# client/tests/unit/test_move_applier.gd extends "res://addons/gut/test.gd" const MoveApplier = preload("res://scripts/npc/move_applier.gd") const ContentDB = preload("res://scripts/content/content_db.gd") func _m(name, args := []) -> Dictionary: return {"name": name, "args": args} func _content() -> ContentDB: var c = ContentDB.new() c.quests = {"find_the_ledger": {"id": "find_the_ledger", "name": "The Missing Ledger", "objective": "Find who took it"}} return c func test_offer_quest_adds_active_quest(): var log = CanonLog.new() MoveApplier.apply([_m("offer_quest", ["find_the_ledger"])], GameState.new(), log, _content(), "fenn") assert_true(log.has_quest("find_the_ledger")) assert_eq(log.active_quests[0].name, "The Missing Ledger") func test_reveal_marks_topic(): var gs = GameState.new() MoveApplier.apply([_m("reveal", ["varrell_twins"])], gs, CanonLog.new(), _content(), "fenn") assert_true(gs.is_revealed("varrell_twins")) func test_adjust_disposition_clamps_to_max_delta(): var gs = GameState.new() MoveApplier.apply([_m("adjust_disposition", ["+50"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.npc_dispositions.get("fenn", 0), MoveApplier.MAX_DELTA) func test_become_hostile_sets_floor(): var gs = GameState.new() MoveApplier.apply([_m("become_hostile")], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.npc_dispositions.get("fenn", 0), MoveApplier.HOSTILE_FLOOR) func test_accept_item_removes_from_inventory(): var gs = GameState.new() gs.add_item("worn_shortsword", 2) MoveApplier.apply([_m("accept_item", ["worn_shortsword"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.inventory.get("worn_shortsword", 0), 1) func test_give_item_currency_pays_the_purse(): var gs = GameState.new() MoveApplier.apply([_m("give_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.purse_copper, 10000) assert_eq(gs.inventory.size(), 0, "money is never an inventory row") func test_give_item_currency_is_not_a_one_shot_gift(): # gifts_given is a GLOBAL one-shot keyed by item id. If money were marked, an # NPC could hand over coin exactly once, ever, for the whole campaign. var gs = GameState.new() MoveApplier.apply([_m("give_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn") MoveApplier.apply([_m("give_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.purse_copper, 20000) assert_false(gs.is_gift_given("gold"), "currency is exempt from the one-shot gate") func test_give_item_real_item_still_marks_the_one_shot_gate(): var gs = GameState.new() MoveApplier.apply([_m("give_item", ["amulet"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.inventory.get("amulet", 0), 1) assert_true(gs.is_gift_given("amulet")) func test_accept_item_currency_spends_the_purse(): var gs = GameState.new() gs.grant("gold", 1) MoveApplier.apply([_m("accept_item", ["silver"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.purse_copper, 9900) func test_refuse_and_end_are_noops(): var gs = GameState.new() MoveApplier.apply([_m("refuse"), _m("end_conversation")], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.npc_dispositions.size(), 0) # --- Finding 1: a repeated currency move tag in ONE reply must not let the AI # pick an arbitrary amount by unary repetition (ยง2 breach). A currency move # (give_item/accept_item on a denomination) applies AT MOST ONCE per apply() # call, keyed on move name + denomination. func test_repeated_accept_item_silver_applies_once(): var gs = GameState.new() gs.purse_copper = 10000 MoveApplier.apply([_m("accept_item", ["silver"]), _m("accept_item", ["silver"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.purse_copper, 9900, "second accept_item(silver) tag must be a no-op") func test_repeated_give_item_gold_applies_once(): var gs = GameState.new() var moves: Array = [] for i in range(10): moves.append(_m("give_item", ["gold"])) MoveApplier.apply(moves, gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.purse_copper, 10000, "nine of the ten give_item(gold) tags must be no-ops") func test_repeated_accept_item_copper_applies_once(): var gs = GameState.new() gs.purse_copper = 47 var moves: Array = [] for i in range(47): moves.append(_m("accept_item", ["copper"])) MoveApplier.apply(moves, gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.purse_copper, 46, "46 of the 47 accept_item(copper) tags must be no-ops") func test_different_currency_moves_both_still_apply(): # Proves dedup is keyed per (move name + denomination), not per reply as a whole. var gs = GameState.new() MoveApplier.apply([_m("give_item", ["gold"]), _m("accept_item", ["silver"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.purse_copper, 9900) func test_dedup_key_is_denomination_not_just_move_name(): # Two DIFFERENT denominations under the same move name must both land. A key # of "give_item" alone would swallow the silver. var gs = GameState.new() MoveApplier.apply([_m("give_item", ["gold"]), _m("give_item", ["silver"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.purse_copper, 10100) func test_dedup_key_is_move_name_not_just_denomination(): # The same denomination under two DIFFERENT move names must both land. A key # of "gold" alone would swallow the accept, leaving 10000 instead of 0. var gs = GameState.new() MoveApplier.apply([_m("give_item", ["gold"]), _m("accept_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.purse_copper, 0) func test_repeated_non_currency_give_item_still_applies_each_time(): # Pins the scope line: real-item duplicate handling is UNCHANGED by this fix # (it stays bounded only by the cross-reply gifts_given gate, reported separately). var gs = GameState.new() MoveApplier.apply([_m("give_item", ["amulet"]), _m("give_item", ["amulet"]), _m("give_item", ["amulet"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.inventory.get("amulet", 0), 3, "non-currency give_item is out of scope for this fix") func test_repeated_non_currency_accept_item_still_applies_each_time(): var gs = GameState.new() gs.add_item("worn_shortsword", 5) MoveApplier.apply([_m("accept_item", ["worn_shortsword"]), _m("accept_item", ["worn_shortsword"])], gs, CanonLog.new(), _content(), "fenn") assert_eq(gs.inventory.get("worn_shortsword", 0), 3, "non-currency accept_item is out of scope for this fix")