fix(currency): cap repeated currency move tags at one per reply
TagExtractor collects every [MOVE:] tag occurrence with no dedupe, and
MoveValidator is a pure membership test against available_moves, so N
copies of one legal move all pass validation. MoveApplier then looped
and applied every copy. A model could therefore pick an arbitrary
amount of money in unary by repeating one tag: [MOVE: accept_item(copper)]
x47 against a 47c purse drains it to 0; [MOVE: give_item(gold)] x10
mints +100,000c. The eight-move vocabulary (§6) takes no quantity
argument precisely so the AI cannot choose a number — this closed that
gap by another door and was a §2 breach (AI owns text, never state).
MoveApplier.apply() now tracks currency moves (give_item/accept_item on
a denomination) already applied within one call, keyed on name+denom,
and skips repeats. Non-currency moves are untouched — repeated
give_item(amulet) still yields multiple copies, which stays bounded by
the pre-existing cross-reply gifts_given gate and is a separate,
already-reported issue. move_validator.gd and tag_extractor.gd are
untouched.
Also adds the Finding-2 test the currency spec (§7) named but never
delivered: after GameState.grant("gold", 1), inventory stays empty, so
accept_item(gold) in available_moves comes only from the affordability
loop, never double-offered via the inventory.keys() loop.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
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@@ -11,9 +11,20 @@ const HOSTILE_FLOOR := -100
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static func apply(moves: Array, game_state, canon_log, content_db, npc_id: String) -> void:
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# A currency move (give_item/accept_item on a denomination) applies AT MOST
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# ONCE per reply. Without this, a model repeating one tag N times would pick
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# an arbitrary amount in unary — the AI choosing a number is a §2 breach.
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# Real-item duplicates are unaffected; that stays bounded by gifts_given.
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var currency_applied_this_reply := {} # "name(denom)" -> true
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for move in moves:
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var name: String = move.get("name", "")
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var args: Array = move.get("args", [])
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if name in ["give_item", "accept_item"] and not args.is_empty() \
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and Currency.is_currency(str(args[0])):
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var currency_key := "%s(%s)" % [name, str(args[0])]
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if currency_applied_this_reply.has(currency_key):
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continue
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currency_applied_this_reply[currency_key] = true
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match name:
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"offer_quest":
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var q: String = str(args[0])
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@@ -84,3 +84,60 @@ func test_refuse_and_end_are_noops():
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var gs = GameState.new()
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MoveApplier.apply([_m("refuse"), _m("end_conversation")], gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.npc_dispositions.size(), 0)
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# --- Finding 1: a repeated currency move tag in ONE reply must not let the AI
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# pick an arbitrary amount by unary repetition (§2 breach). A currency move
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# (give_item/accept_item on a denomination) applies AT MOST ONCE per apply()
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# call, keyed on move name + denomination.
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func test_repeated_accept_item_silver_applies_once():
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var gs = GameState.new()
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gs.purse_copper = 10000
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MoveApplier.apply([_m("accept_item", ["silver"]), _m("accept_item", ["silver"])],
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gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.purse_copper, 9900, "second accept_item(silver) tag must be a no-op")
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func test_repeated_give_item_gold_applies_once():
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var gs = GameState.new()
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var moves: Array = []
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for i in range(10):
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moves.append(_m("give_item", ["gold"]))
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MoveApplier.apply(moves, gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.purse_copper, 10000, "nine of the ten give_item(gold) tags must be no-ops")
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func test_repeated_accept_item_copper_applies_once():
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var gs = GameState.new()
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gs.purse_copper = 47
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var moves: Array = []
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for i in range(47):
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moves.append(_m("accept_item", ["copper"]))
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MoveApplier.apply(moves, gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.purse_copper, 46, "46 of the 47 accept_item(copper) tags must be no-ops")
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func test_different_currency_moves_both_still_apply():
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# Proves dedup is keyed per (move name + denomination), not per reply as a whole.
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var gs = GameState.new()
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MoveApplier.apply([_m("give_item", ["gold"]), _m("accept_item", ["silver"])],
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gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.purse_copper, 9900)
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func test_repeated_non_currency_give_item_still_applies_each_time():
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# Pins the scope line: real-item duplicate handling is UNCHANGED by this fix
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# (it stays bounded only by the cross-reply gifts_given gate, reported separately).
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var gs = GameState.new()
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MoveApplier.apply([_m("give_item", ["amulet"]), _m("give_item", ["amulet"]), _m("give_item", ["amulet"])],
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gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.inventory.get("amulet", 0), 3, "non-currency give_item is out of scope for this fix")
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func test_repeated_non_currency_accept_item_still_applies_each_time():
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var gs = GameState.new()
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gs.add_item("worn_shortsword", 5)
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MoveApplier.apply([_m("accept_item", ["worn_shortsword"]), _m("accept_item", ["worn_shortsword"])],
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gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.inventory.get("worn_shortsword", 0), 3, "non-currency accept_item is out of scope for this fix")
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@@ -66,6 +66,21 @@ func test_a_gold_coin_is_asked_for_once_affordable():
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assert_true("accept_item(gold)" in moves)
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func test_currency_never_arrives_via_the_inventory_loop():
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# §7 of the currency spec: currency never enters the inventory dict, so the
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# only accept_item(<denom>) in available_moves comes from the affordability
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# loop — never a double-offer via the inventory.keys() loop.
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var gs = GameState.new()
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gs.grant("gold", 1)
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assert_true(gs.inventory.is_empty(), "currency must never be written into inventory")
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var moves = NpcContent.available_moves(_fenn(), gs, CanonLog.new())
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var gold_offers := 0
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for m in moves:
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if m == "accept_item(gold)":
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gold_offers += 1
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assert_eq(gold_offers, 1, "accept_item(gold) must be offered exactly once")
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func test_currency_gift_is_offered_repeatedly():
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var npc := _fenn()
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npc["capabilities"]["giveable_items"] = ["copper", "amulet"]
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