The tag extractor returns every occurrence of a move tag and the validator is
a pure membership test, so MoveApplier applied duplicates. A model repeating a
tag N times therefore picked an amount in unary — the AI choosing a number,
which is the §2 breach the bounded vocabulary exists to prevent.
The currency fix (8e1238c) closed this for denominations only. Generalizing it
to every move that names a thing covers real items too — three give_item(amulet)
tags are one amulet, not three — and lets the currency special case be deleted
rather than kept alongside a second mechanism. ID_MOVES is reused from
MoveValidator instead of restated.
Also caps adjust_disposition on the reply's NET swing. MAX_DELTA was clamped
per tag, so three +15s moved standing by 45 — precisely the wholesale swing its
own comment says it forbids. Applied in emission order, so a later
become_hostile still floors what came before it.
offer_quest and reveal needed no change: add_quest self-guards on has_quest and
mark_revealed is idempotent.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QYa9u7Kdxv5gX4AnwWexy8
211 lines
8.4 KiB
GDScript
211 lines
8.4 KiB
GDScript
# client/tests/unit/test_move_applier.gd
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extends "res://addons/gut/test.gd"
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const MoveApplier = preload("res://scripts/npc/move_applier.gd")
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const ContentDB = preload("res://scripts/content/content_db.gd")
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func _m(name, args := []) -> Dictionary:
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return {"name": name, "args": args}
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func _content() -> ContentDB:
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var c = ContentDB.new()
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c.quests = {"find_the_ledger": {"id": "find_the_ledger",
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"name": "The Missing Ledger", "objective": "Find who took it"}}
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return c
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func test_offer_quest_adds_active_quest():
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var log = CanonLog.new()
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MoveApplier.apply([_m("offer_quest", ["find_the_ledger"])],
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GameState.new(), log, _content(), "fenn")
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assert_true(log.has_quest("find_the_ledger"))
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assert_eq(log.active_quests[0].name, "The Missing Ledger")
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func test_reveal_marks_topic():
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var gs = GameState.new()
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MoveApplier.apply([_m("reveal", ["varrell_twins"])], gs, CanonLog.new(), _content(), "fenn")
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assert_true(gs.is_revealed("varrell_twins"))
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func test_adjust_disposition_clamps_to_max_delta():
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var gs = GameState.new()
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MoveApplier.apply([_m("adjust_disposition", ["+50"])], gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.npc_dispositions.get("fenn", 0), MoveApplier.MAX_DELTA)
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func test_become_hostile_sets_floor():
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var gs = GameState.new()
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MoveApplier.apply([_m("become_hostile")], 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_accept_item_removes_from_inventory():
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var gs = GameState.new()
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gs.add_item("worn_shortsword", 2)
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MoveApplier.apply([_m("accept_item", ["worn_shortsword"])], gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.inventory.get("worn_shortsword", 0), 1)
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func test_give_item_currency_pays_the_purse():
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var gs = GameState.new()
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MoveApplier.apply([_m("give_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.purse_copper, 10000)
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assert_eq(gs.inventory.size(), 0, "money is never an inventory row")
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func test_give_item_currency_is_not_a_one_shot_gift():
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# gifts_given is a GLOBAL one-shot keyed by item id. If money were marked, an
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# NPC could hand over coin exactly once, ever, for the whole campaign.
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var gs = GameState.new()
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MoveApplier.apply([_m("give_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn")
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MoveApplier.apply([_m("give_item", ["gold"])], gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.purse_copper, 20000)
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assert_false(gs.is_gift_given("gold"), "currency is exempt from the one-shot gate")
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func test_give_item_real_item_still_marks_the_one_shot_gate():
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var gs = GameState.new()
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MoveApplier.apply([_m("give_item", ["amulet"])], gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.inventory.get("amulet", 0), 1)
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assert_true(gs.is_gift_given("amulet"))
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func test_accept_item_currency_spends_the_purse():
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var gs = GameState.new()
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gs.grant("gold", 1)
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MoveApplier.apply([_m("accept_item", ["silver"])], gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.purse_copper, 9900)
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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_dedup_key_is_denomination_not_just_move_name():
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# Two DIFFERENT denominations under the same move name must both land. A key
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# of "give_item" alone would swallow the silver.
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var gs = GameState.new()
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MoveApplier.apply([_m("give_item", ["gold"]), _m("give_item", ["silver"])],
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gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.purse_copper, 10100)
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func test_dedup_key_is_move_name_not_just_denomination():
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# The same denomination under two DIFFERENT move names must both land. A key
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# of "gold" alone would swallow the accept, leaving 10000 instead of 0.
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var gs = GameState.new()
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MoveApplier.apply([_m("give_item", ["gold"]), _m("accept_item", ["gold"])],
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gs, CanonLog.new(), _content(), "fenn")
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assert_eq(gs.purse_copper, 0)
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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), 1, "three tags, one amulet")
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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), 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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