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e8a61bf76f
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| acc5a7b2a2 |
@@ -11,20 +11,24 @@ 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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# ONE RULE: a move applies AT MOST ONCE PER REPLY. The tag extractor returns
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# every occurrence and the validator is a membership test, so without this a
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# model repeating a tag N times picks an amount in unary — the AI choosing a
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# number, which is the §2 breach the bounded vocabulary exists to prevent.
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# It is worth the same for real items: three give_item(amulet) tags are one
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# amulet, not three.
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var applied := {} # "name(id)" -> true
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var dispo_total := 0 # the reply's NET disposition swing, capped at MAX_DELTA
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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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# MoveValidator.ID_MOVES is the one list of moves that name a thing — those
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# are the ones a (name, id) key can dedupe. Reused, not restated.
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if name in MoveValidator.ID_MOVES and not args.is_empty():
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var key := "%s(%s)" % [name, str(args[0])]
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if applied.has(key):
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continue
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currency_applied_this_reply[currency_key] = true
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applied[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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@@ -40,9 +44,17 @@ static func apply(moves: Array, game_state, canon_log, content_db, npc_id: Strin
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"accept_item":
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game_state.take(str(args[0]), 1)
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"adjust_disposition":
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# MAX_DELTA caps the reply's NET swing, not each tag — clamping per
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# tag let three +15s move standing by 45, which is exactly the
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# "wholesale swing" the constant is here to forbid. Applied inside
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# the loop (not batched at the end) so emission order still holds
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# and a later become_hostile floors what came before it.
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var delta: int = clampi(int(str(args[0])), -MAX_DELTA, MAX_DELTA)
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var capped: int = clampi(dispo_total + delta, -MAX_DELTA, MAX_DELTA)
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var allowed: int = capped - dispo_total
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dispo_total = capped
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var cur: int = int(game_state.npc_dispositions.get(npc_id, 0))
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game_state.set_npc_disposition(npc_id, cur + delta)
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game_state.set_npc_disposition(npc_id, cur + allowed)
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"become_hostile":
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game_state.set_npc_disposition(npc_id, HOSTILE_FLOOR)
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_:
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@@ -144,18 +144,67 @@ func test_dedup_key_is_move_name_not_just_denomination():
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assert_eq(gs.purse_copper, 0)
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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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func test_repeated_give_item_applies_once_for_real_items_too():
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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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assert_eq(gs.inventory.get("amulet", 0), 1, "three tags, one amulet")
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func test_repeated_non_currency_accept_item_still_applies_each_time():
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func test_repeated_accept_item_applies_once_for_real_items_too():
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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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assert_eq(gs.inventory.get("worn_shortsword", 0), 4, "two tags, one sword taken")
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func test_different_real_items_in_one_reply_both_apply():
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var gs = GameState.new()
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MoveApplier.apply([_m("give_item", ["amulet"]), _m("give_item", ["ring"])],
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gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.inventory.get("amulet", 0), 1)
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assert_eq(gs.inventory.get("ring", 0), 1)
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func test_repeated_disposition_tags_cannot_exceed_the_per_reply_cap():
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# MAX_DELTA means "one line cannot swing standing wholesale" (§7 spirit). It was
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# clamped PER TAG, so three +15 tags moved standing by 45. The cap is per REPLY.
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var gs = GameState.new()
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MoveApplier.apply([_m("adjust_disposition", ["+15"]), _m("adjust_disposition", ["+15"]),
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_m("adjust_disposition", ["+15"])], gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.npc_dispositions.get("fenn", 0), MoveApplier.MAX_DELTA, "+45 is capped to +15")
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func test_disposition_cap_applies_to_the_net_swing():
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var gs = GameState.new()
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MoveApplier.apply([_m("adjust_disposition", ["+10"]), _m("adjust_disposition", ["+10"])],
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gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.npc_dispositions.get("fenn", 0), 15, "+20 is capped to +15")
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func test_disposition_tags_of_opposite_sign_net_out():
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# The cap is on the reply's NET swing, not on the tag count — so a walk-back
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# inside one reply still lands where the arithmetic says.
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var gs = GameState.new()
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MoveApplier.apply([_m("adjust_disposition", ["+10"]), _m("adjust_disposition", ["-4"])],
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gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.npc_dispositions.get("fenn", 0), 6)
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func test_become_hostile_still_wins_after_a_disposition_tag():
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# Moves apply in emission order — the hostile floor must not be undone by
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# batching the disposition arithmetic.
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var gs = GameState.new()
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MoveApplier.apply([_m("adjust_disposition", ["+15"]), _m("become_hostile")],
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gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.npc_dispositions.get("fenn", 0), MoveApplier.HOSTILE_FLOOR)
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func test_disposition_cap_is_per_reply_not_per_conversation():
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# Two separate replies each get a fresh MAX_DELTA budget — standing still moves
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# over a conversation, it just cannot lurch in a single line.
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var gs = GameState.new()
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MoveApplier.apply([_m("adjust_disposition", ["+15"])], gs, CanonLog.new(), _content(), "fenn")
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MoveApplier.apply([_m("adjust_disposition", ["+15"])], gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.npc_dispositions.get("fenn", 0), 30)
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@@ -210,10 +210,14 @@ model selecting a subset of a closed, six-element, state-gated set — an NPC ha
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a gold, a silver and a copper is a legal sentence — not inventing an integer. Unary
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repetition was what made it unbounded, and that is closed.
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**The same duplicate-tag path exists for non-currency moves and predates this work**
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(three `give_item(amulet)` tags yield three amulets; a repeated `offer_quest` can
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double-add a quest). It is bounded *across* replies by `gifts_given` / `has_quest`, but
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not *within* one. Deliberately left alone here — it is not a currency bug. **Open.**
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**The same duplicate-tag path existed for non-currency moves and predated this work.**
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Closed in a follow-up (`fix/duplicate-move-tags`), which generalized the rule — *any*
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move that names a thing applies at most once per reply — and so **deleted** the currency
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special-case rather than leaving two mechanisms side by side. That follow-up also found
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`MAX_DELTA` was clamped **per tag**, so three `[ADJUST_DISPOSITION: +15]` tags moved
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standing by 45; the cap is now on the reply's net swing, which is what the constant's own
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comment always claimed. (`offer_quest` and `reveal` turned out to be safe already —
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`add_quest` self-guards and `mark_revealed` is idempotent.)
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**`NpcContent.available_moves`:**
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