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Author SHA1 Message Date
Patrick Buckley fb77fcd805 chore: bump version to 1.6.4 2026-06-13 06:27:40 -07:00
Patrick Buckley 0cdf5e9af5 fix(ui): interactive pane keeps its scroll pin across tool calls
The interactive pane only auto-scrolled when isNearBottom() was true, but it measured that AFTER the new node was appended. A tool block is a tall one-shot append (batch shell, approval card, or result) that clears the 80px near-bottom threshold in a single step, so the post-append check read false and auto-follow silently disengaged at exactly tool-call time — the view froze at the top of the block and only snapped back at the next stream_end. Token streaming was unaffected because each append stays sub-threshold.

Capture the near-bottom state as the first statement of each tool-render method, before any DOM mutation, and thread it into scrollToBottom(stick). This re-pins when the user was already at the bottom and, unlike the coordinator pane's unconditional pin, leaves the view alone if they deliberately scrolled up while a result was rendering.

Methods fixed: announceToolBlock, showInlineToolBlock, resolveApproval, appendToolOutput (all three exit paths), appendToolOutputChunk.

(cherry picked from commit a628e9f3b4)
2026-06-13 06:25:11 -07:00
Patrick Buckley ab61799f66 fix(examples): accept remote Host headers when bound off localhost
The streamable-http server bound to 0.0.0.0/a LAN IP answered TCP and
/watch but returned 421 "Invalid Host header" on /mcp for every remote
node — which broke multi-node play entirely. FastMCP freezes DNS-rebinding
protection (a localhost-only Host allowlist) at CONSTRUCTION, and this
module builds its FastMCP at import time with the default 127.0.0.1 host;
flipping settings.host in _serve afterward never updated the frozen
allowlist, so the LAN Host was always rejected.

When UNDERSTONE_HOST is off localhost, drop the allowlist in _serve before
run() — matching the SDK's own default for a non-localhost bind. The /mcp
and /watch routes are unauthenticated by design, so serve only on a trusted
network (documented).

Regression test pins the mechanism: a default FastMCP 421s a foreign Host,
a protection-disabled one accepts it. Tests 420 -> 421.

(cherry picked from commit 1468ca7972)
2026-06-13 06:25:11 -07:00
Patrick Buckley 63df3e1750 ci(examples): name the Understone job distinctly
The job was named "test", colliding with core CI's "test" matrix so the PR
checks list showed two "test (3.11)" rows. Rename it to "understone" so the
example's checks read unambiguously (understone (3.11) / (3.13)).

(cherry picked from commit efa8664e4d)
2026-06-13 06:25:11 -07:00
Patrick Buckley 305a0a3af4 fix(examples): address PR review feedback (CodeQL + Copilot)
- CodeQL (implicit string concatenation in a list): collapse the wrapped
  bullets in cli._render_validate_coverage to single literals. The rendered
  output is byte-identical (the example's ruff ignores E501); clears all
  six alerts and reads cleaner.
- Copilot: packs/README no longer claims the directory ships "effectively
  empty" — it ships the bundled Cinder Wastes alternate world.
- Copilot: the Cinder Wastes' ash_flats and caldera_deep zones overlapped
  on column x=60 (inclusive bounds + first-match zone_for silently shadowed
  the tier-3..5 band onto a 1x5 deep-edge strip). Move caldera_deep to
  x0=61 — no overlap, no dead tiles, deep zone still covers the dungeon.
  And harden the loader: overlapping zone rectangles are now a
  WorldLoadError, so no authored pack can ship that bug unseen (the
  cold-author dogfood loop — a generated pack exposed a validator gap).

Tests 419 -> 420 (zone-overlap rejection). Both worlds validate sound and
remain winnable by the sim bot.

(cherry picked from commit a0a097dfa8)
2026-06-13 06:25:11 -07:00
Patrick Buckley af055b342c ci(examples): run the Understone example test suite
The door-game example is a standalone package (no turnstone-core
dependency) that the root suite does not collect — its
testpaths are scoped to ["tests"], so the example's 419 tests, ruff,
and mypy gates never ran in CI.

Add a path-filtered workflow that installs the example and runs its
full gate (pytest + ruff check + ruff format --check + mypy) whenever
examples/door-game (or this workflow) changes, across the example's
declared Python floor and ceiling (3.11, 3.13). Pinned action SHAs and
contents:read permissions match the existing CI workflows.

(cherry picked from commit 30c09aaf51)
2026-06-13 06:25:11 -07:00
Patrick Buckley 34948bf09b feat(examples): Understone v0.10 — the satchel, the ore-forge, and the vault
A game-loop mechanics patch: the satchel becomes a real stacking inventory,
forging now demands ore won in combat (not just gold), and a vault lets a
hero protect coin from ambush.

- Stacking satchel: the bag re-encodes from a flat id list to "id:qty"
  stacks, so potions stack (three Minor Potions fill one slot, not three)
  and materials ride alongside. satchel_max now caps distinct KINDS (3);
  per-kind quantity is unbounded. quaff/death-save still pull the strongest
  potion and ignore materials. One pure codec (engine/satchel.py) owns the
  encoding; the façade, the Watch, and the sim all decode through it — no
  three-way drift (the v0.9 single-source lesson). The codec parses a bare
  id as qty 1, so it can never silently drop a malformed stack.
- Ore-gated forge: ore is a material that drops from won dungeon-rung
  fights (and, less often, forest fights), stacks in the satchel, and is
  not buyable or sellable — you earn your edge by fighting for it. Forging
  now costs gold AND ore ((plus+1) ore per tier), so a rich-but-idle hero
  can no longer buy power at the dice table. The dungeon is now also the
  mine.
- The vault: deposit/withdraw at the inn moves coin to a strongbox that
  ambush cannot touch and that SURVIVES the Wyrm-win legacy reset — the
  carry-vs-protect decision the PvP economy was missing.
- Surfaced on both the /watch lobby TV and the in-chat door_status sheet:
  each hero's stacked satchel, carried gold, and vaulted gold.
- Tuning (the sim is the instrument): the ore gate added ~2 days to the
  Vale and ~1.6 to the Cinder Wastes; the greedy bot still slays the Wyrm
  3/3 on both, fully forged to +3/+3, so the loop is not stalled. Defaults
  held — no numbers needed retuning.

Four new banded settings (forge_ore_item, forge_ore_per_plus,
ore_dungeon_drop, ore_forest_chance); both worlds gained an ore item.
Schema mutated in place (banked column, satchel re-encoding) — pre-1.0, no
migration by design; a real migration story is owed at 1.0. Tests 382 ->
419; the vault-survives-rebirth invariant and the codec are revert-verified.

(cherry picked from commit 393a6fc2b2)
2026-06-13 06:25:11 -07:00
Patrick Buckley 0cc59d7e0f feat(examples): Understone v0.9 — colour roles for every object type
Graphics polish: distinct terrain and structures now read by COLOUR on the
Watch, not only by glyph. One unified palette, shared by every world — the
fix is to grow the set of distinct object-type roles, not to fork per-world.

- Roads were the tell: road shared the "floor" green with grass, so a path
  vanished into the meadow on the lobby TV. Likewise forest shared "tree",
  the three town buildings all shared "town", and the Cinder Wastes' molten
  slag borrowed "water" and rendered BLUE. Each is now its own role: road
  (stone), forest (lush green) with scrub (its barren ember-brown
  counterpart for volcanic/desert dense terrain that must NOT read as
  woods), lava (molten orange), barren (wasteland taupe), and inn/shop/
  healer split out of the generic town.
- Both worlds remap onto the shared vocabulary; in each, no two distinct
  terrain/building types share a colour. A live render caught the Cinder
  cinder-fields rendering green under the generic "forest" role — hence the
  scrub role, so the volcanic waste reads warm. The text frame renderer
  stays monochrome (it never read colour), so frames and goldens are
  untouched — this is Watch-only.
- The bug class is now closed by construction: a test asserts the Watch
  PALETTE carries a hex for EVERY Color role, so a role can never ship
  unpaintable and silently fall back (which is exactly how road hid).
- Color.assignable() is the single source for the overlay-vs-assignable
  split (runtime actor/item colours and the DEFAULT fallback are not
  author-pickable); the authoring manual's colour vocabulary generates
  from it, so it can't drift.

Tests 373 -> 382. floor/tree/forest are three greens kept deliberately
distinct (forest is olive-hued); verified on a real render along with the
scrub fix.

(cherry picked from commit 917e391b1f)
2026-06-13 06:25:11 -07:00
Patrick Buckley ed243cca73 feat(examples): Understone v0.8 — worlds without authors
The slice that proves the pipeline: a second world authored entirely by an
LLM from AUTHORING.md and the validator alone, plus the tooling to discover,
theme, and balance-test any world.

- The dogfood: "The Cinder Wastes" — an ashen volcanic underworld (slag
  rivers, a caldera mouth, a Magma Wyrm) — was written cold by an agent
  given only the generated authoring manual and `understone validate`. It
  passed validation on the FIRST run with zero failures. Its stumble log
  found six places where the manual stated a rule the validator didn't
  enforce; those became permanent hardening (below). It ships in
  understone/world/packs/ and glows ember on the lobby TV.
- `understone worlds` lists every bundled world (the Vale + alternates)
  with its load status, via one shared discovery path.
- Per-world Watch themes: settings.watch_theme (phosphor/amber/ice/ember,
  loader-validated) repaints the spectator page; the Vale's green is
  byte-for-byte unchanged.
- The sim harness: a pure, seeded, greedy bot plays the real game façade
  over an injected day-stepping clock and emits a balance report —
  `understone simulate PATH [--days N] [--seeds K]`. It SLAYS THE WYRM on
  both worlds (Vale ~day 13, Cinder ~day 25), so the whole v0.1->v0.7 loop
  is proven winnable end-to-end by an unclever bot through the real stack.
- Loader hardening from the dogfood: a rare monster may not occupy a
  dungeon-rung guardian slot (it would silently become a fixed foe and
  leave the rare pool); exactly one monster may be the boss; and the
  boss-tier error now says "no non-boss monster," matching the manual.
  AUTHORING gained a generated "what validate checks vs. what it cannot"
  section so the rule/guidance boundary is honest.

Review hardened the bot for arbitrary authored packs (a MENU-mode fight
spin and four related robustness gaps that were latent on the shipped
worlds), and documented that final_level reads post-legacy-reset. Tests
359 -> 373; both worlds still win byte-identically after the fixes.

(cherry picked from commit 65e7b404bc)
2026-06-13 06:25:11 -07:00
Patrick Buckley 1b5b466d47 feat(examples): Understone v0.7 — the deep, the satchel, the forge, rare beasts
The depth slice: four standing reasons to return past the daily reset.

- The rung ladder: the dungeon is a descent fought one rung per turn, each
  guardian a fixed tier. A loss bounces you home but your depth PERSISTS —
  you re-enter where you left off. The Wyrm now gates on BOTH level AND
  reaching the floor (the deep has a bottom, and you must have touched it).
- The satchel + the death-save: potions are CARRIED now (up to three),
  bought to the satchel, drunk with quaff. The heart of it: when any fight
  would kill the active fighter and they carry a draught, the strongest is
  drunk automatically — they survive standing at the potion's value, no
  bounce. This fires on EVERY fight (forest, rung, and the Wyrm itself —
  a potion carried to the climax is a real tactical choice); a Wyrm loss
  so saved is "driven back, alive but unproven," not devoured. The sleeping
  ambush victim never quaffs (they are asleep). combat.py stays pure — the
  satchel and the save live entirely in the façade.
- The forge: the shop spends scaling gold to add a +1 edge to equipped
  weapon or armour, capped — the late-game gold sink. Swapping or selling
  the piece loses the edge with it (one centralized unequip clears the
  bonus and the plus so a stat can never go phantom).
- Rare beasts: a few named foes prowl the forest via weighted selection,
  surfacing seldom; felling one is a public Herald flash and always yields
  a draught into the satchel. Rung guardians are never rare (fixed foes).

Four new player columns; four new banded settings; dungeon_tiers extended
to three rungs. Tests 283 -> 330; the death-save (all four paths), forge
accounting across forge/buy/sell/legacy, rung math, and weighted rare
selection all pinned, with the death-save and forge invariants
revert-verified.

(cherry picked from commit dcc0e5fb0a)
2026-06-13 06:25:11 -07:00
Patrick Buckley 6ea7756752 feat(examples): Understone v0.6 — UTF-8 graphics and the width discipline
The look of the next age — the modern equivalent of the ASCII->CP437 leap.
Full Unicode is available now, but the whole stack (text frames, golden
tests, the Watch's 1ch grid) assumes one glyph = one column, so the
enabling piece is a WIDTH RULE, not the glyphs themselves.

- textwidth.is_grid_safe: one code point, printable, East-Asian width not
  Wide/Fullwidth, no combining/format/control category. This is the
  one-glyph-one-column contract. Ambiguous-width glyphs are ACCEPTED on
  purpose — they ARE CP437 (the wall, the club-tree, the up-arrow forest)
  and render single-column on the Western-monospace metrics every surface
  uses; only genuinely double-width runes are barred. The loader enforces
  it on every map glyph; the player-name/free-text sanitizer enforces the
  same rule (the narrow ledger), so a wide name can't shear a frame.
- Re-skin: water ~ -> ≋, inn -> ⌂, healer -> ✚, dungeon mouth -> ∩, and
  the other adventurer -> ☻ (CP437's own player glyph). The colour field
  the renderer has carried unused since v0.1 now has a second consumer.
- Texture variants: grass and water vary by a deterministic per-coordinate
  hash, rendered identically in the Python frame builder and the Watch's
  JS. The two are kept in lockstep by shared hash constants + an agreement
  test that replays the JS arithmetic and asserts it equals the Python
  output for every variant over a grid — not a comment-coupled copy.
- Watch glow-up: a Noto Sans Mono font stack and a UTC-hour day/night tint
  (the Vale darkens at dusk on the lobby TV).
- The curated SAFE_PALETTE is enforced author-usable: a test asserts no
  palette glyph collides with the reserved player markers, so AUTHORING's
  generated appendix can't advertise a glyph the loader would reject.
- Resume is identity-preserving: an existing character resumes by exact
  stored name without re-validating the width rule (which governs creation
  only) — resume must never lock anyone out.

Tests 231 -> 283; width edges (CJK/emoji/combining/fullwidth), the
Python<->JS lockstep, the palette/reserved guard, and resume-vs-create all
pinned and revert-verified.

(cherry picked from commit b76b2a98d0)
2026-06-13 06:25:10 -07:00
Patrick Buckley 9419ad6735 feat(examples): Understone v0.5 — ambushes, the inn mailbox, and dice
The social slice: the shared world gets teeth, letters, and a house game.

- Ambush (async PvP, classic door-game player-kill spirit): waylay an adventurer who has
  not yet begun their day. Ordered gates — known target, not yourself, the
  gatekeeper shields the young (both >= min level), level band +-2, the
  SLEEP RULE (acting today makes you watchful — an active-play defense),
  mercy for the downed (hp<=1 cannot be piled on: even bandits have
  standards), once per pair per UTC day. Win: capped gold cut transfers,
  victim wakes at the spawn-stone with a private note; lose: the sleeper
  wakes blade-in-hand and the Herald crows your shame. The attacker wears
  the counter-blows the combat log narrates (state matches story). Both
  players persist in one transaction.
- The inn mailbox: events carry a target ('' = public). door_log delivers
  private notes to the addressee only; the Watch and other players never
  see them. Mail is DURABLE past the in-memory tail (SQLite backfill for
  cursors older than the resident window) — the broadsheet is ephemeral,
  letters are not. Sanitized, daily-capped.
- Inn dice: 2d6 against the house, bet- and count-capped per day, big wins
  make the news.
- Six new banded settings; four day-counter columns join the shared lazy
  UTC reset; schema stamp stays 1 (pre-1.0 mutates in place by design).

Tests 184 -> 231; sleep rule, mercy gate, band boundary (exact/over),
refusal precedence, attacker wear, zero-gold robbery, mail eviction
survival, and Watch privacy all pinned; guards revert-verified.

(cherry picked from commit 08d46f086f)
2026-06-13 06:25:10 -07:00
Patrick Buckley 47d88b4196 feat(examples): Understone v0.4 — the authoring pipeline (worlds as data)
The IGM seam realized: world packs are now a first-class authoring target
for models and humans, with a validate loop and a loader hardened for
routinely-untrusted generated content.

- understone newpack DIR scaffolds a pack (the six content JSONs templated
  from the shipped Vale) plus AUTHORING.md — a manual written for a model
  to follow cold. Its bands table is RENDERED FROM the loader's own band
  constants at scaffold time, so documented limits and enforced limits
  cannot drift.
- understone validate DIR loads a pack and prints either a pack report
  ("This pack is sound. The door stands open.") or the loader's
  file/index/field-naming error — the authoring feedback loop.
- Loader hardening: glyphs must be one printable column-safe character and
  never the frame box-drawing set or the @/& player markers (map content
  cannot impersonate players or forge frame chrome); map dims 8..256;
  per-file count caps; display-name length caps. All errors instructive.
- The packaged-world path is single-sourced (understone.world.
  PACKAGED_WORLD_DIR) for the server default and the scaffold template.
- README "Authoring worlds" section frames the loop: newpack -> write or
  generate -> validate -> serve with UNDERSTONE_WORLD=dir.

Review round: bug finder returned zero findings; quality round fixed the
world.json doc example (it showed a zone fragment where an authoring model
would copy a whole-file shape — now a labeled skeleton), the stale Usage
docstring, and the duplicated packaged-path constant.

Tests 166 -> 184. Scaffold round-trips through load_world by test.

(cherry picked from commit d40c4c85ee)
2026-06-13 06:25:10 -07:00
Patrick Buckley 95f5c5e50e feat(examples): Understone v0.3 — the Watch (lobby TV) + a livelier Vale
A read-only CRT spectator page served by the game process itself, plus
content depth. Input never flows through the Watch — it is the wall-mounted
terminal in the BBS room; chat remains the only actuator, so there is no
input channel to deadlock and no cross-origin surface (the page polls the
same origin that served it).

- /watch: one self-contained page (inline CSS/JS, no external assets),
  phosphor CRT styling. The base map paints once from /watch/world.json
  (terrain glyph rows + a glyph->color legend — the palette the text
  renderer has deliberately ignored since v0.1 finally gets its first
  renderer); players overlay as positioned glyphs repainted from
  /watch/state.json every 2s; the sidebar carries the roster with win
  stars, the Hall of Legends, and the Herald. SIGNAL LOST on poll failure;
  the bootstrap retries so a spectator arriving during a server blip
  recovers without a reload.
- Routes ride FastMCP custom_route on the existing process — read-only
  handlers with no awaits between reads (handlers and sync tools
  interleave on one event loop, so every response is a consistent
  snapshot).
- door_join/door_help advertise the Watch URL in http mode (stdio: none).
- Content: +5 monsters (one per tier; the gauntlet's first-in-tier foes
  preserved), +3 items smoothing the gear curve, +6 events; fight weight
  retuned to hold ~55% of encounter rolls. Zero geography churn.
- Review round: the Herald window is a plain list tail (id arithmetic
  under-reported the feed when AUTOINCREMENT ids gap — regression-pinned
  with sparse ids), and the bootstrap-retry fix above.

Tests 149 -> 166.

(cherry picked from commit d54110ffcb)
2026-06-13 06:25:10 -07:00
Patrick Buckley eeeb8f1b4d feat(examples): Understone v0.2 — the Wyrm, forest events, and the Herald
The "make it a game" slice: a win condition with classic-door-game-style legacy, texture
between fights, and a shared broadsheet.

- The Wyrm Below: a boss (flagged in the pack, excluded from random bands)
  behind a level-gated `challenge` verb at the dungeon. Victory writes a
  Hall of Legends row and the character resets to the fresh-start kit,
  keeping a wins counter rendered as ★ on the leaderboard — the classic
  race-reset-race loop. Defeat and stalemate flight make the news.
- Forest events: movement encounters weighted-pick from a content-pack
  table (fight/gold/heal/trap/lore). Only fights stop the walk or cost
  turns; texture is free and private. Trap damage floors at 1 hp.
- The Understone Herald: door_log is a broadsheet with a masthead and
  write-time template variety; the public feed is curated to notable beats
  (joins, blessings, level-ups, defeats, the Wyrm's fate) — town errands
  stay private.
- Reward narration moved from the combat engine to the façade, composed at
  the moment gold/xp are actually banked, so the server can never narrate
  a reward it did not apply (the Wyrm win previously claimed +400 XP /
  +250 gold that the legacy reset wiped).
- Fresh-start hp/atk/def promoted into world.json settings alongside the
  starting kit; dungeon-tier validation counts non-boss monsters only,
  keeping the validator's no-silent-rung promise true.

Schema mutated in place (players.wins, hall_of_fame) — pre-release, no
migration path by design. Tests 109 -> 149; the challenge level gate is
negative-tested; rank stars survive 24-char names (compact form past 5).

(cherry picked from commit 4b8681db8a)
2026-06-13 06:25:10 -07:00
Patrick Buckley 6dff81bece feat(examples): Understone — a BBS door game as a standalone MCP server
A shared-world, classic-door-game-style door game in examples/door-game/: a pure-stdlib
game engine (tile overworld + location menus, seeded combat, daily turn
budget, leveling, shop, event log, leaderboard) behind nine sync door_*
FastMCP tools returning monochrome box-drawing frames. The connecting
session's LLM plays dungeon master — tool descriptions plus a door_help
manual teach a cold model to run the game with zero setup, while the server
owns all dice and state, so the DM narrates around facts it cannot bend.

Non-obvious decisions:
- engine/screen/world/persistence import stdlib only; server.py is the only
  mcp import. All nine handlers are sync def: on mcp 1.27 they execute
  inline on the event loop (verified against func_metadata), so tool bodies
  serialize and one SQLite connection (WAL, per-action commit) is safe.
  check_same_thread=False exists only because the Store may be constructed
  on a different thread than the serving loop.
- Streamable HTTP serves ONE process = one shared world (players appear on
  each other's maps; async "while you were away" event feed); stdio is the
  solo-world fallback.
- The economy is content, not code: daily_turns, costs, xp curve, bestow
  budget, and dungeon tiers live in world.json settings, band-validated by
  the loader. door_bestow gives the DM capped, event-audited largesse
  (gold/heal only, never turns) so story generosity cannot melt the shared
  leaderboard.
- Player names and bestow reasons are sanitized (printable-only, length
  caps) because they flow into the shared event log and from there into
  other players' DM context — embedded newlines would forge log lines.
- Daily turn/bestow pools lazy-reset per UTC day on every consuming path
  (injectable clock); the dungeon gauntlet is a fixed boss ladder by design.

Tests: 109 — engine units with seeded RNG + frozen clock, hand-authored
golden frames paired with structural asserts, loader band rejections, and
one real-wire integration test (uvicorn + streamablehttp_client) with a
two-session shared-world assertion. Negative-tested by reverting the guard
and watching the suite fail: the daily turn-budget guard, the bestow cap,
and the sanitizer's isprintable clause.

(cherry picked from commit 99e7dc17ec)
2026-06-13 06:25:10 -07:00
Patrick Buckley 549e15f2f6 feat(memory): durable per-user coordinator scope + anonymous-coordinator guard
The coordinator memory scope was keyed by the session's ws_id, so every
new coordinator session started with an empty namespace and its rows
were orphaned on close — coordinator memory never actually persisted.
Re-key the scope to the coordinator's creator user_id: one durable
orchestration namespace per user, shared by all of that user's
coordinator sessions (concurrent ones included; upsert-by-name is the
collision rule).

The child-containment threat model is unchanged: the gate is session
KIND — children are always interactive and share the parent's user_id,
so _validate_scope rejects them before scope resolution, and the REST
memories API still rejects the coordinator scope outright. The implicit
visibility lane now also fails closed on an empty scope_id to match the
explicit search/list lanes (the storage helpers treat a falsy scope_id
as 'no scope_id filter', which would have read every user's rows).

Anonymous coordinators are no longer constructible: ChatSession refuses
kind=COORDINATOR with an empty user_id at the constructor — the single
choke point covering create, rehydration of legacy rows (surfaced by
the open handler as a 503 with remediation text), and any future host —
and the console no longer masks an empty uid as a phantom 'system'
principal when minting coordinator JWTs, per CoordinatorTokenManager's
documented 'sub = the real creator user_id' contract.

Migration 061 carries existing coordinator rows across: rows whose
owning workstream is gone or ownerless are deleted (unreachable under
user keying), same-name collisions within a user keep the newest
updated row (memory_id tiebreak), and survivors re-key to the owner's
user_id.

(cherry picked from commit 30b590fb25)
2026-06-13 06:25:10 -07:00
Patrick Buckley 52bea510e2 chore: bump version to 1.6.3 2026-06-12 00:17:11 -07:00
Patrick Buckley 1f700bf72a fix(ui): split separator ARIA range reflects the real clamp, not 10–90
_buildHandle hard-coded aria-valuemin/max at 10/90 (inherited from the
old ui/static implementation) while the actual drag/keyboard clamp is
_ratioBounds — the cell minimums against the split node's OWN px region
(a 1200px host really clamps at ~17/83; nested splits sit tighter), so
assistive tech was told a wider range than the separator allows.

aria-valuenow/min/max are now all written in _applyLayout's handle loop
from _ratioBounds(h.node) — one writer, refreshed on every drag,
keyboard nudge, and structural change. A bare window resize can stale
the advertised range until the next interaction (no resize listener by
design — % insets make resizes free), still strictly truer than a
constant. The max>=min guard covers a host shrunk below two cell
minimums, where the bounds legitimately cross.
2026-06-12 00:13:12 -07:00
Patrick Buckley 6b353ea225 docs(ui): the pane-hosted coordinator scope is every coordinator in practice
The /coordinator/{ws_id} standalone page is reachable only by direct
URL — all three console navigation sites are shell-fallback else
branches behind openPane. Record that in the sidebar-padding comment
so the scope isn't over-read as a live second surface.
2026-06-12 00:13:12 -07:00
Patrick Buckley caafac901e fix(ui): drop the pane-hosted coordinator sidebar below the corner chip
The per-pane ✕/− chip floats at the pane's top-right — exactly where
the coordinator sidebar's toggle row and Children refresh button sit,
so the chip covered them. Pane-hosted coordinators now start the
sidebar content 44px down (padding, not margin, so the column's left
border still runs the full pane height); the standalone coordinator
page has no chip and keeps the 14px default.
2026-06-12 00:13:12 -07:00
Patrick Buckley 745d6ece59 fix(ui): split-view pre-push review round — mode-distinct chip, anchoring, light-theme AA
Dual designer review (one primed on the branch context, one cold), all
measured findings applied:

- The per-pane chip was a mode-error trap: identical glyph at the
  identical locus, reversible in split mode (hide cell) but destructive
  single-pane (close pane). Now − hides, ✕ closes, and the close mode
  wears a danger hover/focus ring so the irreversible action telegraphs
  before the click lands.

- Single-pane chip anchored to the VIEWPORT: an unpositioned section
  resolves absolutes to <body>, so the chip only coincidentally landed
  near the pane corner. .panes > section.pane is now position:relative
  in both modes (all pane-content absolutes verified to anchor to their
  own local relative parents).

- Light-theme AA (measured): .shown tab underline 55% mix composited to
  2.34:1 -> 80% (~3.7:1 light / ~5:1 dark); focused-cell ring 2.60:1 on
  light -> 75% mix override there (dark keeps 55% at 3.75:1).

- Chip: border --hair-2 measured ~1.3:1 (invisible) -> --ink-4; 22px
  target under WCAG 2.5.8's 24px floor -> 28px; right offset clears the
  message scrollbar gutter; light resting glyph one ink step up.

- Focus bar inset 1px from cell sides (no doubled-accent stripe where
  it butted a separator at the T-junction); greyscale font smoothing on
  the tail glyphs (subpixel RGB fringed the box-drawing characters).

Rejected with rationale: aria-pressed on the split buttons (they are
one-shot verbs — splitting again nests — not mode toggles).
2026-06-12 00:13:12 -07:00
Patrick Buckley 75b9222a7f feat(ui): split-view follow-ups — per-pane ✕, child-opens-beside, close-on-ws_closed
Four refinements from first live use:

- Per-pane ✕ chip, top-right of every visible pane. Split mode: hide
  that cell (closeCell — the tab stays, the sibling absorbs the space).
  Single-pane: close the pane outright (withheld from the unclosable
  Dashboard). The click decides at click time; the label tracks the
  mode. Manager-injected into the pane section — content untouched.

- Coordinator child links open BESIDE the coordinator (openPaneBeside:
  split right of the focused cell, seeded with the child pane) instead
  of replacing it — the parent stays on screen. Degrades to the plain
  focused-cell swap when the split is denied (cap / narrow viewport).
  splitFocused() gained an optional explicit-fill parameter for this.

- Tier-1 ws_closed now CLOSES the open interactive pane (tab gone, a
  split cell collapses) — the coordinator-closes-its-child flow,
  matching the standalone's pane-auto-close. The dead-banner lane
  stays for streams that die without a ws_closed (node crash/network),
  where the session may still be revivable.

- Paint bug: the focused-cell ring was an inset box-shadow on the
  section, which paints in the element's own background layer — UNDER
  opaque children touching the edges, so the status bar / composer
  strip occluded it. The ring now rides a click-transparent ::after
  overlay above pane content; the 2px top bar sits above the ring line.

The livepass shell surface's demo panes grew a .ws-status-bar footer so
the occlusion bug class stays visible to future passes.
2026-06-12 00:13:12 -07:00
Patrick Buckley 70cc8dd97d feat(ui): split view returns to the L-shell — PaneManager layout tree
Revives the split-pane feature retired with ui/static (step 6), rebuilt
on PaneManager: an optional binary layout tree (null = the one-pane-per-
tab behaviour, unchanged) renders visible panes as %-inset cells — no
reparenting, so live stream DOM, scroll state and media survive layout
changes. Tabs stay global: the active tab is the focused cell, a
backgrounded tab swaps into it, clicking inside a visible pane focuses
its cell, .shown marks visible-unfocused tabs. Separators resize by
pointer-capture drag and arrow keys (role=separator + aria-value*); the
tree persists in the working-set blob and rehydrate prunes leaves whose
pane did not restore. Limits: 6 cells, 200x150 cell minimums, denials
toast the manager's reason.

Affordance: Split right / Split down / Unsplit buttons in the tab-bar
tail replace the redundant [+] (the permanent Dashboard tab is the
launcher) — deliberately no contextmenu override this time. The dead
TS_APP.focusLauncher seam goes with it.

Measured chrome: the focused cell wears a 2px accent top bar (no thin
tinted ring clears 3:1 in both themes) plus a 55%-mix inset ring;
separators rest at --ink-4 with solid-accent hover/drag/focus; .shown
tabs carry an accent underline; the tail cluster is fenced and lifted
to --ink-3.

scripts/livepass.py grows a third surface: shell/livepass.html boots
the real shell.js + pane.js and drives ?split=right|down|three|none
(+ &theme=light), stamping SPLIT-READY-<cells> / SPLIT-FAILED-<reason>.
2026-06-12 00:13:12 -07:00
Patrick Buckley 019d13d930 chore: bump version to 1.6.2 2026-06-11 20:53:13 -07:00
Patrick Buckley 8fbcbff566 test: zero out the suite's warning noise
121 warnings -> 0. Two upstream deprecations get narrowly-scoped
filterwarnings entries (the mcp streamablehttp_client rename — adoption
deliberately rides the v2 migration since the new entry point's call
shape changes again there; the starlette httpx TestClient notice). The
one real RuntimeWarning is fixed at the source: tests that mock
asyncio.run_coroutine_threadsafe handed real coroutines to a stub that
never awaited them, GC-firing 'coroutine was never awaited' inside
whatever unrelated test ran later (the same cross-test bleed mechanism
as the CI closed-stream spew — per-test filterwarnings markers cannot
catch it, which is why two such markers existed and still leaked). A
shared _dispatch_stub now closes real coroutines before returning the
canned future; the obsolete markers are removed.
2026-06-11 20:44:10 -07:00
Patrick Buckley a27738867f chore: cap mcp <2 ahead of the v2 breaking rewrite
mcp 2.0.0a1 shipped 2026-06-11 (stable targeted ~2026-07-27). v2 removes
streamablehttp_client, changes the transport tuple arity, and renames
mcp.types fields to snake_case — all of which our client imports. The
maintainers' release note asks downstream packages to add an upper
bound now (their worked example is this exact constraint). Floor stays
at 1.27: nothing newer adds anything our surface needs, and the #2147
shutdown busy-loop we wrap remains unfixed at every released version.
Resolution is unchanged (1.27.2); lockfile re-pinned metadata only.
2026-06-11 20:44:10 -07:00
renovate[bot] 1d0be9773f chore(deps): update docker images to v0.11.21 2026-06-11 20:44:10 -07:00
Patrick Buckley ad56e1ec96 fix(providers): require base_url for anthropic-compatible
Copilot review on #661: empty base_url let the SDK fall back to
https://api.anthropic.com, sending compat-shaped requests to the
commercial API. The lane is local-only by definition, and the /v1-strip
edge case already established fail-loudly-over-silent-prod-retarget;
apply the same principle to the empty case. create_client raises an
actionable ValueError; the admin Detect path surfaces it as a clean
error string via probe_model_endpoint's existing handler.
2026-06-11 20:44:10 -07:00
Patrick Buckley 8f0115ee2e feat(providers): anthropic-compatible lane for local /v1/messages servers
Add provider id "anthropic-compatible": the existing AnthropicProvider
pointed at Anthropic-compatible local servers (vLLM /v1/messages),
mirroring the openai/openai-compatible split. Registry-only — configured
via the admin Models tab or [models.*] toml, not exposed on the bare
--provider flag, so the CLI/server prod-URL defaults are unreachable for
the lane and real-Anthropic behavior is untouched.

Lane behavior (live-verified against vLLM 0.22.1rc1 + DeepSeek-V4-Flash):
- Capability defaults replace the Claude static table: token_param
  max_tokens, thinking_mode none, web_search/tool_search/vision off,
  reasoning replay on. vLLM rejects Anthropic server-side tool types
  (tools require input_schema) and ignores the thinking request param,
  so neither is sent; thinking blocks still stream back and round-trip
  through the native lane verbatim.
- Reasoning toggles via server_compat extra_body chat_template_kwargs
  (first-class vLLM request field; request-level keys beat server
  defaults). _build_thinking_and_kwargs forwards non-internal
  extra_params as SDK extra_body; thinking_budget_tokens stays internal.
- No temperature force: thinking_mode none skips the Claude-only
  temperature=1.0 requirement.

Admin UI: provider option + URL placeholder (base_url without /v1 — the
SDK appends /v1/messages); the server-compat section shows only the
extra-body field for the lane. thinking_mode round-trips through the
form dropdown for every provider except anthropic-compatible, where it
stays in the raw capabilities JSON — the edit-load lift and save restore
use the same predicate so stored overrides are never silently dropped.

Docs: architecture.md gains the lane subsection incl. verified quirks
(thinking param dropped by vLLM; stop_sequences cut inside thinking and
report end_turn; usage has no cache fields; images need a multimodal
model; mid-conversation system turns are per-model opt-in).

Negative-tested: removing the _INTERNAL_EXTRA_PARAMS exclusion fails
test_internal_keys_not_leaked; the live test drives a streamed turn with
the chat_template_kwargs toggle and asserts no reasoning deltas.
2026-06-11 20:44:10 -07:00
Patrick Buckley 7aba631201 fix(mcp): close the shutdown drain race + close the owned loop
Review feedback: (1) gating the drain on a main-thread truthiness check
of _background_tasks could skip cancellation when a spawn queued via
call_soon_threadsafe had not reached the set yet — submit whenever the
loop is RUNNING and snapshot on the loop, where FIFO callback order
guarantees earlier-queued spawns have landed; (2) shutdown stopped the
loop thread but never closed the loop or cleared _loop/_thread, leaking
selector resources for embedders that cycle managers — close + clear
when we own the thread and it actually stopped (loud warning when it
does not); unowned loops (tests wiring _loop directly) stay untouched;
(3) the bare await-in-suppress drain loops become
asyncio.gather(return_exceptions=True) in both the shutdown drain and
the test fixture.
2026-06-11 20:44:10 -07:00
Patrick Buckley f3f5e84f2d fix(mcp): track fire-and-forget background tasks; harden loop teardown
The post-reconnect catalog refresh was scheduled as a bare
asyncio.create_task: no strong reference (the task could be GC'd
mid-flight, so the refresh might silently never run) and no exception
retrieval (failures surfaced as "Task exception was never retrieved"
at GC time — in CI, onto an already-closed pytest capture stream, the
"I/O operation on closed file" spew; a suspected contributor to the
flaky 60-minute CI hangs via cross-test loop/task state bleed).

- _spawn_background(coro, label): tracked-task set + done-callback
  that retrieves and logs failures at warning; discard runs LAST so
  set-emptiness means "done AND reported"
- shutdown() drains tracked tasks FIRST, so stack teardown can't race
  an in-flight refresh; same run_coroutine_threadsafe idiom and
  timeouts as the existing close steps
- running_loop_mgr fixture: cancel-pending -> drain -> stop ->
  join(5) with a loud assert -> loop.close() (was stop + silent
  join(2), never closed)
- the false-property test ("swallows refresh failure" — nothing
  swallowed it) now waits for completion and asserts the logged
  warning via the patched module logger (structlog; caplog cannot
  observe it), polling inside the patch context
2026-06-11 20:44:10 -07:00
Patrick Buckley ff1e3e5c1c fix(storage): enforce orphan-ness inside the purge DELETE + chunk IN-lists
Review feedback on the purge's race window: the pre-SELECT re-verify
left a statement-to-statement gap where a concurrent registration could
still lose rows — and the pre-counted refcount release could underflow
when it didn't. Orphan-ness now rides the DELETE itself (correlated
NOT EXISTS) with refcounts released from its RETURNING, so refs are
released for exactly the rows that were deleted. Input is de-duplicated,
IN-lists chunk at the storage layer's 500 convention, and the scan's
per-workstream ref-count loop is now one anti-join pass.
2026-06-11 14:13:13 -07:00
Patrick Buckley f0d7305b28 feat(admin): orphan-conversations maintenance verb — scan + purge
Conversation rows whose workstreams row is gone (historical unregistered
writers; the delete-during-inflight race re-creating rows after
delete_workstream) are invisible cruft that also pins attachment
refcounts. Add a turnstone-admin verb: default = read-only scan report
(ws_id, rows, attachment refs, first/last); --delete [--yes] purges.

- shared find/purge logic in storage/_utils; protocol + both backends
  in lockstep (thin wrappers)
- purge re-verifies orphan-ness in-transaction: a ws_id re-registered
  between scan and purge is skipped, never deleted
- releases the deleted rows' attachment refcounts through the
  delete_workstream GC path and sweeps workstream_config/overrides
- summary reports actual purge results, including the skipped clause
2026-06-11 14:13:13 -07:00
Patrick Buckley 84a545cb21 fix(ui): re-home MCP consent badge on the Manage Connections row (#657)
* fix(ui): re-home MCP consent badge on the Manage Connections row

The L-shell renovation retired the standalone settings gear (#settings-btn).
The MCP pending-consent badge anchored to that gear via _refreshConsentBadge,
which null-guarded silently — so since the renovation pending consent requests
had no indicator (the badge was invisible).

Re-home the badge on the rail's Manage row where the MCP/connections surface
lives in both deployments:

- rail.js gains a generic setRowBadge(tabKey, count, label?) hook + a `badge`
  builder: a small ⚠-glyph + count chip (never colour alone) using the DS warn
  tokens. mountManage registers row + owning-group-head refs and re-applies live
  counts across a (re)mount. When the owning group is collapsed, the count also
  mirrors onto the group head so a hidden row never hides the signal. rail.js
  stays agnostic — it owns the mechanism, the caller owns the meaning.
- shell.js (the ESM bridge) re-exports setRowBadge on window.TS_SHELL so the
  classic ui/static/app.js subsystem can drive it without importing the module.
- The standalone consent subsystem keeps its shell-level ownership: _refresh-
  ConsentBadge now drives setRowBadge on the Connections tab, fed by both the
  loadPendingConsents hydrate/poll load and live onConsentDetected notifications.
- The shared interactive pane host bridges onConsentDetected to the new
  window.TS_APP.onConsentDetected seam (undefined on the console, so the console
  pane stays a no-op there); panes only notify.
- The dead colour-only gear badge CSS (.settings-consent-badge, red dot) is
  removed; the new chip lives in shell.css as token-only .rail-badge so it
  flips themes by construction.

Console MCP tab (Extensions > mcp) and standalone Connections tab
(Extensions > connections) both badge correctly. Pins extended in
test_shell_js.py + test_app_js.py.

* fix(ui): drop the unused head ref from the rail badge row map

Review feedback: _rowEls stored each row's group-head element but every
head consumer resolves it through _groupEls; keeping the duplicate DOM
ref made the remount state shape harder to reason about.
2026-06-11 14:13:13 -07:00
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
122 changed files with 21011 additions and 414 deletions
+42
View File
@@ -0,0 +1,42 @@
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@df4cb1c069e1874edd31b4311f1884172cec0e10 # v6
- uses: actions/setup-python@a309ff8b426b58ec0e2a45f0f869d46889d02405 # 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/
+1 -1
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:0.11.19 /uv /usr/local/bin/uv
COPY --from=ghcr.io/astral-sh/uv:0.11.21 /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
+58 -1
View File
@@ -702,7 +702,7 @@ agent_model = "claude"
Each `[models.*]` entry produces a `ModelConfig` with a `provider` field
(default: `"openai"`). Supported values: `"openai"`, `"anthropic"`, `"google"`,
and `"openai-compatible"`.
`"openai-compatible"`, and `"anthropic-compatible"`.
**Per-model sampling overrides:** Each model can specify `temperature`,
`max_tokens`, and `reasoning_effort` to override the global defaults from
@@ -765,6 +765,63 @@ 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
+1 -1
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 | Orchestration scratchpad keyed by the `coordinator` scope. |
| `memory` | persist | Durable orchestration memory (`coordinator` scope, per-user — survives across coordinator sessions). |
| `notify` | broadcast | Post a status update to a human channel at a narrative beat. |
| `tasks` | plan | Orchestrator-only scratchpad. Children don't see it. |
+30 -5
View File
@@ -26,15 +26,40 @@ 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 |
| 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 |
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:
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__pycache__/
.venv/
*.db
*.db-wal
*.db-shm
.ruff_cache/
.pytest_cache/
.mypy_cache/
uv.lock
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# 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.
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[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
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"""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()
@@ -0,0 +1,7 @@
┌── The Sleeping Drake ───┐
│ A warm hearth crackles. │
│ A bed costs 15 gold. │
│ │
│ (R)est (L)eave │
└─────────────────────────┘
[ status ]
@@ -0,0 +1,8 @@
┌─ Vale ──┐
│@........│
│.........│
│.........│
│.........│
│.........│
└─────────┘
[ status ]
@@ -0,0 +1,8 @@
┌─ Vale ──┐
│.........│
│.........│
│....@....│
│.........│
│.........│
└─────────┘
[ status ]
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"""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
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@@ -0,0 +1,123 @@
"""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
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"""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_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
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"""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
@@ -0,0 +1,288 @@
"""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
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@@ -0,0 +1,336 @@
"""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"}
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"""Smoke test for the packaging skeleton."""
from __future__ import annotations
import understone
def test_version_present() -> None:
assert understone.__version__ == "0.10.0"
@@ -0,0 +1,269 @@
"""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
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"""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
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"""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([]) == ""
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"""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)
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"""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
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@@ -0,0 +1,862 @@
"""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
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"""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
@@ -0,0 +1,81 @@
"""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
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"""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
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"""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"]
@@ -0,0 +1,143 @@
"""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
@@ -0,0 +1,851 @@
"""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)
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"""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
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"""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
@@ -0,0 +1,3 @@
"""Understone — a BBS-style ANSI door game served over MCP."""
__version__ = "0.10.0"
@@ -0,0 +1,4 @@
from understone.server import main
if __name__ == "__main__":
main()
+724
View File
@@ -0,0 +1,724 @@
"""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.
"""
@@ -0,0 +1,6 @@
"""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.
"""
@@ -0,0 +1,117 @@
"""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
@@ -0,0 +1,108 @@
"""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)
@@ -0,0 +1,63 @@
"""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
@@ -0,0 +1,232 @@
"""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"
@@ -0,0 +1,223 @@
"""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")
@@ -0,0 +1,42 @@
"""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]
@@ -0,0 +1,58 @@
"""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))
@@ -0,0 +1,62 @@
"""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)
@@ -0,0 +1,99 @@
"""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
"",
"",
"",
)
@@ -0,0 +1,65 @@
"""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
@@ -0,0 +1,117 @@
"""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
@@ -0,0 +1,24 @@
"""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
@@ -0,0 +1,391 @@
"""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"],
)
@@ -0,0 +1,5 @@
"""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.
"""
@@ -0,0 +1,35 @@
"""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
@@ -0,0 +1,61 @@
"""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])
@@ -0,0 +1,47 @@
"""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)
@@ -0,0 +1,65 @@
"""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]
@@ -0,0 +1,32 @@
"""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)
@@ -0,0 +1,54 @@
"""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)]
@@ -0,0 +1,40 @@
"""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
@@ -0,0 +1,648 @@
"""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()
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"""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()
@@ -0,0 +1,41 @@
"""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
@@ -0,0 +1,102 @@
{
"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."
}
]
}
@@ -0,0 +1,85 @@
[
{
"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
}
]
@@ -0,0 +1,53 @@
{
"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."
]
}
}
@@ -0,0 +1,125 @@
[
{
"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": 5,
"def": 1,
"xp": 18,
"gold": 7
},
{
"tier": 2,
"name": "Bandit Scout",
"hp": 14,
"atk": 6,
"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": 8,
"def": 2,
"xp": 35,
"gold": 14
},
{
"tier": 3,
"name": "Bog Stalker",
"hp": 22,
"atk": 9,
"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": 12,
"def": 4,
"xp": 70,
"gold": 30
},
{
"tier": 4,
"name": "Barrow Wight",
"hp": 35,
"atk": 13,
"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"
}
]
@@ -0,0 +1,44 @@
{
".": {
"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"
}
}
@@ -0,0 +1,136 @@
{
"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": 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,
"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"
}
}
@@ -0,0 +1,818 @@
"""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)
@@ -0,0 +1,20 @@
# 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.
@@ -0,0 +1,102 @@
{
"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."
}
]
}
@@ -0,0 +1,85 @@
[
{
"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
}
]
@@ -0,0 +1,53 @@
{
"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."
]
}
}
@@ -0,0 +1,125 @@
[
{
"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": 5,
"def": 1,
"xp": 18,
"gold": 7
},
{
"tier": 2,
"name": "Slag Scuttler",
"hp": 14,
"atk": 6,
"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": 8,
"def": 2,
"xp": 35,
"gold": 14
},
{
"tier": 3,
"name": "Obsidian Lurker",
"hp": 22,
"atk": 9,
"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": 12,
"def": 4,
"xp": 70,
"gold": 30
},
{
"tier": 4,
"name": "Ashen Wraith",
"hp": 35,
"atk": 13,
"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"
}
]
@@ -0,0 +1,44 @@
{
".": {
"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"
}
}
@@ -0,0 +1,136 @@
{
"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": 2,
"starting_gold": 20,
"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"
}
}
+11 -2
View File
@@ -4,7 +4,7 @@ build-backend = "hatchling.build"
[project]
name = "turnstone"
version = "1.6.0"
version = "1.6.4"
description = "Multi-node AI orchestration platform with tool use, agent routing, and cluster simulation."
readme = "README.md"
license = "Apache-2.0"
@@ -26,7 +26,7 @@ dependencies = [
"openai>=2.37",
"anthropic>=0.108", # claude-fable-5 support; hard runtime floor is 0.105 (mid-conversation system blocks)
"httpx>=0.28",
"mcp>=1.27",
"mcp>=1.27,<2", # v2 is a breaking rewrite (2.0.0a1 live 2026-06-11; stable ~2026-07-27) — streamablehttp_client removed, 2-tuple transport, snake_case types; migrate deliberately
"starlette>=1.0.1", # PYSEC-2026-161: host-header path-injection in URL reconstruction (auth-bypass on apps comparing reconstructed URL paths)
"uvicorn>=0.34",
"sse-starlette>=2.0",
@@ -94,6 +94,15 @@ include = [
[tool.pytest.ini_options]
testpaths = ["tests"]
markers = ["live: requires a running LLM backend"]
filterwarnings = [
# mcp v1 deprecates streamablehttp_client for an entry point whose call
# shape only settles in v2 — adoption rides the deliberate v2 migration
# (pin capped <2); silence exactly this message until then.
"ignore:Use `streamable_http_client` instead",
# starlette deprecates the httpx-backed TestClient; revisit at the next
# starlette floor bump.
"ignore:Using `httpx` with `starlette.testclient` is deprecated",
]
[tool.ruff]
target-version = "py311"
+142
View File
@@ -39,6 +39,12 @@ Console harness (?open=): schedule-create · schedule-edit · model-create ·
title instead of passing silently.
Governance surfaces (roles/HR/OGP/memory/skill) need fixtures that are not
canned yet add a fixture + driver branch below when you need one.
Shell harness (?split=): right (default) · down · three · none boots the
REAL shell.js + pane.js split-view engine over stubbed seams (two demo
conversational panes; ?split=three adds the Dashboard cell). + &theme=light.
document.title stamps SPLIT-READY-<visible cells> on success and
SPLIT-FAILED-<reason> when a driven split was denied judge the focused
cell's top accent bar, the separators, and the .shown tab marker.
Rebuild after ANY markup change: the dialog blocks are embedded at build
time. Assets are symlinked, so CSS/JS edits are live on refresh.
@@ -455,6 +461,135 @@ CONSOLE_TEMPLATE = """<!doctype html>
"""
# --------------------------------------------------------------------------
# Shell harness — the SPLIT-VIEW surface. Unlike the ui/console pages (which
# embed extracted markup), this one boots the REAL shell.js + pane.js over
# stubbed classic seams and drives the split engine via ?split=. Two demo
# conversational panes give the cells plausible content; the Dashboard pane
# (registered by the shell itself) fills the third cell in ?split=three.
# Loud-failure rule: the title stamps SPLIT-READY-<cells> only when the built
# state matches the request — a denied/failed split stamps SPLIT-FAILED-<why>.
# --------------------------------------------------------------------------
SHELL_TEMPLATE = """<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<title>shell livepass</title>
<link rel="stylesheet" href="shared/base.css" />
<link rel="stylesheet" href="shared/ui-base.css" />
<link rel="stylesheet" href="shared/chat.css" />
<link rel="stylesheet" href="shared/conversation.css" />
<link rel="stylesheet" href="shared/cards.css" />
<link rel="stylesheet" href="static/style.css" />
<link rel="stylesheet" href="shared/shell.css" />
<link rel="stylesheet" href="shared/interactive.css" />
</head>
<body>
<div id="header"><div id="status-bar"></div><button id="theme-toggle"></button></div>
<div id="breadcrumb"></div>
<div id="main" style="padding: 18px">
<h2 style="margin: 0 0 8px">Dashboard</h2>
<p style="color: var(--ink-3)">
Launcher + workstreams table live here (livepass stub).
</p>
</div>
<div id="view-admin" style="display: none"></div>
<script>
window.TURNSTONE_SHELL_CAPS = { cluster: false, brandSub: "console" };
window.TS_APP = {
boot() {},
getClusterState() { return { nodes: {} }; },
onRender() {},
};
window.TS_ADMIN = {};
var q = new URLSearchParams(location.search);
if (q.get("theme") === "light")
document.documentElement.dataset.theme = "light";
</script>
<script type="module" src="shared/shell.js"></script>
<script type="module">
const q = new URLSearchParams(location.search);
for (let i = 0; i < 100 && !window.TS_SHELL; i++)
await new Promise((r) => setTimeout(r, 20));
if (!window.TS_SHELL) {
document.title = "SPLIT-FAILED-no-shell";
} else {
sessionStorage.clear();
const pm = window.TS_SHELL.panes;
const { ShellPane } = await import("./shared/pane.js");
const mkConv = (type, title, lines) => {
pm.registerType(type, () => {
const p = new ShellPane({ type, title });
p.tabMenu = () => [
{ label: "Close pane", action: () => pm.close(p.id) },
];
p.onMount = function () {
const wrap = document.createElement("div");
wrap.style.cssText =
"flex:1;min-height:0;padding:16px;display:flex;flex-direction:column;gap:10px;overflow:auto;";
for (const [role, text] of lines) {
const d = document.createElement("div");
d.className = "msg " + role;
d.textContent = text;
wrap.append(d);
}
// Edge-touching opaque chrome the strip that occluded the
// focus ring before the ::after overlay; keeps the bug class
// visible in every future pass.
const sb = document.createElement("div");
sb.className = "ws-status-bar";
sb.textContent = "17,418 / 393,216 (4.4%) · max 9 tools";
this.bodyEl.append(wrap, sb);
};
return p;
});
};
mkConv("repro", "repro-flaky-suite", [
["user", "Track down the flaky retry in the channel gateway tests."],
[
"assistant",
"Three suspects so far — the debounce window in mcp_client, the " +
"circuit-breaker reset, and the socket-mode reconnect. Bisecting now.",
],
[
"assistant",
"Found it: the breaker reset races the stream pre-close. Patch incoming.",
],
]);
mkConv("relnotes", "draft-1.6.2-notes", [
["user", "Draft the 1.6.2 patch notes from the merged PR list."],
[
"assistant",
"Pulling #657#662. Consent badge, orphan verb, MCP task hygiene, " +
"the anthropic-compatible lane, and the mcp<2 cap.",
],
]);
pm.openPane("repro");
pm.openPane("relnotes");
const want = q.get("split") || "right";
let failed = null;
if (want !== "none") {
const r1 = pm.splitFocused("right");
if (!r1.ok) failed = r1.reason;
if (!failed && (want === "three" || want === "down")) {
const r2 = pm.splitFocused("down");
if (!r2.ok) failed = r2.reason;
}
}
const cells = document.querySelectorAll(
".panes > section.pane:not([hidden])",
).length;
document.title = failed
? "SPLIT-FAILED-" + failed
: "SPLIT-READY-" + cells;
}
</script>
</body>
</html>
"""
def build(out: Path) -> None:
ui = out / "ui"
con = out / "console"
@@ -483,6 +618,13 @@ def build(out: Path) -> None:
(con / "livepass.html").write_text(page, encoding="utf-8")
print(f"{con}/livepass.html — admin fragment + {len(riders)} rider dialogs")
sh = out / "shell"
sh.mkdir(parents=True, exist_ok=True)
symlink(sh / "shared", ROOT / "turnstone/shared_static")
symlink(sh / "static", ROOT / "turnstone/console/static")
(sh / "livepass.html").write_text(SHELL_TEMPLATE, encoding="utf-8")
print(f"{sh}/livepass.html — split-view shell surface")
def main() -> None:
ap = argparse.ArgumentParser(description=__doc__.splitlines()[0])
+95 -7
View File
@@ -285,6 +285,38 @@ def test_system_turn_dedups_against_history_by_event_id() -> None:
"replayHistory (and the live handler) must record system-turn ids for the dedup set."
)
# Pin the wiring on BOTH read paths, scoped to its method — a refactor that
# keeps the Set but drops the live-handler consultation (or the
# replayHistory-side record) silently re-opens the double-render while the
# file-global checks above still pass.
live_start = body.index('case "system_turn":')
# End at the NEXT switch case, not the first ``break;`` — the dedup-skip
# path breaks before the ``.add(``, so a ``break;``-bounded slice would
# drop the record half and false-fail the ``.add(`` assertion below.
# Whitespace-tolerant so a reformat can't silently break the bound.
next_case = re.search(r'\n\s*case "', body[live_start + 1 :])
assert next_case, (
"no switch case found after system_turn to bound the pin slice — if "
"system_turn became the last case, re-anchor this pin's end marker."
)
live_block = body[live_start : live_start + 1 + next_case.start()]
assert re.search(r"_renderedSystemEventIds[\s\S]*?\.\s*has\(", live_block), (
"the live system_turn handler must CONSULT the dedup set (skip an id "
"already painted from /history), not merely reference the Set elsewhere."
)
assert re.search(r"_renderedSystemEventIds[\s\S]*?\.\s*add\(", live_block), (
"the live system_turn handler must RECORD the id it renders so a later "
"/history re-render (clear_ui) doesn't repaint it."
)
replay_start = _pane_method_offset(body, "replayHistory")
replay_end = _pane_method_offset(body, "_attachRetryToLastAssistant")
replay_block = body[replay_start:replay_end]
assert re.search(r"_renderedSystemEventIds[\s\S]*?\.\s*add\(", replay_block), (
"replayHistory must record each replayed system row's event_id so the "
"live system_turn handler can dedup against it."
)
def test_retry_walk_skips_operator_context_cards() -> None:
"""Interactive twin of the coord retry-skip guard.
@@ -396,9 +428,11 @@ def test_phase8_mcp_error_helpers_defined() -> None:
(interactive consent / forbidden / operator card) moved into the shared
interactive module with the Pane. The consent-badge state
(``_pendingConsentServers`` / ``_onConsentDetected``) stays in the
standalone shell it drives the settings-gear badge and the pane reaches
it through the ``host.onConsentDetected`` seam (a no-op in the console,
which has no gear badge). Pin both halves and the seam."""
standalone shell it drives the rail's Manage-row badge — and the pane
reaches it through the ``host.onConsentDetected`` seam. The shared host
bridges that seam to the standalone via ``window.TS_APP.onConsentDetected``
(undefined on the console, so it stays a no-op there). Pin both halves and
the bridge."""
inter = _INTERACTIVE_JS.read_text(encoding="utf-8")
assert "function tryParseMcpError" in inter
assert "function buildMcpErrorEmbed" in inter
@@ -408,14 +442,62 @@ def test_phase8_mcp_error_helpers_defined() -> None:
assert "onConsentDetected(s)" in inter, (
"the pane must notify consent through host.onConsentDetected"
)
# The shared host bridges the seam to the standalone subsystem (feature-
# detected, so the console — which never defines the hook — no-ops).
assert "window.TS_APP.onConsentDetected(server)" in inter, (
"the shared interactive host must bridge onConsentDetected to the TS_APP seam"
)
app = _APP_JS.read_text(encoding="utf-8")
assert "_pendingConsentServers" in app
assert "function _onConsentDetected" in app
assert "onConsentDetected(server)" in app, (
"STANDALONE_HOST must wire host.onConsentDetected -> _onConsentDetected"
assert "window.TS_APP.onConsentDetected = _onConsentDetected" in app, (
"the standalone must expose _onConsentDetected on the TS_APP seam for the pane bridge"
)
def test_consent_badge_drives_rail_manage_row() -> None:
"""The pending-consent badge was re-homed off the retired settings gear
(``#settings-btn``, deleted in the L-shell renovation, which silently made
the badge invisible) onto the rail's Manage > Connections row. Classic
app.js can't import the ESM rail module, so it drives the rail's generic
``setRowBadge`` hook through the ``window.TS_SHELL`` bridge keyed on the
standalone's Connections tab. Pin the new lane and the absence of the dead
gear lookup."""
app = _APP_JS.read_text(encoding="utf-8")
# The badge refresh must drive the rail bridge, not the deleted gear.
assert 'getElementById("settings-btn")' not in app, (
"the consent badge must no longer target the retired #settings-btn gear"
)
assert "shell.setRowBadge(_CONSENT_BADGE_TAB" in app, (
"_refreshConsentBadge must drive the rail Manage-row badge via the TS_SHELL bridge"
)
assert 'const _CONSENT_BADGE_TAB = "connections"' in app, (
"the standalone badge rides the Connections Manage tab (its MCP surface)"
)
# The hydrate + clear paths must still funnel through the single refresh.
assert "function loadPendingConsents" in app and "_refreshConsentBadge()" in app
def test_media_player_activation_not_duplicated_in_standalone() -> None:
"""The media-player activation (``_loadHls`` / ``_activatePlayer`` + the
click/keydown delegate) moved into the shared interactive pane so BOTH the
standalone server and the console activate the Play button. The standalone
app.js must NOT keep its own copy a duplicate document-level listener
would double-fire on the standalone (two players swapped in) while the lift
is what fixed the console (where app.js was never the host). Pin the
standalone clean so the stale copy can't drift back in."""
app = _APP_JS.read_text(encoding="utf-8")
for name in ("_loadHls", "_activatePlayer", "_isHlsUrl", "media-play-btn"):
assert name not in app, (
f"standalone app.js must not re-declare the lifted media player "
f"({name!r}) — it lives in shared_static/interactive.js now"
)
# The lift target carries the real implementation (the click delegate too).
inter = _INTERACTIVE_JS.read_text(encoding="utf-8")
assert "function _activatePlayer(" in inter
assert "activateMediaPlayButton(btn)" in inter
def test_phase8_settings_panel_handlers_defined() -> None:
"""The settings modal exposes four entry points that the inline
``onclick`` attributes in index.html depend on. Renaming or
@@ -676,7 +758,9 @@ def test_phase8_css_classes_present_in_stylesheet() -> None:
connections render in the Admin pane's Connections panel (#view-admin), not a
floating dialog so #settings-overlay / #settings-box are no longer pinned.
The revoke confirm's chrome moved to /shared/hatch.css with the dialog-tier
conversion, so no #revoke-mcp-* rule is pinned here either."""
conversion, so no #revoke-mcp-* rule is pinned here either. The pending-
consent badge moved off the retired settings gear onto the rail's Manage row
(shell.css `.rail-badge`), so `.settings-consent-badge` is gone from here."""
css = _STYLE_CSS.read_text(encoding="utf-8")
for selector in [
".mcp-error-card",
@@ -684,9 +768,13 @@ def test_phase8_css_classes_present_in_stylesheet() -> None:
".mcp-error-action-btn",
".mcp-scope-pill",
".settings-revoke-btn",
".settings-consent-badge",
]:
assert selector in css, f"Missing CSS rule for {selector}"
# The dead gear-badge rule must be GONE (its host #settings-btn was retired).
assert ".settings-consent-badge" not in css, (
"the retired settings-gear consent badge CSS must be removed "
"(the badge now lives on the rail Manage row — shell.css .rail-badge)"
)
def test_phase8_consent_url_prefix_check_in_click_handler() -> None:
+52 -5
View File
@@ -8,6 +8,8 @@ visitor lands on the page but all API calls fail).
from __future__ import annotations
import re
import pytest
from starlette.applications import Starlette
from starlette.routing import Route
@@ -401,6 +403,49 @@ def test_coord_dedups_system_turn_against_history_by_event_id():
"false-skip after clear_ui / replay_truncated."
)
# The seam must be wired on BOTH read paths, not merely present somewhere
# in the file — a refactor that keeps the Set but drops the live-handler
# consultation (or the history-side record) silently re-opens the
# double-render. Scope each assertion to its block so the wiring, not the
# bare symbol, is pinned. (A dedupe-neutered factory — guard short-circuited
# to ``false`` — still contains ``renderedSystemEventIds.has(`` and so
# passes the file-global checks above; these slice checks catch it.)
sys_case = body.index('case "system_turn":')
# End at the NEXT switch case, not the first ``break;`` — the dedup-skip
# ``...has(sysEid)) break;`` is itself a break that precedes the ``.add(``,
# so a ``break;``-bounded slice would drop the record half.
# Whitespace-tolerant so a reformat can't silently break the bound.
next_case = re.search(r'\n\s*case "', body[sys_case + 1 :])
assert next_case, (
"no switch case found after system_turn to bound the pin slice — if "
"system_turn became the last case, re-anchor this pin's end marker."
)
live_block = body[sys_case : sys_case + 1 + next_case.start()]
assert "renderedSystemEventIds.has(" in live_block, (
"the live system_turn handler must CONSULT the dedup set (skip an id "
"already painted from /history) — not just reference the Set elsewhere."
)
assert "renderedSystemEventIds.add(" in live_block, (
"the live system_turn handler must RECORD the id it renders so a later "
"/history re-render (clear_ui) doesn't repaint it."
)
# The history render path must seed the set from each replayed system row's
# event_id, so a subsequent live replay of the same id is skipped. Bound
# the slice structurally — from the system-role branch to the next role
# branch in the same chain (falling back to a generous window when it's
# the last branch) — so adding comments/fields inside the branch can't
# false-fail a pin that only cares about the wiring.
assert 'role === "system"' in body
sys_replay = body.index('role === "system"', body.index("refetchHistory"))
next_role = re.search(r"role\s*===", body[sys_replay + 1 :])
replay_end = sys_replay + 1 + next_role.start() if next_role else sys_replay + 1500
replay_window = body[sys_replay:replay_end]
assert "renderedSystemEventIds.add(" in replay_window, (
"the history render's system-role branch must record each replayed "
"turn's event_id so the live system_turn handler can dedup against it."
)
def test_coord_retry_walk_skips_operator_context_cards():
"""Retry must NOT regenerate a stale assistant turn when the last DOM row is
@@ -596,10 +641,12 @@ def test_coordinator_chrome_builder_and_thin_page():
def test_coord_child_links_open_interactive_pane():
"""Step 5c: a coordinator child ws link (children tree + linkified tool
output) opens the child as a node-proxied interactive pane in the console
L-shell. A delegated handler on the pane root reads data-ws-id/data-node-id
and calls openPane('interactive', ...) with the CHILD's node; the link's
"""Step 5c (+ split revival): a coordinator child ws link (children tree +
linkified tool output) opens the child as a node-proxied interactive pane
in the console L-shell in a split cell BESIDE the coordinator
(openPaneBeside; the parent stays on screen, and the click's pointerdown
focused the coordinator's cell first). A delegated handler on the pane
root reads data-ws-id/data-node-id and passes the CHILD's node; the link's
href stays the standalone fallback (the standalone coordinator page has no
PaneManager, so the new-tab nav stands)."""
from pathlib import Path
@@ -611,7 +658,7 @@ def test_coord_child_links_open_interactive_pane():
# Delegated handler, gated on the pane host so standalone keeps the href nav.
assert '.closest(".ws-link, .coord-ws-link")' in coord_js
assert "window.TS_SHELL && window.TS_SHELL.panes" in coord_js
assert 'pm.openPane("interactive", childWs, { nodeId: childNode })' in coord_js
assert 'pm.openPaneBeside("interactive", childWs, { nodeId: childNode })' in coord_js
# Both link sites carry the ids the handler reads.
assert "a.dataset.wsId = safeWs;" in coord_js # renderChildRow (DOM)
assert "a.dataset.nodeId = safeNode;" in coord_js
+1
View File
@@ -630,6 +630,7 @@ def test_prepare_fails_cleanly_when_coord_client_missing(monkeypatch):
tool_timeout=30,
context_window=16384,
ws_id="coord-1",
user_id="user-1", # the constructor refuses anonymous coordinators
kind="coordinator",
coord_client=None,
)
+36
View File
@@ -184,6 +184,42 @@ def test_approval_keyboard_shortcuts_wired() -> None:
)
def test_media_playback_lifted_and_pane_owned() -> None:
"""The media Play affordance is rendered by the pane (buildPlayButton /
buildMediaEmbed), so its activation must live in the pane too the old
standalone wired a DOCUMENT-level click/keydown listener in app.js, which
the console host never loaded (so the button was dead in console-hosted
panes). The fix mirrors the approval-keydown pattern: a pane-owned listener
on this.el, root-scoped via closest(".media-play-btn"). Pin both the
lifted helpers and the pane wiring so the document-level regression can't
silently come back."""
body = _INTERACTIVE.read_text(encoding="utf-8")
# The lifted activation machinery now lives in the shared module.
for fn in (
"function _loadHls(",
"function _isHlsUrl(",
"function _activatePlayer(",
"function activateMediaPlayButton(",
):
assert fn in body, f"media player helper must be lifted into the pane: {fn}"
# The HLS vendor is fetched by absolute /shared/ URL (resolves in BOTH the
# standalone server and the console, where /shared is mounted at the root).
assert 'script.src = "/shared/hls-1.6.16/hls.min.js";' in body
# Pane-owned + root-scoped — NOT a document-level delegated listener.
assert 'this.el.addEventListener("click"' in body, (
"media play must be wired on this.el (pane-owned), not document"
)
assert 'e.target.closest(".media-play-btn")' in body, (
"the play handler must be root-scoped via closest, not a document-wide id"
)
assert "activateMediaPlayButton(btn)" in body
collapsed = _strip_comments(body)
assert 'document.addEventListener("click"' not in collapsed, (
"the pane must not register a document-level click delegate — that is "
"the standalone regression that left console panes dead"
)
def test_controller_terminal_dead_state() -> None:
"""Lifecycle round 2: the console controller must STOP reconnect-polling a
session that is gone (closed / evicted / node restarted) three consecutive
+116 -17
View File
@@ -4,9 +4,10 @@ from __future__ import annotations
import asyncio
import concurrent.futures
import inspect
import json
import time
from contextlib import AsyncExitStack
from contextlib import AsyncExitStack, suppress
from typing import Any
from unittest.mock import AsyncMock, MagicMock, patch
@@ -26,6 +27,26 @@ from turnstone.core.tools import INTERACTIVE_TOOLS, TOOLS, merge_mcp_tools
# ---------------------------------------------------------------------------
def _dispatch_stub(mock_future: MagicMock) -> Any:
"""Stand-in for ``asyncio.run_coroutine_threadsafe`` in sync-bridge tests.
Closes the never-scheduled coroutine before handing back the canned
future a mocked dispatch never awaits it, and an unawaited coroutine
GC-fires "coroutine ... was never awaited" inside whatever unrelated
test happens to be running when collection finally occurs (cross-test
bleed that per-test filterwarnings markers cannot catch).
"""
def _rct(coro: Any, _loop: Any) -> MagicMock:
# Only real coroutines need (or survive) closing — several tests
# dispatch a plain MagicMock return value through this seam.
if inspect.iscoroutine(coro):
coro.close()
return mock_future
return _rct
def _fake_mcp_tool(name: str = "search", description: str = "Search stuff") -> MagicMock:
"""Create a mock MCP tool object matching the SDK's Tool type."""
tool = MagicMock()
@@ -153,8 +174,24 @@ def running_loop_mgr():
try:
yield mgr, loop, thread
finally:
# Drain BEFORE stopping: a task left pending (or finished-but-
# unretrieved) on a stopped loop becomes cross-test global state —
# asyncio reports it at GC time, mid-suite, onto whatever stream
# pytest has attached THEN (the "I/O operation on closed file"
# spew), and a silently-abandoned loop thread keeps running
# manager code against torn-down mocks.
async def _cancel_pending() -> None:
tasks = [t for t in asyncio.all_tasks() if t is not asyncio.current_task()]
for t in tasks:
t.cancel()
await asyncio.gather(*tasks, return_exceptions=True)
with suppress(Exception):
asyncio.run_coroutine_threadsafe(_cancel_pending(), loop).result(timeout=5)
loop.call_soon_threadsafe(loop.stop)
thread.join(timeout=2)
thread.join(timeout=5)
assert not thread.is_alive(), "mcp test loop thread failed to stop within 5s"
loop.close()
# ---------------------------------------------------------------------------
@@ -2024,6 +2061,37 @@ class TestShutdownCleanup:
assert mgr._resource_map == {}
assert mgr._prompt_map == {}
def test_shutdown_closes_owned_loop_and_clears_refs(self):
"""When the manager owns the loop thread, shutdown must close the loop
(selector resources leak otherwise) and drop both refs; a second
shutdown is then a clean no-op."""
import threading as _threading
mgr = MCPClientManager({})
loop = asyncio.new_event_loop()
thread = _threading.Thread(target=loop.run_forever, daemon=True)
thread.start()
mgr._loop = loop
mgr._thread = thread
mgr.shutdown()
assert loop.is_closed()
assert mgr._loop is None
assert mgr._thread is None
mgr.shutdown() # idempotent
def test_shutdown_leaves_unowned_loop_open(self):
"""Tests (and any embedder) that wire ``_loop`` directly without a
thread own the loop's lifecycle — shutdown must not close it."""
mgr = MCPClientManager({})
loop = asyncio.new_event_loop()
mgr._loop = loop
try:
mgr.shutdown()
assert not loop.is_closed()
finally:
loop.close()
# ---------------------------------------------------------------------------
# TCP probe and unreachable server handling
@@ -2181,7 +2249,7 @@ class TestFutureCancellation:
mock_future = MagicMock()
mock_future.result.side_effect = concurrent.futures.TimeoutError()
with (
patch("asyncio.run_coroutine_threadsafe", return_value=mock_future),
patch("asyncio.run_coroutine_threadsafe", new=_dispatch_stub(mock_future)),
pytest.raises(TimeoutError, match="timed out"),
):
mgr.call_tool_sync("mcp__test__search", {"query": "x"}, timeout=1)
@@ -2192,7 +2260,7 @@ class TestFutureCancellation:
mock_future = MagicMock()
mock_future.result.side_effect = concurrent.futures.TimeoutError()
with (
patch("asyncio.run_coroutine_threadsafe", return_value=mock_future),
patch("asyncio.run_coroutine_threadsafe", new=_dispatch_stub(mock_future)),
pytest.raises(TimeoutError, match="timed out"),
):
mgr.read_resource_sync("file:///a.txt", timeout=1)
@@ -2203,7 +2271,7 @@ class TestFutureCancellation:
mock_future = MagicMock()
mock_future.result.side_effect = concurrent.futures.TimeoutError()
with (
patch("asyncio.run_coroutine_threadsafe", return_value=mock_future),
patch("asyncio.run_coroutine_threadsafe", new=_dispatch_stub(mock_future)),
pytest.raises(TimeoutError, match="timed out"),
):
mgr.get_prompt_sync("mcp__test__review", timeout=1)
@@ -2216,7 +2284,7 @@ class TestFutureCancellation:
mock_future.result.side_effect = concurrent.futures.TimeoutError()
with (
patch.object(mgr, "_refresh_all", return_value=MagicMock()),
patch("asyncio.run_coroutine_threadsafe", return_value=mock_future),
patch("asyncio.run_coroutine_threadsafe", new=_dispatch_stub(mock_future)),
pytest.raises(TimeoutError, match="timed out"),
):
mgr.refresh_sync(timeout=1)
@@ -2331,8 +2399,6 @@ class TestCircuitBreaker:
assert "srv" not in mgr._circuit_open_until
assert "srv" not in mgr._circuit_trip_count
@pytest.mark.filterwarnings("ignore::pytest.PytestUnraisableExceptionWarning")
@pytest.mark.filterwarnings("ignore:coroutine.*was never awaited:RuntimeWarning")
def test_call_tool_sync_records_failure_on_timeout(self):
mgr = MCPClientManager({"test": {"type": "stdio", "command": "echo"}})
mock_session = MagicMock()
@@ -2343,7 +2409,7 @@ class TestCircuitBreaker:
mock_future = MagicMock()
mock_future.result.side_effect = concurrent.futures.TimeoutError()
with (
patch("asyncio.run_coroutine_threadsafe", return_value=mock_future),
patch("asyncio.run_coroutine_threadsafe", new=_dispatch_stub(mock_future)),
pytest.raises(TimeoutError),
):
mgr.call_tool_sync("mcp__test__ping", {}, timeout=1)
@@ -2363,7 +2429,7 @@ class TestCircuitBreaker:
mock_result.isError = False
mock_future = MagicMock()
mock_future.result.return_value = mock_result
with patch("asyncio.run_coroutine_threadsafe", return_value=mock_future):
with patch("asyncio.run_coroutine_threadsafe", new=_dispatch_stub(mock_future)):
mgr.call_tool_sync("mcp__test__ping", {}, timeout=5)
assert mgr._consecutive_failures.get("test") is None
@@ -2380,7 +2446,7 @@ class TestCircuitBreaker:
mock_future = MagicMock()
mock_future.result.side_effect = BrokenPipeError("dead")
with (
patch("asyncio.run_coroutine_threadsafe", return_value=mock_future),
patch("asyncio.run_coroutine_threadsafe", new=_dispatch_stub(mock_future)),
pytest.raises(BrokenPipeError),
):
mgr.call_tool_sync("mcp__test__ping", {}, timeout=5)
@@ -2414,7 +2480,7 @@ class TestCircuitBreaker:
mock_future = MagicMock()
mock_future.result.side_effect = McpError(ErrorData(code=-32601, message="tool not found"))
with (
patch("asyncio.run_coroutine_threadsafe", return_value=mock_future),
patch("asyncio.run_coroutine_threadsafe", new=_dispatch_stub(mock_future)),
pytest.raises(McpError),
):
mgr.call_tool_sync("mcp__test__ping", {}, timeout=5)
@@ -2706,11 +2772,22 @@ class TestCBAutoReconnectRefresh:
patch.object(mgr, "_refresh_server", side_effect=_refresh),
):
session = mgr._cb_auto_reconnect("srv")
# Wait for the scheduled refresh task to actually run on the loop.
# Wait for the scheduled refresh task to actually run on the loop,
# then for the tracked task to DRAIN — exiting the patch context
# while the task is still in flight would hand the un-patched
# method to its tail.
assert refresh_event.wait(timeout=5), "refresh task was not scheduled"
deadline = time.time() + 5
while mgr._background_tasks and time.time() < deadline:
time.sleep(0.02)
assert not mgr._background_tasks, "background refresh task never drained"
assert session is new_session
def test_auto_reconnect_swallows_refresh_failure(self, running_loop_mgr):
def test_auto_reconnect_retrieves_and_logs_refresh_failure(self, running_loop_mgr):
"""A refresh failure must be RETRIEVED and logged by the task's
done-callback not abandoned for asyncio to report as "Task exception
was never retrieved" at GC time (which lands on whatever stream pytest
has attached by then: the closed-file CI spew)."""
import threading as _threading
mgr, _loop, _thread = running_loop_mgr
@@ -2728,10 +2805,32 @@ class TestCBAutoReconnectRefresh:
with (
patch.object(mgr, "_connect_one", side_effect=_connect_one),
patch.object(mgr, "_refresh_server", side_effect=_refresh_failing),
patch("turnstone.core.mcp_client.log") as mock_log,
):
# Must not raise — refresh failures are non-fatal.
# Must not raise — refresh failures are non-fatal to the caller.
session = mgr._cb_auto_reconnect("srv")
# Background refresh actually started and exception was swallowed
# by the task without affecting the synchronous caller.
assert refresh_started.wait(timeout=5), "refresh task was not scheduled"
# Poll for the WARNING while the patch is still active — gating on
# set-emptiness alone would race the un-patch (review-caught: the
# warning could land on the restored real logger).
deadline = time.time() + 5
warn_calls = []
while not warn_calls and time.time() < deadline:
warn_calls = [
c for c in mock_log.warning.call_args_list if "MCP background" in str(c.args[0])
]
time.sleep(0.02)
# The tracked task must also fully drain (emptiness now implies
# "done AND reported" — discard is the callback's LAST step).
deadline = time.time() + 5
while mgr._background_tasks and time.time() < deadline:
time.sleep(0.02)
assert not mgr._background_tasks, "background refresh task never drained"
assert session is new_session
assert warn_calls, (
"the refresh failure must be logged by the done-callback, not left "
"for GC-time reporting"
)
exc = warn_calls[0].kwargs.get("exc_info")
assert isinstance(exc, RuntimeError)
assert "catalog fetch broke" in str(exc)
+4 -2
View File
@@ -452,7 +452,9 @@ class TestCompositionCandidateSelection:
kind=WorkstreamKind.COORDINATOR,
)
scopes = coord._visible_scopes()
assert scopes == [("coordinator", "coord-1")]
# Keyed by the creator user_id (durable per-user namespace),
# not the session's ws_id.
assert scopes == [("coordinator", "user-1")]
# And: search uses those same scopes (no global/user fan-in)
coord.messages = turns_from_dicts([{"role": "user", "content": "anything"}])
with patch(
@@ -462,7 +464,7 @@ class TestCompositionCandidateSelection:
coord._search_visible_memories("anything", limit=5)
search_mock.assert_called_once()
# Second positional arg is the scopes list
assert search_mock.call_args.args[1] == [("coordinator", "coord-1")]
assert search_mock.call_args.args[1] == [("coordinator", "user-1")]
class TestCompositionRerankFiltersWiring:
+214
View File
@@ -0,0 +1,214 @@
"""Tests for alembic migration 061 (coordinator memories re-keyed to user_id).
Drives ``command.upgrade`` from a programmatic Alembic config against an
isolated SQLite database per test (the 060-test harness pattern), then
asserts:
* a ``scope='coordinator'`` row keyed by a live coordinator's ws_id is
re-keyed to that workstream's owner ``user_id``;
* rows that cannot be attributed scope_id matching no workstreams row, or
matching one whose ``user_id`` is NULL/empty are deleted (documented
lossy step);
* name collisions that would violate ``uq_smem_name_scope`` after the re-key
(same name, two coordinator sessions of the same user) keep only the
newest ``updated`` row, with ``memory_id`` as the deterministic tiebreak;
* the same name under two DIFFERENT users' coordinators survives as two
rows (one per user namespace);
* non-coordinator scopes are untouched, including a ``user``-scope row whose
scope_id equals an owner user_id (the post-rekey value collision the
scope column is meant to keep disjoint).
"""
from __future__ import annotations
from pathlib import Path
import sqlalchemy as sa
from alembic import command
from alembic.config import Config
_MIGRATIONS_DIR = str(
Path(__file__).resolve().parent.parent / "turnstone" / "core" / "storage" / "migrations"
)
def _alembic_cfg(db_path: Path) -> Config:
cfg = Config()
cfg.set_main_option("script_location", _MIGRATIONS_DIR)
cfg.set_main_option("sqlalchemy.url", f"sqlite:///{db_path}")
return cfg
def _seed_ws(conn: sa.Connection, ws_id: str, user_id: object, kind: str = "coordinator") -> None:
conn.execute(
sa.text(
"INSERT INTO workstreams (ws_id, user_id, kind, created, updated) "
"VALUES (:ws_id, :user_id, :kind, '2026-06-01T00:00:00', '2026-06-01T00:00:00')"
),
{"ws_id": ws_id, "user_id": user_id, "kind": kind},
)
def _seed_memory(
conn: sa.Connection,
memory_id: str,
name: str,
scope: str,
scope_id: str,
updated: str = "2026-06-01T00:00:00",
) -> None:
conn.execute(
sa.text(
"INSERT INTO structured_memories "
"(memory_id, name, scope, scope_id, content, created, updated) "
"VALUES (:memory_id, :name, :scope, :scope_id, :content, :created, :updated)"
),
{
"memory_id": memory_id,
"name": name,
"scope": scope,
"scope_id": scope_id,
"content": f"content of {memory_id}",
"created": "2026-06-01T00:00:00",
"updated": updated,
},
)
def _all_memories(engine: sa.Engine) -> dict[str, tuple[str, str, str]]:
"""memory_id -> (name, scope, scope_id) for every surviving row."""
with engine.connect() as conn:
rows = conn.execute(
sa.text("SELECT memory_id, name, scope, scope_id FROM structured_memories")
).fetchall()
return {r[0]: (r[1], r[2], r[3]) for r in rows}
class TestMigration061:
def test_rekeys_to_owner_user_id_and_leaves_other_scopes_alone(self, tmp_path: Path) -> None:
db_path = tmp_path / "061-rekey.db"
cfg = _alembic_cfg(db_path)
command.upgrade(cfg, "060")
engine = sa.create_engine(f"sqlite:///{db_path}")
try:
with engine.begin() as conn:
_seed_ws(conn, "coord-a", "user-1")
_seed_memory(conn, "m1", "runbook", "coordinator", "coord-a")
# Other scopes must pass through untouched — including a
# user-scope row already keyed by the SAME user_id the
# coordinator row is about to be re-keyed onto.
_seed_memory(conn, "m2", "runbook", "user", "user-1")
_seed_memory(conn, "m3", "runbook", "workstream", "coord-a")
_seed_memory(conn, "m4", "runbook", "global", "")
command.upgrade(cfg, "061")
mems = _all_memories(engine)
assert mems["m1"] == ("runbook", "coordinator", "user-1")
assert mems["m2"] == ("runbook", "user", "user-1")
assert mems["m3"] == ("runbook", "workstream", "coord-a")
assert mems["m4"] == ("runbook", "global", "")
finally:
engine.dispose()
def test_deletes_unattributable_rows(self, tmp_path: Path) -> None:
db_path = tmp_path / "061-orphans.db"
cfg = _alembic_cfg(db_path)
command.upgrade(cfg, "060")
engine = sa.create_engine(f"sqlite:///{db_path}")
try:
with engine.begin() as conn:
_seed_ws(conn, "coord-null", None)
_seed_ws(conn, "coord-empty", "")
_seed_memory(conn, "m-gone", "a", "coordinator", "no-such-ws")
_seed_memory(conn, "m-null", "b", "coordinator", "coord-null")
_seed_memory(conn, "m-empty", "c", "coordinator", "coord-empty")
command.upgrade(cfg, "061")
assert _all_memories(engine) == {}
finally:
engine.dispose()
def test_dedups_same_user_collisions_keeping_newest(self, tmp_path: Path) -> None:
db_path = tmp_path / "061-dedup.db"
cfg = _alembic_cfg(db_path)
command.upgrade(cfg, "060")
engine = sa.create_engine(f"sqlite:///{db_path}")
try:
with engine.begin() as conn:
_seed_ws(conn, "coord-old", "user-1")
_seed_ws(conn, "coord-new", "user-1")
_seed_ws(conn, "coord-tie", "user-1")
# Same name across two sessions of the same user — only
# the newer ``updated`` survives.
_seed_memory(
conn,
"m-old",
"plan",
"coordinator",
"coord-old",
updated="2026-06-01T00:00:00",
)
_seed_memory(
conn,
"m-new",
"plan",
"coordinator",
"coord-new",
updated="2026-06-02T00:00:00",
)
# Equal ``updated``: memory_id breaks the tie (max wins).
_seed_memory(
conn,
"m-tie-a",
"pinned",
"coordinator",
"coord-new",
updated="2026-06-03T00:00:00",
)
_seed_memory(
conn,
"m-tie-b",
"pinned",
"coordinator",
"coord-tie",
updated="2026-06-03T00:00:00",
)
# Distinct names never collide — both survive.
_seed_memory(conn, "m-keep", "notes", "coordinator", "coord-old")
command.upgrade(cfg, "061")
mems = _all_memories(engine)
assert "m-old" not in mems
assert mems["m-new"] == ("plan", "coordinator", "user-1")
assert "m-tie-a" not in mems
assert mems["m-tie-b"] == ("pinned", "coordinator", "user-1")
assert mems["m-keep"] == ("notes", "coordinator", "user-1")
finally:
engine.dispose()
def test_same_name_across_users_survives_as_two_rows(self, tmp_path: Path) -> None:
db_path = tmp_path / "061-two-users.db"
cfg = _alembic_cfg(db_path)
command.upgrade(cfg, "060")
engine = sa.create_engine(f"sqlite:///{db_path}")
try:
with engine.begin() as conn:
_seed_ws(conn, "coord-u1", "user-1")
_seed_ws(conn, "coord-u2", "user-2")
_seed_memory(conn, "m-u1", "plan", "coordinator", "coord-u1")
_seed_memory(conn, "m-u2", "plan", "coordinator", "coord-u2")
command.upgrade(cfg, "061")
mems = _all_memories(engine)
assert mems["m-u1"] == ("plan", "coordinator", "user-1")
assert mems["m-u2"] == ("plan", "coordinator", "user-2")
finally:
engine.dispose()
+19
View File
@@ -164,6 +164,25 @@ class TestProbeModelEndpoint:
assert result["server_type"] == "anthropic"
assert result["context_window"] == 1000000
@patch("turnstone.core.providers.create_client")
def test_anthropic_compatible_server_type(self, mock_cc: MagicMock) -> None:
m = _mock_model("deepseek-ai/DeepSeek-V4-Flash")
mock_cc.return_value = _mock_client(m)
result = probe_model_endpoint("anthropic-compatible", "http://localhost:8000", "dummy")
assert result["reachable"] is True
assert result["server_type"] == "anthropic-compatible"
assert result["context_window"] is None
@patch("turnstone.core.providers.create_client")
def test_anthropic_compatible_max_model_len(self, mock_cc: MagicMock) -> None:
m = _mock_model("deepseek-ai/DeepSeek-V4-Flash", max_model_len=131072)
mock_cc.return_value = _mock_client(m)
result = probe_model_endpoint("anthropic-compatible", "http://localhost:8000", "dummy")
assert result["context_window"] == 131072
assert result["server_type"] == "anthropic-compatible"
@patch("turnstone.core.providers.create_client")
def test_connection_failure(self, mock_cc: MagicMock) -> None:
mock_cc.side_effect = OSError("Connection refused")
+18
View File
@@ -142,6 +142,24 @@ def test_create_emits_models_changed(storage: SQLiteBackend) -> None:
assert collector.emit_models_changed.call_count == 1
def test_create_accepts_anthropic_compatible_provider(storage: SQLiteBackend) -> None:
"""anthropic-compatible passes the _MODEL_PROVIDERS enum check."""
client, collector = _make_client(storage)
resp = client.post(
"/v1/api/admin/model-definitions",
json={
"alias": "vllm-messages",
"model": "deepseek-ai/DeepSeek-V4-Flash",
"provider": "anthropic-compatible",
"base_url": "http://localhost:8000",
"api_key": "dummy",
"context_window": 131072,
},
)
assert resp.status_code == 200, resp.text
assert collector.emit_models_changed.call_count == 1
def test_update_emits_models_changed(storage: SQLiteBackend) -> None:
_seed(storage, definition_id="m1", alias="local")
client, collector = _make_client(storage)
+232
View File
@@ -0,0 +1,232 @@
"""Orphan-conversation scan + purge (the ``turnstone-admin orphan-conversations`` verb).
Orphans are conversation rows whose ``workstreams`` row is gone written by
historical unregistered paths or by the delete-during-inflight race (a late
tool-result save re-creating rows after ``delete_workstream``).
"""
from __future__ import annotations
import argparse
import hashlib
import pytest
from turnstone.admin import _cmd_orphan_conversations
def _orphan(backend, ws_id: str, n: int = 2) -> None:
"""Persist *n* conversation rows for *ws_id* WITHOUT registering it."""
for i in range(n):
backend.save_message(ws_id, "user" if i % 2 == 0 else "assistant", f"m{i}")
def _blob(backend, payload: bytes, origin: str = "upload") -> str:
"""Save a content-addressed attachment; each save bumps the refcount."""
aid = hashlib.sha256(payload).hexdigest()
backend.save_attachment(aid, "f.txt", "text/plain", len(payload), "text", payload, origin)
return aid
class TestOrphanScan:
def test_clean_db_has_no_orphans(self, backend):
backend.register_workstream("live1")
backend.save_message("live1", "user", "hello")
assert backend.list_orphan_conversations() == []
def test_orphan_reported_with_stats(self, backend):
_orphan(backend, "ghost1", n=3)
scan = backend.list_orphan_conversations()
assert len(scan) == 1
entry = scan[0]
assert entry["ws_id"] == "ghost1"
assert entry["rows"] == 3
assert entry["first"] <= entry["last"]
assert entry["attachment_refs"] == 0
def test_scan_counts_attachment_refs(self, backend):
_orphan(backend, "ghost2", n=1)
msg_id = backend.save_message("ghost2", "user", "with attachment")
aid = _blob(backend, b"orphan-bytes")
backend.set_message_attachments("ghost2", msg_id, [aid])
scan = backend.list_orphan_conversations()
assert scan[0]["attachment_refs"] == 1
def test_scan_is_oldest_first(self, backend):
_orphan(backend, "newer")
_orphan(backend, "older")
# Timestamps are insertion-ordered ISO text; rewrite to force ordering.
import sqlalchemy as sa
from turnstone.core.storage._schema import conversations
with backend._conn() as conn:
conn.execute(
sa.update(conversations)
.where(conversations.c.ws_id == "older")
.values(timestamp="2020-01-01T00:00:00")
)
conn.commit()
scan = backend.list_orphan_conversations()
assert [o["ws_id"] for o in scan] == ["older", "newer"]
class TestOrphanPurge:
def test_purge_deletes_only_orphans(self, backend):
backend.register_workstream("live1")
backend.save_message("live1", "user", "keep me")
_orphan(backend, "ghost1", n=4)
result = backend.delete_orphan_conversations(["ghost1"])
assert result == {"workstreams": 1, "rows": 4, "released_refs": 0, "skipped": 0}
assert backend.list_orphan_conversations() == []
assert len(backend.load_messages("live1")) == 1
def test_purge_skips_reregistered_ws(self, backend):
"""A ws_id that gained a workstreams row between scan and purge survives."""
_orphan(backend, "ghost1", n=2)
scan = [o["ws_id"] for o in backend.list_orphan_conversations()]
backend.register_workstream("ghost1")
result = backend.delete_orphan_conversations(scan)
assert result["skipped"] == 1
assert result["workstreams"] == 0
assert result["rows"] == 0
assert len(backend.load_messages("ghost1")) == 2
def test_purge_releases_refcounts_and_prunes_at_zero(self, backend):
_orphan(backend, "ghost1", n=1)
msg_id = backend.save_message("ghost1", "user", "img")
aid = _blob(backend, b"only-orphan-referenced")
backend.set_message_attachments("ghost1", msg_id, [aid])
result = backend.delete_orphan_conversations(["ghost1"])
assert result["released_refs"] == 1
assert backend.get_attachment(aid) is None
def test_purge_keeps_blob_shared_with_live_ws(self, backend):
payload = b"shared-bytes"
backend.register_workstream("live1")
live_msg = backend.save_message("live1", "user", "live ref")
aid_live = _blob(backend, payload)
backend.set_message_attachments("live1", live_msg, [aid_live])
_orphan(backend, "ghost1", n=1)
ghost_msg = backend.save_message("ghost1", "user", "ghost ref")
aid_ghost = _blob(backend, payload) # same content hash; refcount -> 2
backend.set_message_attachments("ghost1", ghost_msg, [aid_ghost])
assert aid_live == aid_ghost
result = backend.delete_orphan_conversations(["ghost1"])
assert result["released_refs"] == 1
row = backend.get_attachment(aid_live)
assert row is not None
assert row["refcount"] == 1
def test_purge_sweeps_config_rows(self, backend):
_orphan(backend, "ghost1", n=1)
backend.save_workstream_config("ghost1", {"model": "x"})
backend.delete_orphan_conversations(["ghost1"])
import sqlalchemy as sa
from turnstone.core.storage._schema import workstream_config
with backend._conn() as conn:
left = conn.execute(
sa.select(sa.func.count()).where(workstream_config.c.ws_id == "ghost1")
).scalar()
assert left == 0
def test_purge_dedupes_input(self, backend):
"""Duplicate ws_ids must not inflate counts or bind params."""
_orphan(backend, "ghost1", n=2)
result = backend.delete_orphan_conversations(["ghost1", "ghost1", "ghost1"])
assert result["workstreams"] == 1
assert result["rows"] == 2
assert result["skipped"] == 0
def test_purge_unknown_ws_counts_skipped(self, backend):
"""An input with no rows and no workstream is reported, not purged."""
result = backend.delete_orphan_conversations(["nope-never-existed"])
assert result == {"workstreams": 0, "rows": 0, "released_refs": 0, "skipped": 1}
def test_purge_chunks_large_input(self, backend, monkeypatch):
"""IN-lists are chunked (SQLite bind-parameter limits) without losing rows."""
import turnstone.core.storage._utils as storage_utils
monkeypatch.setattr(storage_utils, "_PURGE_CHUNK", 2)
for i in range(5):
_orphan(backend, f"ghost{i}", n=1)
result = backend.delete_orphan_conversations([f"ghost{i}" for i in range(5)])
assert result["workstreams"] == 5
assert result["rows"] == 5
assert backend.list_orphan_conversations() == []
def test_purge_empty_list_is_noop(self, backend):
assert backend.delete_orphan_conversations([]) == {
"workstreams": 0,
"rows": 0,
"released_refs": 0,
"skipped": 0,
}
class TestAdminVerb:
"""The CLI handler over a real (ephemeral) backend."""
def _args(self, **kw) -> argparse.Namespace:
return argparse.Namespace(delete=False, yes=False, **kw)
def test_scan_reports_and_does_not_delete(self, backend, monkeypatch, capsys):
_orphan(backend, "ghost1", n=2)
monkeypatch.setattr("turnstone.admin._get_storage", lambda args: backend)
_cmd_orphan_conversations(self._args())
out = capsys.readouterr().out
assert "ghost1" in out
assert "--delete" in out
assert len(backend.load_messages("ghost1")) == 2
def test_delete_yes_purges(self, backend, monkeypatch, capsys):
_orphan(backend, "ghost1", n=2)
monkeypatch.setattr("turnstone.admin._get_storage", lambda args: backend)
ns = self._args()
ns.delete = True
ns.yes = True
_cmd_orphan_conversations(ns)
out = capsys.readouterr().out
assert "Purged 2" in out
assert backend.list_orphan_conversations() == []
def test_delete_confirmation_abort(self, backend, monkeypatch, capsys):
_orphan(backend, "ghost1", n=1)
monkeypatch.setattr("turnstone.admin._get_storage", lambda args: backend)
monkeypatch.setattr("builtins.input", lambda prompt: "n")
ns = self._args()
ns.delete = True
with pytest.raises(SystemExit):
_cmd_orphan_conversations(ns)
assert len(backend.load_messages("ghost1")) == 1
def test_delete_summary_reports_partial_skip(self, backend, monkeypatch, capsys):
"""Mixed batch: summary shows ACTUAL purge counts plus the skipped clause."""
_orphan(backend, "ghost1", n=2)
_orphan(backend, "ghost2", n=3)
real_list = backend.list_orphan_conversations
def list_then_register():
scan = real_list()
backend.register_workstream("ghost2") # wins the scan-to-purge race
return scan
monkeypatch.setattr(backend, "list_orphan_conversations", list_then_register)
monkeypatch.setattr("turnstone.admin._get_storage", lambda args: backend)
ns = self._args()
ns.delete = True
ns.yes = True
_cmd_orphan_conversations(ns)
out = capsys.readouterr().out
assert "Purged 2 row(s) across 1 workstream(s)" in out
assert "skipped 1 re-registered" in out
assert len(backend.load_messages("ghost2")) == 3
def test_clean_db_message(self, backend, monkeypatch, capsys):
monkeypatch.setattr("turnstone.admin._get_storage", lambda args: backend)
_cmd_orphan_conversations(self._args())
assert "No orphan conversation rows." in capsys.readouterr().out
+357
View File
@@ -0,0 +1,357 @@
"""Tests for the ``anthropic-compatible`` provider lane.
Local servers (vLLM) expose Anthropic's ``/v1/messages`` wire surface for
arbitrary checkpoints. The lane reuses ``AnthropicProvider`` with
``compat=True``: identical message translation, but capabilities come from
``_ANTHROPIC_COMPAT_DEFAULT`` for every model (the static Claude table
never applies), native server-side tools are not injected, and operator
``server_compat["extra_body"]`` overrides ride the Anthropic SDK's
``extra_body`` the channel for vLLM's ``chat_template_kwargs`` reasoning
toggle.
"""
from __future__ import annotations
import os
import sys
from typing import Any
from unittest.mock import MagicMock, patch
import pytest
from tests._session_helpers import make_session as _make_session
from turnstone.core.providers._anthropic import AnthropicProvider
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
def _capture_client() -> MagicMock:
"""Build a fake Anthropic client whose ``messages.stream`` records kwargs."""
stream_ctx = MagicMock()
stream_ctx.__enter__ = MagicMock(return_value=iter([]))
stream_ctx.__exit__ = MagicMock(return_value=False)
client = MagicMock()
client.messages.stream.return_value = stream_ctx
return client
_WEB_SEARCH_FUNCTION_TOOL = {
"type": "function",
"function": {
"name": "web_search",
"description": "Search the web",
"parameters": {
"type": "object",
"properties": {"query": {"type": "string"}},
"required": ["query"],
},
},
}
# ===========================================================================
# TestCompatCapabilities
# ===========================================================================
class TestCompatCapabilities:
"""Capability resolution on the compat lane."""
def test_compat_capability_defaults(self) -> None:
provider = AnthropicProvider(compat=True)
caps = provider.get_capabilities("deepseek-ai/DeepSeek-V4-Flash")
assert caps.token_param == "max_tokens"
assert caps.thinking_mode == "none"
assert caps.supports_web_search is False
assert caps.supports_tool_search is False
assert caps.supports_vision is False
assert caps.supports_reasoning_replay is True
assert caps.supports_temperature is True
def test_claude_id_does_not_pick_up_static_table(self) -> None:
"""A Claude-named local checkpoint must not inherit Claude API caps."""
provider = AnthropicProvider(compat=True)
caps = provider.get_capabilities("claude-opus-4-6")
assert caps.context_window == 200000
assert caps.thinking_mode == "none"
assert caps.supports_web_search is False
# The real lane still resolves the static entry.
real_caps = AnthropicProvider().get_capabilities("claude-opus-4-6")
assert real_caps.context_window == 1000000
assert real_caps.thinking_mode == "adaptive"
# ===========================================================================
# TestCompatWireShape
# ===========================================================================
class TestCompatWireShape:
"""Body-inspecting tests on the kwargs handed to ``messages.stream``."""
def setup_method(self) -> None:
self.provider = AnthropicProvider(compat=True)
@patch("turnstone.core.providers._anthropic._ensure_anthropic")
def test_compat_no_web_search_swap_no_temp_force(self, mock_ensure: MagicMock) -> None:
"""No native web_search swap, no temperature=1 forcing, max_tokens param."""
client = _capture_client()
list(
self.provider.create_streaming(
client=client,
model="deepseek-ai/DeepSeek-V4-Flash",
messages=[{"role": "user", "content": "hi"}],
tools=[_WEB_SEARCH_FUNCTION_TOOL],
temperature=0.6,
)
)
kwargs = client.messages.stream.call_args[1]
sent_tools = kwargs["tools"]
assert sent_tools == [
{
"name": "web_search",
"description": "Search the web",
"input_schema": {
"type": "object",
"properties": {"query": {"type": "string"}},
"required": ["query"],
},
}
]
assert all(t.get("type") != "web_search_20250305" for t in sent_tools)
assert kwargs["temperature"] == 0.6
assert "thinking" not in kwargs
assert "max_tokens" in kwargs
assert "max_completion_tokens" not in kwargs
@patch("turnstone.core.providers._anthropic._ensure_anthropic")
def test_extra_params_passthrough_to_extra_body(self, mock_ensure: MagicMock) -> None:
"""server_compat extra_body (chat_template_kwargs) reaches the SDK."""
client = _capture_client()
list(
self.provider.create_streaming(
client=client,
model="deepseek-ai/DeepSeek-V4-Flash",
messages=[{"role": "user", "content": "hi"}],
extra_params={"chat_template_kwargs": {"thinking": False}},
)
)
kwargs = client.messages.stream.call_args[1]
assert kwargs["extra_body"] == {"chat_template_kwargs": {"thinking": False}}
@patch("turnstone.core.providers._anthropic._ensure_anthropic")
def test_internal_keys_not_leaked(self, mock_ensure: MagicMock) -> None:
"""Real-lane request bodies stay byte-identical with thinking overrides.
``thinking_budget_tokens`` is consumed by ``_reasoning_params`` and
must never surface as wire ``extra_body`` a leaked key would change
every real-Anthropic request that threads a thinking override.
Negative-tested: fails when the ``_INTERNAL_EXTRA_PARAMS`` exclusion
is removed from ``_build_thinking_and_kwargs``.
"""
provider = AnthropicProvider()
client = _capture_client()
list(
provider.create_streaming(
client=client,
model="claude-sonnet-4-5",
messages=[{"role": "user", "content": "hi"}],
extra_params={"thinking_budget_tokens": 2048},
)
)
kwargs = client.messages.stream.call_args[1]
assert "extra_body" not in kwargs
assert kwargs["thinking"] == {"type": "enabled", "budget_tokens": 2048}
# ===========================================================================
# TestCompatFactory
# ===========================================================================
class TestCompatFactory:
"""create_provider / create_client routing for the compat lane."""
def test_create_provider_anthropic_compatible(self) -> None:
from turnstone.core.providers import create_provider
provider = create_provider("anthropic-compatible")
assert provider.provider_name == "anthropic-compatible"
assert provider is not create_provider("anthropic")
assert create_provider("anthropic-compatible") is provider
@patch("turnstone.core.providers._anthropic._ensure_anthropic")
def test_create_client_anthropic_compatible(self, mock_ensure: MagicMock) -> None:
"""base_url forwards verbatim; empty api_key is omitted entirely."""
from turnstone.core.providers import create_client
mock_anthropic_cls = MagicMock()
mock_mod = MagicMock()
mock_mod.Anthropic = mock_anthropic_cls
mock_ensure.return_value = mock_mod
create_client("anthropic-compatible", base_url="http://vllm-host:8000", api_key="")
mock_anthropic_cls.assert_called_once_with(base_url="http://vllm-host:8000")
@patch("turnstone.core.providers._anthropic._ensure_anthropic")
def test_create_client_strips_v1_suffix(self, mock_ensure: MagicMock) -> None:
"""A /v1-suffixed base_url (openai-compatible muscle memory) is
normalized for the compat lane the SDK appends /v1/... itself,
so the verbatim URL would request /v1/v1/messages and 404."""
from turnstone.core.providers import create_client
mock_anthropic_cls = MagicMock()
mock_mod = MagicMock()
mock_mod.Anthropic = mock_anthropic_cls
mock_ensure.return_value = mock_mod
for suffixed in ("http://vllm-host:8000/v1", "http://vllm-host:8000/v1/"):
mock_anthropic_cls.reset_mock()
create_client("anthropic-compatible", base_url=suffixed, api_key="")
mock_anthropic_cls.assert_called_once_with(base_url="http://vllm-host:8000")
# A base_url that strips to nothing stays verbatim so the typo
# fails loudly in httpx instead of silently targeting the SDK's
# prod default.
mock_anthropic_cls.reset_mock()
create_client("anthropic-compatible", base_url="/v1", api_key="")
mock_anthropic_cls.assert_called_once_with(base_url="/v1")
@patch("turnstone.core.providers._anthropic._ensure_anthropic")
def test_create_client_requires_base_url(self, mock_ensure: MagicMock) -> None:
"""Empty base_url fails at construction — the local-only lane must
never fall back to the SDK's https://api.anthropic.com default."""
from turnstone.core.providers import create_client
with pytest.raises(ValueError, match="anthropic-compatible requires base_url"):
create_client("anthropic-compatible", base_url="", api_key="dummy")
mock_ensure.return_value.Anthropic.assert_not_called()
@patch("turnstone.core.providers._anthropic._ensure_anthropic")
def test_create_client_real_lane_base_url_untouched(self, mock_ensure: MagicMock) -> None:
"""The real anthropic lane forwards base_url verbatim — the /v1
normalization is compat-lane-only."""
from turnstone.core.providers import create_client
mock_anthropic_cls = MagicMock()
mock_mod = MagicMock()
mock_mod.Anthropic = mock_anthropic_cls
mock_ensure.return_value = mock_mod
create_client("anthropic", base_url="http://proxy:9000/v1", api_key="k")
mock_anthropic_cls.assert_called_once_with(api_key="k", base_url="http://proxy:9000/v1")
# ===========================================================================
# TestCliScope
# ===========================================================================
class TestCliScope:
def test_cli_rejects_compat_provider_id(self, monkeypatch: pytest.MonkeyPatch) -> None:
"""The lane is registry-only — the CLI --provider flag does not grow."""
from turnstone import cli
monkeypatch.setattr(sys, "argv", ["turnstone", "--provider", "anthropic-compatible"])
with pytest.raises(SystemExit) as excinfo:
cli.main()
assert excinfo.value.code == 2
# ===========================================================================
# TestCompatSessionPlumbing
# ===========================================================================
class TestCompatSessionPlumbing:
"""ChatSession capability merge + extra_params gate for the lane."""
def test_per_model_capability_override_merge(self, tmp_db: Any) -> None:
"""Per-model capabilities win over _ANTHROPIC_COMPAT_DEFAULT fields."""
from turnstone.core.model_registry import ModelConfig, ModelRegistry
from turnstone.core.providers import create_provider
cfg = ModelConfig(
alias="vllm-messages",
base_url="http://localhost:8000",
api_key="dummy",
model="deepseek-ai/DeepSeek-V4-Flash",
provider="anthropic-compatible",
capabilities={"supports_mid_conversation_system": True, "context_window": 131072},
)
registry = ModelRegistry(models={"vllm-messages": cfg}, default="vllm-messages")
session = _make_session(registry=registry, model_alias="vllm-messages")
provider = create_provider("anthropic-compatible")
caps = session._resolve_capabilities(
provider, "deepseek-ai/DeepSeek-V4-Flash", "vllm-messages"
)
assert caps.supports_mid_conversation_system is True
assert caps.context_window == 131072
# Untouched fields keep the compat-lane defaults.
assert caps.token_param == "max_tokens"
assert caps.thinking_mode == "none"
assert caps.supports_web_search is False
assert caps.supports_vision is False
def test_session_extra_params_gate(self, tmp_db: Any) -> None:
"""server_compat extra_body forwards for the compat lane, not real Anthropic."""
from turnstone.core.model_registry import ModelConfig, ModelRegistry
from turnstone.core.providers import create_provider
session = _make_session(reasoning_effort="medium")
cfg = ModelConfig(
alias="vllm-messages",
base_url="http://localhost:8000",
api_key="dummy",
model="deepseek-ai/DeepSeek-V4-Flash",
provider="anthropic-compatible",
server_compat={"extra_body": {"chat_template_kwargs": {"thinking": False}}},
)
session._registry = ModelRegistry(models={"vllm-messages": cfg}, default="vllm-messages")
session._model_alias = "vllm-messages"
session._provider = create_provider("anthropic-compatible")
assert session._provider_extra_params() == {"chat_template_kwargs": {"thinking": False}}
session._provider = create_provider("anthropic")
assert session._provider_extra_params() is None
# ===========================================================================
# TestLiveCompatStream
# ===========================================================================
@pytest.mark.live
@pytest.mark.skipif(
not os.environ.get("TURNSTONE_LIVE_ANTHROPIC_COMPAT_URL"),
reason="TURNSTONE_LIVE_ANTHROPIC_COMPAT_URL not set",
)
class TestLiveCompatStream:
"""One real streamed turn against a vLLM /v1/messages endpoint."""
def test_live_compat_streamed_turn(self) -> None:
from turnstone.core.providers import create_client, create_provider
base_url = os.environ["TURNSTONE_LIVE_ANTHROPIC_COMPAT_URL"]
model = os.environ.get(
"TURNSTONE_LIVE_ANTHROPIC_COMPAT_MODEL", "deepseek-ai/DeepSeek-V4-Flash"
)
client = create_client("anthropic-compatible", base_url=base_url, api_key="dummy")
provider = create_provider("anthropic-compatible")
chunks = list(
provider.create_streaming(
client=client,
model=model,
messages=[{"role": "user", "content": "Reply with the single word: pong"}],
max_tokens=64,
extra_params={"chat_template_kwargs": {"thinking": False}},
)
)
content = "".join(c.content_delta or "" for c in chunks)
assert content.strip()
assert any(c.finish_reason for c in chunks)
assert any(c.usage is not None for c in chunks)
assert not any(c.reasoning_delta for c in chunks)
+336 -24
View File
@@ -2259,28 +2259,36 @@ class TestCoordinatorMemoryScope:
be steered by attackers, so the coord scope must NOT become a delivery
channel that injects child-controlled text into the parent's system
message.
The scope is keyed by the coordinator's creator ``user_id`` (NOT its
ws_id), so the namespace is durable: every coordinator session the
same user runs shares it. The containment gate is the session KIND
children share the parent's user_id and must still be rejected.
"""
def test_coordinator_session_resolves_to_own_ws_id(self, tmp_db):
def test_coordinator_session_resolves_to_user_id(self, tmp_db):
from turnstone.core.session import ChatSession
from turnstone.core.workstream import WorkstreamKind
session = _make_session(
ws_id="coord-1",
user_id="user-1",
kind=WorkstreamKind.COORDINATOR,
)
assert isinstance(session, ChatSession) # type narrow
assert session._resolve_scope_id("coordinator") == "coord-1"
assert session._resolve_scope_id("coordinator") == "user-1"
def test_child_session_resolves_empty(self, tmp_db):
"""A child interactive ws of a coord does NOT inherit the
coord's scope_id — the row is private to the coord. Children
get an empty scope_id which ``_validate_scope`` translates into
an explicit reject."""
"""A child interactive ws of a coord does NOT inherit the coord
scope even though it shares the coord's ``user_id`` — the gate
is the session kind, not the scope_id value. Children get an
empty scope_id which ``_validate_scope`` translates into an
explicit reject."""
from turnstone.core.workstream import WorkstreamKind
session = _make_session(
ws_id="child-a",
user_id="user-1", # same user as the parent coord
kind=WorkstreamKind.INTERACTIVE,
parent_ws_id="coord-1",
)
@@ -2288,11 +2296,13 @@ class TestCoordinatorMemoryScope:
def test_top_level_interactive_resolves_empty(self, tmp_db):
"""An IC session with no parent also has no coord context — same
empty scope_id, same explicit reject from ``_validate_scope``."""
empty scope_id, same explicit reject from ``_validate_scope``
even when authenticated as a user who owns coordinators."""
from turnstone.core.workstream import WorkstreamKind
session = _make_session(
ws_id="ws-top",
user_id="user-1",
kind=WorkstreamKind.INTERACTIVE,
parent_ws_id=None,
)
@@ -2332,6 +2342,7 @@ class TestCoordinatorMemoryScope:
session = _make_session(
ws_id="coord-1",
user_id="user-1",
kind=WorkstreamKind.COORDINATOR,
)
assert session._validate_scope("coordinator", "call_1") is None
@@ -2339,11 +2350,13 @@ class TestCoordinatorMemoryScope:
def test_prepare_memory_save_accepts_coord_scope_for_coord(self, tmp_db):
"""The ``save`` action's preparer must round-trip
scope='coordinator' through to the execute item with scope_id
resolved to the coord's own ws_id."""
resolved to the coord's creator user_id (the durable per-user
namespace key)."""
from turnstone.core.workstream import WorkstreamKind
session = _make_session(
ws_id="coord-1",
user_id="user-1",
kind=WorkstreamKind.COORDINATOR,
)
item = session._prepare_memory(
@@ -2357,16 +2370,19 @@ class TestCoordinatorMemoryScope:
)
assert "error" not in item
assert item["scope"] == "coordinator"
assert item["scope_id"] == "coord-1"
assert item["scope_id"] == "user-1"
def test_prepare_memory_save_rejects_coord_scope_for_child(self, tmp_db):
"""Children's memory(action='save', scope='coordinator') must
return an error item, not silently downgrade to a different
scope and not write into the coord's namespace."""
scope and not write into the coord's namespace. The child
shares the parent's user_id — exactly the credentials a
user-keyed scope would accept if kind weren't the gate."""
from turnstone.core.workstream import WorkstreamKind
session = _make_session(
ws_id="child-a",
user_id="user-1", # same user as the parent coord
kind=WorkstreamKind.INTERACTIVE,
parent_ws_id="coord-1",
)
@@ -2383,10 +2399,10 @@ class TestCoordinatorMemoryScope:
assert "coordinator" in item["error"]
def test_coord_save_visible_only_to_coord(self, tmp_db):
"""A coord-scope memory must be visible to the coord but
NOT to its children, NOT to other coords' children, and NOT to
unrelated top-level IC sessions. The coord-scope row is
private to the coord that owns it."""
"""A coord-scope memory must be visible to its user's coordinator
sessions (ALL of them the namespace is per-user durable) but
NOT to children (same user!), NOT to unrelated IC sessions, and
NOT to another user's coordinators."""
from turnstone.core.memory import save_structured_memory
from turnstone.core.workstream import WorkstreamKind
@@ -2394,21 +2410,33 @@ class TestCoordinatorMemoryScope:
"private_plan",
"internal coord notes",
scope="coordinator",
scope_id="coord-1",
scope_id="user-1",
)
coord = _make_session(
ws_id="coord-1",
user_id="user-1",
kind=WorkstreamKind.COORDINATOR,
)
# The coord sees its own row.
# The coord sees its user's row.
coord_visible = {m["name"] for m in coord._list_visible_memories()}
assert "private_plan" in coord_visible
# Children of the SAME coord don't see it — closes the
# prompt-injection lane.
# A LATER coordinator session of the same user (fresh ws_id)
# sees the same row — this is the persistence the per-user
# keying buys; under ws_id keying this set was always empty.
coord_next = _make_session(
ws_id="coord-9",
user_id="user-1",
kind=WorkstreamKind.COORDINATOR,
)
assert "private_plan" in {m["name"] for m in coord_next._list_visible_memories()}
# Children of the SAME coord — same user_id — don't see it.
# Closes the prompt-injection lane: kind is the gate.
child = _make_session(
ws_id="child-a",
user_id="user-1",
kind=WorkstreamKind.INTERACTIVE,
parent_ws_id="coord-1",
)
@@ -2418,15 +2446,17 @@ class TestCoordinatorMemoryScope:
# Children of a DIFFERENT coord don't see it (cross-coord).
unrelated_child = _make_session(
ws_id="child-b",
user_id="user-2",
kind=WorkstreamKind.INTERACTIVE,
parent_ws_id="coord-2",
)
unrelated_child_visible = {m["name"] for m in unrelated_child._list_visible_memories()}
assert "private_plan" not in unrelated_child_visible
# A different coord doesn't see another coord's row.
# Another USER's coordinator doesn't see this user's rows.
other_coord = _make_session(
ws_id="coord-2",
user_id="user-2",
kind=WorkstreamKind.COORDINATOR,
)
other_coord_visible = {m["name"] for m in other_coord._list_visible_memories()}
@@ -2463,9 +2493,10 @@ class TestCoordinatorMemoryScope:
kind=WorkstreamKind.COORDINATOR,
)
visible = {m["name"] for m in coord._list_visible_memories()}
# The coord's own ws_id matching workstream-scope rows must NOT
# leak in — coord and IC use different scopes even if their
# ids could collide on synthetic test inputs.
# ``user_note`` is the sharpest case now: its scope_id
# ("user-1") is IDENTICAL to the coord's coordinator scope_id —
# the scope COLUMN is what keeps the namespaces disjoint. Same
# for ``ws_note`` matching the coord's ws_id.
assert "ws_note" not in visible
assert "user_note" not in visible
assert "global_note" not in visible
@@ -2489,7 +2520,7 @@ class TestCoordinatorMemoryScope:
"coord_x",
"orchestration content",
scope="coordinator",
scope_id="coord-1",
scope_id="user-1",
)
coord = _make_session(
@@ -2527,6 +2558,7 @@ class TestCoordinatorMemoryScope:
coord = _make_session(
ws_id="coord-1",
user_id="user-1",
kind=WorkstreamKind.COORDINATOR,
)
item = coord._prepare_memory(
@@ -2535,7 +2567,7 @@ class TestCoordinatorMemoryScope:
)
assert "error" not in item
assert item["scope"] == "coordinator"
assert item["scope_id"] == "coord-1"
assert item["scope_id"] == "user-1"
def test_coord_implicit_walk_only_coordinator(self, tmp_db):
"""Coord ``memory(action='get')`` with no explicit scope must
@@ -2546,6 +2578,7 @@ class TestCoordinatorMemoryScope:
coord = _make_session(
ws_id="coord-1",
user_id="user-1",
kind=WorkstreamKind.COORDINATOR,
)
item = coord._prepare_memory(
@@ -2574,6 +2607,110 @@ class TestCoordinatorMemoryScope:
scopes = [s for s, _ in item["scopes_to_try"]]
assert scopes == ["workstream", "user", "global"]
def test_coord_memory_persists_across_sessions(self, tmp_db):
"""End-to-end through the real save lane: a memory saved by one
coordinator session is readable by a LATER coordinator session
of the same user (fresh ws_id) the regression this scope
redesign exists to fix. Under ws_id keying the second session
was born into an empty namespace every time."""
from turnstone.core.workstream import WorkstreamKind
first = _make_session(
ws_id="coord-old",
user_id="user-1",
kind=WorkstreamKind.COORDINATOR,
)
item = first._prepare_memory(
"call_1",
{
"action": "save",
"name": "deploy_runbook",
"content": "drain node before rotating certs",
"scope": "coordinator",
},
)
assert "error" not in item
result = item["execute"](item)
assert "Saved" in str(result) or "saved" in str(result).lower()
# Brand-new coordinator session, new ws_id, same user.
second = _make_session(
ws_id="coord-new",
user_id="user-1",
kind=WorkstreamKind.COORDINATOR,
)
get_item = second._prepare_memory(
"call_2",
{"action": "get", "name": "deploy_runbook"},
)
assert "error" not in get_item
out = str(get_item["execute"](get_item))
assert "drain node before rotating certs" in out
def test_coordinator_session_requires_user_id(self, tmp_db):
"""Anonymous coordinators must not be constructible: the
constructor is the host-independent choke point (create,
rehydrate, and any future host all pass through it). An empty
user_id would otherwise key the durable scope on ``""``
one namespace shared by every unauthenticated session and
mint child-spawn tokens for a phantom principal."""
import pytest
from turnstone.core.workstream import WorkstreamKind
with pytest.raises(ValueError, match="authenticated user_id"):
_make_session(
ws_id="coord-anon",
kind=WorkstreamKind.COORDINATOR,
)
with pytest.raises(ValueError, match="authenticated user_id"):
_make_session(
ws_id="coord-anon",
user_id="",
kind=WorkstreamKind.COORDINATOR,
)
def test_validate_scope_backstop_rejects_unauthenticated_coord(self, tmp_db):
"""Defense-in-depth behind the constructor guard: if a session
ever reaches the memory layer as an unauthenticated coordinator
(test double, future host bypass), the save lane is refused at
validation and scope resolution stays empty/fail-closed."""
from turnstone.core.workstream import WorkstreamKind
coord = _make_session(
ws_id="coord-1",
user_id="user-1",
kind=WorkstreamKind.COORDINATOR,
)
coord._user_id = "" # simulate a constructor-bypassing double
err = coord._validate_scope("coordinator", "call_1")
assert err is not None
assert "requires authenticated user identity" in err["error"]
assert coord._coordinator_scope_id() == ""
item = coord._prepare_memory(
"call_1",
{"action": "save", "name": "x", "content": "y", "scope": "coordinator"},
)
assert "error" in item
# The implicit read lane must fail closed too: the storage
# helpers treat a falsy scope_id as "no scope_id filter", so
# ("coordinator", "") would otherwise read EVERY user's
# coordinator rows. Seed another user's row and prove the
# unauthenticated double sees nothing, not everything.
from turnstone.core.memory import save_structured_memory
save_structured_memory(
"other_users_row",
"must not leak",
scope="coordinator",
scope_id="user-9",
)
assert coord._visible_scopes() == []
assert coord._visible_memory_count() == 0
assert coord._list_visible_memories() == []
assert coord._search_visible_memories("leak") == []
class TestMemoryToolAudit:
"""Mutating memory tool actions emit audit rows.
@@ -2913,6 +3050,181 @@ class TestMemoryCompositionDeferral:
assert session._system_composed_with_context is False
class TestMemoryAccessTouch:
"""Access metadata (``access_count`` / ``last_accessed``) moves only when
the model actually sees a memory: the injected top-k during composition,
and explicit search/get reads via the memory tool. Save/list and the
wider candidate pool must NOT bump the counter.
"""
@staticmethod
def _access_count(name: str, scope: str = "global", scope_id: str = "") -> int:
from turnstone.core.storage import get_storage
mem = get_storage().get_structured_memory_by_name(name, scope, scope_id)
assert mem is not None, f"memory {name!r} not found"
return int(mem["access_count"])
@staticmethod
def _save(name: str, content: str) -> None:
from turnstone.core.memory import save_structured_memory
save_structured_memory(name, content, scope="global")
@staticmethod
def _empty_session() -> ChatSession:
"""A session whose __init__ composed before any memory existed.
The constructor composes the system prefix once; building it before
the memories are saved keeps that first (empty) compose from touching
rows, so the tests observe only the turn-driven recompose below.
"""
return _make_session(ws_id="ws-1", user_id="user-1")
@staticmethod
def _compose_turn(session: ChatSession, query: str) -> None:
"""Drive one user turn's worth of composition.
Mirrors ``send``: a fresh user turn invalidates the per-turn memory
caches, then the prefix recomposes against the new query.
"""
session._invalidate_memory_cache()
session.messages.append(turn_from_dict({"role": "user", "content": query}))
session._init_system_messages()
def test_composition_touches_injected_memories(self, tmp_db):
session = self._empty_session()
self._save("kafka_runbook", "restart the kafka broker pods")
self._save("kafka_alerts", "kafka consumer lag alert thresholds")
self._compose_turn(session, "how do I restart kafka")
# Both query-matching memories were injected, so both got touched once.
assert self._access_count("kafka_runbook") == 1
assert self._access_count("kafka_alerts") == 1
def test_composition_skips_unmatched_candidates(self, tmp_db):
"""The candidate pool is a superset of the injected set — a memory
that loses BM25 ranking (no query overlap) must NOT be touched."""
session = self._empty_session()
self._save("kafka_runbook", "restart the kafka broker pods")
self._save("garden_notes", "tomato watering schedule midsummer")
self._compose_turn(session, "restart kafka broker pods status")
# The matching memory was injected and touched.
assert self._access_count("kafka_runbook") == 1
# The non-matching one was a candidate but never injected.
assert self._access_count("garden_notes") == 0
# Sanity: it really was in the visible candidate pool.
visible = {m["name"] for m in session._list_visible_memories()}
assert "garden_notes" in visible
def test_composition_touches_each_memory_once_per_turn(self, tmp_db):
"""``_init_system_messages`` runs many times within a turn (tool
results, MCP refresh); the injected set must be touched at most once
per memory between user turns, not once per recompose."""
session = self._empty_session()
self._save("kafka_runbook", "restart the kafka broker pods")
self._compose_turn(session, "how do I restart kafka")
# Several mid-turn recomposes (no new user turn between them).
session._init_system_messages()
session._init_system_messages()
assert self._access_count("kafka_runbook") == 1
# A genuinely new turn lets the same memory be counted again.
self._compose_turn(session, "kafka again please")
assert self._access_count("kafka_runbook") == 2
def test_composition_touches_exactly_the_injected_keys(self, tmp_db):
"""Spy the touch boundary and assert the keys match the names the
composer rendered into the ``<memories>`` block exactly, not the
candidate pool."""
session = self._empty_session()
self._save("kafka_runbook", "restart the kafka broker pods")
self._save("garden_notes", "tomato watering schedule midsummer")
session._invalidate_memory_cache()
session.messages.append(
turn_from_dict({"role": "user", "content": "restart kafka broker pods status"})
)
touched: list[tuple[str, str, str]] = []
with patch(
"turnstone.core.session.touch_structured_memories",
side_effect=lambda keys: touched.extend(keys),
):
session._init_system_messages()
joined = "\n".join(m["content"] for m in session.system_messages if m["role"] == "system")
touched_names = {name for name, _, _ in touched}
assert touched_names == {"kafka_runbook"}
assert '<memory name="kafka_runbook"' in joined
assert '<memory name="garden_notes"' not in joined
def test_composition_survives_touch_storage_error(self, tmp_db):
"""A storage blow-up inside the touch must not break composition —
the facade swallows it and the memory block still lands."""
from turnstone.core.storage import get_storage
session = self._empty_session()
self._save("kafka_runbook", "restart the kafka broker pods")
session._invalidate_memory_cache()
session.messages.append(
turn_from_dict({"role": "user", "content": "how do I restart kafka"})
)
with patch.object(
get_storage(),
"touch_structured_memories",
side_effect=RuntimeError("storage exploded"),
):
session._init_system_messages()
joined = "\n".join(m["content"] for m in session.system_messages if m["role"] == "system")
assert '<memory name="kafka_runbook"' in joined
def test_search_action_touches_returned_hits(self, tmp_db):
session = self._empty_session()
self._save("kafka_runbook", "restart the kafka broker pods")
item = session._prepare_memory("call_1", {"action": "search", "query": "kafka"})
assert "error" not in item
session._exec_memory(item)
assert self._access_count("kafka_runbook") == 1
def test_get_action_touches_fetched_memory(self, tmp_db):
session = self._empty_session()
self._save("kafka_runbook", "restart the kafka broker pods")
item = session._prepare_memory(
"call_1", {"action": "get", "name": "kafka_runbook", "scope": "global"}
)
assert "error" not in item
session._exec_memory(item)
assert self._access_count("kafka_runbook") == 1
def test_get_miss_touches_nothing(self, tmp_db):
session = self._empty_session()
self._save("kafka_runbook", "restart the kafka broker pods")
item = session._prepare_memory(
"call_1", {"action": "get", "name": "no_such_mem", "scope": "global"}
)
_, msg = session._exec_memory(item)
assert "not found" in msg
# The existing row must not be collaterally touched by a miss.
assert self._access_count("kafka_runbook") == 0
def test_list_action_does_not_touch(self, tmp_db):
session = self._empty_session()
self._save("kafka_runbook", "restart the kafka broker pods")
item = session._prepare_memory("call_1", {"action": "list"})
session._exec_memory(item)
assert self._access_count("kafka_runbook") == 0
def test_save_action_does_not_touch_access_count(self, tmp_db):
"""The save action handler itself must not bump ``access_count`` —
that counter is read traffic only. (The recompose a save triggers
may surface the row via the composition path; that is exercised by
the composition tests. Suppressed here to isolate the handler.)"""
session = self._empty_session()
item = session._prepare_memory(
"call_1",
{"action": "save", "name": "kafka_runbook", "content": "x", "scope": "global"},
)
with patch.object(session, "_init_system_messages"):
session._exec_memory(item)
assert self._access_count("kafka_runbook") == 0
class TestMetacognitiveBuffers:
"""Nudges drain through advisory channels, not the system message."""
+166 -16
View File
@@ -330,6 +330,63 @@ def test_step3_rail_manage_builds_from_admin_seam() -> None:
assert "aria-expanded" in body, "collapsible group heads must expose aria-expanded"
def test_rail_manage_row_badge_hook() -> None:
"""rail.js owns a GENERIC Manage-row count badge — `setRowBadge(tabKey, count,
label?)` stamps a glyph+count chip on a tab row (DS warn `.rail-badge`), and so
a COLLAPSED group never hides the signal, mirrors the group's running total onto
its head. rail.js stays agnostic about what the count means (no consent
specifics here); a subsystem drives it. `mountManage` registers the row/head
refs and re-applies live counts across a (re)mount. This is the re-homing
target for the MCP consent badge after its settings-gear host was deleted."""
body = _RAIL_JS.read_text(encoding="utf-8")
assert "export function setRowBadge(tabKey, count, label)" in body, (
"rail must export the generic setRowBadge hook (mechanism, not meaning)"
)
# The chip pairs colour with a glyph (never colour alone — chip-contrast rule).
assert "rail-badge" in body and '""' in body, (
"the badge must carry a ⚠ glyph alongside the count (not colour alone)"
)
# The collapsed-group head must carry the group total so a hidden row's signal
# still surfaces — pin the head propagation + the per-group sum.
assert "function _groupCount(" in body, "the head badge must sum the group's tab counts"
assert "_groupEls" in body and "_rowEls" in body, (
"mountManage must register row + owning-group-head refs for the badge hook"
)
assert "_reapplyBadges()" in body, (
"a (re)mount must re-apply any live badge state (the refs are rebuilt)"
)
# rail.js stays agnostic — the hook takes a generic tabKey/count, with no
# consent-specific endpoint, fetch, or branch (an explanatory comment naming a
# sample caller is fine; logic is not). `setRowBadge` itself never fetches.
badge_fn = body[body.index("export function setRowBadge") :]
badge_fn = badge_fn[: badge_fn.index("\n}\n") + 3]
assert "fetch" not in badge_fn and "/v1/" not in badge_fn, (
"the generic badge hook must not reach into a subsystem (no fetch / endpoint)"
)
# No colour-only treatment: the chip uses DS warn tokens AND a glyph.
css = _SHELL_CSS.read_text(encoding="utf-8")
assert ".rail-badge" in css, "shell.css must carry the .rail-badge chip rule"
badge_block = css[css.index(".rail-badge") :]
badge_block = badge_block[: badge_block.index("\n.grp") if "\n.grp" in badge_block else 800]
assert "var(--warn" in badge_block, (
"the badge chip must use the DS --warn family (theme-flips by construction)"
)
assert "#" not in badge_block, "the badge chip must be token-only (no hex) so themes flip"
def test_shell_bridges_setrowbadge_for_classic_subsystems() -> None:
"""shell.js is the ESM module bridge: a classic-script subsystem (the
standalone consent badge in ui/static/app.js) can't import rail.js, so the
shell re-exports `setRowBadge` on the `window.TS_SHELL` seam. Pin the import
and the seam so the bridge can't be silently dropped (which would re-break the
badge the same way the gear deletion did)."""
body = _SHELL_JS.read_text(encoding="utf-8")
assert 'setRowBadge } from "./rail.js"' in body, "shell must import setRowBadge from rail.js"
assert "notifySessionClosed, setRowBadge }" in body, (
"TS_SHELL must expose setRowBadge for classic subsystems (the consent-badge bridge)"
)
def test_step3_admin_seam_and_thin_show_admin() -> None:
"""admin.js exposes the TS_ADMIN seam (IA + shared perm gate + active-tab +
openTab) and showAdmin is now a thin delegator that opens the singleton
@@ -615,7 +672,7 @@ def test_step7_live_tab_state_glyphs() -> None:
)
assert "this.stateful" in pane, "ShellPane must carry the stateful flag"
shell = _SHELL_JS.read_text(encoding="utf-8")
assert 'import { mountRail, mountManage, glyph } from "./rail.js"' in shell, (
assert 'import { mountRail, mountManage, glyph, setRowBadge } from "./rail.js"' in shell, (
"the shell must import the rail's glyph builder (one source for tab + rail)"
)
assert "function stateForWs(" in shell and "function paintConvTabs(" in shell
@@ -629,17 +686,107 @@ def test_step7_live_tab_state_glyphs() -> None:
assert ".tab .tab-glyph" in css, "the tab-glyph spacing rule must apply to static + live glyphs"
def test_step7_new_tab_launcher_button() -> None:
"""Step 7 #3: the tab bar's right tail carries a [+] new-session button that
focuses the persona launcher (the Dashboard pane hosts it; a new session needs
a task prompt so it composes there). Cross-deployment via showHome with an
openPane fallback; reuses the scaffold's .tab-add styling."""
def test_split_view_controls() -> None:
"""The revived split-view's affordance surface: Split right / Split down /
Unsplit buttons in the tab-bar tail (they REPLACED the redundant [+] the
permanent Dashboard tab is the launcher). Deliberately NO contextmenu
override (the pre-L-shell split UI hijacked right-click); denials surface
as a toast with the manager's reason."""
shell = _SHELL_JS.read_text(encoding="utf-8")
assert 'make("button", "tab-add")' in shell, "the [+] new-tab button must exist"
assert "shell.tail.append(addTab)" in shell, "the [+] lives in the right-floated tail slot"
assert "window.showHome()" in shell, "[+] must focus the persona launcher (showHome)"
assert 'tbBtn("tb-split", "", "Split right")' in shell
assert 'tbBtn("tb-split tb-split--down", "", "Split down")' in shell
assert 'pm.splitFocused("right")' in shell and 'pm.splitFocused("down")' in shell
assert "pm.unsplit()" in shell, "the Unsplit button must call pm.unsplit"
assert "unsplitBtn.hidden = !pm.isSplit()" in shell, (
"Unsplit only shows while split (synced via onActiveChange)"
)
assert "shell.tail.append(splitRightBtn, splitDownBtn, unsplitBtn)" in shell
# The [+] is gone with its showHome/focusLauncher plumbing kept out.
assert "tab-add" not in shell, "the [+] new-tab button was replaced by the split controls"
css = _SHELL_CSS.read_text(encoding="utf-8")
assert ".tab-add" in css, "the .tab-add button style must exist (from the scaffold)"
assert ".tb-split" in css and ".tb-split--down .tb-glyph" in css, (
"split buttons styled; the down variant rotates the GLYPH (not the button)"
)
assert "tab-add" not in css, "the dead .tab-add style must not survive"
def test_pane_manager_split_engine() -> None:
"""The split-view engine in PaneManager: an optional binary layout tree
(null = the pre-feature single-pane behaviour, bit-for-bit). Visible panes
are positioned by inline % insets NEVER reparented, so live stream DOM,
scroll state and media survive every layout change. Tabs stay global:
active = the focused cell, a backgrounded tab swaps into it, a click inside
a visible pane focuses its cell. Separators resize by drag AND keyboard
(role=separator + aria-value*); the tree persists in the working-set blob
and rehydrate prunes leaves whose pane did not restore."""
pane = _PANE_JS.read_text(encoding="utf-8")
# public surface (splitFocused takes an optional explicit fill — openPaneBeside)
assert "splitFocused(dir, fillId)" in pane
assert "unsplit()" in pane and "isSplit()" in pane
# no reparenting: layout is applied as % insets on the pane elements
assert 'p.el.style.left = r.x * 100 + "%"' in pane
# the focused-cell swap + pure focus move both live in activate()
assert "this._leafFor(paneId)" in pane and "target.paneId = paneId" in pane
# close() collapses the cell and prefers the absorbing sibling as fallback
assert "_collapseLeaf(leaf)" in pane and "preferFallback" in pane
# auto-fill source: most-recently-focused backgrounded pane
assert "_nextBackgroundPane()" in pane and "this._mru" in pane
# separators: ARIA + keyboard + pointer-capture drag, ratio bounds from the
# split node's OWN px region (nested splits clamp against their own space)
assert 'setAttribute("role", "separator")' in pane
assert "setPointerCapture" in pane and "_ratioBounds(node)" in pane
assert '"aria-valuenow"' in pane and "ArrowRight" in pane
# the ARIA range mirrors the REAL clamp (_ratioBounds per handle in the
# _applyLayout loop) — never a hard-coded constant
assert "this._ratioBounds(h.node)" in pane
assert '"aria-valuemin"' in pane and '"aria-valuemax"' in pane
assert 'setAttribute("aria-valuemin", "10")' not in pane
# limits: cell minimums + cap (the old ui/static ceiling, kept)
assert "SPLIT_MAX_CELLS = 6" in pane
assert "SPLIT_MIN_W = 200" in pane and "SPLIT_MIN_H = 150" in pane
# persistence: layout rides the working-set blob; restore prunes dead leaves
assert "state.layout = this._serializeLayout(this._layout)" in pane
assert "_restoreLayout(data)" in pane and "seen.has(d.paneId)" in pane
# the visible-but-unfocused tab marker
assert 'classList.toggle("shown"' in pane
# per-pane ✕: split mode hides ONE cell keeping the tab (closeCell);
# single-pane it closes the pane (withheld from non-closable) — the click
# decides at click time, the label tracks the mode. Manager-injected into
# the pane SECTION (content untouched), removed via _clearCellStyle.
assert "closeCell(paneId)" in pane and "_refreshCellChips()" in pane
assert 'b.className = "cell-unsplit"' in pane
assert '"Close pane"' in pane, "the single-pane chip mode"
# mode-DISTINCT glyphs (designer P1: identical signifier + locus with a
# reversible/destructive divergence is a mode-error trap)
assert 'b.textContent = multi ? "" : ""' in pane
assert '"cell-unsplit--close"' in pane
assert "this._removeCellChip(pane)" in pane
# open-beside: the coordinator child-link placement (split right of the
# focused cell, degrade to the plain swap on deny)
assert "openPaneBeside(type, id, extra)" in pane
assert 'this.splitFocused("right", paneId)' in pane
css = _SHELL_CSS.read_text(encoding="utf-8")
assert ".panes--split > section.pane" in css, (
"split cells must target section.pane ONLY — the interactive pane's inner "
"div also carries .pane (the step-5b lesson)"
)
assert ".split-handle" in css and "col-resize" in css and "row-resize" in css
assert ".tab.shown:not(.active)" in css, "the visible-but-unfocused tab marker"
# the focused ring rides an ::after OVERLAY — an inset shadow on the
# section itself paints UNDER edge-touching children (the status-bar
# occlusion bug); the ::before bar sits above the ring line
assert ".panes--split > section.pane.split-focused::after" in css
assert ".cell-unsplit" in css, "the per-cell hide-from-split chip style"
assert ".cell-unsplit--close:hover" in css, "destructive mode telegraphs on hover"
# the pane is the chip's containing block in BOTH modes — unpositioned,
# the single-pane chip anchored to the VIEWPORT (offsetParent <body>)
assert ".panes > section.pane" in css
# pane-hosted coordinator sidebar drops below the chip's corner lane —
# the chip sat exactly on the Children refresh button (user report)
coord_chrome = (_ROOT / "turnstone/console/static/coordinator/coord-chrome.css").read_text(
encoding="utf-8"
)
assert ".pane-body.coord-chrome-root #coord-sidebar.sidebar" in coord_chrome
def test_step7_auth_gated_open_pane() -> None:
@@ -741,15 +888,18 @@ def test_interactive_pane_dead_session_revive() -> None:
)
def test_shell_marks_pane_dead_on_ws_closed() -> None:
"""Tier-1 ws_closed → the open pane stops reconnect-polling a session that
is GONE and shows the reconnect affordance immediately (the console keeps
the tab unlike the standalone, which closes the pane outright)."""
def test_shell_closes_pane_on_ws_closed() -> None:
"""Tier-1 ws_closed → the open pane CLOSES outright (tab gone; a split
cell collapses onto its sibling) the coordinator-closes-its-child flow,
matching the standalone's pane-auto-close. The dead-BANNER lane survives
for streams that die WITHOUT a ws_closed (node crash / network), where the
session may still be revivable."""
shell = _SHELL_JS.read_text(encoding="utf-8")
assert "const notifySessionClosed = (wsId)" in shell
assert 'pm.getPane("interactive", wsId)' in shell
assert "p._ctl.markDead()" in shell
assert "window.TS_SHELL = { panes: pm, caps, notifySessionClosed }" in shell, (
assert "if (p) pm.close(p.id)" in shell, "ws_closed closes the pane, not mark-dead"
assert "showDeadBanner" in shell, "the banner lane must survive for non-closed deaths"
assert "window.TS_SHELL = { panes: pm, caps, notifySessionClosed, setRowBadge }" in shell, (
"the seam must be exported on TS_SHELL for the console's Tier-1 handler"
)
app = _CONSOLE_APP.read_text(encoding="utf-8")
+2
View File
@@ -361,6 +361,7 @@ def test_chatsession_coordinator_kind_excludes_interactive_tools(tmp_db):
temperature=0.5,
max_tokens=4096,
tool_timeout=30,
user_id="user-1", # the constructor refuses anonymous coordinators
kind="coordinator",
)
names = {t["function"]["name"] for t in sess._tools}
@@ -401,6 +402,7 @@ def test_chatsession_coordinator_kind_does_not_merge_mcp_tools(tmp_db):
temperature=0.5,
max_tokens=4096,
tool_timeout=30,
user_id="user-1", # the constructor refuses anonymous coordinators
kind="coordinator",
mcp_client=mcp_client,
)
+1 -1
View File
@@ -1,3 +1,3 @@
"""turnstone - Multi-node AI orchestration platform with tool use, agent routing, and cluster simulation."""
__version__ = "1.6.0"
__version__ = "1.6.4"
+48
View File
@@ -439,6 +439,44 @@ def _discover_console_url() -> str:
# ---------------------------------------------------------------------------
def _cmd_orphan_conversations(args: argparse.Namespace) -> None:
"""Scan for (and with --delete purge) conversation rows whose workstream is gone."""
storage = _get_storage(args)
orphans = storage.list_orphan_conversations()
if not orphans:
print("No orphan conversation rows.")
return
width = max(len(o["ws_id"]) for o in orphans)
print(f"{'ws_id':<{width}} {'rows':>5} {'refs':>4} first last")
for o in orphans:
print(
f"{o['ws_id']:<{width}} {o['rows']:>5} {o['attachment_refs']:>4} "
f"{(o['first'] or '')[:10]} {(o['last'] or '')[:10]}"
)
total_rows = sum(o["rows"] for o in orphans)
total_refs = sum(o["attachment_refs"] for o in orphans)
print(
f"\n{len(orphans)} orphan workstream(s), {total_rows} conversation row(s), "
f"{total_refs} attachment ref(s)."
)
if not args.delete:
print("Re-run with --delete to purge them.")
return
if not args.yes:
reply = input(f"Delete {total_rows} row(s) across {len(orphans)} workstream(s)? [y/N] ")
if reply.strip().lower() not in ("y", "yes"):
print("Aborted.", file=sys.stderr)
sys.exit(1)
result = storage.delete_orphan_conversations([o["ws_id"] for o in orphans])
summary = (
f"Purged {result['rows']} row(s) across {result['workstreams']} workstream(s); "
f"released {result['released_refs']} attachment ref(s)"
)
if result["skipped"]:
summary += f"; skipped {result['skipped']} re-registered workstream(s)"
print(summary + ".")
def _cmd_rerank_calibrate(args: argparse.Namespace) -> None:
from turnstone.core.config import get_rerank_instruction
from turnstone.core.config_store import ConfigStore
@@ -619,6 +657,15 @@ def main() -> None:
help="Write the calibration onto the model's capabilities",
)
p_orph = sub.add_parser(
"orphan-conversations",
help="Scan (and with --delete purge) conversation rows whose workstream row is gone",
)
p_orph.add_argument(
"--delete", action="store_true", help="Purge the orphans after the scan report"
)
p_orph.add_argument("--yes", action="store_true", help="Skip the interactive confirmation")
args = parser.parse_args()
if not args.command:
parser.print_help()
@@ -638,6 +685,7 @@ def main() -> None:
"set-node-metadata": _cmd_set_node_metadata,
"delete-node-metadata": _cmd_delete_node_metadata,
"export": _cmd_export,
"orphan-conversations": _cmd_orphan_conversations,
"rerank-calibrate": _cmd_rerank_calibrate,
}
dispatch[args.command](args)
+11 -2
View File
@@ -4507,9 +4507,16 @@ def _bootstrap_coord_subsystem(
return ConsoleCoordinatorUI(ws_id=ws.id, user_id=ws.user_id or "")
def _coord_client_factory(ws_id: str, user_id: str) -> CoordinatorClient:
# No empty-uid fallback: CoordinatorTokenManager's contract is
# "sub — the coordinator's real creator user_id", and
# ChatSession.__init__ refuses to construct an anonymous
# coordinator before any token is minted (minting is lazy).
# Masking an empty uid as a phantom principal here would hand
# a read/write/approve + admin.coordinator token to a user
# that doesn't exist and persist its children under that name.
ttl = int(config_store.get("coordinator.session_jwt_ttl_seconds"))
tm = CoordinatorTokenManager(
user_id=user_id or "system",
user_id=user_id,
scopes=frozenset({"read", "write", "approve"}),
permissions=frozenset({"admin.coordinator"}),
secret=jwt_secret,
@@ -10210,7 +10217,9 @@ async def admin_import_mcp_config(request: Request) -> JSONResponse:
# ---------------------------------------------------------------------------
_MODEL_ALIAS_RE = re.compile(r"^[a-zA-Z0-9._-]+$")
_MODEL_PROVIDERS = frozenset({"openai", "anthropic", "openai-compatible", "google", "xai"})
_MODEL_PROVIDERS = frozenset(
{"openai", "anthropic", "openai-compatible", "anthropic-compatible", "google", "xai"}
)
_REASONING_EFFORT_CHOICES = frozenset(
{"", "none", "minimal", "low", "medium", "high", "xhigh", "max"}
)
+53 -19
View File
@@ -5596,7 +5596,8 @@ function _renderModels(items) {
? "model-provider-anthropic"
: m.provider === "google"
? "model-provider-google"
: m.provider === "openai-compatible"
: m.provider === "openai-compatible" ||
m.provider === "anthropic-compatible"
? "model-provider-compat"
: "model-provider-openai";
@@ -5896,12 +5897,16 @@ function showEditModelModal(definitionId) {
? capsObj.server_compat
: {};
// Only extract thinking_mode into the dropdown when the UI can
// represent it ("manual" or ""). Values like "adaptive" (Anthropic-
// only) stay in the raw capabilities JSON so they aren't silently
// lost on save.
// represent it ("manual" or "") AND the provider round-trips the
// dropdown on save (every provider except anthropic-compatible —
// see submitCreateModel). Unrepresentable values like "adaptive"
// and anthropic-compatible rows keep thinking_mode in the raw
// capabilities JSON so it isn't silently lost on save.
const tmVal = capsObj.thinking_mode || "";
const tmRepresentable = tmVal === "" || tmVal === "manual";
if (tmRepresentable) {
const tmCaptured =
tmRepresentable && (m.provider || "openai") !== "anthropic-compatible";
if (tmCaptured) {
document.getElementById("model-thinking-mode").value = tmVal;
document.getElementById("model-thinking-param").value =
capsObj.thinking_param || "";
@@ -5945,7 +5950,7 @@ function showEditModelModal(definitionId) {
// Remove structured fields from capabilities display — only delete
// thinking_mode/thinking_param when the UI successfully captured them.
delete capsObj.server_compat;
if (tmRepresentable) {
if (tmCaptured) {
delete capsObj.thinking_mode;
delete capsObj.thinking_param;
}
@@ -6017,10 +6022,16 @@ function submitCreateModel() {
}
}
// Thinking mode → capabilities (provider uses this to inject
// the correct chat_template_kwargs param automatically).
const providerVal = document.getElementById("model-provider").value;
// Thinking mode → capabilities. thinking_mode round-trips through the
// dropdown for every provider EXCEPT anthropic-compatible, where it
// stays in the raw capabilities JSON (mirroring the edit-load lift):
// that lane hides the dropdown row and drives reasoning via extra-body
// chat_template_kwargs, so a lingering dropdown value must never be
// persisted.
const thinkingMode = document.getElementById("model-thinking-mode").value;
if (thinkingMode) {
if (providerVal !== "anthropic-compatible" && thinkingMode) {
caps.thinking_mode = thinkingMode;
// Preserve thinking_param so Granite/DeepSeek "thinking" key
// isn't silently reverted to the default "enable_thinking".
@@ -6028,20 +6039,25 @@ function submitCreateModel() {
if (savedParam) caps.thinking_param = savedParam;
}
// Build server_compat from structured fields. Only meaningful for
// openai-compatible aliases — for other providers the section is hidden
// Build server_compat from structured fields. Only meaningful for the
// compat lanes (openai-compatible: all fields; anthropic-compatible: the
// extra-body JSON only) — for other providers the section is hidden
// but the form values can linger after a provider switch, so gate the
// whole block on the active provider to keep persisted state honest.
const serverCompat = {};
const providerVal = document.getElementById("model-provider").value;
const ebEl = document.getElementById("model-extra-body");
ebEl.removeAttribute("aria-invalid");
ebEl.style.borderColor = "";
if (providerVal === "openai-compatible") {
const serverType = document.getElementById("model-server-type").value;
if (serverType) serverCompat.server_type = serverType;
const apiSurface = document.getElementById("model-api-surface").value;
if (apiSurface) serverCompat.api_surface = apiSurface;
if (
providerVal === "openai-compatible" ||
providerVal === "anthropic-compatible"
) {
if (providerVal === "openai-compatible") {
const serverType = document.getElementById("model-server-type").value;
if (serverType) serverCompat.server_type = serverType;
const apiSurface = document.getElementById("model-api-surface").value;
if (apiSurface) serverCompat.api_surface = apiSurface;
}
const ebText = ebEl.value.trim();
if (ebText) {
try {
@@ -6516,7 +6532,11 @@ function _modelCapsRefreshBaseline() {
const provider = document.getElementById("model-provider").value;
const modelName = document.getElementById("model-name").value.trim();
const banner = document.getElementById("model-autofill");
if (!modelName || provider === "openai-compatible") {
if (
!modelName ||
provider === "openai-compatible" ||
provider === "anthropic-compatible"
) {
_modelCapsBaseline = {};
banner.hidden = true;
_modelRenderTiles();
@@ -6578,6 +6598,10 @@ const _providerDefaults = {
urlPlaceholder: "e.g. https://your-provider.com/v1",
modelPlaceholder: "GLM5",
},
"anthropic-compatible": {
urlPlaceholder: "e.g. http://your-vllm-host:8000",
modelPlaceholder: "deepseek-ai/DeepSeek-V4-Flash",
},
};
/* Update placeholders when provider changes. */
@@ -6592,8 +6616,18 @@ function _applyProviderDefaults() {
if (scSection) {
// hidden attr, not style.display — `.hatch [hidden]` is !important and
// an inline display can never un-hide it.
scSection.hidden = provider !== "openai-compatible";
scSection.hidden =
provider !== "openai-compatible" && provider !== "anthropic-compatible";
}
// Within the section, server type / API surface / thinking mode are
// openai-compatible knobs — the anthropic-compatible lane is configured
// through the extra-body JSON alone, so collapse the section to just
// that field.
const hideOpenaiOnlyRows = provider === "anthropic-compatible";
["model-server-fields-row", "model-thinking-mode-row"].forEach(function (id) {
const row = document.getElementById(id);
if (row) row.hidden = hideOpenaiOnlyRows;
});
}
/* Populate the model name datalist with known model prefixes for the
+4 -11
View File
@@ -146,9 +146,10 @@ function patchClusterState(data) {
if (typeof loadSavedCoordinators === "function") {
loadSavedCoordinators();
}
// An open pane on this session must stop reconnect-polling a stream that
// is now gone and show its reconnect affordance instead (the shell owns
// the pane lifecycle; this is the Tier-1 → pane seam).
// An open pane on this session closes with it — the coordinator just
// closed its child (or the session ended elsewhere); a lingering tab
// would only reconnect-poll a stream that is gone (the shell owns the
// pane lifecycle; this is the Tier-1 → pane seam).
if (
window.TS_SHELL &&
typeof window.TS_SHELL.notifySessionClosed === "function"
@@ -1962,14 +1963,6 @@ window.TS_APP.bucketByParent = function (list) {
window.TS_APP.buildNodeInfo = function (node) {
return buildNodeInfoFromSnapshot(node);
};
// Focus the persona launcher's composer — the [+] new-session button calls this
// after showHome so "new session" lands you ready to type (showHome alone, on the
// already-active Dashboard, is a no-op). _ensureHomeComposerInit (run by
// showHome) has set _homeCoordComposer by the time this fires.
window.TS_APP.focusLauncher = function () {
if (_homeCoordComposer && typeof _homeCoordComposer.focus === "function")
_homeCoordComposer.focus();
};
// Resolve the cluster node that should host an interactive pane's session AND
// ensure the session is loaded there before the pane streams — the node /events
// stream 404s on a ws not loaded on that node, and /history alone won't load it.

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