on the map must occupy **exactly one terminal column**. The
frames are box-drawing rectangles; a glyph that renders two columns (a CJK
ideograph like ``, an emoji like `🌲`, a fullwidth ``) shoves its row right
and tears the border, and a combining mark (a decomposed `é`, a lone accent)
stacks onto its neighbour and breaks the count the other way. The loader
rejects all of these at load.
What is admitted is judged for the **Western monospace** metrics every
Understone surface actually uses (the Watch's pinned font stack, a chat
client's code block): under those metrics the East-Asian "Ambiguous" width
class renders single-column, and that class is the CP437 heartland ``, ``,
``, ``, ``, `` all live there so the rule admits it and bars only the
genuinely double-width Wide and Fullwidth classes.
### Safe glyph palette
{{PALETTE}}
---
## Design guidance
**Turn economy.** `daily_turns` is the whole pacing lever: only fighting,
descending, and challenging the Wyrm spend a turn (moving, resting, shopping
are free). A small budget (the Vale uses 10) makes this a correspondence game
played a little each day. Set `rest_cost`, `heal_cost_per_hp`, and shop prices
so a day's gold roughly covers a day's recovery too cheap and there is no
tension, too dear and a hero stalls.
**Tier curve.** Lay monster tiers as a rising staircase: each tier should be a
real step up in `hp`/`atk` and a real step up in `xp`/`gold`, so the reward of
pushing into a harder zone pays for the risk. Keep two or three foes per tier
for variety. The boss should tower over the top random tier it is the climax.
**Encounter feel.** Aim for roughly 55% of overworld encounter WEIGHT on
`fight` rows; the rest is the texture of travel small gold finds, healing
springs, harmless traps, and lore that hints at the endgame. (The validate
report prints your actual fight share so you can tune it.)
**Glyphs.** Map glyphs must render as exactly one terminal column (see the
one-column rule above) and must never collide with the frame's box-drawing
lines or the `@`/`` player markers. Pick glyphs that read at a glance the
bundled Vale uses `.` open ground, `` water, `` tree, `` inn, `$` shop, ``
healer, `` dungeon and lean on the safe palette for period flavour.
**Boss rules.** Exactly one monster carries `"boss": true` and an `id`, and
`settings.boss_monster` points at it. The boss is the only win condition and is
faced only through the `challenge` verb, gated by `settings.wyrm_min_level`. A
boss tier must NOT appear in `settings.dungeon_tiers`: the gauntlet excludes
boss monsters, so a boss-only rung would be unfillable back every dungeon
tier with at least one ordinary monster.
**The deep, the satchel, and the forge.** `dungeon_tiers` is now a RUNG LADDER
fought one rung per `descend` list the tiers shallow-to-deep, and make it long
enough to feel like a journey (the Vale uses three). The Wyrm gates on reaching
the floor as well as on level. Size the satchel with `satchel_max` it caps the
DISTINCT stacks the bag holds (potions and ore each take a slot; per-stack
quantity is unbounded), and it is the death-save reserve, so keep it small (the
Vale carries 3). The forge is the late-game GOLD-AND-ORE sink: `forge_base_cost`
is the gold price of a +1 edge and scales up each tier (`base * (current_plus +
1)`), capped at `forge_max_plus`, and each step ALSO costs ore (see the ore-gated
forge above). Ore is won in the deep (and seldom in the forest), so the forge is
fed by descending price the gold so a fully-forged piece is a multi-day saving,
and set the ore sources so a steady delver can afford it without a grind.
**Rare beasts.** A rare monster is a small legend: give it a low `weight` so it
surfaces seldom, stats and rewards a clear notch above its tier, and remember it
always drops `rare_drop_item` (a consumable) into the satchel. Keep rares OFF
the first slot of any `dungeon_tiers` tier, or they would become a fixed rung
guardian instead of a rare roll `validate` now ENFORCES this, so a rare in a
dungeon tier's lead slot is a load error, not just bad form. Place the rare
anywhere after that tier's first ordinary monster.
**Location menus.** Give each building only the actions it can honour, drawn
from the per-kind table under `locations.json` above. An inn that offers `buy`
but no shop logic will confuse the narrator. This is the one major thing
`validate` does NOT check (see below): a wrong or invented verb loads fine and
only muddles the narration, so it is on you to match each menu to its building.
---
## The validate loop
Run `understone validate mypack` after every change. On success you get a
report name, size, monster/item/zone/event counts, fight share, and the key
settings ending in **"This pack is sound. The door stands open."** On
failure you get one precise line naming the file, the row, and the field.
The error messages are deliberately instructive: they are the authoring API.
Keep editing and re-validating until the door stands open, then point the
server at your pack with `UNDERSTONE_WORLD=mypack`.
### What `validate` checks, and what it cannot
`validate` runs your pack through the very loader the server uses, so a pack
that validates will load and serve. But the loader checks *structure and
references*, not *meaning* it cannot read your fiction. Keep the split honest:
**`validate` DOES catch (a load error if wrong):**
{{VALIDATE_COVERAGE}}
**`validate` does NOT catch (the eyeball-only short list):**
* **Location menu `actions` contents.** The list is the narrator's menu, not a
validated whitelist: a verb the engine does not back (a typo, or a fictional
`pray`) loads fine and only confuses the narration. Match each building's menu
to the per-kind table under `locations.json`.
* **Flavour and narration quality.** Names, `flavor` lines, event `text`, the
feel of the tier curve and the economy the loader checks they are present
and in band, never whether they are *good*. That judgement is yours; the
`simulate` bot can tell you a world is winnable and sanely paced, but only you
can tell whether it is worth playing.
"""
@@ -1,6 +0,0 @@
"""Game engine — pure stdlib mechanics with injectable clock and RNG.
This package has no knowledge of MCP, persistence, or rendering. Every
function takes its inputs explicitly (world, player, rng, clock) so the
mechanics are deterministic under test.
"""
@@ -1,117 +0,0 @@
"""Combat resolution — pure math over an injected RNG.
A fight runs deterministic rounds: both sides trade blows until one drops.
Damage is ``max(1, attacker_atk - defender_def)`` jittered by a small RNG
swing so identical stats still produce varied logs. The result is a value
object; turn accounting and the spawn-bounce on defeat are applied by the
caller (the game façade), keeping this module side-effect free.
"""
from __future__ import annotations
from dataclasses import dataclass, field
from enum import StrEnum
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from understone.engine.models import Monster, Player
from understone.engine.rng import GameRNG
_MAX_ROUNDS = 50
class Outcome(StrEnum):
"""How a fight ended."""
WIN = "win"
LOSE = "lose"
FLED = "fled"
@dataclass(slots=True)
class FightResult:
"""The full outcome of a combat exchange.
Deltas are signed and meant to be applied to the player by the caller.
``bounce_to_spawn`` signals a defeat: the caller sets ``hp`` to 1 and
moves the player back to the spawn point.
"""
outcome: Outcome
log: list[str] = field(default_factory=list)
xp_delta: int = 0
gold_delta: int = 0
hp_delta: int = 0
bounce_to_spawn: bool = False
monster_name: str = ""
def _swing(rng: GameRNG, atk: int, def_: int) -> int:
"""Return one blow's damage: floor of 1, with a small RNG jitter."""
base = atk - def_
jitter = rng.randint(-1, 2)
return max(1, base + jitter)
def resolve_fight(rng: GameRNG, player: Player, monster: Monster) -> FightResult:
"""Run a full fight between *player* and *monster*.
The player strikes first each round. On victory the player banks the
monster's xp/gold and keeps any hp lost during the exchange. On defeat
the result flags a spawn bounce for the caller to apply.
"""
result = FightResult(outcome=Outcome.WIN, monster_name=monster.name)
player_hp = player.hp
monster_hp = monster.hp
result.log.append(f"You close with the {monster.name}.")
for _ in range(_MAX_ROUNDS):
dealt = _swing(rng, player.atk, monster.def_)
monster_hp -= dealt
result.log.append(f"You strike for {dealt}. ({monster.name}: {max(monster_hp, 0)} HP)")
if monster_hp <= 0:
result.outcome = Outcome.WIN
result.xp_delta = monster.xp
result.gold_delta = monster.gold
result.hp_delta = player_hp - player.hp
# The kill round (the strike line above) stays; the "falls + reward"
# sentence is composed by the caller at the moment it actually banks
# the xp/gold, so a reward is never narrated where none is applied
# (e.g. the Wyrm-win legacy reset, which keeps no xp/gold).
return result
taken = _swing(rng, monster.atk, player.def_)
player_hp -= taken
result.log.append(f"It hits back for {taken}. (You: {max(player_hp, 0)} HP)")
if player_hp <= 0:
result.outcome = Outcome.LOSE
result.bounce_to_spawn = True
result.log.append(
f"The {monster.name} lays you low. You wake at the spawn, barely alive."
)
return result
# Stalemate guard: treat an unresolved marathon as a flight to safety.
result.outcome = Outcome.FLED
result.hp_delta = player_hp - player.hp
result.log.append("The fight grinds on until you break away, winded.")
return result
def resolve_flee(rng: GameRNG, player: Player, monster: Monster) -> FightResult:
"""Attempt to flee a fight.
A successful flee escapes clean. A failed flee costs one free blow from
the monster but never drops the player below 1 HP (fleeing is a way out,
not a death trap).
"""
result = FightResult(outcome=Outcome.FLED, monster_name=monster.name)
if rng.chance(0.6):
result.log.append(f"You slip away from the {monster.name}.")
return result
taken = _swing(rng, monster.atk, player.def_)
taken = min(taken, max(player.hp - 1, 0))
result.hp_delta = -taken
result.log.append(f"You turn to run; the {monster.name} catches you for {taken} as you go.")
return result
@@ -1,108 +0,0 @@
"""Experience, level-ups, and the inn/healer restorative maths.
The XP curve and stat growth come from the content pack's settings, so no
progression constants live in this module. Level-ups loop (a single XP
award can cross several thresholds), grant flat stat growth, and fully
heal on each level gained.
"""
from __future__ import annotations
from dataclasses import dataclass
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from understone.engine.models import Player, Settings
@dataclass(slots=True)
class LevelUp:
"""A record of a single level gained, for narration."""
new_level: int
hp_gain: int
atk_gain: int
def_gain: int
def xp_for_level(level: int, settings: Settings) -> int:
"""Return cumulative XP required to *reach* ``level``.
Level 1 needs 0. The default curve is ``base * n*(n+1)/2`` over the
completed levels, i.e. a triangular ramp scaled by ``xp_base``.
"""
if level <= 1:
return 0
completed = level - 1
return settings.xp_base * completed * (completed + 1) // 2
def apply_xp(player: Player, amount: int, settings: Settings) -> list[LevelUp]:
"""Award ``amount`` XP to *player*, applying every level-up it unlocks.
Returns one :class:`LevelUp` per level gained (empty when none). Each
level grants flat growth from settings and fully heals the player.
"""
player.xp += max(0, amount)
gains: list[LevelUp] = []
while player.xp >= xp_for_level(player.level + 1, settings):
player.level += 1
player.max_hp += settings.growth_max_hp
player.atk += settings.growth_atk
player.def_ += settings.growth_def
player.hp = player.max_hp
gains.append(
LevelUp(
new_level=player.level,
hp_gain=settings.growth_max_hp,
atk_gain=settings.growth_atk,
def_gain=settings.growth_def,
)
)
return gains
def rest(player: Player, cost: int) -> bool:
"""Fully heal *player* at the inn for a flat ``cost``.
Returns ``False`` without mutation when the player cannot afford it.
Resting when already at full HP still succeeds (and still charges),
matching the inn's flat-rate fiction.
"""
if player.gold < cost:
return False
player.gold -= cost
player.hp = player.max_hp
return True
@dataclass(slots=True)
class HealResult:
"""Outcome of a healer purchase: HP actually restored and gold spent."""
healed: int
cost: int
def heal(player: Player, amount: int, cost_per_hp: int) -> HealResult:
"""Restore up to ``amount`` HP at ``cost_per_hp`` gold each.
Heals only the missing portion, charges only for HP actually restored,
and is further bounded by what the player can afford. Returns the amount
healed and the gold spent (both zero when nothing could be done).
"""
missing = player.max_hp - player.hp
want = max(0, min(amount, missing))
if want <= 0 or cost_per_hp < 0:
return HealResult(healed=0, cost=0)
if cost_per_hp == 0:
player.hp += want
return HealResult(healed=want, cost=0)
affordable = player.gold // cost_per_hp
apply = min(want, affordable)
if apply <= 0:
return HealResult(healed=0, cost=0)
spent = apply * cost_per_hp
player.hp += apply
player.gold -= spent
return HealResult(healed=apply, cost=spent)
@@ -1,63 +0,0 @@
"""The shared event log — a world-wide feed players catch up on.
Events are append-only and ordered by insertion. Each player tracks a
cursor (the id of the last event they have seen); ``since`` returns the
slice after a cursor and the new cursor to persist.
An event carries a ``target``: empty means PUBLIC (the broadsheet and the
lobby TV), a player name means a PRIVATE note that only that player reads in
their own catch-up. Targeted rows ride the same id order as public ones, so
the cursor advances identically whether or not a private note was shown.
"""
from __future__ import annotations
from dataclasses import dataclass
@dataclass(frozen=True, slots=True)
class Event:
"""A single logged happening in the shared world.
``target`` is the empty string for public events (heralded to everyone)
or a player's name for a private note delivered only to that player.
"""
event_id: int
ts: str
kind: str
actor: str
text: str
target: str = ""
def since(events: list[Event], cursor: int) -> tuple[list[Event], int]:
"""Return events newer than ``cursor`` and the cursor to store next.
Events are kept in ascending id order (the store hydrates the newest tail
and reverses it to ascending; appends are monotonic), so the last fresh
event carries the highest id; that becomes the new cursor.
When nothing is new the input cursor is returned, so advancing is
idempotent.
"""
fresh = [e for e in events if e.event_id > cursor]
if not fresh:
return [], cursor
return fresh, fresh[-1].event_id
def since_visible(events: list[Event], cursor: int, viewer: str) -> tuple[list[Event], int]:
"""Like :func:`since`, but hide private notes not addressed to *viewer*.
Returns the events newer than ``cursor`` that *viewer* may read every
public event (empty ``target``) plus the private notes addressed to them
and the new cursor. The cursor advances to the highest id PAST the old
cursor regardless of visibility, so a private note for someone else is
consumed (never re-scanned) without ever being shown here.
"""
fresh = [e for e in events if e.event_id > cursor]
if not fresh:
return [], cursor
new_cursor = fresh[-1].event_id
visible = [e for e in fresh if not e.target or e.target == viewer]
return visible, new_cursor
@@ -1,232 +0,0 @@
"""Core data models for the game engine.
All models are plain dataclasses. ``Player`` is mutable (the engine applies
deltas in place); the static content models (``Monster``, ``Item``,
``TerrainDef``, ``LocationDef``, ``Zone``) are frozen.
"""
from __future__ import annotations
from dataclasses import dataclass, field
from enum import StrEnum
class Mode(StrEnum):
"""Which interaction surface the player is currently on."""
TILE = "tile"
MENU = "menu"
class Slot(StrEnum):
"""Equipment / item slot kinds."""
WEAPON = "weapon"
ARMOR = "armor"
CONSUMABLE = "consumable"
# v0.10 forge ore: a crafting MATERIAL carried in the satchel and spent at
# the forge. It is never equipped, never quaffed (no atk/def/heal), and
# never sold or bought — ore is earned in combat, not traded.
MATERIAL = "material"
@dataclass(slots=True)
class Player:
"""A single adventurer's durable state.
Coordinates are map cells; ``mode`` and ``at_location`` track whether
the player is on the overworld or inside a location menu. Turn fields
gate the daily action budget; bestow fields gate the daily fortune pool.
"""
name: str
x: int
y: int
hp: int
max_hp: int
level: int
xp: int
gold: int
atk: int
def_: int
weapon_id: str
armor_id: str
turns_left: int
turn_day: int
mode: Mode
at_location: str
created_at: str
last_seen: str
log_cursor: int
bestow_spent: int
bestow_day: int
wins: int = 0
posts_sent: int = 0
post_day: int = 0
gambles: int = 0
gamble_day: int = 0
# v0.7 "depth below" retention columns: how far the dungeon has been
# plumbed (0 = never descended; N = cleared rung N, 1-indexed), the
# carried satchel (see below), and the enhancement plus on whichever
# weapon/armour is CURRENTLY equipped in each slot.
deepest_rung: int = 0
# v0.10 STACK-BASED satchel: comma-joined "id:qty" stacks ('' = empty),
# e.g. "minor_potion:3,iron_ore:5". ``satchel_max`` caps DISTINCT stacks,
# not total items; per-stack qty is unbounded. Replaces the v0.7 flat id
# list. The "id:qty" wire format is owned by understone.engine.satchel
# (decode_satchel/encode_satchel); every reader goes through that codec.
satchel: str = ""
weapon_plus: int = 0
armor_plus: int = 0
# v0.10 the Vault: gold banked at the inn. SAFE from ambush (the steal only
# ever touches carried ``gold``) and SURVIVES the Wyrm-win legacy reset (a
# small persistent reward across runs, like a win ★).
banked: int = 0
@dataclass(frozen=True, slots=True)
class Monster:
"""A static monster definition from the content pack.
``boss`` monsters are the fixed endgame foe (the Wyrm Below): they are
excluded from random tier-band selection and only ever faced through the
deliberate ``challenge`` verb.
"""
tier: int
name: str
hp: int
atk: int
def_: int
xp: int
gold: int
monster_id: str = ""
boss: bool = False
# v0.7 weighted forest encounters: ``weight`` biases the random pick (a
# low weight surfaces seldom), ``rare`` marks a named beast that fires a
# public Herald flash and drops a guaranteed draught on the kill. Rung
# guardians ignore both (a rung is a fixed foe, never a weighted roll).
weight: int = 10
rare: bool = False
@dataclass(frozen=True, slots=True)
class Item:
"""A static item / equipment definition from the content pack."""
item_id: str
name: str
slot: Slot
atk: int
def_: int
heal: int
price: int
@dataclass(frozen=True, slots=True)
class TerrainDef:
"""A terrain kind: its glyph, walkability, encounter rate, colour role."""
key: str
glyph: str
walkable: bool
encounter_rate: float
color: str
@dataclass(frozen=True, slots=True)
class LocationDef:
"""A named location placed on the map (inn, shop, healer, dungeon)."""
key: str
kind: str
name: str
x: int
y: int
glyph: str
color: str
actions: tuple[str, ...]
flavor: tuple[str, ...] = field(default_factory=tuple)
@dataclass(frozen=True, slots=True)
class Zone:
"""A rectangular region that biases which monster tiers spawn."""
key: str
x0: int
y0: int
x1: int
y1: int
tier_lo: int
tier_hi: int
def contains(self, x: int, y: int) -> bool:
"""Return whether ``(x, y)`` falls inside this zone's rectangle."""
return self.x0 <= x <= self.x1 and self.y0 <= y <= self.y1
@dataclass(frozen=True, slots=True)
class WorldEvent:
"""One row of the weighted overworld encounter table.
``kind`` is one of ``fight``/``gold``/``heal``/``trap``/``lore``.
``weight`` biases random selection. ``lo``/``hi`` bound the rolled amount
for the value-bearing kinds (gold/heal/trap); they are unused for
``fight`` (the foe comes from the zone band) and ``lore`` (pure flavour).
"""
kind: str
weight: int
text: str
lo: int
hi: int
@dataclass(frozen=True, slots=True)
class Settings:
"""Economy and progression parameters sourced from the content pack."""
daily_turns: int
rest_cost: int
heal_cost_per_hp: int
starting_gold: int
starting_weapon: str
starting_armor: str
start_hp: int
start_atk: int
start_def: int
xp_base: int
growth_max_hp: int
growth_atk: int
growth_def: int
bestow_daily_budget: int
dungeon_tiers: tuple[int, ...]
boss_monster: str
wyrm_min_level: int
ambush_min_level: int
ambush_level_band: int
ambush_gold_pct: int
post_daily_cap: int
gamble_max_bet: int
gamble_daily_cap: int
# v0.7 "depth below": the carried-potion satchel size, the forge cost
# ladder (base * (current_plus + 1)) and its enhancement ceiling, and the
# consumable item a rare beast is guaranteed to drop on its kill.
satchel_max: int
forge_base_cost: int
forge_max_plus: int
rare_drop_item: str
# v0.10 the ore-gated forge: the world's forge MATERIAL item id (validated
# to slot=material), the ore each +1 step costs (need = (plus + 1) *
# per_plus), and the two ore sources — a guaranteed drop on a won dungeon
# rung and a chance of one ore on a won forest fight. Ore is combat-earned,
# never purchasable; the forge spends gold AND ore.
forge_ore_item: str
forge_ore_per_plus: int
ore_dungeon_drop: int
ore_forest_chance: float
# v0.8 "worlds without authors": the Watch's per-world CRT palette. One of
# the names in WATCH_THEMES; defaults to "phosphor" (the original green), so
# a pack that omits it looks exactly as the Vale always has.
watch_theme: str = "phosphor"
@@ -1,223 +0,0 @@
"""Overworld movement resolution.
Movement walks tile by tile so each intermediate cell is checked for
walls/edges and rolls an encounter. When a roll fires it weighted-picks one
row from the world's event table. A ``fight`` row STOPS the walk (a wandering
monster bars the path); the value-bearing rows (gold/heal/trap) and pure
``lore`` are applied immediately and the walk continues but only one event
fires per walk, so once any row has fired no further cells roll.
The walk stops early on the first of: running out of steps, hitting a blocked
cell, stepping onto a location door (flips to MENU), or a ``fight`` encounter.
Movement spends no daily turns only fighting does. Gold/heal/trap deltas are
applied straight to the player here (movement already mutates the player's
position), floored/capped so a trap never kills and a spring never overfills.
"""
from __future__ import annotations
from dataclasses import dataclass, field
from typing import TYPE_CHECKING
from understone.engine.models import Mode
if TYPE_CHECKING:
from understone.engine.models import Player, WorldEvent
from understone.engine.rng import GameRNG
from understone.engine.world import World
MAX_STEPS = 8
_DELTAS: dict[str, tuple[int, int]] = {
"N": (0, -1),
"S": (0, 1),
"E": (1, 0),
"W": (-1, 0),
}
_HEADINGS: dict[str, str] = {
"north": "N",
"south": "S",
"east": "E",
"west": "W",
"n": "N",
"s": "S",
"e": "E",
"w": "W",
}
@dataclass(slots=True)
class MoveEvent:
"""A non-fight overworld event already applied to the player.
``kind`` is ``gold``/``heal``/``trap``/``lore``; ``text`` is the pack's
flavour line; ``amount`` is the rolled magnitude (0 for ``lore``). The
player's hp/gold have already been mutated by ``resolve_move`` — this
record exists only so the façade can narrate what happened.
"""
kind: str
text: str
amount: int = 0
@dataclass(slots=True)
class MoveResult:
"""Outcome of a movement attempt.
``steps_taken`` counts cells actually entered. ``blocked`` is set when a
wall/edge stopped the walk. ``entered_location`` carries a location key
when the walk ended on a door. ``pending_fight`` carries an opponent
tier band when a ``fight`` encounter interrupted the walk. ``event``
carries a non-fight overworld event (already applied) when one fired.
"""
steps_taken: int
blocked: bool = False
blocked_reason: str = ""
entered_location: str | None = None
pending_fight: tuple[int, int] | None = None
event: MoveEvent | None = None
path_notes: list[str] = field(default_factory=list)
def parse_directions(steps: str, heading: str, distance: int) -> list[str]:
"""Translate either input form into a clamped list of cardinal steps.
The ``steps`` string (e.g. ``"NNEE"``) takes precedence when non-empty;
otherwise ``heading`` + ``distance`` is expanded. Either way the result
is clamped to ``MAX_STEPS``. Unknown direction characters are rejected.
"""
raw = steps.strip().upper()
if raw:
dirs: list[str] = []
for ch in raw:
if ch not in _DELTAS:
raise ValueError(f"unknown direction {ch!r} (use N/S/E/W)")
dirs.append(ch)
return dirs[:MAX_STEPS]
head = heading.strip().lower()
if not head:
return []
if head not in _HEADINGS:
raise ValueError(f"unknown heading {heading!r} (use north/south/east/west)")
count = max(0, min(distance, MAX_STEPS))
return [_HEADINGS[head]] * count
def resolve_move(
world: World,
player: Player,
rng: GameRNG,
*,
steps: str = "",
heading: str = "",
distance: int = 1,
max_steps: int = MAX_STEPS,
) -> MoveResult:
"""Walk *player* across *world* one cell at a time, mutating position.
Stops at the first blocking edge/wall, location door, or encounter.
Returns a :class:`MoveResult` describing where and why the walk ended.
"""
directions = parse_directions(steps, heading, distance)[:max_steps]
result = MoveResult(steps_taken=0)
fired = False # at most one overworld event per walk
for direction in directions:
dx, dy = _DELTAS[direction]
nx, ny = player.x + dx, player.y + dy
if not world.in_bounds(nx, ny):
result.blocked = True
result.blocked_reason = "the edge of the known world"
break
if not world.is_walkable(nx, ny):
terrain = world.terrain_at(nx, ny)
result.blocked = True
result.blocked_reason = _blocked_phrase(terrain.key)
break
player.x, player.y = nx, ny
result.steps_taken += 1
location = world.location_at(nx, ny)
if location is not None:
player.mode = Mode.MENU
player.at_location = location.key
result.entered_location = location.key
break
if fired:
continue
band = _encounter_band(world, nx, ny)
if band is None:
continue
terrain = world.terrain_at(nx, ny)
if not rng.chance(terrain.encounter_rate):
continue
fired = True
picked = _pick_event(world, rng)
if picked is None or picked.kind == "fight":
result.pending_fight = band
break
result.event = _apply_event(player, rng, picked)
return result
def _pick_event(world: World, rng: GameRNG) -> WorldEvent | None:
"""Weighted-pick one row from the world's event table, or ``None``.
Returns ``None`` only when the pack ships no event table at all, in which
case the caller falls back to the legacy always-a-fight behaviour.
"""
weights = world.event_weights()
if not weights:
return None
return world.events[rng.weighted_index(weights)]
def _apply_event(player: Player, rng: GameRNG, event: WorldEvent) -> MoveEvent:
"""Apply a non-fight event to *player* and return a record for narration.
``gold`` credits a rolled amount; ``heal`` adds hp capped at ``max_hp``;
``trap`` subtracts hp floored at 1 (a trap never kills, and never touches
gold); ``lore`` mutates nothing. Amounts roll over ``[lo, hi]``.
"""
if event.kind == "lore":
return MoveEvent(kind="lore", text=event.text)
amount = rng.randint(event.lo, event.hi)
if event.kind == "gold":
player.gold += amount
elif event.kind == "heal":
amount = min(amount, player.max_hp - player.hp)
player.hp += amount
elif event.kind == "trap":
amount = min(amount, max(player.hp - 1, 0))
player.hp -= amount
return MoveEvent(kind=event.kind, text=event.text, amount=amount)
def _encounter_band(world: World, x: int, y: int) -> tuple[int, int] | None:
"""Return the tier band for an encounter at ``(x, y)``, or ``None``.
Encounters only happen inside a zone; open terrain with no zone is safe.
"""
zone = world.zone_for(x, y)
if zone is None:
return None
return (zone.tier_lo, zone.tier_hi)
def _blocked_phrase(terrain_key: str) -> str:
"""Return an in-fiction phrase for being blocked by *terrain_key*."""
phrases = {
"water": "deep water",
"tree": "an impassable thicket",
"wall": "a sheer wall",
}
return phrases.get(terrain_key, "rough ground")
@@ -1,42 +0,0 @@
"""Leaderboard ordering.
Adventurers are ranked by level (desc), then XP (desc), then name (asc)
so ties break deterministically and alphabetically. The Hall of Legends is a
separate, append-only roll of completed runs (Wyrm kills), ordered newest
first by the store.
"""
from __future__ import annotations
from dataclasses import dataclass
@dataclass(frozen=True, slots=True)
class RankEntry:
"""One row of the leaderboard.
``wins`` is the number of times the adventurer has slain the Wyrm Below
(each shown as a beside the name); it does not affect ordering.
"""
name: str
level: int
xp: int
gold: int
wins: int = 0
@dataclass(frozen=True, slots=True)
class HallEntry:
"""One immortalised run in the Hall of Legends (a Wyrm slain)."""
name: str
win_ts: str
run_days: int
level_at_win: int
def leaderboard(entries: list[RankEntry], limit: int = 10) -> list[RankEntry]:
"""Return the top ``limit`` entries in leaderboard order."""
ordered = sorted(entries, key=lambda e: (-e.level, -e.xp, e.name))
return ordered[:limit]
@@ -1,58 +0,0 @@
"""Randomness with deterministic test injection.
A single master ``GameRNG`` is seeded once at startup (from ``os.urandom``
in production). Per-encounter child generators are derived from the master
so a fight's rolls are reproducible given the same child seed. No tool
argument ever carries a seed randomness is server-authoritative.
"""
from __future__ import annotations
import os
import random
class GameRNG:
"""A thin wrapper over ``random.Random`` with child-RNG derivation."""
def __init__(self, seed: int | None = None) -> None:
if seed is None:
seed = int.from_bytes(os.urandom(8), "big")
self._random = random.Random(seed)
def chance(self, probability: float) -> bool:
"""Return ``True`` with the given probability in ``[0.0, 1.0]``."""
if probability <= 0.0:
return False
if probability >= 1.0:
return True
return self._random.random() < probability
def randint(self, lo: int, hi: int) -> int:
"""Return a random integer in the inclusive range ``[lo, hi]``."""
return self._random.randint(lo, hi)
def choice_index(self, count: int) -> int:
"""Return a random index in ``[0, count)``."""
return self._random.randrange(count)
def weighted_index(self, weights: list[int]) -> int:
"""Return an index into ``weights`` chosen in proportion to them.
A single uniform draw is mapped through the cumulative sum, so the
result is deterministic under a fixed seed. ``weights`` must be
non-empty with a positive total (the loader guarantees this for the
content pack's event table).
"""
total = sum(weights)
roll = self._random.randrange(total)
cumulative = 0
for index, weight in enumerate(weights):
cumulative += weight
if roll < cumulative:
return index
return len(weights) - 1
def child(self) -> GameRNG:
"""Derive an independent child RNG seeded from the master stream."""
return GameRNG(self._random.getrandbits(64))
@@ -1,62 +0,0 @@
"""The satchel wire codec — the one home for the ``"id:qty"`` stack encoding.
A player's satchel is stored as a single string: comma-joined ``id:qty`` stacks,
e.g. ``"minor_potion:3,iron_ore:5"``; an empty string is an empty bag. This
module is the SINGLE source of truth for that format. Three readers carried a
byte-identical decode loop (the game façade, the Watch payload builder, and the
balance simulator); they all delegate here so the format is described and
parsed in exactly one place.
The codec is pure and stdlib-only: it knows the wire shape and nothing else.
It does NOT collapse duplicate ids into one stack, resolve ids against a content
pack, or enforce the distinct-stack cap those are stack *semantics* the
callers own. The codec only encodes and decodes.
"""
from __future__ import annotations
def decode_satchel(s: str) -> list[tuple[str, int]]:
"""Decode the ``"id:qty"`` satchel string into ordered ``(item_id, qty)`` stacks.
Splits on ``","`` and skips empty chunks (so an empty string, a leading or
trailing comma, and a doubled comma all yield no spurious stack). Each chunk
is partitioned on ``":"``:
* a chunk with no colon (a bare id) parses as quantity ``1`` a colonless
fragment is treated as a single item, never silently dropped;
* a chunk whose quantity is present but not an integer, or is ``<= 0``, is
skipped;
* a chunk with an empty id is skipped.
Order is preserved (first-stowed first), which fixes which potion a heal tie
resolves to. The codec collapses nothing callers own stack semantics.
"""
stacks: list[tuple[str, int]] = []
for chunk in s.split(","):
if not chunk:
continue
item_id, sep, qty_str = chunk.partition(":")
if not item_id:
continue
if not sep:
# A bare id with no colon is a single item (defensive: never drop it).
stacks.append((item_id, 1))
continue
try:
qty = int(qty_str)
except ValueError:
continue
if qty > 0:
stacks.append((item_id, qty))
return stacks
def encode_satchel(stacks: list[tuple[str, int]]) -> str:
"""Encode ``(item_id, qty)`` stacks back into the comma-joined ``"id:qty"`` string.
Any stack at quantity ``<= 0`` is dropped, so the encoding never emits
``"id:0"``; this is the single home for the drop-at-empty rule, letting
callers decrement freely and rely on a spent-to-zero stack falling away.
"""
return ",".join(f"{item_id}:{qty}" for item_id, qty in stacks if qty > 0)
@@ -1,99 +0,0 @@
"""The one-glyph-one-column contract for everything drawn on the grid.
Every surface Understone paints the bordered text frames, the golden frames
the screen tests pin, and the Watch's CSS ``1ch``-per-cell map — assumes each
map glyph occupies *exactly one* terminal column. A glyph that renders two
columns (a CJK ideograph, an emoji) shoves the row right and tears the
box-drawing border; a zero-width combining mark stacks onto its neighbour and
desynchronises the column count the other way. :func:`is_grid_safe` is the
single predicate that admits a character to the grid, and :data:`SAFE_PALETTE`
is the curated set of glyphs known to satisfy it with period CP437 flavour.
THE WESTERN-MONOSPACE ASSUMPTION. Width here is judged for the Western
monospace metrics every Understone surface actually uses the pinned Watch
font stack and the monospace of a chat client's code block. Under those
metrics the East-Asian-Width *Ambiguous* class renders single-column, and
Ambiguous is the CP437 heartland: `` `` are all EAW=A. So the rule
bars only the genuinely double-width classes Wide (``W``) and Fullwidth
(``F``) and admits Ambiguous, Narrow, Neutral, and Halfwidth. The trade is
deliberate: on a CJK-width terminal an Ambiguous glyph would take two columns,
but Understone's surfaces are not those terminals.
"""
from __future__ import annotations
import unicodedata
# East-Asian-Width classes that render two columns under Western monospace and
# would therefore tear a frame; everything else (Na/N/H/A) renders one column.
_DOUBLE_WIDTH_EAW = frozenset({"W", "F"})
# Unicode general categories that carry no column of their own — combining
# marks (Mn/Mc/Me) stack onto a neighbour, format/control codes (Cf/Cc) are
# invisible — so a single such code point is not a paintable cell.
_ZERO_WIDTH_CATEGORIES = frozenset({"Mn", "Mc", "Me", "Cf", "Cc"})
def is_grid_safe(ch: str) -> bool:
"""Return whether *ch* may occupy a single grid cell.
A grid-safe character is exactly one code point, is printable, is not an
East-Asian Wide or Fullwidth glyph (the only classes that render two
columns under the Western monospace metrics our surfaces use see the
module docstring), and is not a combining mark or format/control code (a
zero-width code point that would desynchronise the column count).
"""
if len(ch) != 1:
return False
if not ch.isprintable():
return False
if unicodedata.east_asian_width(ch) in _DOUBLE_WIDTH_EAW:
return False
return unicodedata.category(ch) not in _ZERO_WIDTH_CATEGORIES
# A curated set of single-column glyphs with BBS / CP437 character, grouped by
# the role an author is likely to want them for. Every entry is grid-safe AND
# free of the loader's reserved markers (two tests assert both), so a pack
# author can pull any of these for terrain, structures, or actors without
# risking a torn frame or colliding with the '@'/'☻' player markers. The black
# smiling face (☻) is the other-player marker and so is NOT here; its white
# twin (☺) is a free being glyph. The grouping is documentation; the set is
# what callers iterate.
SAFE_PALETTE: tuple[str, ...] = (
# terrain
"",
"",
"",
"",
"",
"",
"",
"",
".",
",",
"'",
'"',
"=",
"~",
"§",
"ø",
"¤",
"Ω",
# structures
"",
"",
"",
"",
"",
"$",
"",
"",
# beings
"",
"",
# misc
"",
"",
"",
)
@@ -1,65 +0,0 @@
"""Daily action budget and the UTC-day rollover.
Turns refresh lazily: the first action on a new UTC day resets the
budget rather than relying on a scheduled job. The same rollover resets
the per-player bestow pool and the social daily caps (posts left, dice
played), so every daily allowance shares one boundary. The clock is
injected so tests can cross midnight deterministically.
"""
from __future__ import annotations
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from collections.abc import Callable
from datetime import datetime
from understone.engine.models import Player
def _utc_ordinal(clock: Callable[[], datetime]) -> int:
"""Return today's proleptic-Gregorian ordinal in UTC."""
return clock().toordinal()
def ensure_day(player: Player, clock: Callable[[], datetime], daily_turns: int) -> bool:
"""Refresh daily allowances if the UTC day has advanced.
Returns ``True`` when a reset occurred. On a new UTC day this resets the
turn budget (to *daily_turns*), the bestow pool, the daily post count, and
the daily dice count each back to its baseline stamping the current UTC
ordinal onto every day marker. Each counter is reset independently so a
stale stamp on one never suppresses the refresh of another.
"""
today = _utc_ordinal(clock)
reset = False
if player.turn_day != today:
player.turns_left = daily_turns
player.turn_day = today
reset = True
if player.bestow_day != today:
player.bestow_spent = 0
player.bestow_day = today
reset = True
if player.post_day != today:
player.posts_sent = 0
player.post_day = today
reset = True
if player.gamble_day != today:
player.gambles = 0
player.gamble_day = today
reset = True
return reset
def spend_turn(player: Player) -> bool:
"""Consume one daily turn.
Returns ``True`` and decrements when a turn is available; returns
``False`` and leaves state untouched when the budget is exhausted.
"""
if player.turns_left <= 0:
return False
player.turns_left -= 1
return True
@@ -1,117 +0,0 @@
"""Runtime world model — terrain, locations, zones, content tables, settings.
Built by ``world.loader`` from JSON. The engine queries this for
walkability, encounter rates, location lookups, and tier-banded monster
selection. It holds no mutable game state.
"""
from __future__ import annotations
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from understone.engine.models import (
Item,
LocationDef,
Monster,
Settings,
TerrainDef,
WorldEvent,
Zone,
)
class World:
"""An immutable-after-construction view of the game map and content."""
def __init__(
self,
*,
name: str,
width: int,
height: int,
spawn: tuple[int, int],
terrain: list[list[TerrainDef]],
locations: list[LocationDef],
zones: list[Zone],
monsters: list[Monster],
items: list[Item],
settings: Settings,
events: list[WorldEvent] | None = None,
) -> None:
self.name = name
self.width = width
self.height = height
self.spawn = spawn
self.terrain = terrain
self.locations = locations
self.zones = zones
self.monsters = monsters
self.items = items
self.settings = settings
self.events: list[WorldEvent] = events or []
self._event_weights: list[int] = [e.weight for e in self.events]
self._loc_by_xy: dict[tuple[int, int], LocationDef] = {
(loc.x, loc.y): loc for loc in locations
}
self._loc_by_key: dict[str, LocationDef] = {loc.key: loc for loc in locations}
self._item_by_id: dict[str, Item] = {it.item_id: it for it in items}
self._monster_by_id: dict[str, Monster] = {
m.monster_id: m for m in monsters if m.monster_id
}
def in_bounds(self, x: int, y: int) -> bool:
"""Return whether ``(x, y)`` is inside the map rectangle."""
return 0 <= x < self.width and 0 <= y < self.height
def terrain_at(self, x: int, y: int) -> TerrainDef:
"""Return the terrain definition at ``(x, y)`` (caller bounds-checks)."""
return self.terrain[y][x]
def location_at(self, x: int, y: int) -> LocationDef | None:
"""Return the location placed at ``(x, y)``, if any."""
return self._loc_by_xy.get((x, y))
def location_by_key(self, key: str) -> LocationDef | None:
"""Return the location with the given key, if any."""
return self._loc_by_key.get(key)
def item_by_id(self, item_id: str) -> Item | None:
"""Return the item with the given id, if any."""
return self._item_by_id.get(item_id)
def monster_by_id(self, monster_id: str) -> Monster | None:
"""Return the monster with the given id, if any (boss lookup)."""
return self._monster_by_id.get(monster_id)
def event_weights(self) -> list[int]:
"""Return the parallel weight list for the overworld event table."""
return self._event_weights
def is_walkable(self, x: int, y: int) -> bool:
"""Return whether a player may stand on ``(x, y)``.
Out-of-bounds is never walkable. A location tile is always walkable
regardless of its underlying terrain (you can step onto the door).
"""
if not self.in_bounds(x, y):
return False
if (x, y) in self._loc_by_xy:
return True
return self.terrain[y][x].walkable
def zone_for(self, x: int, y: int) -> Zone | None:
"""Return the first zone whose rectangle contains ``(x, y)``."""
for zone in self.zones:
if zone.contains(x, y):
return zone
return None
def monsters_for_tier_band(self, lo: int, hi: int) -> list[Monster]:
"""Return non-boss monsters whose tier falls within ``[lo, hi]``.
Boss monsters (the Wyrm Below) are never returned: they are the fixed
endgame foe, faced only through the deliberate ``challenge`` verb, and
must never surface as a random encounter or a dungeon-gauntlet rung.
"""
return [m for m in self.monsters if lo <= m.tier <= hi and not m.boss]
-24
View File
@@ -1,24 +0,0 @@
"""Shared exception types for Understone.
These never cross the MCP boundary the server layer catches everything
and renders an in-fiction line but they let internal layers fail with a
readable, specific message.
"""
from __future__ import annotations
class UnderstoneError(Exception):
"""Base class for all Understone errors."""
class WorldLoadError(UnderstoneError):
"""Raised when a content pack fails to parse or validate.
The message is written to be readable by a pack author: it names the
file, the offending field, and what was expected.
"""
class PersistenceError(UnderstoneError):
"""Raised when the save store cannot be opened or migrated."""
File diff suppressed because it is too large Load Diff
@@ -1,391 +0,0 @@
"""SQLite persistence — the only storage layer, ``sqlite3`` only.
A single connection is held for the process lifetime. MCP tool handlers are
synchronous and run on one event-loop thread, so writes serialise naturally
and no connection pool or lock is needed [VERIFIED: handlers are sync def].
WAL journaling is enabled so reads never block the single writer.
The store loads all players and recent events into memory at construction
(a write-through cache). State-changing tools update the cache and the DB in
one transaction; the game façade owns the per-action commit policy.
The connection is opened with ``check_same_thread=False`` because the Store
may be CONSTRUCTED on a different thread than the event-loop thread that later
serves tools (both the test fixture and ``main`` do this). Post-construction
access is single-threaded: sync tools run inline on the loop [verified against
mcp 1.27 func_metadata], so writes still serialise without a lock.
"""
from __future__ import annotations
import sqlite3
from typing import TYPE_CHECKING
from understone.engine.log import Event
from understone.engine.models import Mode, Player
from understone.engine.rank import HallEntry, RankEntry
if TYPE_CHECKING:
from pathlib import Path
# Pre-1.0 the schema mutates in place and the stamp is not yet meaningful;
# version discipline (and migrations) begins at 1.0.
_SCHEMA_VERSION = 1
# How many of the newest events to hydrate at construction. Full history stays
# in SQLite; this bounds the in-memory tail. Single source of truth — game.py
# imports it for the runtime trim, so the load size and the trim size cannot
# diverge. An ops knob (memory ceiling), never an economy value.
EVENT_TAIL_KEEP = 500
_PLAYER_COLUMNS = (
"name",
"x",
"y",
"hp",
"max_hp",
"level",
"xp",
"gold",
"atk",
"def_",
"weapon_id",
"armor_id",
"turns_left",
"turn_day",
"mode",
"at_location",
"created_at",
"last_seen",
"log_cursor",
"bestow_spent",
"bestow_day",
"wins",
"posts_sent",
"post_day",
"gambles",
"gamble_day",
"deepest_rung",
"satchel",
"weapon_plus",
"armor_plus",
"banked",
)
class Store:
"""A write-through SQLite store for players and the shared event log."""
def __init__(self, db_path: str | Path) -> None:
self._conn = sqlite3.connect(str(db_path), check_same_thread=False)
self._conn.row_factory = sqlite3.Row
self._conn.execute("PRAGMA journal_mode=WAL")
self._conn.execute("PRAGMA foreign_keys=ON")
self._init_schema()
# -- schema ----------------------------------------------------------
def _init_schema(self) -> None:
self._conn.executescript(
"""
CREATE TABLE IF NOT EXISTS players (
name TEXT PRIMARY KEY,
x INTEGER NOT NULL,
y INTEGER NOT NULL,
hp INTEGER NOT NULL,
max_hp INTEGER NOT NULL,
level INTEGER NOT NULL,
xp INTEGER NOT NULL,
gold INTEGER NOT NULL,
atk INTEGER NOT NULL,
def_ INTEGER NOT NULL,
weapon_id TEXT NOT NULL,
armor_id TEXT NOT NULL,
turns_left INTEGER NOT NULL,
turn_day INTEGER NOT NULL,
mode TEXT NOT NULL,
at_location TEXT NOT NULL,
created_at TEXT NOT NULL,
last_seen TEXT NOT NULL,
log_cursor INTEGER NOT NULL,
bestow_spent INTEGER NOT NULL,
bestow_day INTEGER NOT NULL,
wins INTEGER NOT NULL DEFAULT 0,
posts_sent INTEGER NOT NULL DEFAULT 0,
post_day INTEGER NOT NULL DEFAULT 0,
gambles INTEGER NOT NULL DEFAULT 0,
gamble_day INTEGER NOT NULL DEFAULT 0,
deepest_rung INTEGER NOT NULL DEFAULT 0,
satchel TEXT NOT NULL DEFAULT '',
weapon_plus INTEGER NOT NULL DEFAULT 0,
armor_plus INTEGER NOT NULL DEFAULT 0,
banked INTEGER NOT NULL DEFAULT 0
);
CREATE TABLE IF NOT EXISTS events (
id INTEGER PRIMARY KEY AUTOINCREMENT,
ts TEXT NOT NULL,
actor TEXT NOT NULL,
kind TEXT NOT NULL,
text TEXT NOT NULL,
target TEXT NOT NULL DEFAULT ''
);
CREATE TABLE IF NOT EXISTS ambushes (
attacker TEXT NOT NULL,
target TEXT NOT NULL,
day INTEGER NOT NULL,
PRIMARY KEY (attacker, target, day)
);
CREATE TABLE IF NOT EXISTS hall_of_fame (
id INTEGER PRIMARY KEY AUTOINCREMENT,
name TEXT NOT NULL,
win_ts TEXT NOT NULL,
run_days INTEGER NOT NULL,
level_at_win INTEGER NOT NULL
);
CREATE TABLE IF NOT EXISTS meta (
key TEXT PRIMARY KEY,
value TEXT NOT NULL
);
"""
)
self._conn.execute(
"INSERT OR IGNORE INTO meta(key, value) VALUES('schema_version', ?)",
(str(_SCHEMA_VERSION),),
)
self._conn.commit()
def set_meta(self, key: str, value: str) -> None:
"""Upsert a meta key (e.g. ``world_name``) and commit."""
self._conn.execute(
"INSERT INTO meta(key, value) VALUES(?, ?) "
"ON CONFLICT(key) DO UPDATE SET value=excluded.value",
(key, value),
)
self._conn.commit()
def get_meta(self, key: str) -> str | None:
"""Return a meta value, or ``None`` if unset."""
row = self._conn.execute("SELECT value FROM meta WHERE key=?", (key,)).fetchone()
return None if row is None else str(row["value"])
# -- load ------------------------------------------------------------
def load_all(self) -> tuple[dict[str, Player], list[Event]]:
"""Load every player and the most recent events into memory.
Only the newest ``EVENT_TAIL_KEEP`` events are resident; the full history
remains in SQLite. The tail is fetched newest-first then reversed so
the returned list stays ascending by id (the order ``since`` expects).
"""
players = {
row["name"]: _row_to_player(row) for row in self._conn.execute("SELECT * FROM players")
}
rows = self._conn.execute(
"SELECT * FROM events ORDER BY id DESC LIMIT ?", (EVENT_TAIL_KEEP,)
).fetchall()
events = [_row_to_event(row) for row in reversed(rows)]
return players, events
# -- writes (no commit here; the façade commits per action) ----------
def upsert_player(self, player: Player) -> None:
"""Insert or update a player row (no commit)."""
placeholders = ", ".join("?" for _ in _PLAYER_COLUMNS)
assignments = ", ".join(f"{col}=excluded.{col}" for col in _PLAYER_COLUMNS if col != "name")
self._conn.execute(
f"INSERT INTO players ({', '.join(_PLAYER_COLUMNS)}) VALUES ({placeholders}) "
f"ON CONFLICT(name) DO UPDATE SET {assignments}",
_player_to_row(player),
)
def insert_event(self, ts: str, actor: str, kind: str, text: str, target: str = "") -> int:
"""Append an event row (no commit) and return its new id.
``target`` is empty for a public event or a player name for a private
note that only that player reads in their own catch-up.
"""
cur = self._conn.execute(
"INSERT INTO events(ts, actor, kind, text, target) VALUES(?, ?, ?, ?, ?)",
(ts, actor, kind, text, target),
)
return int(cur.lastrowid or 0)
def insert_hall_row(self, name: str, win_ts: str, run_days: int, level_at_win: int) -> int:
"""Append a Hall of Legends row (no commit) and return its new id."""
cur = self._conn.execute(
"INSERT INTO hall_of_fame(name, win_ts, run_days, level_at_win) VALUES(?, ?, ?, ?)",
(name, win_ts, run_days, level_at_win),
)
return int(cur.lastrowid or 0)
def record_ambush(self, attacker: str, target: str, day: int) -> None:
"""Mark that *attacker* has spent their ambush on *target* for *day*.
Idempotent: the ``(attacker, target, day)`` primary key means a repeat
write is ignored, so re-recording the same attempt is harmless. No
commit the façade folds this into the per-action transaction.
"""
self._conn.execute(
"INSERT OR IGNORE INTO ambushes(attacker, target, day) VALUES(?, ?, ?)",
(attacker, target, day),
)
def has_ambushed(self, attacker: str, target: str, day: int) -> bool:
"""Return whether *attacker* already ambushed *target* on *day*."""
row = self._conn.execute(
"SELECT 1 FROM ambushes WHERE attacker=? AND target=? AND day=?",
(attacker, target, day),
).fetchone()
return row is not None
def commit(self) -> None:
"""Commit the current transaction."""
self._conn.commit()
# -- read-only queries ----------------------------------------------
def top_ranks(self, limit: int = 10) -> list[RankEntry]:
"""Return the leaderboard ordered by level, xp, then name."""
rows = self._conn.execute(
"SELECT name, level, xp, gold, wins FROM players "
"ORDER BY level DESC, xp DESC, name ASC LIMIT ?",
(limit,),
)
return [
RankEntry(
name=row["name"],
level=row["level"],
xp=row["xp"],
gold=row["gold"],
wins=row["wins"],
)
for row in rows
]
def top_hall(self, limit: int = 5) -> list[HallEntry]:
"""Return the most recent Hall of Legends rows, newest first."""
rows = self._conn.execute(
"SELECT name, win_ts, run_days, level_at_win FROM hall_of_fame "
"ORDER BY id DESC LIMIT ?",
(limit,),
)
return [
HallEntry(
name=row["name"],
win_ts=row["win_ts"],
run_days=row["run_days"],
level_at_win=row["level_at_win"],
)
for row in rows
]
def targeted_events_since(self, viewer: str, cursor: int) -> list[Event]:
"""Return *viewer*'s private notes past *cursor*, ascending by id.
Public history older than the resident tail is ephemeral by design (the
broadsheet does not keep), but private mail is durable: a note left while
the recipient was away must survive however many public events have since
pushed it out of the in-memory tail. The façade pulls the recipient's
targeted rows from SQLite to backfill that gap before rendering.
"""
rows = self._conn.execute(
"SELECT * FROM events WHERE target=? AND id>? ORDER BY id",
(viewer, cursor),
).fetchall()
return [_row_to_event(row) for row in rows]
def journal_mode(self) -> str:
"""Return the active journal mode (for diagnostics / tests)."""
row = self._conn.execute("PRAGMA journal_mode").fetchone()
return str(row[0])
def close(self) -> None:
"""Close the underlying connection."""
self._conn.close()
def _player_to_row(player: Player) -> tuple[object, ...]:
return (
player.name,
player.x,
player.y,
player.hp,
player.max_hp,
player.level,
player.xp,
player.gold,
player.atk,
player.def_,
player.weapon_id,
player.armor_id,
player.turns_left,
player.turn_day,
str(player.mode),
player.at_location,
player.created_at,
player.last_seen,
player.log_cursor,
player.bestow_spent,
player.bestow_day,
player.wins,
player.posts_sent,
player.post_day,
player.gambles,
player.gamble_day,
player.deepest_rung,
player.satchel,
player.weapon_plus,
player.armor_plus,
player.banked,
)
def _row_to_player(row: sqlite3.Row) -> Player:
return Player(
name=row["name"],
x=row["x"],
y=row["y"],
hp=row["hp"],
max_hp=row["max_hp"],
level=row["level"],
xp=row["xp"],
gold=row["gold"],
atk=row["atk"],
def_=row["def_"],
weapon_id=row["weapon_id"],
armor_id=row["armor_id"],
turns_left=row["turns_left"],
turn_day=row["turn_day"],
mode=Mode(row["mode"]),
at_location=row["at_location"],
created_at=row["created_at"],
last_seen=row["last_seen"],
log_cursor=row["log_cursor"],
bestow_spent=row["bestow_spent"],
bestow_day=row["bestow_day"],
wins=row["wins"],
posts_sent=row["posts_sent"],
post_day=row["post_day"],
gambles=row["gambles"],
gamble_day=row["gamble_day"],
deepest_rung=row["deepest_rung"],
satchel=row["satchel"],
weapon_plus=row["weapon_plus"],
armor_plus=row["armor_plus"],
banked=row["banked"],
)
def _row_to_event(row: sqlite3.Row) -> Event:
return Event(
event_id=row["id"],
ts=row["ts"],
kind=row["kind"],
actor=row["actor"],
text=row["text"],
target=row["target"],
)
@@ -1,5 +0,0 @@
"""Screen layer — pure rendering of game state into text frames.
No ANSI SGR escape sequences are emitted in v1; colour is carried as
metadata on cells for a future renderer but never written to output.
"""
@@ -1,35 +0,0 @@
"""Shared box-drawing glyphs and the title-in-border helper.
The frame renderer and the menu renderer both draw a single box with a
centred title in the top border. The glyph set and that border logic live
here so the two renderers cannot drift apart.
"""
from __future__ import annotations
TL = "" # top-left corner
TR = "" # top-right corner
BL = "" # bottom-left corner
BR = "" # bottom-right corner
H = "" # horizontal run
V = "" # vertical edge
def border_with_title(inner: int, title: str) -> str:
"""Build the top border ``┌──title──┐`` with the title centred in the run.
*inner* is the interior width (between the corners). The title is wrapped
in single spaces and centred; if it does not fit the run it is truncated.
An empty/blank title yields a plain horizontal run.
"""
label = title.strip()
if not label:
return TL + (H * inner) + TR
framed = f" {label} "
if len(framed) > inner:
framed = framed[:inner]
pad = inner - len(framed)
left = pad // 2
right = pad - left
middle = (H * left) + framed + (H * right)
return TL + middle + TR
@@ -1,61 +0,0 @@
"""A 2-D grid of single-glyph cells.
The grid is the renderer's input surface: callers paint terrain and actors
into cells, then hand the grid to ``text_renderer`` for framing.
"""
from __future__ import annotations
from dataclasses import dataclass
from understone.screen.palette import Color
@dataclass(frozen=True, slots=True)
class Cell:
"""A single rendered position: exactly one glyph plus a colour role."""
glyph: str
color: Color
def __post_init__(self) -> None:
if len(self.glyph) != 1:
raise ValueError(f"cell glyph must be exactly one character, got {self.glyph!r}")
_BLANK = Cell(" ", Color.DEFAULT)
class CellGrid:
"""A mutable ``rows`` x ``cols`` grid of cells."""
def __init__(self, rows: int, cols: int) -> None:
if rows <= 0 or cols <= 0:
raise ValueError(f"grid must be positive, got {rows}x{cols}")
self.rows = rows
self.cols = cols
self._cells: list[list[Cell]] = [[_BLANK for _ in range(cols)] for _ in range(rows)]
def blank(self) -> None:
"""Reset every cell to the blank cell."""
for r in range(self.rows):
for c in range(self.cols):
self._cells[r][c] = _BLANK
def set(self, r: int, c: int, cell: Cell) -> None:
"""Paint *cell* at row *r*, column *c* (bounds-checked)."""
if not (0 <= r < self.rows and 0 <= c < self.cols):
raise IndexError(f"cell ({r},{c}) out of bounds for {self.rows}x{self.cols}")
self._cells[r][c] = cell
def get(self, r: int, c: int) -> Cell:
"""Return the cell at row *r*, column *c* (bounds-checked)."""
if not (0 <= r < self.rows and 0 <= c < self.cols):
raise IndexError(f"cell ({r},{c}) out of bounds for {self.rows}x{self.cols}")
return self._cells[r][c]
def row_glyphs(self, r: int) -> str:
"""Return row *r* as a string of its glyphs."""
if not (0 <= r < self.rows):
raise IndexError(f"row {r} out of bounds for {self.rows} rows")
return "".join(cell.glyph for cell in self._cells[r])
@@ -1,47 +0,0 @@
"""Classic door-game menu rendering for location interiors.
A menu is a boxed title, a block of flavour/body lines, an option line of
the ``(B)uy (S)ell (L)eave`` form, and a footer status line.
"""
from __future__ import annotations
from typing import TYPE_CHECKING
from understone.screen.box import BL, BR, H, V, border_with_title
if TYPE_CHECKING:
from collections.abc import Sequence
def render_menu(
title: str,
lines: Sequence[str],
options: Sequence[str],
status: str,
) -> str:
"""Render a boxed location menu.
*title* is centred in the top border, *lines* form the body (each
left-padded inside the box), *options* are joined with two spaces into
an option line, and *status* prints under the box.
"""
body = list(lines)
option_line = " ".join(options)
if option_line:
body.append("")
body.append(option_line)
inner = _inner_width(title, body)
out = [border_with_title(inner, title)]
for line in body:
out.append(V + " " + line.ljust(inner - 1) + V)
out.append(BL + (H * inner) + BR)
out.append(status)
return "\n".join(out)
def _inner_width(title: str, body: Sequence[str]) -> int:
"""Choose an inner width that fits the title and the widest body line."""
title_need = len(title.strip()) + 4
body_need = max((len(line) + 2 for line in body), default=0)
return max(title_need, body_need, 24)
@@ -1,65 +0,0 @@
"""Colour vocabulary for cells.
Colours are *stored* on cells and rendered by the live Watch page, which maps
each role to a hue (see ``watch.PALETTE``). The text frame renderer stays
monochrome it emits glyphs only so a cell's colour rides the grid model
untouched until a colour-aware renderer (the Watch today, an ANSI terminal
later) reads it.
"""
from __future__ import annotations
from enum import Enum
class Color(Enum):
"""Semantic colour roles for grid cells.
One global vocabulary, shared by every world there are no per-world or
per-theme palettes. Roles are split into two families: the runtime overlay
colours an actor or item wears (``PLAYER``/``OTHER_PLAYER``/``MONSTER``/
``ITEM``) and the author-assignable terrain/location roles a pack paints its
map with (everything else). A future colour renderer maps each role to a
hue; the Watch already does (see ``watch.PALETTE``).
"""
DEFAULT = "default"
WALL = "wall"
FLOOR = "floor"
PLAYER = "player"
OTHER_PLAYER = "other_player"
MONSTER = "monster"
ITEM = "item"
WATER = "water"
TREE = "tree"
TOWN = "town"
DUNGEON = "dungeon"
# Expanded terrain/location roles (v0.9) — so distinct types read by hue and
# not only by glyph. ROAD splits paths off FLOOR; FOREST is lush dense
# vegetation; SCRUB is its barren counterpart — rough, non-lush dense terrain
# (volcanic cinder, desert scrub) that must NOT read as green woods; LAVA
# gives molten ground its own orange (no longer mis-sharing WATER's blue);
# BARREN gives open wasteland ground a taupe; INN/SHOP/HEALER give each town
# building its own hue (TOWN stays as a generic fallback).
ROAD = "road"
FOREST = "forest"
SCRUB = "scrub"
LAVA = "lava"
BARREN = "barren"
INN = "inn"
SHOP = "shop"
HEALER = "healer"
@classmethod
def assignable(cls) -> list[Color]:
"""The roles a pack may paint terrain or a location with.
One source of truth for the overlay-vs-assignable split. Excludes the
runtime overlay colours an actor/item wears (``PLAYER``/
``OTHER_PLAYER``/``MONSTER``/``ITEM``) and the ``DEFAULT`` fallback
none of which an author assigns. Consumers (the authoring manual and
its test) read this so the documented vocabulary can never drift from
the enum. Returned in definition order.
"""
overlay = {cls.DEFAULT, cls.PLAYER, cls.OTHER_PLAYER, cls.MONSTER, cls.ITEM}
return [role for role in cls if role not in overlay]
@@ -1,32 +0,0 @@
"""Frame rendering — wrap a grid in a single box border with a title and status.
Deterministic and glyph-only (no ANSI). The title is centred within the
top border run; the status line is printed under the closed box.
"""
from __future__ import annotations
from typing import TYPE_CHECKING
from understone.screen.box import BL, BR, H, V, border_with_title
if TYPE_CHECKING:
from understone.screen.grid import CellGrid
def render_frame(grid: CellGrid, *, title: str, status: str) -> str:
"""Render *grid* inside a box, with *title* in the top border and *status* below.
The inner width equals the grid's column count. The title is centred
in the horizontal run of the top border; if it does not fit it is
truncated to the available run.
"""
inner = grid.cols
top = border_with_title(inner, title)
bottom = BL + (H * inner) + BR
lines = [top]
for r in range(grid.rows):
lines.append(V + grid.row_glyphs(r) + V)
lines.append(bottom)
lines.append(status)
return "\n".join(lines)
@@ -1,54 +0,0 @@
"""Deterministic terrain texturing — vary a terrain glyph by map position.
A field of identical `.`s reads flat; swapping in an occasional `,` or `'`
gives the overworld a hand-stippled BBS texture without storing anything on the
map. The variation is a PURE FUNCTION OF THE CELL COORDINATE, so it is stable
across redraws (a cell always picks the same variant) and reproducible the
model never sees it, only the renderer.
Only *terrain* cells are textured. The player marker, the other-player marker,
and location glyphs are painted on top and are never varied, so the eye can
always find them.
LOCKSTEP CONTRACT. The Watch page (``understone.watch.WATCH_HTML``) paints its
own base map in JavaScript and reproduces the EXACT same selection the same
``VARIANTS`` rows and the same ``(x * _HASH_X + y * _HASH_Y) % n`` index. The
page builds that index string FROM the :data:`_HASH_X` / :data:`_HASH_Y`
constants here (``understone.watch`` imports them), so a retune of either
number moves the JS with it; only the ``VARIANTS`` table must still be mirrored
by hand, or the live map and the tool frames will drift apart.
"""
from __future__ import annotations
# The position hash multipliers. The variant index for a cell is
# ``(x * _HASH_X + y * _HASH_Y) % len`` — two odd, coprime constants chosen so
# neighbouring cells spread across the variant row rather than banding. The
# Watch JS builds its own copy of this formula FROM these same two numbers
# (``understone.watch`` imports them), so a retune here moves the page in
# lockstep; a guard test pins the agreement.
_HASH_X = 31
_HASH_Y = 17
# Base glyph -> the ordered string of glyphs it may render as. The base glyph
# is index 0, so a cell that hashes to 0 is unchanged. Glyphs not listed here
# are never varied. Keep in lockstep with the Watch JS VARIANTS map.
VARIANTS: dict[str, str] = {
".": ".,'",
"": "≋≈",
}
def textured(glyph: str, x: int, y: int) -> str:
"""Return the variant of *glyph* for cell ``(x, y)``, or *glyph* unchanged.
When *glyph* has a :data:`VARIANTS` row, the cell coordinate selects one of
its variants by ``(x * _HASH_X + y * _HASH_Y) % len`` a fixed,
position-only hash so the choice is stable per cell and identical to the
Watch's. Glyphs with no row (every actor and location glyph, and any
un-listed terrain) are returned as-is.
"""
choices = VARIANTS.get(glyph)
if choices is None:
return glyph
return choices[(x * _HASH_X + y * _HASH_Y) % len(choices)]
@@ -1,40 +0,0 @@
"""Viewport window maths — pure integer arithmetic, no state.
Computes the top-left corner of a view window over a larger map, centred
on a focus point but clamped to map edges so the window never wraps and
never runs off the map. At edges the focus point sits off-centre.
"""
from __future__ import annotations
def compute_window(
map_w: int,
map_h: int,
view_w: int,
view_h: int,
cx: int,
cy: int,
) -> tuple[int, int]:
"""Return ``(x0, y0)`` top-left map coords for a view centred on ``(cx, cy)``.
The window is clamped so ``[x0, x0 + view_w)`` stays within
``[0, map_w)`` (and likewise for the vertical axis). When the map is
smaller than the view the origin pins to ``0``.
"""
x0 = _clamp_axis(map_w, view_w, cx)
y0 = _clamp_axis(map_h, view_h, cy)
return x0, y0
def _clamp_axis(map_size: int, view_size: int, center: int) -> int:
"""Clamp one axis: centre on ``center`` then pull inside the map edges."""
if view_size >= map_size:
return 0
origin = center - view_size // 2
max_origin = map_size - view_size
if origin < 0:
return 0
if origin > max_origin:
return max_origin
return origin
-648
View File
@@ -1,648 +0,0 @@
"""MCP server for Understone — the only module that imports ``mcp`` (or ``starlette``).
Nine ``door_*`` tools form the entire player interface. Every handler is a
synchronous ``def`` that takes and returns ``str``; no exception is allowed
to cross the MCP boundary (each handler catches, logs server-side, and
returns an in-fiction line). The handlers are thin wrappers over a single
module-level :class:`~understone.game.Game`; all rules live behind that
façade.
Three extra HTTP routes (``/watch`` and its two JSON feeds) serve the
read-only spectator page from :mod:`understone.watch`. They are registered via
FastMCP's ``custom_route`` and ride inside the streamable-http app; the
``starlette`` request/response types appear ONLY here, mirroring the MCP SDK's
own ``custom_route`` examples. The routes are unauthenticated by design and
strictly read-only they never mutate or persist world state.
Usage::
understone # via entry point (stdio transport)
python -m understone # via module
understone validate PATH # check a content pack loads cleanly
understone newpack PATH # scaffold a new pack + authoring manual
understone worlds # list the bundled worlds and their soundness
Environment variables
---------------------
UNDERSTONE_DB SQLite path (default: ./understone.db)
UNDERSTONE_WORLD Content-pack directory (default: packaged world/data)
UNDERSTONE_TRANSPORT "stdio" (default) or "streamable-http"
UNDERSTONE_HOST Bind host for http transport (default: 127.0.0.1)
UNDERSTONE_PORT Bind port for http transport (default: 8077)
UNDERSTONE_PATH HTTP path for the MCP endpoint (default: /mcp)
"""
from __future__ import annotations
import argparse
import logging
import os
from pathlib import Path
from typing import TYPE_CHECKING
from mcp.server.fastmcp import FastMCP
from mcp.server.transport_security import TransportSecuritySettings
from starlette.responses import HTMLResponse, JSONResponse, Response
from understone import cli, sim, watch
from understone.errors import WorldLoadError
from understone.game import Game
from understone.persistence import Store
from understone.world import PACKAGED_WORLD_DIR
from understone.world.loader import load_world
if TYPE_CHECKING:
from starlette.applications import Starlette
from starlette.requests import Request
log = logging.getLogger(__name__)
_PREMISE = (
"Understone is a shared-world BBS door game played through these tools. "
"Call door_help first to learn how to narrate it."
)
# The DM manual returned by door_help — a module constant so it is stable and
# greppable. It teaches an assistant how to run the game responsibly.
_DM_MANUAL = """\
UNDERSTONE A GUIDE FOR THE GAME MASTER
WHAT THIS IS
Understone is a multiplayer, BBS-style ANSI door game a small text RPG in
the lineage of the classic BBS door games. Many players share ONE
persistent world hosted by this server. You are the storyteller at the
terminal; the server is the rules engine and the single source of truth.
THE GOLDEN RULE
The server is authoritative. Never invent dice rolls, loot, gold, hit
points, map tiles, or outcomes. Every number and event comes back from a
tool call. Narrate AROUND the facts the tools return never ahead of them.
If you want something to happen, call the tool and see what the world says.
THE TWO MODES OF PLAY
1. The overworld (TILE mode). Tools return an ASCII "keyframe": a bordered
map window centred on the player. '@' is the player, '' is another
adventurer, glyphs are buildings ( inn, $ shop, healer, dungeon).
Movement here is FREE it costs no daily turns.
2. Location interiors (MENU mode). Stepping onto a building opens a menu of
options like (R)est, (B)uy, (H)eal, (D)escend, (L)eave.
PRESENTING FRAMES
When a tool returns a map or a menu, show it to the player VERBATIM inside a
fenced code block so the box-drawing lines stay aligned. Then add your prose
underneath. Do not redraw or paraphrase the frame.
NARRATION
Be vivid and in-fiction. Turn the terse result lines ("You travel 3 steps.",
"+8 XP, +3 gold.") into atmosphere. Keep your additions consistent with the
returned facts and the high-fantasy tone of the Vale of Understone.
THE DAILY RHYTHM
Each adventurer has a small budget of turns per real-world UTC day. Only
fighting, descending, and challenging the Wyrm spend a turn; moving,
resting, shopping and looking do not. When the budget is gone, the day is
done encourage the player to return tomorrow. This is a correspondence
game: a little each day.
WANDERING THE FOREST (the texture of a walk)
A step through wild country may turn up more than a monster. The server
rolls a private encounter table as the player walks: most often a foe (which
stops the walk for a fight or flight), but sometimes a purse of gold, a
healing spring, a small trap (it can never kill it floors at 1 HP), or a
scrap of Vale lore. The non-combat finds are applied at once, narrated in
the move result, and do NOT stop the walk; at most one such event happens
per move. These finds are PRIVATE they are not Herald news so narrate
them as the quiet texture of travelling, and watch the lore: it whispers of
something coiled beneath the dungeon.
DELVING DEEP (the reasons to come back)
Beneath the daily reset are four standing draws that reward a returning hero.
* THE RUNG LADDER. The dungeon is a ladder of guardians fought one rung per
'descend' (each costs a daily turn). A descent faces the NEXT rung past your
deepest; a win advances your depth and you climb back out, a loss bounces
you home but your depth PERSISTS you re-enter where you left off. Reaching
the last rung opens the Wyrm's door (the depth gate above). Narrate the deep
as a slow, earned descent, a rung at a time.
* THE SATCHEL AND THE DEATH-SAVE. A small satchel carries a few potions
(buying one at the shop now STOWS it instead of drinking it). 'quaff'
(anywhere, no turn) drinks the strongest. The heart of it: if a fight would
KILL the active fighter and they carry a potion, the strongest is drunk
AUTOMATICALLY they survive standing at the potion's value, no bounce, no
spawn reset. Play that beat big: the elixir burning down their throat at the
edge of death. (A sleeping ambush victim never auto-quaffs they are
asleep.)
* THE FORGE GOLD AND ORE. The shop's forge adds a +1 edge to the equipped
weapon or armour ('forge' target="weapon"/"armour"), up to a cap, each tier
dearer than the last. A step costs gold AND forge ore a material the hero
EARNS in combat, never buys: every cleared dungeon rung drops some, and a won
forest fight sometimes turns up a little. So the forge is fed by descending,
not just by a fat purse; a hero short of ore is told so. Swapping or selling
a forged piece loses the edge with it.
* RARE BEASTS. A few named beasts prowl the forest, surfacing seldom. Felling
one is loud a public Herald flash and it always guards a draught that
drops into the satchel (if there is room). Treat a rare kill as a small
legend in itself.
THE WYRM BELOW (the endgame, and how to win)
Deep under the dungeon sleeps the Wyrm Below a fixed, fearsome boss and
the ONLY win condition. At the dungeon, a sufficiently seasoned hero may
'challenge' it (door_action action="challenge"). The Wyrm gates on BOTH
level AND depth: an under-level hero is turned away first, and even a high
hero who has not plumbed the deep to its floor (see DELVING DEEP) is told the
Wyrm will not stir. Once both are met, the challenge spends a daily turn and
resolves in one call, like a fight.
* On victory the hero FREES THE VALE. The triumph is heralded to everyone,
the run is carved into the Hall of Legends (shown by door_rank), and the
hero is reborn in a classic-door-game-style legacy reset: level, gold, gear and stats
return to first-day values and they stand again at the town but they
keep a permanent for the win, and may set out to do it all again. Their
remaining turns for the day and their place in the world carry over.
* On defeat the Wyrm devours them; they wake at the spawn, barely alive.
Play this beat big: it is the climax of a whole run. Narrate the reset as the
Vale renewing itself around an undying legend, not as a death.
BESTOWING FORTUNE (use sparingly)
door_bestow lets you, the storyteller, grant a little gold or healing to
mark a great story moment a heroic rescue, a clever solution, a poignant
death-defiance. It NEVER grants items (gear comes from the shop) and NEVER
grants turns (the clock does not bend). It is capped by a small daily pool
per player, and every bestowal is written to the public log for all to see.
Treat it as seasoning, not a salt-shaker: reserve it for the rare, earned
beat, and never promise a reward you cannot actually deliver within the cap.
THE SOCIAL LAYER (rivals, mail, and dice)
Understone is a SHARED world, and three verbs let players touch one another.
* AMBUSH (door_action action="ambush" target=<player>, on the overworld).
A classic-door-game-style player-kill: you fall upon a RIVAL WHO HAS NOT YET ACTED
TODAY and rob them. The SLEEP RULE is the heart of it a player who has
already taken their turn that day is awake and cannot be ambushed, so the
surest defence is simply to play. The gatekeeper shields the young (both of
you must clear a level floor) and only matches near-equals (a level band).
On a win you take a slice of their gold and they wake at the spawn at 1 HP;
a public Herald crows the deed and the victim gets a PRIVATE note. But the
sleeper may WAKE: lose, and YOU are the one who flees bleeding, shamed on
the feed and gaining nothing. You get one attempt per rival per day, win or
lose. Narrate ambush as a real betrayal and losing one as just deserts.
* POST (door_action action="post" target=<player> text=<message>, anywhere).
Leave a private note at the inn for another player; they read it on their
next door_log under "While you were away". It costs no turn, is capped per
day, and the note is PRIVATE it never reaches the public Herald or the
lobby TV. Good for taunts after an ambush, alliances, or a kind word.
* GAMBLE (door_action action="gamble" amount=<gold>, at the inn).
Wager gold on a single throw of 2d6 against the house: roll higher to
double your stake, tie to push, roll lower to lose it. It costs no turn but
is capped per day. A big win is heralded; a quiet one is just a story you
tell. Remind players the house has no mercy and the odds are even at best.
THE VAULT (banking coin at the inn)
The inn keeps a strongbox. DEPOSIT (door_action action="deposit" amount=<gold>)
moves coin from the hero's hand into the vault; WITHDRAW (action="withdraw"
amount=<gold>) draws it back. Neither costs a turn. Two things make the vault
matter: banked gold is SAFE FROM AMBUSH (a sleeping-robber lifts only what the
victim carries), so banking before logging off is the way to protect a purse;
and banked gold SURVIVES THE WYRM-WIN RESET it is the one wealth a reborn
hero keeps, alongside their . Suggest a wary player bank their winnings.
TOOL CHEAT-SHEET
door_help This manual.
door_join(player) Sign in (creates or resumes a character).
door_status(player) Read the character sheet.
door_look(player) Redraw the current view (map or menu).
door_move(player, ...) Walk the overworld (free). steps="NNEE" or
heading="east" + distance=3 (max 8 per call).
door_action(player, action) Context verb: fight, flee, ambush (a rival),
rest, deposit/withdraw (the inn vault), buy,
sell, forge (a +1 edge, gold + ore), heal,
gamble (dice at the inn), descend (one rung),
challenge (the Wyrm), post (a note), quaff (a
carried potion), leave.
door_log(player) Read the Understone Herald (the shared feed).
door_rank(player) The leaderboard + Hall of Legends ( = wins).
door_bestow(player, reason...) Grant a little gold/healing for a story beat.
GETTING STARTED
Ask the player their adventurer's name, call door_join, present the opening
keyframe, and set the scene: a small town at the western edge of a wooded
vale, a road running east toward darker country and a dungeon mouth.
"""
_BLANK_NAME = 'The gatekeeper squints. "I didn\'t catch your name, traveller."'
# Module-level game singleton, built lazily so tests can inject their own.
_GAME: Game | None = None
def _build_game(watch_url: str | None = None) -> Game:
"""Construct the module Game from environment configuration."""
db_path = os.environ.get("UNDERSTONE_DB", "understone.db")
world_dir = os.environ.get("UNDERSTONE_WORLD") or str(PACKAGED_WORLD_DIR)
world = load_world(world_dir)
store = Store(db_path)
return Game(world, store, watch_url=watch_url)
def _game() -> Game:
"""Return the module game, building it on first use."""
global _GAME
if _GAME is None:
_GAME = _build_game()
return _GAME
def _set_game(game: Game) -> None:
"""Install a prebuilt game (used by create_app / tests)."""
global _GAME
_GAME = game
def _guard_name(player: str) -> str | None:
"""Return the blank-name refusal when *player* is empty, else None."""
return None if player.strip() else _BLANK_NAME
mcp: FastMCP = FastMCP(
"understone",
instructions=_PREMISE,
)
@mcp.tool()
def door_help() -> str:
"""Read the Understone game-master manual — start here.
Returns a short guide for running this multiplayer, BBS-style ANSI door
game (a classic text RPG / dungeon adventure): the two play modes, how
to present the ASCII map frames, the daily-turn rhythm, and the full tool
cheat-sheet. Call door_help before your first session to learn how to run
the game, then call door_join to begin.
"""
watch_line = _game().watch_line()
if watch_line:
return f"{_DM_MANUAL}\nTHE LOBBY TV\n {watch_line}\n"
return _DM_MANUAL
@mcp.tool()
def door_join(player: str) -> str:
"""Sign an adventurer into the shared world of Understone — call this first.
Understone is a multiplayer, BBS-style ANSI door game: a text adventure /
dungeon RPG in the spirit of the classic BBS door games, played entirely
through these tools. This creates a new character at the town, or resumes
an existing one by name, and returns the opening overworld map frame. New
to running it? Call door_help before your first session.
Args:
player: The adventurer's name (their identity in the world).
"""
blank = _guard_name(player)
if blank is not None:
return blank
try:
return _game().join(player)
except Exception:
log.exception("door_join failed for %r", player)
return _unexpected()
@mcp.tool()
def door_status(player: str) -> str:
"""Show an adventurer's character sheet (level, HP, gear, gold, turns).
Read-only. Use it to check progress before deciding what to do next.
Args:
player: The adventurer's name.
"""
blank = _guard_name(player)
if blank is not None:
return blank
try:
return _game().status(player)
except Exception:
log.exception("door_status failed for %r", player)
return _unexpected()
@mcp.tool()
def door_look(player: str) -> str:
"""Redraw what the adventurer currently sees (read-only).
On the overworld this is an ASCII map keyframe centred on the player
('@' is you, '' are other players, glyphs are buildings). Inside a
building it is that location's menu. Present the result verbatim in a
fenced code block, then narrate.
Args:
player: The adventurer's name.
"""
blank = _guard_name(player)
if blank is not None:
return blank
try:
return _game().look(player)
except Exception:
log.exception("door_look failed for %r", player)
return _unexpected()
@mcp.tool()
def door_move(player: str, steps: str = "", heading: str = "", distance: int = 1) -> str:
"""Walk the overworld — movement is free and never costs a daily turn.
Only valid on the overworld (in a building, use door_action 'leave'
first). Give EITHER a compact ``steps`` string of cardinal letters such
as "NNEE", OR a ``heading`` ("north"/"south"/"east"/"west") with a
``distance``. At most 8 cells move per call; the walk stops early at
walls, water, a building door, or a wandering monster.
Args:
player: The adventurer's name.
steps: Cardinal letters, e.g. "NNEE" (takes precedence if given).
heading: A compass direction used with distance.
distance: How many cells to travel along heading (1-8).
"""
blank = _guard_name(player)
if blank is not None:
return blank
try:
return _game().move(player, steps, heading, distance)
except Exception:
log.exception("door_move failed for %r", player)
return _unexpected()
@mcp.tool()
def door_action(
player: str,
action: str,
target: str = "",
item: str = "",
text: str = "",
amount: int = 0,
) -> str:
"""Take a context-sensitive action in the world.
The legal verbs depend on where the adventurer is. On the overworld:
'fight' or 'flee' a wandering monster (fighting spends one daily turn), or
'ambush' a named rival who has not yet acted today a sleeping-rival
robbery in the spirit of the classic door-game player-kill (target=<name>, spends a turn).
Inside a building: 'rest' (inn), 'buy'/'sell'/'forge' (shop), 'heal'
(healer), or 'leave'. At the inn you may also 'gamble' a stake of gold at
dice (amount=<gold>), or bank coin in the vault with 'deposit'/'withdraw'
(amount=<gold>) banked gold is safe from ambush and survives a Wyrm-win
reset. Buying a potion now stows it in your satchel rather than drinking it;
'forge' (target="weapon"/"armour", at the shop) spends gold AND forge ore
(won in the deep) to add a +1 edge to your equipped gear, up to a cap. At
the dungeon:
'descend' ONE rung of the deep the next guardian past your deepest, one
per turn or 'challenge' the Wyrm Below, the endgame boss and the only way
to win. Descending a rung advances your depth; reaching the floor opens the
Wyrm's door. The challenge is gated by BOTH level and depth (you must have
plumbed the deep to its floor) and, once allowed, spends a daily turn and
resolves in a single call like a fight: a victory frees the Vale and begins
a new life (see door_help), a defeat bounces you home. Anywhere and at no
turn cost: 'post' leaves a private note for another player (target=<name>,
text=<message>) read on their next door_log, and 'quaff' drinks the
strongest potion from your satchel. An illegal verb returns the verbs valid
right here.
Args:
player: The adventurer's name.
action: The verb to attempt (fight, flee, ambush, rest, deposit,
withdraw, buy, sell, forge, heal, gamble, descend, challenge, post,
quaff, leave).
target: The other player's name for 'ambush'/'post', or the slot
("weapon"/"armour") for 'forge'.
item: For shop 'buy', the item id to purchase.
text: For 'post', the note left for the target (<= 120 characters).
amount: For inn 'gamble', the gold wagered on the dice; for the vault
'deposit'/'withdraw', the gold moved.
"""
blank = _guard_name(player)
if blank is not None:
return blank
try:
return _game().action(player, action, target, item, text, amount)
except Exception:
log.exception("door_action failed for %r action=%r", player, action)
return _unexpected()
@mcp.tool()
def door_log(player: str) -> str:
"""Catch up on what happened in the shared world while the player was away.
Returns the events since this adventurer last checked (fights, deaths,
blessings, descents by anyone) and advances their personal marker.
Args:
player: The adventurer's name.
"""
blank = _guard_name(player)
if blank is not None:
return blank
try:
return _game().log(player)
except Exception:
log.exception("door_log failed for %r", player)
return _unexpected()
@mcp.tool()
def door_rank(player: str = "") -> str:
"""Show the Roll of Heroes — the top-ten leaderboard.
Ordered by level, then experience, then name. If the caller names
themselves and they place in the top ten, their row is marked. Each
beside a name is one slaying of the Wyrm Below. Below the table, the Hall
of Legends lists the most recent completed runs (name, level at the kill,
days the run took, date); it is omitted while no one has yet won.
Args:
player: The caller's name (optional; marks their row when present).
"""
try:
return _game().rank(player)
except Exception:
log.exception("door_rank failed for %r", player)
return _unexpected()
@mcp.tool()
def door_bestow(player: str, reason: str, gold: int = 0, heal: int = 0) -> str:
"""Grant a small gift of gold or healing to mark a great story moment.
This is the game master's discretionary channel, to be used SPARINGLY for
earned, story-driven beats. It grants only gold and/or healing never
items (gear comes from the shop) and never turns (the daily clock does not
bend). Each grant is capped by a small daily pool per adventurer and is
written to the public log, so spend it on the rare moment that deserves
it; do not promise more than the cap allows. When a pack sets healing to
cost nothing, a bestowed heal is free and draws nothing from the pool.
Args:
player: The adventurer receiving the gift.
reason: A short, in-fiction reason (<= 120 characters).
gold: Gold to grant (>= 0).
heal: HP to restore (>= 0); only the missing portion is applied and
charged against the pool.
"""
blank = _guard_name(player)
if blank is not None:
return blank
try:
return _game().bestow(player, reason, gold, heal)
except Exception:
log.exception("door_bestow failed for %r", player)
return _unexpected()
# FastMCP.custom_route has no return annotation upstream (mcp 1.27.2), so mypy
# reads the decorator as untyped; the ignore is scoped to that single gap.
@mcp.custom_route("/watch", methods=["GET"]) # type: ignore[untyped-decorator]
async def watch_page(_request: Request) -> Response:
"""Serve the read-only CRT spectator page (static HTML, no world reads)."""
return HTMLResponse(watch.WATCH_HTML)
@mcp.custom_route("/watch/world.json", methods=["GET"]) # type: ignore[untyped-decorator]
async def watch_world(_request: Request) -> Response:
"""Serve the STATIC map payload (dimensions, coloured rows, locations)."""
return JSONResponse(watch.build_world_payload(_game().world))
@mcp.custom_route("/watch/state.json", methods=["GET"]) # type: ignore[untyped-decorator]
async def watch_state(_request: Request) -> Response:
"""Serve the DYNAMIC snapshot (players, Herald, Hall) — read-only.
The builder reads the module Game with no ``await`` in between, so each
response is a consistent point-in-time snapshot of the shared world.
"""
return JSONResponse(watch.build_state_payload(_game()))
def _unexpected() -> str:
"""In-fiction line for an unexpected server-side error."""
return (
"A strange fog rolls through the Vale and the moment slips away. "
"(Something went wrong; try again.)"
)
def create_app(
db_path: str, world_dir: str | None = None, watch_url: str | None = None
) -> Starlette:
"""Build the streamable-HTTP ASGI app backed by a fresh game.
Used by both ``main`` (for the http transport) and the integration tests,
so tests can point at a temp DB without environment juggling. ``watch_url``,
when given, is the spectator page URL the join banner and help manual
advertise; ``main`` derives it from the bind host/port.
"""
world = load_world(world_dir or str(PACKAGED_WORLD_DIR))
store = Store(db_path)
_set_game(Game(world, store, watch_url=watch_url))
return mcp.streamable_http_app()
def _serve() -> None:
"""Serve the Understone MCP world over the configured transport.
Honours UNDERSTONE_TRANSPORT: "stdio" (default) or "streamable-http".
For http, host/port/path are read from the environment and applied to the
FastMCP settings before serving. This is the actual transport launch; it is
kept separate from argument parsing so the parse step has no side effects.
"""
logging.basicConfig(level=logging.INFO)
transport = os.environ.get("UNDERSTONE_TRANSPORT", "stdio")
if transport == "streamable-http":
host = os.environ.get("UNDERSTONE_HOST", "127.0.0.1")
port = int(os.environ.get("UNDERSTONE_PORT", "8077"))
mcp.settings.host = host
mcp.settings.port = port
mcp.settings.streamable_http_path = os.environ.get("UNDERSTONE_PATH", "/mcp")
mcp.settings.stateless_http = False
# FastMCP freezes DNS-rebinding protection (a localhost-only Host
# allowlist) at CONSTRUCTION, and this module builds `mcp` at import
# with the default 127.0.0.1 host — so a 0.0.0.0/LAN bind would 421
# "Invalid Host" on /mcp for every remote node (the multi-node case).
# Binding off localhost means we intend to accept other hosts, so drop
# the allowlist here (matching the SDK's own default for a non-localhost
# bind). These routes are unauthenticated by design — serve only on a
# trusted network. UNDERSTONE_HOST controls the bind.
if host not in ("127.0.0.1", "localhost", "::1"):
mcp.settings.transport_security = TransportSecuritySettings(
enable_dns_rebinding_protection=False
)
# The spectator page is only reachable over http, so its URL is composed
# here from the bind address. A 0.0.0.0 bind should advertise a host a
# browser can actually reach (see the README Watch section).
watch_url = f"http://{host}:{port}/watch"
# Build the game eagerly (with the watch URL) so a config error surfaces
# before serving and the join/help advertisements carry the page link.
try:
_set_game(_build_game(watch_url))
except WorldLoadError as exc:
raise SystemExit(f"failed to load world: {exc}") from exc
mcp.run(transport="streamable-http")
return
try:
_game()
except WorldLoadError as exc:
raise SystemExit(f"failed to load world: {exc}") from exc
mcp.run(transport="stdio")
def _build_parser() -> argparse.ArgumentParser:
"""Build the ``understone`` argument parser: serve (default), validate, newpack.
Parsing is deliberately free of side effects no world load, no port bind
so the resolved subcommand can be inspected without serving anything.
"""
parser = argparse.ArgumentParser(
prog="understone",
description=(
"Understone — a BBS-style ANSI door game served over MCP, plus the "
"tools to author its world packs."
),
)
sub = parser.add_subparsers(dest="cmd")
sub.add_parser("serve", help="serve the MCP world (the default with no command)")
validate = sub.add_parser("validate", help="validate a content pack and print a report")
validate.add_argument("path", type=Path, help="the pack directory to validate")
newpack = sub.add_parser("newpack", help="scaffold a new content pack from the bundled world")
newpack.add_argument("path", type=Path, help="the directory to create the pack in")
sub.add_parser("worlds", help="list the bundled worlds and whether each is sound")
sim = sub.add_parser("simulate", help="run a greedy balance bot over a pack and report")
sim.add_argument("path", type=Path, help="the pack directory to simulate")
sim.add_argument("--days", type=int, default=30, help="sim-days to play (default 30)")
sim.add_argument("--seed", type=int, default=1, help="RNG seed (default 1)")
sim.add_argument(
"--seeds",
type=int,
default=None,
help="run a sweep of this many seeds from --seed and aggregate",
)
return parser
def main(argv: list[str] | None = None) -> None:
"""Run the Understone command line: serve, or author a world pack.
With no arguments (the entry point and ``python -m understone``) this serves
the MCP world exactly as before. ``validate PATH`` and ``newpack PATH`` drive
the pack-authoring loop and exit with the verb's status code.
"""
args = _build_parser().parse_args(argv)
if args.cmd == "validate":
raise SystemExit(cli.cli_validate(args.path))
if args.cmd == "newpack":
raise SystemExit(cli.cli_newpack(args.path))
if args.cmd == "worlds":
raise SystemExit(cli.cli_worlds())
if args.cmd == "simulate":
raise SystemExit(sim.cli_simulate(args.path, args.days, args.seed, seeds=args.seeds))
_serve()
File diff suppressed because it is too large Load Diff
-745
View File
@@ -1,745 +0,0 @@
"""The Watch page — a read-only CRT spectator view of the shared world.
This module is PURE: it imports nothing from ``mcp`` or ``starlette``. It owns
two payload builders and one self-contained HTML page; the server wires them to
HTTP routes. Input never flows through here the Watch is the lobby TV, not a
controller.
* :func:`build_world_payload` the STATIC map: dimensions, the legend-coloured
terrain rows, and the placed locations. Fetched once by the page.
* :func:`build_state_payload` the DYNAMIC snapshot: every player's position
and vitals, the recent Herald feed, and the Hall of Legends. Polled.
* :data:`WATCH_HTML` one inline-everything page (vanilla JS, phosphor CRT
styling) that paints the base map once and overlays the players each poll.
A correspondence game leaves every adventurer on the board between their turns,
so the state payload reports *all* players, not just the active ones.
"""
from __future__ import annotations
from typing import TYPE_CHECKING
from understone.engine.models import Mode
from understone.engine.satchel import decode_satchel
from understone.screen import texture
if TYPE_CHECKING:
from understone.engine.log import Event
from understone.engine.world import World
from understone.game import Game
# How many of the newest Herald events the Watch shows, oldest-first.
_HERALD_LIMIT = 15
# How many Hall-of-Legends runs the Watch shows.
_HALL_LIMIT = 5
def build_world_payload(world: World) -> dict[str, object]:
"""Return the STATIC map payload the Watch page fetches once.
``glyph_rows`` is the base terrain rendered glyph-for-glyph (locations are
NOT burned in here they ride in ``locations`` so the client can colour
them as an overlay). ``legend`` maps every terrain glyph that appears to a
palette colour *name*; the client owns the namehex mapping. Completeness is
a contract: every glyph in ``glyph_rows`` has a ``legend`` entry.
``theme`` is the pack's Watch CRT palette (``settings.watch_theme``); the
page looks it up in its own JS THEME table on fetch and swaps the CSS
custom-property values, so each world has its own phosphor colour.
"""
glyph_rows: list[str] = []
legend: dict[str, str] = {}
for y in range(world.height):
chars: list[str] = []
for x in range(world.width):
terrain = world.terrain_at(x, y)
chars.append(terrain.glyph)
legend.setdefault(terrain.glyph, terrain.color)
glyph_rows.append("".join(chars))
locations = [
{
"x": loc.x,
"y": loc.y,
"glyph": loc.glyph,
"name": loc.name,
"color": loc.color,
}
for loc in world.locations
]
return {
"name": world.name,
"width": world.width,
"height": world.height,
"theme": world.settings.watch_theme,
"glyph_rows": glyph_rows,
"legend": legend,
"locations": locations,
}
def build_state_payload(game: Game) -> dict[str, object]:
"""Return the DYNAMIC snapshot payload the Watch page polls.
Reports every player (a correspondence game keeps idle pieces on the
board), the last :data:`_HERALD_LIMIT` events oldest-first, and the top
:data:`_HALL_LIMIT` completed runs. ``ts`` is the game clock, so a seeded
test clock drives a deterministic payload.
"""
players = [
{
"name": p.name,
"x": p.x,
"y": p.y,
"level": p.level,
"wins": p.wins,
"hp": p.hp,
"max_hp": p.max_hp,
"mode": p.mode.value if isinstance(p.mode, Mode) else str(p.mode),
"gold": p.gold,
"banked": p.banked,
"satchel": _satchel_entries(game, p.satchel),
}
for p in game.players.values()
]
herald = [
{"ts": event.ts, "kind": event.kind, "text": event.text} for event in _recent_events(game)
]
hall = [
{
"name": entry.name,
"level_at_win": entry.level_at_win,
"run_days": entry.run_days,
"win_ts": entry.win_ts,
}
for entry in game.store.top_hall(_HALL_LIMIT)
]
return {
"ts": game.clock().isoformat(),
"players": players,
"herald": herald,
"hall": hall,
}
def _satchel_entries(game: Game, satchel: str) -> list[dict[str, object]]:
"""Decode a player's ``"id:qty"`` satchel into ``[{"name", "qty"}, ...]``.
Decodes the bag through the shared
:func:`~understone.engine.satchel.decode_satchel` codec, then resolves each
stack's id to its display name via the world's item table; an id no longer in
the pack (a save edited out from under it) falls back to the raw id, so the
lobby TV never shows a blank entry. The Watch is read-only, so it only
decodes the name-resolution is the only work that lives here.
"""
entries: list[dict[str, object]] = []
for item_id, qty in decode_satchel(satchel):
item = game.world.item_by_id(item_id)
entries.append({"name": item.name if item is not None else item_id, "qty": qty})
return entries
def _recent_events(game: Game) -> list[Event]:
"""Return the last :data:`_HERALD_LIMIT` resident PUBLIC events, oldest-first.
PRIVATE notes (a non-empty ``target`` ambush victim alerts, inn mail)
are filtered out first: the lobby TV is a public broadsheet and must never
show a message addressed to one player. The façade keeps events in
ascending id order, so the tail of the public slice IS the newest public
window correct even when AUTOINCREMENT ids are sparse.
"""
public = [event for event in game.events if not event.target]
return public[-_HERALD_LIMIT:]
# The Watch page. One self-contained document: inline CSS + vanilla JS, no
# external assets, no innerHTML-with-data (every dynamic node is built with
# createElement / textContent). The base map is painted once from world.json;
# players are an absolutely-positioned overlay repainted from state.json every
# two seconds. On a fetch failure the page dims and shows "SIGNAL LOST".
#
# ``__HASH_EXPR__`` is filled below from the texture-module hash constants, so
# the JS index formula tracks a Python-side retune (see _build_watch_html).
_WATCH_HTML_TEMPLATE = """\
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Understone Live Watch</title>
<style>
:root {
--phosphor: #7dffa0;
--phosphor-dim: #2f7a46;
--amber: #ffb44d;
--bg: #050a06;
--panel: #0a140d;
--edge: #163a22;
}
* { box-sizing: border-box; }
html, body {
margin: 0;
background: var(--bg);
color: var(--phosphor);
font-family: "Noto Sans Mono", "DejaVu Sans Mono", "Liberation Mono", "Courier New", monospace;
font-size: 14px;
line-height: 1.2;
}
body::after {
/* Scanline overlay faint, non-interactive. */
content: "";
position: fixed;
inset: 0;
pointer-events: none;
background: repeating-linear-gradient(
to bottom,
rgba(0, 0, 0, 0) 0px,
rgba(0, 0, 0, 0) 2px,
rgba(0, 0, 0, 0.22) 3px,
rgba(0, 0, 0, 0) 4px
);
z-index: 50;
}
body.lost { filter: grayscale(0.7) brightness(0.55); }
header {
padding: 10px 16px;
border-bottom: 1px solid var(--edge);
display: flex;
align-items: baseline;
justify-content: space-between;
flex-wrap: wrap;
gap: 8px;
text-shadow: 0 0 6px rgba(125, 255, 160, 0.5);
}
header h1 {
margin: 0;
font-size: 18px;
letter-spacing: 2px;
text-transform: uppercase;
}
.live {
color: var(--amber);
font-size: 13px;
letter-spacing: 1px;
text-shadow: 0 0 6px rgba(255, 180, 77, 0.5);
}
.live .dot {
display: inline-block;
width: 8px;
height: 8px;
margin-right: 6px;
border-radius: 50%;
background: var(--amber);
box-shadow: 0 0 8px var(--amber);
animation: pulse 2s ease-in-out infinite;
}
body.lost .live .dot { animation: none; background: var(--phosphor-dim); box-shadow: none; }
@keyframes pulse { 0%, 100% { opacity: 1; } 50% { opacity: 0.35; } }
main {
display: flex;
gap: 16px;
padding: 16px;
align-items: flex-start;
flex-wrap: wrap;
}
.map-frame {
position: relative;
border: 1px solid var(--edge);
background: var(--panel);
padding: 8px;
overflow: auto;
max-width: 100%;
box-shadow: inset 0 0 24px rgba(0, 0, 0, 0.6);
transition: filter 1.2s ease;
}
/* Time-of-day wash, toggled from the UTC hour of the state payload. The
overlay is non-interactive and sits above the map but below the scanlines.
night: a subtle blue dim; dawn/dusk: a faint amber wash; day: nothing. */
.map-frame::after {
content: "";
position: absolute;
inset: 0;
pointer-events: none;
opacity: 0;
transition: opacity 1.2s ease, background-color 1.2s ease;
z-index: 5;
}
.map-frame.night { filter: brightness(0.78) saturate(0.85); }
.map-frame.night::after { opacity: 1; background-color: rgba(74, 120, 200, 0.16); }
.map-frame.twilight::after { opacity: 1; background-color: rgba(255, 180, 77, 0.12); }
#map {
position: relative;
white-space: pre;
text-shadow: 0 0 4px rgba(125, 255, 160, 0.35);
}
#map .row { display: block; }
#overlay {
position: absolute;
top: 0;
left: 0;
pointer-events: none;
}
#overlay .pc {
position: absolute;
color: var(--amber);
text-shadow: 0 0 6px rgba(255, 180, 77, 0.8);
}
aside {
flex: 1 1 280px;
min-width: 260px;
display: flex;
flex-direction: column;
gap: 16px;
}
.card {
border: 1px solid var(--edge);
background: var(--panel);
padding: 10px 12px;
}
.card h2 {
margin: 0 0 8px;
font-size: 13px;
letter-spacing: 1.5px;
text-transform: uppercase;
color: var(--phosphor);
border-bottom: 1px solid var(--edge);
padding-bottom: 4px;
}
ul { margin: 0; padding: 0; list-style: none; }
li { padding: 2px 0; }
.muted { color: var(--phosphor-dim); }
.subline { font-size: 12px; padding-left: 2px; }
.adv-name { color: var(--amber); }
.stars { color: var(--amber); letter-spacing: 1px; }
.feed li { border-bottom: 1px dotted var(--edge); padding: 4px 0; }
.feed li:last-child { border-bottom: none; }
.feed .ts { color: var(--phosphor-dim); margin-right: 6px; }
</style>
</head>
<body>
<header>
<h1 id="world-name">The Understone Watch</h1>
<div class="live"><span class="dot"></span><span id="live-label">CONNECTING</span></div>
</header>
<main>
<div class="map-frame">
<div id="map"><div id="overlay"></div></div>
</div>
<aside>
<section class="card">
<h2>Adventurers</h2>
<ul id="adventurers"><li class="muted"></li></ul>
</section>
<section class="card">
<h2>Hall of Legends</h2>
<ul id="hall"><li class="muted">No legends yet.</li></ul>
</section>
<section class="card">
<h2>The Understone Herald</h2>
<ul id="herald" class="feed"><li class="muted"></li></ul>
</section>
</aside>
</main>
<script>
(function () {
"use strict";
// Per-world CRT palette. Each named theme is a set of CSS custom-property
// values applied to :root when world.json arrives (the pack's
// settings.watch_theme picks one). "phosphor" holds the EXACT values of the
// :root block above, so the default Vale is pixel-for-pixel unchanged; the
// others re-tint the whole console:
// phosphor the original green CRT (default).
// amber a warm gold CRT (classic amber monochrome monitor).
// ice a pale, cold blue CRT.
// ember a hot red/orange CRT.
// The day/night wash from v0.6 composes ON TOP of whichever theme is set.
var THEMES = {
phosphor: {
"--phosphor": "#7dffa0",
"--phosphor-dim": "#2f7a46",
"--amber": "#ffb44d",
"--bg": "#050a06",
"--panel": "#0a140d",
"--edge": "#163a22"
},
amber: {
"--phosphor": "#ffc14d",
"--phosphor-dim": "#7a5320",
"--amber": "#fff0a8",
"--bg": "#0a0702",
"--panel": "#14100a",
"--edge": "#3a2c16"
},
ice: {
"--phosphor": "#9fe6ff",
"--phosphor-dim": "#2f5f7a",
"--amber": "#ffe07d",
"--bg": "#04080a",
"--panel": "#0a1014",
"--edge": "#16303a"
},
ember: {
"--phosphor": "#ff8a6b",
"--phosphor-dim": "#7a3320",
"--amber": "#ffd07d",
"--bg": "#0a0503",
"--panel": "#140a07",
"--edge": "#3a1c16"
}
};
// Swap the CSS custom-property values for the pack's theme. Unknown or
// missing theme names fall back to "phosphor", so the console always has a
// coherent palette even if a future theme reaches the page unknown.
function applyTheme(name) {
var theme = THEMES[name] || THEMES.phosphor;
for (var prop in theme) {
if (Object.prototype.hasOwnProperty.call(theme, prop)) {
document.documentElement.style.setProperty(prop, theme[prop]);
}
}
}
// Palette colour-name -> phosphor-tinted hex. ONE global map, shared by every
// world (no per-world or per-theme palettes). Mirrors understone.screen.palette
// Color values 1:1 a guard test asserts every Color role has an entry here,
// so a shipped role can never silently fall back to default. The base map is
// coloured from this, never from the server.
var PALETTE = {
default: "#7dffa0",
wall: "#5a6b60",
floor: "#3f7a52",
player: "#ffb44d",
other_player: "#ffd089",
monster: "#ff6b6b",
item: "#ffe07d",
water: "#4aa6c8",
tree: "#3fae6a",
town: "#ffd089",
dungeon: "#c98bff",
// v0.9 expanded terrain/location roles, chosen for hue separation:
road: "#b89a6a",
forest: "#6a9f3f",
scrub: "#9c6038",
lava: "#ff7a3c",
barren: "#9a8b7a",
inn: "#ff9d4d",
shop: "#ffd24d",
healer: "#5fd6b0"
};
function colorFor(name) {
return PALETTE[name] || PALETTE.default;
}
// Deterministic terrain texture. MUST stay in lockstep with
// understone.screen.texture: the same base->variants rows and the same
// index formula. The formula below is INTERPOLATED from texture._HASH_X /
// _HASH_Y at module build time, so a Python-side retune rewrites this line;
// only the VARIANTS rows must still be mirrored by hand.
var VARIANTS = {
".": ".,'",
"\\u224b": "\\u224b\\u2248"
};
function textured(ch, x, y) {
var choices = VARIANTS[ch];
if (!choices) { return ch; }
return choices.charAt((__HASH_EXPR__) % choices.length);
}
var overlay = document.getElementById("overlay");
var mapEl = document.getElementById("map");
var liveLabel = document.getElementById("live-label");
var dims = null; // {width, height} once the map is painted.
function pad2(n) { return (n < 10 ? "0" : "") + n; }
function clockLabel(iso) {
var d = new Date(iso);
if (isNaN(d.getTime())) { return "--:--:--"; }
return pad2(d.getHours()) + ":" + pad2(d.getMinutes()) + ":" + pad2(d.getSeconds());
}
function stars(wins) {
if (wins <= 0) { return ""; }
if (wins <= 5) { return "\\u2605".repeat(wins); }
return "\\u2605x" + wins;
}
// Paint the base map ONCE. Each row is a sequence of <span> runs, a new run
// only where the legend colour changes, so a row is a handful of spans.
function paintMap(world) {
applyTheme(world.theme);
document.getElementById("world-name").textContent = world.name + " — Live Watch";
var legend = world.legend || {};
var rows = world.glyph_rows || [];
for (var y = 0; y < rows.length; y++) {
var row = rows[y];
var rowEl = document.createElement("div");
rowEl.className = "row";
var runText = "";
var runColor = null;
for (var x = 0; x < row.length; x++) {
var ch = row.charAt(x);
// Colour keys off the BASE terrain glyph; the rendered glyph is the
// position-keyed variant (a variant shares its terrain's colour).
var col = colorFor(legend[ch]);
if (runColor === null) { runColor = col; }
if (col !== runColor) {
rowEl.appendChild(makeSpan(runText, runColor));
runText = "";
runColor = col;
}
runText += textured(ch, x, y);
}
if (runText.length) { rowEl.appendChild(makeSpan(runText, runColor)); }
mapEl.insertBefore(rowEl, overlay);
}
dims = { width: world.width, height: world.height };
paintLocations(world.locations || []);
}
function makeSpan(text, color) {
var span = document.createElement("span");
span.style.color = color;
span.textContent = text;
return span;
}
// Locations are painted into the overlay layer (above the base terrain) so
// their glyph and colour win over the terrain beneath the door.
function paintLocations(locations) {
for (var i = 0; i < locations.length; i++) {
var loc = locations[i];
var el = document.createElement("span");
el.className = "pc";
el.style.left = "calc(" + loc.x + " * 1ch)";
el.style.top = "calc(" + loc.y + " * 1lh)";
el.style.color = colorFor(loc.color);
el.style.textShadow = "0 0 6px " + colorFor(loc.color);
el.textContent = loc.glyph;
el.title = loc.name;
overlay.appendChild(el);
}
}
// Player markers live in their own layer, cleared and repainted each poll.
var pcLayer = document.createElement("div");
pcLayer.id = "pc-layer";
overlay.appendChild(pcLayer);
function paintPlayers(players) {
while (pcLayer.firstChild) { pcLayer.removeChild(pcLayer.firstChild); }
for (var i = 0; i < players.length; i++) {
var p = players[i];
var el = document.createElement("span");
el.className = "pc";
el.style.left = "calc(" + p.x + " * 1ch)";
el.style.top = "calc(" + p.y + " * 1lh)";
// Every adventurer on the lobby TV is "another player" (there is no
// viewer here), so all wear the other-player marker. Mirrors the ''
// the game frame paints for rivals.
el.textContent = "\\u263b";
el.title = p.name;
pcLayer.appendChild(el);
}
}
function renderAdventurers(players) {
var list = document.getElementById("adventurers");
while (list.firstChild) { list.removeChild(list.firstChild); }
if (!players.length) {
list.appendChild(muted("The Vale is empty."));
return;
}
var sorted = players.slice().sort(function (a, b) {
return b.level - a.level || a.name.localeCompare(b.name);
});
for (var i = 0; i < sorted.length; i++) {
var p = sorted[i];
var li = document.createElement("li");
var name = document.createElement("span");
name.className = "adv-name";
name.textContent = p.name;
li.appendChild(name);
var star = stars(p.wins);
if (star) {
var s = document.createElement("span");
s.className = "stars";
s.textContent = " " + star;
li.appendChild(s);
}
var rest = document.createElement("span");
rest.className = "muted";
rest.textContent = " Lv" + p.level + " HP " + p.hp + "/" + p.max_hp;
li.appendChild(rest);
// A dim sub-line: gold on hand and (if any) gold in the vault. The whole
// shared world is on the lobby TV, so every hero's purse is public here.
var gold = document.createElement("div");
gold.className = "muted subline";
var goldText = (p.gold || 0) + "g";
if (p.banked) { goldText += " +" + p.banked + " vault"; }
gold.textContent = goldText;
li.appendChild(gold);
// A second dim sub-line: the satchel stacks ("Name ×qty"), or empty.
var sat = document.createElement("div");
sat.className = "muted subline";
sat.textContent = satchelText(p.satchel || []);
li.appendChild(sat);
list.appendChild(li);
}
}
// Render the satchel stacks as a compact dot-joined line, or an empty note.
function satchelText(stacks) {
if (!stacks.length) { return "satchel empty"; }
var parts = [];
for (var i = 0; i < stacks.length; i++) {
parts.push(stacks[i].name + " \\u00d7" + stacks[i].qty);
}
return parts.join(" \\u00b7 ");
}
function renderHall(hall) {
var list = document.getElementById("hall");
while (list.firstChild) { list.removeChild(list.firstChild); }
if (!hall.length) {
list.appendChild(muted("No legends yet."));
return;
}
for (var i = 0; i < hall.length; i++) {
var h = hall[i];
var li = document.createElement("li");
var star = document.createElement("span");
star.className = "stars";
star.textContent = "\\u2605 ";
li.appendChild(star);
var name = document.createElement("span");
name.className = "adv-name";
name.textContent = h.name;
li.appendChild(name);
var rest = document.createElement("span");
rest.className = "muted";
rest.textContent = " Lv" + h.level_at_win + " " + h.run_days + "d " + (h.win_ts || "").slice(0, 10);
li.appendChild(rest);
list.appendChild(li);
}
}
function renderHerald(herald) {
var list = document.getElementById("herald");
while (list.firstChild) { list.removeChild(list.firstChild); }
if (!herald.length) {
list.appendChild(muted("The Vale is still."));
return;
}
for (var i = 0; i < herald.length; i++) {
var e = herald[i];
var li = document.createElement("li");
var ts = document.createElement("span");
ts.className = "ts";
ts.textContent = clockLabel(e.ts);
li.appendChild(ts);
var text = document.createElement("span");
text.textContent = e.text;
li.appendChild(text);
list.appendChild(li);
}
}
function muted(text) {
var li = document.createElement("li");
li.className = "muted";
li.textContent = text;
return li;
}
function setLive(connected, iso) {
if (connected) {
document.body.classList.remove("lost");
liveLabel.textContent = "LIVE \\u2022 updated " + clockLabel(iso);
} else {
document.body.classList.add("lost");
liveLabel.textContent = "SIGNAL LOST";
}
}
var mapFrame = document.querySelector(".map-frame");
// Tint the map by the UTC hour of the world clock. The bands:
// night 20:00-05:59 -> subtle dim + blue ('night' class)
// dawn 06:00-07:59 -> faint amber wash ('twilight' class)
// dusk 18:00-19:59 -> faint amber wash ('twilight' class)
// day 08:00-17:59 -> no tint
// UTC (not local) so every spectator sees the same sky as the game clock.
function applyDayPhase(iso) {
var d = new Date(iso);
mapFrame.classList.remove("night", "twilight");
if (isNaN(d.getTime())) { return; }
var h = d.getUTCHours();
if (h >= 20 || h < 6) {
mapFrame.classList.add("night");
} else if (h < 8 || h >= 18) {
mapFrame.classList.add("twilight");
}
}
function getJSON(url) {
return fetch(url, { cache: "no-store" }).then(function (r) {
if (!r.ok) { throw new Error("HTTP " + r.status); }
return r.json();
});
}
function poll() {
getJSON("./watch/state.json").then(function (state) {
paintPlayers(state.players || []);
renderAdventurers(state.players || []);
renderHall(state.hall || []);
renderHerald(state.herald || []);
applyDayPhase(state.ts);
setLive(true, state.ts);
}).catch(function () {
setLive(false, null);
});
}
var POLL_MS = 2000;
// Bootstrap retries until the base map loads, so a spectator who opens the
// page during a server blip recovers without a manual reload. The poll
// interval starts exactly once, on the first successful boot.
function boot() {
getJSON("./watch/world.json").then(function (world) {
paintMap(world);
poll();
setInterval(poll, POLL_MS);
}).catch(function () {
setLive(false, null);
setTimeout(boot, POLL_MS);
});
}
boot();
})();
</script>
</body>
</html>
"""
def _build_watch_html() -> str:
"""Fill the texture hash formula into the page template.
The JS ``textured`` index is interpolated from
:data:`~understone.screen.texture._HASH_X` / ``_HASH_Y`` so the page's
formula is a derivation of the same two constants the Python renderer uses;
a retune of either moves both, and a guard test pins the agreement.
"""
hash_expr = f"x * {texture._HASH_X} + y * {texture._HASH_Y}"
return _WATCH_HTML_TEMPLATE.replace("__HASH_EXPR__", hash_expr)
WATCH_HTML = _build_watch_html()
@@ -1,41 +0,0 @@
"""Content-pack loading — JSON on disk becomes a runtime ``World``."""
from __future__ import annotations
from pathlib import Path
# The bundled starter pack ("The Vale of Understone"). Single source of truth
# for where packaged content lives — the server's default world and the
# scaffolder's template both resolve here.
PACKAGED_WORLD_DIR = Path(__file__).resolve().parent / "data"
# Zero-or-more bundled ALTERNATE worlds live one directory deeper, each in its
# own ``<slug>/`` subdirectory carrying a ``world.json``. The Vale is special
# (it is the default and lives at ``data/``); alternates are discovered here.
PACKS_DIR = Path(__file__).resolve().parent / "packs"
# The reserved slug of the default Vale — it is never a packs/ subdirectory but
# is always listed first by the discovery helper below.
VALE_SLUG = "vale"
def bundled_world_dirs() -> list[tuple[str, Path]]:
"""Return every bundled world as ``(slug, directory)``, the Vale first.
The default Vale (slug :data:`VALE_SLUG`, the ``data/`` directory) always
leads; the alternates follow in slug-alphabetical order. An alternate is
any immediate subdirectory of :data:`PACKS_DIR` that contains a
``world.json`` non-pack files (the README placeholder) and directories
without a world file are skipped, so the list is exactly the loadable
worlds. This is the single discovery path the ``worlds`` listing and any
future world resolver share.
"""
found: list[tuple[str, Path]] = [(VALE_SLUG, PACKAGED_WORLD_DIR)]
if PACKS_DIR.is_dir():
alternates = [
(entry.name, entry)
for entry in PACKS_DIR.iterdir()
if entry.is_dir() and (entry / "world.json").is_file()
]
found.extend(sorted(alternates, key=lambda pair: pair[0]))
return found
@@ -1,102 +0,0 @@
{
"events": [
{
"kind": "fight",
"weight": 82,
"text": "Something snarls out of the brush."
},
{
"kind": "gold",
"weight": 8,
"text": "a rotted coin-purse half-buried in moss",
"min": 4,
"max": 12
},
{
"kind": "gold",
"weight": 7,
"text": "a few coins spilled from some luckless traveller",
"min": 2,
"max": 9
},
{
"kind": "gold",
"weight": 2,
"text": "a hoard-cache prised from beneath a toppled menhir",
"min": 40,
"max": 80
},
{
"kind": "heal",
"weight": 5,
"text": "a clearwater spring",
"min": 5,
"max": 12
},
{
"kind": "heal",
"weight": 5,
"text": "a quiet fae blessing",
"min": 4,
"max": 10
},
{
"kind": "heal",
"weight": 5,
"text": "a moss-bed where weary travellers mend",
"min": 6,
"max": 14
},
{
"kind": "trap",
"weight": 5,
"text": "a snare of old briars",
"min": 3,
"max": 9
},
{
"kind": "trap",
"weight": 5,
"text": "loose stones twist your ankle",
"min": 2,
"max": 8
},
{
"kind": "trap",
"weight": 5,
"text": "a hidden pit-deadfall, its cover long rotted through",
"min": 4,
"max": 11
},
{
"kind": "lore",
"weight": 3,
"text": "an old waystone, its rune worn to a coiled, scaled shape."
},
{
"kind": "lore",
"weight": 3,
"text": "the wind carries a low note from the east, like something vast turning in its sleep."
},
{
"kind": "lore",
"weight": 4,
"text": "a charcoal sketch nailed to a tree: a stair of stone descending into a great open mouth."
},
{
"kind": "lore",
"weight": 3,
"text": "a scorched ring in the grass where no plant grows, the soil still faintly warm."
},
{
"kind": "lore",
"weight": 3,
"text": "a ranger's cairn marking the dungeon road, three skulls set facing the deep as warning."
},
{
"kind": "lore",
"weight": 4,
"text": "fishermen swear the vale lake has no bottom, and that on still nights it breathes."
}
]
}
@@ -1,85 +0,0 @@
[
{
"id": "rusty_dagger",
"name": "Rusty Dagger",
"slot": "weapon",
"atk": 2,
"price": 0
},
{
"id": "short_sword",
"name": "Short Sword",
"slot": "weapon",
"atk": 5,
"price": 40
},
{
"id": "iron_sword",
"name": "Iron Sword",
"slot": "weapon",
"atk": 7,
"price": 80
},
{
"id": "war_axe",
"name": "War Axe",
"slot": "weapon",
"atk": 9,
"price": 120
},
{
"id": "cloth_tunic",
"name": "Cloth Tunic",
"slot": "armor",
"def": 1,
"price": 0
},
{
"id": "padded_jerkin",
"name": "Padded Jerkin",
"slot": "armor",
"def": 2,
"price": 25
},
{
"id": "leather_armor",
"name": "Leather Armor",
"slot": "armor",
"def": 3,
"price": 50
},
{
"id": "chainmail",
"name": "Chainmail",
"slot": "armor",
"def": 6,
"price": 140
},
{
"id": "minor_potion",
"name": "Minor Potion",
"slot": "consumable",
"heal": 15,
"price": 12
},
{
"id": "greater_potion",
"name": "Greater Potion",
"slot": "consumable",
"heal": 40,
"price": 35
},
{
"id": "elixir_of_the_vale",
"name": "Elixir of the Vale",
"slot": "consumable",
"heal": 70,
"price": 60
},
{
"id": "iron_ore",
"name": "Iron Ore",
"slot": "material",
"price": 0
}
]
@@ -1,53 +0,0 @@
{
"inn": {
"kind": "inn",
"name": "The Sleeping Drake",
"glyph": "⌂",
"color": "inn",
"actions": ["rest", "deposit", "withdraw", "gamble", "leave"],
"flavor": [
"Lamplight pools on worn oak tables.",
"The innkeeper nods toward the hearth.",
"A night's rest restores you fully.",
"An iron strongbox by the bar keeps coin safe from sleeping-robbers.",
"In the corner, a dice cup waits for a wager."
]
},
"shop": {
"kind": "shop",
"name": "Gravel & Sons Outfitters",
"glyph": "$",
"color": "shop",
"actions": ["buy", "sell", "forge", "leave"],
"flavor": [
"Racks of steel and leather line the walls.",
"Buying a weapon or armour equips it at once.",
"Potions go into your satchel, to quaff when the need is dire.",
"The forge glows: bring coin to better your blade or your guard.",
"Old gear sells back for half its price."
]
},
"healer": {
"kind": "healer",
"name": "The Quiet Shrine",
"glyph": "✚",
"color": "healer",
"actions": ["heal", "leave"],
"flavor": [
"Incense curls beneath a still blue flame.",
"The keeper mends wounds for coin, per point of vigour."
]
},
"dungeon": {
"kind": "dungeon",
"name": "The Understone Deep",
"glyph": "∩",
"color": "dungeon",
"actions": ["descend", "challenge", "leave"],
"flavor": [
"A cold throat of stone descends into dark.",
"To descend is to face a troll, then something worse.",
"Deeper still, the old tales say, the Wyrm Below coils and waits."
]
}
}
@@ -1,125 +0,0 @@
[
{
"tier": 1,
"name": "Field Rat",
"hp": 6,
"atk": 3,
"def": 0,
"xp": 8,
"gold": 3
},
{
"tier": 1,
"name": "Mud Hare",
"hp": 7,
"atk": 5,
"def": 0,
"xp": 9,
"gold": 2
},
{
"tier": 2,
"name": "Goblin",
"hp": 12,
"atk": 4,
"def": 1,
"xp": 18,
"gold": 7
},
{
"tier": 2,
"name": "Bandit Scout",
"hp": 14,
"atk": 5,
"def": 1,
"xp": 20,
"gold": 9
},
{
"tier": 2,
"name": "the Gilded Stag",
"hp": 16,
"atk": 6,
"def": 2,
"xp": 40,
"gold": 60,
"weight": 1,
"rare": true
},
{
"tier": 3,
"name": "Forest Wolf",
"hp": 20,
"atk": 7,
"def": 2,
"xp": 35,
"gold": 14
},
{
"tier": 3,
"name": "Bog Stalker",
"hp": 22,
"atk": 8,
"def": 2,
"xp": 38,
"gold": 16
},
{
"tier": 3,
"name": "the Hollow Knight",
"hp": 30,
"atk": 11,
"def": 4,
"xp": 80,
"gold": 110,
"weight": 1,
"rare": true
},
{
"tier": 4,
"name": "Cave Troll",
"hp": 38,
"atk": 11,
"def": 4,
"xp": 70,
"gold": 30
},
{
"tier": 4,
"name": "Barrow Wight",
"hp": 35,
"atk": 12,
"def": 4,
"xp": 65,
"gold": 28
},
{
"tier": 5,
"name": "Stone Wyrm",
"hp": 60,
"atk": 18,
"def": 6,
"xp": 140,
"gold": 60
},
{
"tier": 5,
"name": "Vale Reaver",
"hp": 55,
"atk": 17,
"def": 6,
"xp": 130,
"gold": 55
},
{
"tier": 6,
"name": "the Wyrm Below",
"hp": 120,
"atk": 24,
"def": 8,
"xp": 400,
"gold": 250,
"boss": true,
"id": "wyrm_below"
}
]
@@ -1,44 +0,0 @@
{
".": {
"key": "grass",
"glyph": ".",
"walkable": true,
"encounter_rate": 0.1,
"color": "floor"
},
"T": {
"key": "tree",
"glyph": "♣",
"walkable": false,
"encounter_rate": 0.0,
"color": "tree"
},
"~": {
"key": "water",
"glyph": "≋",
"walkable": false,
"encounter_rate": 0.0,
"color": "water"
},
"=": {
"key": "road",
"glyph": "▒",
"walkable": true,
"encounter_rate": 0.02,
"color": "road"
},
"f": {
"key": "forest",
"glyph": "↑",
"walkable": true,
"encounter_rate": 0.25,
"color": "forest"
},
"#": {
"key": "wall",
"glyph": "█",
"walkable": false,
"encounter_rate": 0.0,
"color": "wall"
}
}
@@ -1,136 +0,0 @@
{
"name": "The Vale of Understone",
"width": 96,
"height": 48,
"spawn": [20, 24],
"legend": {
".": "grass",
"T": "tree",
"~": "water",
"=": "road",
"f": "forest",
"#": "wall"
},
"terrain_rows": [
"TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT",
"TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT",
"TT..............................................f....f.ff.ffffffffffffffffffffffffffffffffffffTT",
"TT..............................................f..f...f.fffffffffffffffffffffffffffffffffffffTT",
"TT....~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ffffTT",
"TT....~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ffffTT",
"TT....~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ffffTT",
"TT....~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ffffTT",
"TT................................................f.ff.ff.fff.ffffffffffffffffffffffffffffffffTT",
"TT................................................f..ff.f.ffffffffffffffffffffffffffffffffffffTT",
"TT.....................................................ffffff.ffffffffffffffffffffffffffffffffTT",
"TT...................................................f.ff...ffffffff##f##fffffffffffffffffffffTT",
"TT.............................................f.f.f..f.ffffffffffff#=.f#fffffffffffffffffffffTT",
"TT....................................................f.f.ff.fffff====f##fffffffffffffffffffffTT",
"TT.................................................f.f...fff.fffff=fffffffffffffffffffffffffffTT",
"TT......................................................fff.ffffff=fffffffffffffffffffffffffffTT",
"TT................................................f...fffff.ffffff=fffffffffffffffffffffffffffTT",
"TT.........................................................ff.ffff=fffffffffffffffffffffffffffTT",
"TT...................................................f.f.ff.ffffff=fffffffffffffffffffffffffffTT",
"TT.....................................................ffff..fffff=fffffffffffffffffffffffffffTT",
"TT................................................f....f....ffffff=fffffffffffffffffffffffffffTT",
"TT................................................f..f.ffff..fffff=fffffffffffffffffffffffffffTT",
"TT.......................................................ff.f.ffff=fffffffffffffffffffffffffffTT",
"TT...............................................f.ff.f.....ffffff=fffffffffffffffffffffffffffTT",
"TT..................==.============================================fffffffffffffffffffffffffffTT",
"TT...............................................f..f....fff.fffffffffffffffffffffffffffffffffTT",
"TT...................................................ff.f.f.f.ffffffffffffffffffffffffffffffffTT",
"TT..................................................f...f.fff.ffffffffffffffffffffffffffffffffTT",
"TT...................................................f...ffff.ffffffffffffffffffffffffffffffffTT",
"TT..................................................ff.fff.ff.ffffffffffffffffffffffffffffffffTT",
"TT.................................................f......f.ffffffffffffffffffffffffffffffffffTT",
"TT....................................................ff..ff..ffffffffffffffffffffffffffffffffTT",
"TT....................................................ff..f..fffffffffffffffffffffffffffffffffTT",
"TT......................................................ffffffffffffffffffffffffffffffffffffffTT",
"TT....................................................f.fff...ffffffffffffffffffffffffffffffffTT",
"TT.................................................ff....fffffffffffffffffffffffffffffffffffffTT",
"TT...............................................f........ffffffffffffffffffffffffffffffffffffTT",
"TT..................................................f.ff.....fffffffffffffffffffffffffffffffffTT",
"TT...............................................f.f...ff.f..fffffffffffffffffffffffffffffffffTT",
"TT.....................................................ff..f.fffffffffffffffffffffffffffffffffTT",
"TT...................................................ff...ffffffffffffffffffffffffffffffffffffTT",
"TT................................................f....f.ffff.ffffffffffffffffffffffffffffffffTT",
"TT..................................................f...ff.fffffffffffffffffffffffffffffffffffTT",
"TT....................................................f.ff.f..ffffffffffffffffffffffffffffffffTT",
"TT.............................................ff......fffffffffffffffffffffffffffffffffffffffTT",
"TT................................................f.f...f....fffffffffffffffffffffffffffffffffTT",
"TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT",
"TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT"
],
"locations": [
{
"key": "inn",
"x": 18,
"y": 24
},
{
"key": "shop",
"x": 22,
"y": 24
},
{
"key": "healer",
"x": 20,
"y": 22
},
{
"key": "dungeon",
"x": 70,
"y": 12
}
],
"zones": [
{
"key": "forest_near",
"rect": [30, 18, 60, 36],
"tier_lo": 1,
"tier_hi": 2
},
{
"key": "dungeon_deep",
"rect": [66, 8, 80, 20],
"tier_lo": 3,
"tier_hi": 5
}
],
"settings": {
"daily_turns": 10,
"rest_cost": 15,
"heal_cost_per_hp": 1,
"starting_gold": 37,
"starting_weapon": "rusty_dagger",
"starting_armor": "cloth_tunic",
"start_hp": 20,
"start_atk": 3,
"start_def": 0,
"xp_base": 100,
"growth": {
"max_hp": 6,
"atk": 2,
"def": 1
},
"bestow_daily_budget": 25,
"dungeon_tiers": [3, 4, 5],
"boss_monster": "wyrm_below",
"wyrm_min_level": 6,
"ambush_min_level": 3,
"ambush_level_band": 2,
"ambush_gold_pct": 25,
"post_daily_cap": 5,
"gamble_max_bet": 50,
"gamble_daily_cap": 5,
"satchel_max": 3,
"forge_base_cost": 60,
"forge_max_plus": 3,
"rare_drop_item": "greater_potion",
"forge_ore_item": "iron_ore",
"forge_ore_per_plus": 1,
"ore_dungeon_drop": 2,
"ore_forest_chance": 0.2,
"watch_theme": "phosphor"
}
}
@@ -1,818 +0,0 @@
"""Parse and validate a content pack into a runtime :class:`World`.
The pack is a directory of JSON files:
* ``terrain.json`` terrain kinds keyed by legend character.
* ``monsters.json`` monster definitions by tier.
* ``items.json`` equipment / consumable definitions.
* ``locations.json`` location kinds (name, glyph, actions, flavour).
* ``events.json`` the weighted overworld encounter table.
* ``world.json`` the map: dimensions, spawn, legend-compressed
``terrain_rows``, location placements, zones, and economy ``settings``.
Every validation failure raises :class:`WorldLoadError` with a message
aimed at a pack author (which file, which field, what was expected).
"""
from __future__ import annotations
import json
from pathlib import Path
from typing import Any
from understone.engine.models import (
Item,
LocationDef,
Monster,
Settings,
Slot,
TerrainDef,
WorldEvent,
Zone,
)
from understone.engine.textwidth import is_grid_safe
from understone.engine.world import World
from understone.errors import WorldLoadError
# Sanity bands for economy settings: (min, max) inclusive, or (min, None).
# heal_cost_per_hp may be 0: in that config ALL healing in the world is free
# (the healer included), so a free bestow-heal is economically coherent.
SETTINGS_BANDS: dict[str, tuple[int, int | None]] = {
"daily_turns": (1, 100),
"rest_cost": (0, None),
"heal_cost_per_hp": (0, None),
"starting_gold": (0, None),
"start_hp": (1, 500),
"start_atk": (0, 100),
"start_def": (0, 100),
"xp_base": (1, None),
"bestow_daily_budget": (0, 500),
"wyrm_min_level": (1, 50),
"ambush_min_level": (1, 50),
"ambush_level_band": (0, 10),
"ambush_gold_pct": (0, 100),
"post_daily_cap": (0, 50),
"gamble_max_bet": (1, 10000),
"gamble_daily_cap": (0, 100),
"satchel_max": (1, 10),
"forge_base_cost": (1, 10000),
"forge_max_plus": (0, 10),
# v0.10 the ore-gated forge: ore per +1 step, and the guaranteed ore drop on
# a won dungeon rung. (forge_ore_item is a cross-ref, ore_forest_chance is a
# float — both validated below, outside this int-band loop.)
"forge_ore_per_plus": (0, 10),
"ore_dungeon_drop": (0, 20),
}
# Per-kind amount bands for the overworld event table (inclusive).
EVENT_AMOUNT_BANDS: dict[str, tuple[int, int]] = {
"gold": (1, 500),
"trap": (1, 500),
"heal": (1, 100),
}
_EVENT_KINDS = frozenset({"fight", "gold", "heal", "trap", "lore"})
# The legal Watch CRT palettes a pack may choose via ``settings.watch_theme``.
# "phosphor" is the original green and the default; the Watch's JS THEME table
# (understone.watch) carries the matching CSS custom-property values for each.
# This is the loader band for watch_theme — an unknown name is a load error.
WATCH_THEMES = frozenset({"phosphor", "amber", "ice", "ember"})
DEFAULT_WATCH_THEME = "phosphor"
# Map-dimension band (inclusive). The floor keeps a map wide enough to frame a
# town; the ceiling caps the work a frame redraw and a row-decode must do on
# untrusted pack input.
MAP_DIM_MIN = 8
MAP_DIM_MAX = 256
# Upper bound on each content list, so an oversized (or generated-runaway) pack
# fails loudly at load rather than ballooning memory.
MAX_COUNTS: dict[str, int] = {
"monsters": 500,
"items": 500,
"events": 500,
"locations": 500,
"zones": 500,
}
# Display names render inside frames, menus, and the Herald, so cap their width.
MAX_NAME_LEN = 48
# Box-drawing glyphs the frame and Herald renderers own; a map glyph must never
# be one of these (it would tear the borders) — the double bar is the Herald
# rule, the rest are the map/menu frame. '@' and '☻' are the player and
# other-player markers, so a map glyph must not impersonate an actor either.
_BOX_DRAWING_GLYPHS = frozenset("┌┐└┘─│═")
_ACTOR_GLYPHS = frozenset("@☻")
RESERVED_GLYPHS = _BOX_DRAWING_GLYPHS | _ACTOR_GLYPHS
def _check_glyph(glyph: str, where: str, *, role: str = "glyph") -> None:
"""Validate a single map glyph (terrain, location, or legend key).
A glyph must render as exactly one terminal column (the grid contract in
:mod:`understone.engine.textwidth`: one printable code point, no fullwidth
runes, no combining marks) and must be neither a frame box-drawing line nor
a player marker, so it cannot tear the rendered border or masquerade as an
adventurer. *role* names the field for the author-facing message.
"""
if len(glyph) != 1:
raise WorldLoadError(f"{where} {role} must be a single character, got {glyph!r}")
if not is_grid_safe(glyph):
raise WorldLoadError(
f"{where} {role} {glyph!r} must render exactly one column "
"(no emoji, no fullwidth, no combining marks)"
)
if glyph in _BOX_DRAWING_GLYPHS:
raise WorldLoadError(
f"{where} {role} {glyph!r} is a box-drawing character reserved for frame borders"
)
if glyph in _ACTOR_GLYPHS:
raise WorldLoadError(
f"{where} {role} {glyph!r} is reserved for player markers ('@' you, '' others)"
)
def _check_name(name: str, where: str, *, role: str = "name") -> None:
"""Validate a display name: printable and within :data:`MAX_NAME_LEN`."""
if not name.isprintable():
raise WorldLoadError(f"{where} {role} {name!r} must be printable")
if len(name) > MAX_NAME_LEN:
raise WorldLoadError(
f"{where} {role} is {len(name)} characters; the limit is {MAX_NAME_LEN}"
)
def _check_count(items: list[Any], name: str, where: str) -> None:
"""Reject a content list longer than its :data:`MAX_COUNTS` cap.
*name* keys the cap (and is the logical content kind shown in the manual);
*where* names the actual JSON source for the author-facing message, since
locations and zones live inside ``world.json`` rather than their own file.
"""
cap = MAX_COUNTS[name]
if len(items) > cap:
raise WorldLoadError(f"{where} defines {len(items)} {name}; the limit is {cap}")
def load_world(pack_dir: str | Path) -> World:
"""Load and validate the content pack at *pack_dir* into a ``World``."""
root = Path(pack_dir)
if not root.is_dir():
raise WorldLoadError(f"content pack directory not found: {root}")
terrain_defs = _load_terrain(root)
monsters = _load_monsters(root)
items = _load_items(root)
location_kinds = _load_location_kinds(root)
events = _load_events(root)
return _load_map(root, terrain_defs, monsters, items, location_kinds, events)
def _read_json(root: Path, name: str) -> Any:
path = root / name
if not path.is_file():
raise WorldLoadError(f"missing pack file: {name}")
try:
return json.loads(path.read_text(encoding="utf-8"))
except json.JSONDecodeError as exc:
raise WorldLoadError(f"{name} is not valid JSON: {exc}") from exc
def _require(obj: dict[str, Any], key: str, where: str) -> Any:
if key not in obj:
raise WorldLoadError(f"{where} is missing required field {key!r}")
return obj[key]
def _load_terrain(root: Path) -> dict[str, TerrainDef]:
raw = _read_json(root, "terrain.json")
if not isinstance(raw, dict):
raise WorldLoadError("terrain.json must be an object keyed by legend character")
out: dict[str, TerrainDef] = {}
for key, spec in raw.items():
where = f"terrain.json[{key!r}]"
_check_glyph(key, where, role="legend key")
glyph = str(_require(spec, "glyph", where))
_check_glyph(glyph, where)
rate = float(_require(spec, "encounter_rate", where))
if not 0.0 <= rate <= 1.0:
raise WorldLoadError(f"{where} encounter_rate must be within 0.0..1.0, got {rate}")
out[key] = TerrainDef(
key=str(_require(spec, "key", where)),
glyph=glyph,
walkable=bool(_require(spec, "walkable", where)),
encounter_rate=rate,
color=str(_require(spec, "color", where)),
)
if not out:
raise WorldLoadError("terrain.json defines no terrain kinds")
return out
def _load_monsters(root: Path) -> list[Monster]:
raw = _read_json(root, "monsters.json")
if not isinstance(raw, list):
raise WorldLoadError("monsters.json must be a list of monster objects")
_check_count(raw, "monsters", "monsters.json")
out: list[Monster] = []
for i, spec in enumerate(raw):
where = f"monsters.json[{i}]"
name = str(_require(spec, "name", where))
_check_name(name, where)
hp = int(_require(spec, "hp", where))
if hp < 1:
raise WorldLoadError(f"{where} hp must be >= 1, got {hp}")
atk = int(_require(spec, "atk", where))
def_ = int(_require(spec, "def", where))
xp = int(_require(spec, "xp", where))
gold = int(_require(spec, "gold", where))
for label, val in (("atk", atk), ("def", def_), ("xp", xp), ("gold", gold)):
if val < 0:
raise WorldLoadError(f"{where} {label} must be >= 0, got {val}")
weight = int(spec.get("weight", 10))
if weight <= 0:
raise WorldLoadError(f"{where} weight must be > 0, got {weight}")
out.append(
Monster(
tier=int(_require(spec, "tier", where)),
name=name,
hp=hp,
atk=atk,
def_=def_,
xp=xp,
gold=gold,
monster_id=str(spec.get("id", "")),
boss=bool(spec.get("boss", False)),
weight=weight,
rare=bool(spec.get("rare", False)),
)
)
if not out:
raise WorldLoadError("monsters.json defines no monsters")
bosses = [m for m in out if m.boss]
if len(bosses) > 1:
names = ", ".join(repr(m.name) for m in bosses)
raise WorldLoadError(
f'monsters.json flags {len(bosses)} monsters as "boss": true ({names}); '
"a world has exactly one boss — the single endgame foe settings.boss_monster names"
)
return out
def _load_items(root: Path) -> list[Item]:
raw = _read_json(root, "items.json")
if not isinstance(raw, list):
raise WorldLoadError("items.json must be a list of item objects")
_check_count(raw, "items", "items.json")
out: list[Item] = []
for i, spec in enumerate(raw):
where = f"items.json[{i}]"
name = str(_require(spec, "name", where))
_check_name(name, where)
slot_raw = str(_require(spec, "slot", where))
try:
slot = Slot(slot_raw)
except ValueError as exc:
valid = ", ".join(s.value for s in Slot)
raise WorldLoadError(f"{where} slot {slot_raw!r} is not one of: {valid}") from exc
atk = int(spec.get("atk", 0))
def_ = int(spec.get("def", 0))
heal = int(spec.get("heal", 0))
price = int(_require(spec, "price", where))
for label, val in (("atk", atk), ("def", def_), ("heal", heal), ("price", price)):
if val < 0:
raise WorldLoadError(f"{where} {label} must be >= 0, got {val}")
out.append(
Item(
item_id=str(_require(spec, "id", where)),
name=name,
slot=slot,
atk=atk,
def_=def_,
heal=heal,
price=price,
)
)
if not out:
raise WorldLoadError("items.json defines no items")
return out
def _load_location_kinds(root: Path) -> dict[str, dict[str, Any]]:
raw = _read_json(root, "locations.json")
if not isinstance(raw, dict):
raise WorldLoadError("locations.json must be an object keyed by location key")
for key, spec in raw.items():
where = f"locations.json[{key!r}]"
_require(spec, "kind", where)
_check_name(str(_require(spec, "name", where)), where)
_check_glyph(str(_require(spec, "glyph", where)), where)
_require(spec, "actions", where)
return raw
def _load_events(root: Path) -> list[WorldEvent]:
"""Parse and validate the weighted overworld event table.
Requires at least one ``fight`` entry (else a walk could never spawn a
monster), strictly-positive weights, ``min <= max`` within the per-kind
amount band, and non-empty text on every non-fight entry. Each failure
names the file, the row index, and the offending field.
"""
raw = _read_json(root, "events.json")
if not isinstance(raw, dict):
raise WorldLoadError("events.json must be an object with an 'events' list")
rows = _require(raw, "events", "events.json")
if not isinstance(rows, list) or not rows:
raise WorldLoadError("events.json 'events' must be a non-empty list of event objects")
_check_count(rows, "events", "events.json")
out: list[WorldEvent] = []
has_fight = False
for i, spec in enumerate(rows):
where = f"events.json[{i}]"
if not isinstance(spec, dict):
raise WorldLoadError(f"{where} must be an object")
kind = str(_require(spec, "kind", where))
if kind not in _EVENT_KINDS:
valid = ", ".join(sorted(_EVENT_KINDS))
raise WorldLoadError(f"{where} kind {kind!r} is not one of: {valid}")
weight = int(_require(spec, "weight", where))
if weight <= 0:
raise WorldLoadError(f"{where} weight must be > 0, got {weight}")
lo, hi = _decode_event_amount(spec, kind, where)
text = str(spec.get("text", ""))
if kind != "fight" and not text.strip():
raise WorldLoadError(f"{where} kind {kind!r} requires non-empty 'text'")
if kind == "fight":
has_fight = True
out.append(WorldEvent(kind=kind, weight=weight, text=text, lo=lo, hi=hi))
if not has_fight:
raise WorldLoadError("events.json must contain at least one 'fight' entry")
return out
def _decode_event_amount(spec: dict[str, Any], kind: str, where: str) -> tuple[int, int]:
"""Return the ``(lo, hi)`` amount band for an event row, validated.
Value-bearing kinds (gold/heal/trap) must declare ``min``/``max`` within
the per-kind band with ``min <= max``; fight/lore carry no amount.
"""
band = EVENT_AMOUNT_BANDS.get(kind)
if band is None:
return 0, 0
band_lo, band_hi = band
lo = int(_require(spec, "min", where))
hi = int(_require(spec, "max", where))
if lo > hi:
raise WorldLoadError(f"{where} min {lo} exceeds max {hi}")
if lo < band_lo or hi > band_hi:
raise WorldLoadError(
f"{where} {kind} amount {lo}..{hi} is out of band ({band_lo}..{band_hi})"
)
return lo, hi
def _load_map(
root: Path,
terrain_defs: dict[str, TerrainDef],
monsters: list[Monster],
items: list[Item],
location_kinds: dict[str, dict[str, Any]],
events: list[WorldEvent],
) -> World:
raw = _read_json(root, "world.json")
if not isinstance(raw, dict):
raise WorldLoadError("world.json must be an object")
name = str(_require(raw, "name", "world.json"))
width = int(_require(raw, "width", "world.json"))
height = int(_require(raw, "height", "world.json"))
for label, dim in (("width", width), ("height", height)):
if not MAP_DIM_MIN <= dim <= MAP_DIM_MAX:
raise WorldLoadError(
f"world.json {label} = {dim} is out of band ({MAP_DIM_MIN}..{MAP_DIM_MAX})"
)
legend = _require(raw, "legend", "world.json")
if not isinstance(legend, dict):
raise WorldLoadError(
"world.json legend must be an object mapping characters to terrain keys"
)
terrain_by_legend = _resolve_legend(legend, terrain_defs)
rows = _require(raw, "terrain_rows", "world.json")
terrain = _decode_rows(rows, width, height, terrain_by_legend)
spawn = _decode_spawn(raw, width, height)
locations = _decode_locations(raw, width, height, terrain, location_kinds)
_ensure_walkable(terrain, locations, spawn)
zones = _decode_zones(raw, width, height, monsters)
settings = _decode_settings(raw, items, monsters)
return World(
name=name,
width=width,
height=height,
spawn=spawn,
terrain=terrain,
locations=locations,
zones=zones,
monsters=monsters,
items=items,
settings=settings,
events=events,
)
def _resolve_legend(
legend: dict[str, Any], terrain_defs: dict[str, TerrainDef]
) -> dict[str, TerrainDef]:
resolved: dict[str, TerrainDef] = {}
by_key = {t.key: t for t in terrain_defs.values()}
for char, terrain_key in legend.items():
if len(char) != 1:
raise WorldLoadError(f"world.json legend key {char!r} must be a single character")
key = str(terrain_key)
if key not in by_key:
valid = ", ".join(sorted(by_key))
raise WorldLoadError(
f"world.json legend maps {char!r} to unknown terrain {key!r}; known: {valid}"
)
resolved[char] = by_key[key]
return resolved
def _decode_rows(
rows: Any,
width: int,
height: int,
legend: dict[str, TerrainDef],
) -> list[list[TerrainDef]]:
if not isinstance(rows, list):
raise WorldLoadError("world.json terrain_rows must be a list of strings")
if len(rows) != height:
raise WorldLoadError(f"world.json terrain_rows has {len(rows)} rows but height is {height}")
grid: list[list[TerrainDef]] = []
for y, row in enumerate(rows):
if not isinstance(row, str):
raise WorldLoadError(f"world.json terrain_rows[{y}] must be a string")
if len(row) != width:
raise WorldLoadError(
f"world.json terrain_rows[{y}] is {len(row)} wide but width is {width}"
)
decoded: list[TerrainDef] = []
for x, char in enumerate(row):
if char not in legend:
raise WorldLoadError(
f"world.json terrain_rows[{y}][{x}] uses {char!r}, which is not in the legend"
)
decoded.append(legend[char])
grid.append(decoded)
return grid
def _decode_spawn(raw: dict[str, Any], width: int, height: int) -> tuple[int, int]:
spawn = _require(raw, "spawn", "world.json")
if not (isinstance(spawn, list) and len(spawn) == 2):
raise WorldLoadError("world.json spawn must be a [x, y] pair")
sx, sy = int(spawn[0]), int(spawn[1])
if not (0 <= sx < width and 0 <= sy < height):
raise WorldLoadError(f"world.json spawn ({sx},{sy}) is outside the {width}x{height} map")
return sx, sy
def _decode_locations(
raw: dict[str, Any],
width: int,
height: int,
terrain: list[list[TerrainDef]],
location_kinds: dict[str, dict[str, Any]],
) -> list[LocationDef]:
placements = _require(raw, "locations", "world.json")
if not isinstance(placements, list):
raise WorldLoadError("world.json locations must be a list of placements")
_check_count(placements, "locations", "world.json locations")
out: list[LocationDef] = []
seen: set[tuple[int, int]] = set()
for i, place in enumerate(placements):
where = f"world.json locations[{i}]"
key = str(_require(place, "key", where))
if key not in location_kinds:
valid = ", ".join(sorted(location_kinds))
raise WorldLoadError(f"{where} references unknown location {key!r}; known: {valid}")
x = int(_require(place, "x", where))
y = int(_require(place, "y", where))
if not (0 <= x < width and 0 <= y < height):
raise WorldLoadError(f"{where} position ({x},{y}) is outside the map")
if (x, y) in seen:
raise WorldLoadError(f"{where} stacks a second location on ({x},{y})")
seen.add((x, y))
kind = location_kinds[key]
out.append(
LocationDef(
key=key,
kind=str(kind["kind"]),
name=str(kind["name"]),
x=x,
y=y,
glyph=str(kind["glyph"]),
color=str(kind.get("color", "town")),
actions=tuple(str(a) for a in kind["actions"]),
flavor=tuple(str(f) for f in kind.get("flavor", ())),
)
)
return out
def _ensure_walkable(
terrain: list[list[TerrainDef]],
locations: list[LocationDef],
spawn: tuple[int, int],
) -> None:
sx, sy = spawn
if not terrain[sy][sx].walkable:
raise WorldLoadError(
f"world.json spawn ({sx},{sy}) sits on non-walkable {terrain[sy][sx].key!r} terrain"
)
for loc in locations:
if not terrain[loc.y][loc.x].walkable:
raise WorldLoadError(
f"location {loc.key!r} sits on non-walkable {terrain[loc.y][loc.x].key!r} "
f"terrain at ({loc.x},{loc.y})"
)
def _decode_zones(
raw: dict[str, Any], width: int, height: int, monsters: list[Monster]
) -> list[Zone]:
zones_raw = raw.get("zones", [])
if not isinstance(zones_raw, list):
raise WorldLoadError("world.json zones must be a list")
_check_count(zones_raw, "zones", "world.json zones")
tiers = {m.tier for m in monsters}
out: list[Zone] = []
for i, spec in enumerate(zones_raw):
where = f"world.json zones[{i}]"
rect = _require(spec, "rect", where)
if not (isinstance(rect, list) and len(rect) == 4):
raise WorldLoadError(f"{where} rect must be [x0, y0, x1, y1]")
x0, y0, x1, y1 = (int(v) for v in rect)
if not (0 <= x0 <= x1 < width and 0 <= y0 <= y1 < height):
raise WorldLoadError(f"{where} rect {rect} is malformed or out of bounds")
lo = int(_require(spec, "tier_lo", where))
hi = int(_require(spec, "tier_hi", where))
if lo > hi:
raise WorldLoadError(f"{where} tier_lo {lo} exceeds tier_hi {hi}")
if not any(lo <= t <= hi for t in tiers):
raise WorldLoadError(f"{where} tier band {lo}..{hi} matches no monster tier")
out.append(
Zone(
key=str(_require(spec, "key", where)),
x0=x0,
y0=y0,
x1=x1,
y1=y1,
tier_lo=lo,
tier_hi=hi,
)
)
# Zones must not overlap: zone_for returns the FIRST match, so an overlap
# would silently shadow one zone's tier band on the shared cells. Reject it
# at load so an authored pack can't ship that bug unseen.
for i, first in enumerate(out):
for second in out[i + 1 :]:
if (
first.x0 <= second.x1
and second.x0 <= first.x1
and first.y0 <= second.y1
and second.y0 <= first.y1
):
raise WorldLoadError(
f"world.json zones {first.key!r} and {second.key!r} overlap; "
"give each zone a distinct rectangle (zone_for takes the first "
"match, so an overlap would silently shadow one tier band)"
)
return out
def _decode_settings(raw: dict[str, Any], items: list[Item], monsters: list[Monster]) -> Settings:
spec = _require(raw, "settings", "world.json")
if not isinstance(spec, dict):
raise WorldLoadError("world.json settings must be an object")
values: dict[str, int] = {}
for field_name, (lo, hi) in SETTINGS_BANDS.items():
value = int(_require(spec, field_name, "world.json settings"))
if value < lo or (hi is not None and value > hi):
band = f"{lo}..{hi}" if hi is not None else f">= {lo}"
raise WorldLoadError(
f"world.json settings.{field_name} = {value} is out of band ({band})"
)
values[field_name] = value
growth = _require(spec, "growth", "world.json settings")
if not isinstance(growth, dict):
raise WorldLoadError("world.json settings.growth must be an object")
growth_max_hp = int(_require(growth, "max_hp", "world.json settings.growth"))
growth_atk = int(_require(growth, "atk", "world.json settings.growth"))
growth_def = int(_require(growth, "def", "world.json settings.growth"))
for label, val in (("max_hp", growth_max_hp), ("atk", growth_atk), ("def", growth_def)):
if val < 0:
raise WorldLoadError(f"world.json settings.growth.{label} must be >= 0, got {val}")
item_ids = {it.item_id for it in items}
starting_weapon = str(_require(spec, "starting_weapon", "world.json settings"))
starting_armor = str(_require(spec, "starting_armor", "world.json settings"))
for label, item_id in (
("starting_weapon", starting_weapon),
("starting_armor", starting_armor),
):
if item_id not in item_ids:
raise WorldLoadError(
f"world.json settings.{label} = {item_id!r} is not a known item id"
)
dungeon_tiers = _decode_dungeon_tiers(spec, monsters)
boss_monster = _decode_boss_monster(spec, monsters)
rare_drop_item = _decode_rare_drop_item(spec, items)
forge_ore_item = _decode_forge_ore_item(spec, items)
ore_forest_chance = _decode_ore_forest_chance(spec)
watch_theme = _decode_watch_theme(spec)
return Settings(
daily_turns=values["daily_turns"],
rest_cost=values["rest_cost"],
heal_cost_per_hp=values["heal_cost_per_hp"],
starting_gold=values["starting_gold"],
starting_weapon=starting_weapon,
starting_armor=starting_armor,
start_hp=values["start_hp"],
start_atk=values["start_atk"],
start_def=values["start_def"],
xp_base=values["xp_base"],
growth_max_hp=growth_max_hp,
growth_atk=growth_atk,
growth_def=growth_def,
bestow_daily_budget=values["bestow_daily_budget"],
dungeon_tiers=dungeon_tiers,
boss_monster=boss_monster,
wyrm_min_level=values["wyrm_min_level"],
ambush_min_level=values["ambush_min_level"],
ambush_level_band=values["ambush_level_band"],
ambush_gold_pct=values["ambush_gold_pct"],
post_daily_cap=values["post_daily_cap"],
gamble_max_bet=values["gamble_max_bet"],
gamble_daily_cap=values["gamble_daily_cap"],
satchel_max=values["satchel_max"],
forge_base_cost=values["forge_base_cost"],
forge_max_plus=values["forge_max_plus"],
rare_drop_item=rare_drop_item,
forge_ore_item=forge_ore_item,
forge_ore_per_plus=values["forge_ore_per_plus"],
ore_dungeon_drop=values["ore_dungeon_drop"],
ore_forest_chance=ore_forest_chance,
watch_theme=watch_theme,
)
def _decode_boss_monster(spec: dict[str, Any], monsters: list[Monster]) -> str:
"""Resolve and validate the endgame boss monster id.
The id must name a monster in the pack, and that monster must carry the
``boss`` flag (so the endgame foe is never a stray random encounter).
"""
boss_id = str(_require(spec, "boss_monster", "world.json settings"))
by_id = {m.monster_id: m for m in monsters if m.monster_id}
monster = by_id.get(boss_id)
if monster is None:
raise WorldLoadError(
f"world.json settings.boss_monster = {boss_id!r} is not a known monster id"
)
if not monster.boss:
raise WorldLoadError(
f'world.json settings.boss_monster = {boss_id!r} must be flagged "boss": true'
)
return boss_id
def _decode_rare_drop_item(spec: dict[str, Any], items: list[Item]) -> str:
"""Resolve and validate the item a rare beast drops on its kill.
The id must name an item in the pack AND that item must be a consumable
(it goes straight into the satchel to be quaffed later, so a weapon or
armour id would be incoherent). Mirrors the ``starting_weapon`` check but
adds the slot constraint.
"""
drop_id = str(_require(spec, "rare_drop_item", "world.json settings"))
by_id = {it.item_id: it for it in items}
item = by_id.get(drop_id)
if item is None:
raise WorldLoadError(
f"world.json settings.rare_drop_item = {drop_id!r} is not a known item id"
)
if item.slot is not Slot.CONSUMABLE:
raise WorldLoadError(
f"world.json settings.rare_drop_item = {drop_id!r} must be a consumable item, "
f"not {item.slot.value!r}"
)
return drop_id
def _decode_forge_ore_item(spec: dict[str, Any], items: list[Item]) -> str:
"""Resolve and validate the world's forge ore — the material the forge spends.
The id must name an item in the pack AND that item must be a ``material``
(it is carried in the satchel and spent at the forge, never equipped or
quaffed, so a weapon/armour/consumable id would be incoherent). Mirrors the
``rare_drop_item`` check but pins the slot to :attr:`Slot.MATERIAL`.
"""
ore_id = str(_require(spec, "forge_ore_item", "world.json settings"))
by_id = {it.item_id: it for it in items}
item = by_id.get(ore_id)
if item is None:
raise WorldLoadError(
f"world.json settings.forge_ore_item = {ore_id!r} is not a known item id"
)
if item.slot is not Slot.MATERIAL:
raise WorldLoadError(
f"world.json settings.forge_ore_item = {ore_id!r} must be a material item, "
f"not {item.slot.value!r}"
)
return ore_id
def _decode_ore_forest_chance(spec: dict[str, Any]) -> float:
"""Resolve and validate the per-win forest ore chance (a 0.0..1.0 float).
The chance a won forest fight yields one ore. A float, so it is validated
here rather than through the integer :data:`SETTINGS_BANDS` loop, mirroring
the ``encounter_rate`` probability check in terrain.
"""
chance = float(_require(spec, "ore_forest_chance", "world.json settings"))
if not 0.0 <= chance <= 1.0:
raise WorldLoadError(
f"world.json settings.ore_forest_chance = {chance} is out of band (0.0..1.0)"
)
return chance
def _decode_watch_theme(spec: dict[str, Any]) -> str:
"""Resolve and validate the Watch CRT palette name (optional, defaulted).
``watch_theme`` is OPTIONAL: a pack that omits it keeps the original
:data:`DEFAULT_WATCH_THEME` ("phosphor"), so no author is forced to set it
and an existing pack is unchanged. When present it must name one of
:data:`WATCH_THEMES`; an unknown palette is a load error naming the legal
set, since the Watch's JS would have no variables to apply for it.
"""
raw = spec.get("watch_theme", DEFAULT_WATCH_THEME)
theme = str(raw)
if theme not in WATCH_THEMES:
legal = ", ".join(sorted(WATCH_THEMES))
raise WorldLoadError(
f"world.json settings.watch_theme = {theme!r} is not a known theme; "
f"choose one of: {legal}"
)
return theme
def _decode_dungeon_tiers(spec: dict[str, Any], monsters: list[Monster]) -> tuple[int, ...]:
"""Parse the ordered dungeon-gauntlet tier ladder, one foe per tier.
Each tier must be backed by at least one NON-BOSS monster in the pack, or
the gauntlet would silently skip that rung: the gauntlet draws from
``monsters_for_tier_band``, which excludes boss monsters, so a boss-only
tier loads cleanly yet has no fightable foe at runtime.
Each tier's *first* non-boss monster in file order is its fixed rung
guardian (``monsters_for_tier_band(t, t)[0]``, the engine's deterministic
pick), so that monster must NOT be ``rare``: a rare in the lead slot of a
dungeon tier would be promoted to a fixed, repeatable guardian and pulled
out of the weighted rare pool entirely. The rule is checked here, where the
tier ladder and the monster order meet.
"""
raw_tiers = _require(spec, "dungeon_tiers", "world.json settings")
if not (isinstance(raw_tiers, list) and raw_tiers):
raise WorldLoadError("world.json settings.dungeon_tiers must be a non-empty list of tiers")
available = {m.tier for m in monsters if not m.boss}
tiers: list[int] = []
for i, value in enumerate(raw_tiers):
tier = int(value)
if tier not in available:
raise WorldLoadError(
f"world.json settings.dungeon_tiers[{i}] = {tier} has no non-boss monster "
"in the pack (the dungeon gauntlet excludes the boss, so a boss-only tier "
"leaves the rung unfillable)"
)
guardian = next(m for m in monsters if m.tier == tier and not m.boss)
if guardian.rare:
raise WorldLoadError(
f"monsters.json: {guardian.name!r} is rare but is the first tier-{tier} "
f"monster, so it would become the fixed guardian of dungeon rung tier {tier} "
"— put a non-rare monster first in that tier"
)
tiers.append(tier)
return tuple(tiers)
@@ -1,20 +0,0 @@
# Bundled alternate worlds
This directory holds **bundled alternate worlds** — zero or more content packs
that ship with Understone alongside the default Vale of Understone (which lives
one level up, in `../data/`).
Each alternate is its own subdirectory containing a `world.json` (and the rest
of the pack's JSON files). The slug is the subdirectory name. `understone
worlds` discovers the Vale plus every pack here that carries a `world.json`,
loads each one, and reports whether it is sound.
This directory ships with one bundled alternate world — **The Cinder Wastes**
(`cinder-wastes/`), an ashen volcanic underworld authored against `AUTHORING.md`.
More are added here as they are written. To serve one, point the server at it:
```bash
UNDERSTONE_WORLD=understone/world/packs/<slug> understone
```
The default Vale needs no setting at all.
@@ -1,102 +0,0 @@
{
"events": [
{
"kind": "fight",
"weight": 82,
"text": "Something molten skitters out of the ash."
},
{
"kind": "gold",
"weight": 8,
"text": "a slag-fused coin-purse cooling in the cinders",
"min": 4,
"max": 12
},
{
"kind": "gold",
"weight": 7,
"text": "a scatter of coins dropped by some scorched prospector",
"min": 2,
"max": 9
},
{
"kind": "gold",
"weight": 2,
"text": "a smelt-cache prised from beneath a toppled basalt pillar",
"min": 40,
"max": 80
},
{
"kind": "heal",
"weight": 5,
"text": "a cool fumarole venting clean steam",
"min": 5,
"max": 12
},
{
"kind": "heal",
"weight": 5,
"text": "a seep of quench-water trapped in black glass",
"min": 4,
"max": 10
},
{
"kind": "heal",
"weight": 5,
"text": "a shaded hollow where the ashfall cannot reach",
"min": 6,
"max": 14
},
{
"kind": "trap",
"weight": 5,
"text": "a thin crust gives way over a pocket of embers",
"min": 3,
"max": 9
},
{
"kind": "trap",
"weight": 5,
"text": "a vent of scalding gas hisses up around your boots",
"min": 2,
"max": 8
},
{
"kind": "trap",
"weight": 5,
"text": "a sinkhole of loose cinder swallows you to the knee",
"min": 4,
"max": 11
},
{
"kind": "lore",
"weight": 3,
"text": "a scorched waystone, its rune worn to a coiled, serpentine shape."
},
{
"kind": "lore",
"weight": 3,
"text": "the ground shudders with a low note from the caldera, like something vast turning in its sleep."
},
{
"kind": "lore",
"weight": 4,
"text": "a soot-drawn sketch pinned to a spire: a stair of glowing rock descending into a great open maw."
},
{
"kind": "lore",
"weight": 3,
"text": "a ring of fused glass where the ash runs molten, the air above it shimmering."
},
{
"kind": "lore",
"weight": 3,
"text": "a prospector's cairn marking the caldera road, three blackened skulls set facing the deep as warning."
},
{
"kind": "lore",
"weight": 4,
"text": "ash-singers swear the slag rivers have no source, and that on still nights they breathe."
}
]
}
@@ -1,85 +0,0 @@
[
{
"id": "charred_shiv",
"name": "Charred Shiv",
"slot": "weapon",
"atk": 2,
"price": 0
},
{
"id": "obsidian_knife",
"name": "Obsidian Knife",
"slot": "weapon",
"atk": 5,
"price": 40
},
{
"id": "basalt_cleaver",
"name": "Basalt Cleaver",
"slot": "weapon",
"atk": 7,
"price": 80
},
{
"id": "molten_maul",
"name": "Molten Maul",
"slot": "weapon",
"atk": 9,
"price": 120
},
{
"id": "scorched_rags",
"name": "Scorched Rags",
"slot": "armor",
"def": 1,
"price": 0
},
{
"id": "ashplate_vest",
"name": "Ashplate Vest",
"slot": "armor",
"def": 2,
"price": 25
},
{
"id": "slaghide_armor",
"name": "Slaghide Armor",
"slot": "armor",
"def": 3,
"price": 50
},
{
"id": "obsidian_carapace",
"name": "Obsidian Carapace",
"slot": "armor",
"def": 6,
"price": 140
},
{
"id": "ember_tonic",
"name": "Ember Tonic",
"slot": "consumable",
"heal": 15,
"price": 12
},
{
"id": "cooling_draught",
"name": "Cooling Draught",
"slot": "consumable",
"heal": 40,
"price": 35
},
{
"id": "quenchwater_flask",
"name": "Quenchwater Flask",
"slot": "consumable",
"heal": 70,
"price": 60
},
{
"id": "slag_iron",
"name": "Slag-Iron",
"slot": "material",
"price": 0
}
]
@@ -1,53 +0,0 @@
{
"inn": {
"kind": "inn",
"name": "The Forge-Rest",
"glyph": "⌂",
"color": "inn",
"actions": ["rest", "deposit", "withdraw", "gamble", "leave"],
"flavor": [
"Heat-bricked walls hold back the ashfall outside.",
"The hearthwright stokes a banked forge and nods you toward a cot.",
"A night beside the coals restores you fully.",
"A slag-iron strongbox by the hearth keeps coin safe from sleeping-robbers.",
"In the corner, a cup of knucklebones rattles for a wager."
]
},
"shop": {
"kind": "shop",
"name": "The Slag Market",
"glyph": "$",
"color": "shop",
"actions": ["buy", "sell", "forge", "leave"],
"flavor": [
"Stalls of cooled obsidian and scavenged plate crowd the stone.",
"Buying a weapon or armour straps it on at once.",
"Tonics go into your satchel, to quaff when the heat turns dire.",
"The smelter roars: bring slag-coin to temper your edge or your guard.",
"Spent gear sells back for half its price."
]
},
"healer": {
"kind": "healer",
"name": "The Ember Shrine",
"glyph": "✚",
"color": "healer",
"actions": ["heal", "leave"],
"flavor": [
"A still blue pilot-flame burns at the heart of the shrine.",
"The cinder-tender seals your burns for coin, per point of vigour."
]
},
"dungeon": {
"kind": "dungeon",
"name": "The Caldera Mouth",
"glyph": "∩",
"color": "dungeon",
"actions": ["descend", "challenge", "leave"],
"flavor": [
"A throat of glowing rock drops away into furnace-dark.",
"To descend is to face a golem, then something far hotter.",
"Deeper still, the ash-singers warn, the Magma Wyrm coils and burns."
]
}
}
@@ -1,125 +0,0 @@
[
{
"tier": 1,
"name": "Cinder Mite",
"hp": 6,
"atk": 3,
"def": 0,
"xp": 8,
"gold": 3
},
{
"tier": 1,
"name": "Ash Crawler",
"hp": 7,
"atk": 5,
"def": 0,
"xp": 9,
"gold": 2
},
{
"tier": 2,
"name": "Ember Imp",
"hp": 12,
"atk": 4,
"def": 1,
"xp": 18,
"gold": 7
},
{
"tier": 2,
"name": "Slag Scuttler",
"hp": 14,
"atk": 5,
"def": 1,
"xp": 20,
"gold": 9
},
{
"tier": 2,
"name": "the Gilded Salamander",
"hp": 16,
"atk": 6,
"def": 2,
"xp": 40,
"gold": 60,
"weight": 1,
"rare": true
},
{
"tier": 3,
"name": "Magma Hound",
"hp": 20,
"atk": 7,
"def": 2,
"xp": 35,
"gold": 14
},
{
"tier": 3,
"name": "Obsidian Lurker",
"hp": 22,
"atk": 8,
"def": 2,
"xp": 38,
"gold": 16
},
{
"tier": 3,
"name": "the Cinder Revenant",
"hp": 30,
"atk": 11,
"def": 4,
"xp": 80,
"gold": 110,
"weight": 1,
"rare": true
},
{
"tier": 4,
"name": "Basalt Golem",
"hp": 38,
"atk": 11,
"def": 4,
"xp": 70,
"gold": 30
},
{
"tier": 4,
"name": "Ashen Wraith",
"hp": 35,
"atk": 12,
"def": 4,
"xp": 65,
"gold": 28
},
{
"tier": 5,
"name": "Slag Drake",
"hp": 60,
"atk": 18,
"def": 6,
"xp": 140,
"gold": 60
},
{
"tier": 5,
"name": "Caldera Reaver",
"hp": 55,
"atk": 17,
"def": 6,
"xp": 130,
"gold": 55
},
{
"tier": 6,
"name": "the Magma Wyrm",
"hp": 120,
"atk": 24,
"def": 8,
"xp": 400,
"gold": 250,
"boss": true,
"id": "magma_wyrm"
}
]
@@ -1,44 +0,0 @@
{
".": {
"key": "ash",
"glyph": "░",
"walkable": true,
"encounter_rate": 0.1,
"color": "barren"
},
"A": {
"key": "spire",
"glyph": "▲",
"walkable": false,
"encounter_rate": 0.0,
"color": "wall"
},
"~": {
"key": "slag",
"glyph": "≈",
"walkable": false,
"encounter_rate": 0.0,
"color": "lava"
},
"=": {
"key": "basalt",
"glyph": "▩",
"walkable": true,
"encounter_rate": 0.02,
"color": "road"
},
"c": {
"key": "cinder",
"glyph": "▒",
"walkable": true,
"encounter_rate": 0.25,
"color": "scrub"
},
"#": {
"key": "caldera",
"glyph": "▓",
"walkable": false,
"encounter_rate": 0.0,
"color": "wall"
}
}
@@ -1,136 +0,0 @@
{
"name": "The Cinder Wastes",
"width": 96,
"height": 48,
"spawn": [20, 24],
"legend": {
".": "ash",
"A": "spire",
"~": "slag",
"=": "basalt",
"c": "cinder",
"#": "caldera"
},
"terrain_rows": [
"################################################################################################",
"#.........................................................ccccccccccccccccccccccccccccccccccccc#",
"#............A......................A.....................cAccccccccccccccccccccccAcccccccccccc#",
"#.......A......................A......................A...cccccccccccccccccccAccccccccccccccccc#",
"#..A..~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~cccccccc#",
"#.....~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~cccAcccc#",
"#.....~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~cccccccc#",
"#.....~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~cccccccc#",
"#.....A......................A......................A.....cccccccccccccccccAccccccccccccccccccc#",
"#A......................A......................A..........ccccccccccccAccccccccccccccccccccccAc#",
"#..................A......................A...............cccccccAcc#####cccccccccccccccAcccccc#",
"#.............A......................A....................ccAccccccc#ccc#ccccccccccAccccccccccc#",
"#........A......................A......................A..cccccccc====cc#cccccAcccccccccccccccc#",
"#...A......................A......................A.......cccccccc=c#####Accccccccccccccccccccc#",
"#.....................A......................A............cccccccc=cAccccccccccccccccccccccAccc#",
"#................A......................A.................cccccAcc=cccccccccccccccccccAcccccccc#",
"#...........A......................A......................Accccccc=ccccccccccccccAccccccccccccc#",
"#......A......................A......................A....cccccccc=cccccccccAcccccccccccccccccc#",
"#.A......................A......................A.........cccccccc=ccccAccccccccccccccccccccccA#",
"#...................A......................A..............cccccccc=ccccccccccccccccccccccAccccc#",
"#.....................................A...................cccAcccc=cccccccccccccccccAcccccccccc#",
"#.........A......................A......................A.cccccccc=ccccccccccccAccccccccccccccc#",
"#....A.............................................A......cccccccc=cccccccAcccccccccccccccccccc#",
"#.............................................A...........cccccccc=ccAccccccccccccccccccccccAcc#",
"#.=================================================================ccccccccccccccccccccAccccccc#",
"#............A......................A.....................cAccccccccccccccccccccccAcccccccccccc#",
"#.......A......................A......................A...cccccccccccccccccccAccccccccccccccccc#",
"#..A.............................................A........ccccccccccccccAcccccccccccccccccccccc#",
"#...........................................A.............cccccccccAccccccccccccccccccccccAcccc#",
"#...............A......................A..................ccccAccccccccccccccccccccccAccccccccc#",
"#..........A......................A......................AccccccccccccccccccccccAcccccccccccccc#",
"#.....A......................A......................A.....cccccccccccccccccAccccccccccccccccccc#",
"#A......................A......................A..........ccccccccccccAccccccccccccccccccccccAc#",
"#..................A......................A...............cccccccAccccccccccccccccccccccAcccccc#",
"#.............A......................A....................ccAccccccccccccccccccccccAccccccccccc#",
"#........A......................A......................A..ccccccccccccccccccccAcccccccccccccccc#",
"#...A......................A......................A.......cccccccccccccccAccccccccccccccccccccc#",
"#.....................A......................A............ccccccccccAccccccccccccccccccccccAccc#",
"#................A......................A.................cccccAccccccccccccccccccccccAcccccccc#",
"#...........A......................A......................AccccccccccccccccccccccAccccccccccccc#",
"#......A......................A......................A....ccccccccccccccccccAcccccccccccccccccc#",
"#.A......................A......................A.........cccccccccccccAccccccccccccccccccccccA#",
"#...................A......................A..............ccccccccAccccccccccccccccccccccAccccc#",
"#..............A......................A...................cccAccccccccccccccccccccccAcccccccccc#",
"#.........A......................A......................A.cccccccccccccccccccccAccccccccccccccc#",
"#....A......................A......................A......ccccccccccccccccAcccccccccccccccccccc#",
"#.........................................................ccccccccccccccccccccccccccccccccccccc#",
"################################################################################################"
],
"locations": [
{
"key": "inn",
"x": 18,
"y": 24
},
{
"key": "shop",
"x": 22,
"y": 24
},
{
"key": "healer",
"x": 20,
"y": 22
},
{
"key": "dungeon",
"x": 70,
"y": 12
}
],
"zones": [
{
"key": "ash_flats",
"rect": [30, 18, 60, 36],
"tier_lo": 1,
"tier_hi": 2
},
{
"key": "caldera_deep",
"rect": [61, 8, 82, 22],
"tier_lo": 3,
"tier_hi": 5
}
],
"settings": {
"daily_turns": 10,
"rest_cost": 15,
"heal_cost_per_hp": 1,
"starting_gold": 37,
"starting_weapon": "charred_shiv",
"starting_armor": "scorched_rags",
"start_hp": 20,
"start_atk": 3,
"start_def": 0,
"xp_base": 100,
"growth": {
"max_hp": 6,
"atk": 2,
"def": 1
},
"bestow_daily_budget": 25,
"dungeon_tiers": [3, 4, 5],
"boss_monster": "magma_wyrm",
"wyrm_min_level": 6,
"ambush_min_level": 3,
"ambush_level_band": 2,
"ambush_gold_pct": 25,
"post_daily_cap": 5,
"gamble_max_bet": 50,
"gamble_daily_cap": 5,
"satchel_max": 3,
"forge_base_cost": 60,
"forge_max_plus": 3,
"rare_drop_item": "cooling_draught",
"forge_ore_item": "slag_iron",
"forge_ore_per_plus": 1,
"ore_dungeon_drop": 2,
"ore_forest_chance": 0.2,
"watch_theme": "ember"
}
}
-246
View File
@@ -1,246 +0,0 @@
#!/usr/bin/env python3
"""
Consistency linter for HYPOTHESIS.md.
Deterministic checks no model, no confabulation:
A. delimiter / emphasis balance
B. residue regexes (things prior rounds fixed must not reappear)
C. single-capital-letter collision scan (one letter, two meanings)
D. definition check for the symbols recent rounds introduced
E. γ/ρ role-usage scan (gate=authorize/reject-proposal ; ρ=verify/fold-back/response)
F. display-only symbols (used in $$$$ but nowhere in prose)
G. orphan / redundant-declaration scan (symbol used once; or two declaration sites)
Path resolves to HYPOTHESIS.md beside this script, or argv[1] if given.
Known benign flags: E flags the γ,ρ symbol-table row; G2 flags τ_H (it legitimately
owns both a stopping-time/filtration statement and its = inf{} formula).
"""
import os
import re
import sys
PATH = (
sys.argv[1]
if len(sys.argv) > 1
else os.path.join(os.path.dirname(os.path.abspath(__file__)), "HYPOTHESIS.md")
)
with open(PATH, encoding="utf-8") as _f:
T = _f.read()
LINES = T.splitlines()
def lineno(idx): # char index -> 1-based line
return T.count("\n", 0, idx) + 1
def ctx(idx, w=55):
a = max(0, idx - w)
b = min(len(T), idx + w)
return T[a:b].replace("\n", " ")
# math spans (so we can scan symbols in math only)
math_spans = []
for m in re.finditer(r"\$\$.*?\$\$", T, flags=re.S):
math_spans.append((m.start(), m.end()))
for m in re.finditer(r"(?<!\$)\$(?!\$).*?(?<!\$)\$(?!\$)", T, flags=re.S):
math_spans.append((m.start(), m.end()))
def in_math(idx):
return any(a <= idx < b for a, b in math_spans)
print("=" * 70)
print("A. BALANCE")
print("=" * 70)
nomath = re.sub(r"\$[^$]*\$", "", T)
display = T.count("$$")
inline = len(re.findall(r"(?<!\$)\$(?!\$)", T))
print(f" display $$ : {display} even={display % 2 == 0}")
print(f" inline $ : {inline} even={inline % 2 == 0}")
print(f" braces {{ }} : net {T.count('{') - T.count('}')}")
print(f" bold ** : {nomath.count('**')} even={nomath.count('**') % 2 == 0}")
print(
f" italic * : {nomath.replace('**', '').count('*')} even={nomath.replace('**', '').count('*') % 2 == 0}"
)
print("\n" + "=" * 70)
print("B. RESIDUE REGEXES (expect 0 each)")
print("=" * 70)
residue = {
"stray p_{ok}": r"p_\{\\mathrm\{ok\}\}",
"halt/ready leftover": r"halt/ready",
"(I-γP) discount collision": r"\(I-\\gamma P\)",
"B as pushforward dummy": r"M_W\(c, B\)",
"old c_τ-as-output law": r"M_W\(c\) = \\mathrm\{Law\}\(c_\\tau\)",
"R=id ill-typed": r"R=\\mathrm\{id\}",
"Y_⊥ after ⊥∈Y decision": r"\\mathcal\{Y\}_\\bot",
"'terminal sets are'": r"The terminal sets are",
"ρ rejects ⊥ branch": r"what \$\\rho\$ rejects",
"rejection at ρ": r"fail-closed rejection at \$\\rho\$",
"orphan τ^star (unify→τ_H)": r"\\tau\^\\star",
"unbraced _\\cmd subscript (GitHub emphasis hazard)": r"_\\",
"\\# in math (GitHub unescapes → raw #)": r"\\#",
}
for lbl, rx in residue.items():
hits = [lineno(m.start()) for m in re.finditer(rx, T)]
flag = "OK " if not hits else "HIT "
print(f" {flag}{lbl:32} lines={hits}")
print("\n" + "=" * 70)
print("C. SINGLE-CAPITAL COLLISION SCAN (eyeball for two meanings)")
print("=" * 70)
for L in ["G", "U", "P", "N", "R", "V", "F", "D", "K", "T"]:
occ = []
for m in re.finditer(r"(?<![A-Za-z\\_])" + L + r"(?![A-Za-z_])", T):
if in_math(m.start()):
occ.append(m.start())
if occ:
print(f" [{L}] {len(occ)} math occ:")
for i in occ:
print(f" L{lineno(i):>3}: …{ctx(i, 38)}")
print("\n" + "=" * 70)
print("D. DEFINITION CHECK (symbols recent rounds introduced)")
print("=" * 70)
defs = {
"Π (adversary class)": r"the class \$\\Pi\$ of policies",
"D (divergent set)": r"D=\\\{s:\\mathbb\{E\}_s\[\\tau_H\]=\\infty\\\}",
"μ (measure)": r"reference/sampling measure \$\\mu\$",
"e_0 (no-op response)": r"no-op response \$e_0\\in\\mathcal\{E\}\$",
"Stop (stop set)": r"stop set \$\\mathrm\{Stop\}\$",
"p_succ": r"p_\{\\mathrm\{succ\}\}\(s\)",
"p_safe": r"p_\{\\mathrm\{safe\}\}\(s\)",
"β (RL discount)": r"discount \$\\beta\$",
"A_Y (pushforward set)": r"measurable \$A_Y",
"r (per-step drift)": r"per-step drift \$r\(s\)=",
"z_t triple": r"z_t = \(c_t, b_t, m_t\)",
"μ_0 (initial dist)": r"initial \$s_0 \\sim \\mu_0\$",
"certificate (2-sense)": r"A \*\*certificate\*\* is a \*witness\*",
"controller/plant/shell": r"\*shell : plant :: the part you write",
"r_env (3-way drift)": r"r_\{\\text\{env\}\}",
}
for lbl, rx in defs.items():
found = bool(re.search(rx, T))
print(f" {'OK ' if found else 'MISS'}{lbl}")
print("\n" + "=" * 70)
print("E. γ / ρ ROLE SCAN")
print("=" * 70)
# γ should sit near authorize/gate/reject-proposal/capability/irreversible/before
# ρ should sit near verify/validate-response/fold-back/after
g_bad = re.compile(r"fold[- ]back|folds back", re.I) # γ doing ρ's job
r_bad = re.compile(r"rejects the proposal|authoriz|is the gate|gates ", re.I) # ρ doing γ's job
def scan(sym_rx, label, bad_rx):
flagged = 0
for m in re.finditer(sym_rx, T):
if not in_math(m.start()):
continue
window = T[max(0, m.start() - 15) : m.start() + 70].replace("\n", " ")
if bad_rx.search(window):
flagged += 1
print(f" FLAG {label} L{lineno(m.start())}: …{window}")
if not flagged:
print(f" OK no {label} usages land in the wrong role-neighborhood")
scan(r"\\gamma", "γ", g_bad)
scan(r"\\rho", "ρ", r_bad)
print("\n" + "=" * 70)
print("F. DISPLAY-ONLY SYMBOLS (in $$…$$, absent from prose)")
print("=" * 70)
disp = " ".join(T[a:b] for a, b in math_spans if T[a : a + 2] == "$$")
prose = re.sub(r"\$\$.*?\$\$", "", T, flags=re.S)
toks = set(re.findall(r"\\[A-Za-z]+(?:_\{[A-Za-z]+\})?|[A-Z]_[A-Za-z]|[A-Za-z]_\\[a-z]+", disp))
suspicious = []
for tk in sorted(toks):
base = tk.split("_")[0]
if base and base not in prose and tk not in prose and len(base) > 1:
suspicious.append(tk)
print(" (heuristic; review only) ", suspicious if suspicious else "none flagged")
print("\n" + "=" * 70)
print("G. ORPHAN / REDUNDANT-DECLARATION SCAN (review only)")
print("=" * 70)
# G1 — a math symbol occurring exactly once is usually a rename residue or a typo
# (a unification can strip a symbol of all but one use). LaTeX operators and
# formatting commands are not symbols, so filter them out. Review, do not trust.
OPS = {
r"\Pr",
r"\sum",
r"\int",
r"\sup",
r"\inf",
r"\infty",
r"\in",
r"\notin",
r"\cap",
r"\cup",
r"\setminus",
r"\subseteq",
r"\subset",
r"\mid",
r"\ge",
r"\le",
r"\sim",
r"\circ",
r"\cdot",
r"\star",
r"\hat",
r"\bar",
r"\to",
r"\Rightarrow",
r"\rightsquigarrow",
r"\longrightarrow",
r"\quad",
r"\qquad",
r"\Big",
r"\big",
r"\mathbb",
r"\mathcal",
r"\mathrm",
r"\mathbf",
r"\text",
}
sym_rx = re.compile(r"\\[A-Za-z]+(?:_\{[^{}]*\}|_[A-Za-z0-9])?")
counts = {}
for a, b in math_spans:
for m in sym_rx.finditer(T[a:b]):
counts[m.group()] = counts.get(m.group(), 0) + 1
singletons = sorted(s for s, c in counts.items() if c == 1 and s.split("_")[0] not in OPS)
print(" G1 singletons (occur once in math, operators filtered — orphan/typo candidates):")
print(" " + (", ".join(singletons) if singletons else "none"))
# G2 — the bare-τ failure mode the τ-unification introduced: a stopping/hitting-time
# symbol carrying BOTH an enumeration declaration (a "…stopping/hitting time…"
# sentence) AND a separate "= \inf\{…}" formula on a *different* line — one of the
# two sites is usually redundant. A formula restated in adjacent prose is benign
# (same kind of site), and so is τ_H, which legitimately owns a filtration statement
# plus its formula. A *newly* enum+formula-split symbol is the smell.
decl_rx = re.compile(
r"hitting times? are|are stopping times|is a stopping time|stopping times? for the"
)
formula_tail = r"\s*=\s*\\inf\\\{" # "= \inf\{" — the hitting/stop-time def, not \infty
tau_syms = [r"\tau", r"\tau_A", r"\tau_H", r"\tau_B", r"\tau_F", r"\tau_{H_{\mathrm{ok}}}"]
print(" G2 stopping/hitting-time family (count | enum-decl lines | formula lines):")
for s in tau_syms:
pat = re.escape(s) + (r"(?![A-Za-z_^{])" if s == r"\tau" else r"(?![A-Za-z0-9])")
occ = list(re.finditer(pat, T))
enum_lines, formula_lines = set(), set()
for m in occ:
ln = lineno(m.start())
line = LINES[ln - 1]
if re.search(pat + formula_tail, line):
formula_lines.add(ln)
if decl_rx.search(line):
enum_lines.add(ln)
split = any(e != f for e in enum_lines for f in formula_lines)
note = " <-- enum + separate formula; eyeball (benign: τ_H)" if split else ""
print(
f" {s:24} count={len(occ):>2} enum={sorted(enum_lines)} formula={sorted(formula_lines)}{note}"
)
print("\nDONE.")

Some files were not shown because too many files have changed in this diff Show More