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
144 lines
5.5 KiB
GDScript
144 lines
5.5 KiB
GDScript
# 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 (§2 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_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")
|