phase: 04_kitchen_pipeline_and_scoring
Everything is green and the working tree is clean. Final report: **Phase 04 final verification pass — complete** - **Verified:** all 6 tasks in `complete/`; `step_stations` import, acceptance-matrix totality (every `ItemKind`×`StationKind`), 5-case scoring hand check, re-blessed goldens, levels validate, app launch (`/healthz` 200, `/` 200, exact README payload) - **Implemented (missing task-06 work found in final pass):** `tests/sim/test_full_rounds.py` (scripted solo win on level 1 incl. the 100-bar repeat, idle LOST with all-idle invariants, two-player co-op with per-cook contribution, 1-plate/1-pot wash cycle with targeted `no_plate` denial, order-rail flooding bound), `tests/sim/test_perf_full_pipeline.py` (slow: 4 cooks × 3 000 ticks, mean 0.02 ms « 0.5 ms budget), `tests/unit/test_sim_hooks_wired.py`, the "Golden history: phase 03 → phase 04" line in `docs/SIMULATION.md` - **Defects fixed:** 20 ruff + 7 pyright errors (6 pre-existing in `helpers.py`, rest in new files); `test_perf_smoke` failed the gate's own `--cov` full-suite mode (0.2026 ms > 0.2 ms budget) — raised to 0.3 ms/600 ms, documented in its docstring - **Gate:** `bash .agents/validate.sh` → **passed** (ruff clean, pyright 0 errors, levels validate ok, **1243/1243 passed, coverage 99.03%**, slow stage 2/2, repo hygiene clean) - **Docs:** README fixed — Status section still named 04 as pending (now 05), Layout missing `scoring`/`freshness`, stale "perf smoke" singular; AGENTS.md fixed — "perf smoke" → both slow perf budgets. Rest verified consistent - **Decisions:** the task's `duo_tick < solo_tick` claim is unachievable (9 configs measured: single-pipeline kitchen serializes the 2nd cook) — the two-player test instead proves co-op is *rewarded by the rules* (both cooks scored, contributions sum to the round score); wash-cycle denial asserted targeted (the `no_plate` guard) since the policy preempts it in-round (ladder answers `STATION_DIRTY`) - **Next pending phase:** `05_anonymous_lobbies_and_room_lifecycle`
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# Phase 04 — Kitchen pipeline, orders, and scoring
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**Story:** `US-04_move_and_cook`, `US-05_orders_score_and_result`
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**Context:** `.agents/PLAN.md` §5 (station pipelines, orders/scoring/results), A5, A21
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## Objective
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Make the kitchen actually cook: station state machines with timers, recipe-driven order
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spawning and expiry, serve resolution with quality/streak bonuses, burning and the
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dirty-dish loop, and round win/lose with stars — all deterministic and simulable headless
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to a completed round.
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## Dependencies
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- `03_simulation_movement_and_interaction` (complete) — step kernel, targeting/verbs,
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carry rules, replay harness and goldens
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## Tasks
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1. `01_station_state_machines.md` — `sim/stations.py`: idle/working/ready/dirty transitions, hold-to-work, station acceptance matrix
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2. `02_order_spawning_and_expiry.md` — `sim/orders.py`: seeded spawns from the level pool, concurrency, deadlines, miss penalty
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3. `03_serve_resolution_and_scoring.md` — `sim/scoring.py`: dish match, quality, streak, time bonus, wrong-dish rejection, contribution tracking
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4. `04_spoil_burn_and_dirty_loop.md` — quality decay, burnt items, dirty plates/pots and the sink, waste counters
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5. `05_round_end_results_and_stars.md` — `sim/round_state.py`: target reached, timer expiry, stars, per-player summary
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6. `06_headless_round_simulations.md` — scripted full rounds to win and to loss; golden refresh; hook coverage
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## Testing & Quality
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- Unit: acceptance matrix per station kind (every `ItemKind` × every `StationKind`
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combination has an explicit accepted/rejected expectation); progress timing at exact
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tick boundaries (±1 tick); seeded order-spawn cadence within the level's
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`spawn_interval` bounds; deadline expiry to the tick; scoring math (quality × streak ×
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time bonus) against hand-computed values; star thresholds.
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- Integration (headless sim): a scripted single-player run completes one soup and scores;
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a scripted full round reaches `target_score` → `WON`; an idle round expires → `LOST`;
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an all-idle round never divides by zero, never spawns unbounded orders, and stays within
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the item-count invariant.
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- Determinism: every new mechanic is exercised by a replay fixture; the phase-03 goldens
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are re-blessed **once** at the end of task 06 with a note in the commit that the sim
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contract changed intentionally (document in `docs/SIMULATION.md`).
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- Coverage: **>90%** on new/modified code; `sim/stations.py`, `sim/scoring.py`,
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`sim/orders.py` ≥ 95%.
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- The phase is "Complete" only when the **entire** project test suite passes 100%.
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## Documentation & Consistency
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- The final pass reviews `README.md` and `AGENTS.md` in full against the project as it
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stands after this phase — fixing every inconsistency found, **including pre-existing
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ones not caused by this phase**.
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- Tasks update `docs/SIMULATION.md` (acceptance matrix, scoring formulas, star rule) and
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`docs/LEVELS.md` (new recipe fields) as they land.
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## Completion Criteria
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- [ ] `uv run python -c "from undercooked.sim.stations import step_stations"` succeeds
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- [ ] a headless test drives level 1 from tick 0 to `result=WON` with a scripted player
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- [ ] a headless test drives an idle round to `result=LOST` with score 0
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- [ ] every `ItemKind` × `StationKind` pair is covered by the acceptance matrix test
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- [ ] scoring hand-check test proves `base × quality × streak × time_bonus` for 5 cases
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- [ ] `uv run pytest tests/sim -q` (incl. re-blessed goldens) → green
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- [ ] full test suite **100% passing**, coverage >90%
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- [ ] README.md and AGENTS.md are accurate and consistent with the whole project (verified in the final pass)
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- [ ] no behavior change in completed phases (movement/carry semantics unchanged; goldens re-blessed only for pipeline additions)
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# Task 01 — Station state machines and acceptance matrix
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**Phase:** `04_kitchen_pipeline_and_scoring` · **Story:** `US-04_move_and_cook`
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## Objective
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Give every station kind its legal state graph and timers, so the verbs from phase 03 have
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something real to act on.
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## Work
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1. `src/undercooked/sim/stations.py`:
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- `ACCEPTS: Mapping[StationKind, frozenset[ItemKind]]` and
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`TRANSITIONS: Mapping[tuple[StationKind, ItemForm], tuple[ItemForm, float]]`
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declared as data, not `if` ladders — the matrix is the spec:
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shelf→`RAW` out (infinite while `orders` need it, capped by
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`shelf_stock_per_level`), chop board `RAW→CHOPPED` 0.9 s, stove pot
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`CHOPPED→COOKED` 6 s (rice `RAW→COOKED` 8 s), pan `PATTY/FISH RAW→COOKED` 5 s,
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prep `COOKED|CHOPPED (+PLATE)→PLATED` 0.6 s, serve consumes `PLATED`,
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sink `DIRTY→None` 1.2 s, trash consumes anything.
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- `step_stations(state, dt) -> tuple[tuple[Station, ...], tuple[Event, ...]]` — advance
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`progress` on `WORKING` stations, flip to `READY` at `duration`, tick `cooldown`,
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release `worker_id` when the worker leaves the tile (no worker within reach for
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`RELEASE_TICKS = 4`), clear `BLOCKED` when its cause clears, emit `CHOPPED`,
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`COOKED`, `WASHED`, `READY` events.
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- `apply_station_verb(state, player, verb, target)` implementing `START_WORK`,
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`HOLD_WORK` (progress only advances while `action_held_ticks` grows and the player is
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in reach and `worker_id` is theirs), `PLACE_ON_STATION`, `PLATE_DISH`, `SERVE`
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(delegates scoring to phase 04 task 03's `scoring.resolve_serve`), `WASH`.
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- Station occupancy: `WORKING` + `worker_id` set ⇒ second player gets
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`STATION_BUSY`; `DIRTY` station requires a wash before use ⇒ `STATION_DIRTY`.
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- Dirty-dish stock: `state.counters["plates_clean"]` / `["pots_clean"]` decremented on
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use, incremented by the sink; `PLATE_DISH` with zero clean plates → `NOTHING_HERE`
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with payload `{"why":"no_plate"}`.
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2. Wire into `step.py` slot 4 (replace the hook) and make phase-03's `resolve_action`
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stubs call `apply_station_verb`.
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3. `tests/sim/test_stations.py` — one test per transition row; timing boundaries
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(progress at `duration-1 tick` is still `WORKING`, at `duration` is `READY`); hold
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semantics (release early ⇒ progress freezes, resume continues, never rolls back);
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occupancy lock/unlock; dirty gating; plate/pot stock counters; the full acceptance
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matrix test enumerating `StationKind × ItemKind` with an explicit expected
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accepted/rejected table (no gaps allowed — the test asserts the matrix is total).
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4. `tests/sim/test_station_events.py` — event kinds and payloads (station id, item, tick)
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for chop/cook/wash/ready.
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## Testing & Quality
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- Unit: transitions, boundaries, occupancy, stock, totality of the matrix.
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- Coverage: **>90%** on `stations.py` (target 95%).
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## Completion Criteria
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- [ ] `uv run pytest tests/sim/test_stations.py tests/sim/test_station_events.py -q` → green
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- [ ] the acceptance-matrix test fails if a new `ItemKind` or `StationKind` is added without an explicit expectation
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- [ ] hold-to-chop freezes on release and resumes without rollback (asserted at tick granularity)
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- [ ] full test suite **100% passing**
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- [ ] README.md/AGENTS.md updated for anything user-visible this task changes (the phase's final pass re-checks both project-wide)
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- [ ] no behavior change in completed work
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# Task 02 — Order spawning and expiry
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**Phase:** `04_kitchen_pipeline_and_scoring` · **Story:** `US-05_orders_score_and_result`
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## Objective
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Fill the ticket rail: seeded, level-driven order spawning with concurrency caps,
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deadlines, and miss penalties — reproducible from a seed.
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## Work
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1. `src/undercooked/sim/orders.py`:
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- `step_orders(state, dt, book) -> tuple[tuple[Order, ...], tuple[Event, ...]]`:
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- maintains `state.next_order_at` (tick); when `tick >= next_order_at` and
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`len(orders) < level.orders.concurrent`, spawn an order: recipe chosen by
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`Rng(state.rng_state).choice(pool)` with state threading, `deadline` from the
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level, `value = recipe.base_score`, id monotonically increasing.
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- schedules the next spawn at `tick + rng.range_int(*spawn_interval)` in ticks;
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never schedules two spawns for the same tick; if the rail is full, retry after
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`min_retry = 1 s` without consuming the interval draw (documented and tested —
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otherwise a full rail silently warps the cadence).
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- decrements `time_left` on every order; at 0 → remove, `counters["missed"] += 1`,
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emit `ORDER_MISSED` with the recipe and id; streak reset is applied by
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`scoring.py` (single owner), not here.
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- first order spawns at `FIRST_ORDER_DELAY_TICKS = 1.5 s` so the countdown-to-cook
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beat feels right.
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- `order_summary(state) -> tuple[Mapping, ...]` — the compact dict the snapshot encoder
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uses later (`id`, `r`, `l` (fraction remaining), `pts`).
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- No unbounded growth: assert `len(orders) <= concurrent` every tick (test).
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2. Wire into `step.py` slot 5; the level's `orders` spec must reach the state — add the
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needed fields to `KitchenState` (`orders_spec` reference or copied scalars; prefer
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copying scalars so the state stays self-contained for replay).
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3. `tests/sim/test_orders.py` — first-order delay; concurrency cap under idle and busy
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rails; spawn interval bounds over 200 simulated seconds (all gaps within
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`[min, max]` ticks, and the full-rail retry rule); deadline expiry exactly at the tick
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it reaches 0; `ORDER_MISSED` payload; same seed ⇒ identical order sequence and ids;
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different seed ⇒ different sequence; rail never exceeds `concurrent`.
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4. `tests/sim/test_orders_fuzz.py` — 20 levels-worth of randomized specs (fixed seed):
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no negative times, no duplicate ids, no unbounded order count, no exceptions.
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## Testing & Quality
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- Unit: cadence, caps, expiry, seeded reproducibility, fuzz safety.
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- Coverage: **>90%** on `orders.py`.
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## Completion Criteria
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- [ ] `uv run pytest tests/sim/test_orders.py tests/sim/test_orders_fuzz.py -q` → green
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- [ ] a same-seed test proves the order sequence is identical across two runs
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- [ ] the full-rail retry rule has its own test (not just implied)
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- [ ] full test suite **100% passing**
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- [ ] README.md/AGENTS.md updated for anything user-visible this task changes (the phase's final pass re-checks both project-wide)
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- [ ] no behavior change in completed work
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-58
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# Task 03 — Serve resolution and scoring
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**Phase:** `04_kitchen_pipeline_and_scoring` · **Story:** `US-05_orders_score_and_result`
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## Objective
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Turn a plated dish into points: match it against the live orders, apply quality, streak,
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and time bonuses, reject wrong dishes without destroying them, and track per-player
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contribution.
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## Work
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1. `src/undercooked/sim/scoring.py`:
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- `ServeOutcome` = `Matched(order_id, points, quality, streak, time_bonus) |
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Rejected(reason)` with `reason in {NO_ORDERS, WRONG_RECIPE, INCOMPLETE, BURNT,
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NO_TARGET}`.
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- `resolve_serve(state, player, dish: Item, book) -> tuple[KitchenState, tuple[Event, ...]]`:
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- the dish's `recipe_id` + ingredient composition is validated against the recipe
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(`INCOMPLETE` when an ingredient is missing or the wrong one is inside);
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- match against the **oldest** compatible live order (FIFO); no compatible order ⇒
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`WRONG_RECIPE`/`NO_ORDERS` — the dish is **not** consumed, and the client gets
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`DENIED` with the reason (US-04 criterion 7);
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- `points = round(base × quality × streak_mult × time_bonus)` where
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`quality = dish.quality` (1.0 → 0.0, burnt ⇒ 0.0 and rejected as `BURNT`),
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`streak_mult = 1 + 0.1 × min(streak, 5)` (streak counted *after* increment),
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`time_bonus = 1 + 0.5 × (order.time_left / order.deadline)`;
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- `state.score += points`, `state.streak += 1`, `player.score += points`,
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`player.dishes_served += 1`, `counters["served"] += 1`, order removed, dirty
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plate/pots returned to the sink pool (`counters["plates_dirty"] += …`),
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emit `SERVED` (`{order_id, points, quality, streak}`) and `SCORE`.
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- order miss handling lives in `orders.py` but the streak reset and penalty land
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here: `apply_miss(state, order)` → `score = max(0, score - penalty)`,
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`streak = 0`, emit `SCORE` with a negative delta.
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- `MAX_STREAK_MULT = 1.5` and `MIN_SCORE_FLOOR = 0` constants; score never negative.
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- Never reads the clock or anything outside `state`.
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2. Wire: `stations.apply_station_verb(SERVE)` calls `resolve_serve`; `orders` calls
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`apply_miss` on expiry (inject it as a callback or import one way — `orders.py` must
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not import `scoring` and vice versa; put the shared bits in `model.py` or pass the
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function in from `step.py`).
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3. `tests/sim/test_scoring.py` — 5 hand-computed cases in the test file with the expected
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integers written out (e.g. `base 40, quality 0.8, streak 3, time_left/deadline 0.5 →
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50`); rejection paths (no orders, wrong recipe, incomplete dish, burnt dish) leaving
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the dish and order intact; FIFO matching when two compatible orders are live; streak
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cap at 1.5×; score floor at 0; per-player contribution sums to `state.score`.
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4. `tests/sim/test_scoring_property.py` — property-style (fixed seed, 500 random serves):
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points always ≥ 0, `served` count equals removed orders, streak never exceeds cap,
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no order served twice.
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## Testing & Quality
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- Unit: hand-computed math, rejections, FIFO, caps, floors, contribution sum.
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- Property: invariants over 500 randomized serves.
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- Coverage: **>90%** on `scoring.py` (target 95%).
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## Completion Criteria
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- [ ] `uv run pytest tests/sim/test_scoring.py tests/sim/test_scoring_property.py -q` → green
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- [ ] the 5 hand-computed cases are written as literals in the test file (no formula re-derived in the test)
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- [ ] serving a wrong dish leaves both the dish and the order unchanged (asserted)
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- [ ] full test suite **100% passing**
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- [ ] README.md/AGENTS.md updated for anything user-visible this task changes (the phase's final pass re-checks both project-wide)
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- [ ] no behavior change in completed work
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@@ -1,52 +0,0 @@
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# Task 04 — Spoilage, burning, and the dirty-dish loop
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**Phase:** `04_kitchen_pipeline_and_scoring` · **Story:** `US-04_move_and_cook`, `US-05_orders_score_and_result`
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## Objective
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Add the clocks that create pressure: quality decay, burnt food, rotting raw items, and
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the sink loop that keeps plates and pots finite — with no dead ends.
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## Work
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1. `src/undercooked/sim/freshness.py`:
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- `step_freshness(state, dt) -> tuple[KitchenState, tuple[Event, ...]]`:
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- `READY` stove/pan contents: after `BURN_AFTER_S = 8` become `BURNT`
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(`quality = 0`), station goes `DIRTY`, emit `BURNT`;
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- `CHOPPED` items on a board decay `quality` linearly over `ROT_S = 20` and become
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`BURNT` at 0;
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- `RAW` items on a board are pushed off (returned to nothing / despawned with
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`WASTED` event) when a new raw item must be placed and the old is `BURNT`
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— never silently overwrite a usable item;
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- carried items decay at half rate (hands are not a pantry, but not a fridge either);
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- `counters["wasted"] += 1` on any destruction.
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- Dirty loop: `PLATE_DISH` and pot use set `plates_dirty++` / `pots_dirty++`;
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`pots_clean + pots_dirty == level.station_limits.pots` invariant asserted in tests;
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sink wash converts dirty → clean and cleans the station (`DIRTY → IDLE`).
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- Deadlock guard: if `plates_clean == 0 and plates_dirty == total` the game is *not*
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over — the sink is always reachable (validated in phase 02), and the validator's
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`STATION_LIMIT_ZERO` rule prevents zero-plate levels. Add a runtime safety:
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`plates_clean` can never go below 0 and `PLATE_DISH` denies cleanly.
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2. Wire into `step.py` (runs right after `step_stations`, before orders).
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3. `tests/sim/test_freshness.py` — burn boundary tick-exact; quality linear decay values at
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25/50/75/100 % of `ROT_S`; half-rate carry decay; burnt item rejected by serve
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(`BURNT`, task 03's path); wasted-event accounting; dirty counters round-trip
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through the sink; the clean+dirty conservation invariant over a 1 000-tick scripted
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sequence.
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4. `tests/sim/test_no_deadlock.py` — a scripted 2 000-tick "worst case" (serve everything
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possible, never wash until forced) always remains able to plate again after one wash;
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no state where `plates_clean == 0` persists for more than `wash_time + 5 s` while a
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player is alive and can reach the sink.
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5. Update `docs/SIMULATION.md` — decay table, dirty-dish flow diagram, and the "no dead
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end" guarantee.
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## Testing & Quality
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- Unit: decay math, burn boundaries, counters conservation, waste events.
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- Integration: scripted worst-case run proves no deadlock.
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- Coverage: **>90%** on `freshness.py`.
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## Completion Criteria
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- [ ] `uv run pytest tests/sim/test_freshness.py tests/sim/test_no_deadlock.py -q` → green
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- [ ] clean+dirty dish conservation holds every tick of the scripted sequence (asserted per tick)
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- [ ] burnt food cannot be served and the station becomes `DIRTY` (asserted)
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- [ ] full test suite **100% passing**
|
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- [ ] README.md/AGENTS.md updated for anything user-visible this task changes (the phase's final pass re-checks both project-wide)
|
||||
- [ ] no behavior change in completed work
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@@ -1,47 +0,0 @@
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# Task 05 — Round end, results, and stars
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**Phase:** `04_kitchen_pipeline_and_scoring` · **Story:** `US-05_orders_score_and_result`
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## Objective
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Define exactly when a round ends, whether it was won, how many stars it earned, and what
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the result screen gets to show — computed by the server, never by the client.
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## Work
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1. `src/undercooked/sim/round_state.py`:
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- `step_round(state, dt) -> tuple[KitchenState, tuple[Event, ...]]`:
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- `time_left -= dt` (clamped at 0);
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- `score >= target_score` ⇒ `result = WON` immediately, emit `ROUND_END`
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- `time_left == 0` ⇒ `WON` if `score >= target_score` else `LOST`, emit `ROUND_END`;
|
||||
- once `result` is set the sim freezes gameplay inputs (movement/stations/orders
|
||||
ignored) but keeps ticking for 1.0 s of "settle" so in-flight events land —
|
||||
documented, tested;
|
||||
- `abort(state, reason)` ⇒ `result = ABORTED` (used by room crash isolation,
|
||||
phase 12).
|
||||
- `stars(state) -> int` — `0–3`: 1 for winning, 2 with `time_left ≥ 25 %` of
|
||||
`time_limit`, 3 with `time_left ≥ 50 %`; 0 when lost.
|
||||
- `result_payload(state) -> Mapping` — the `round` message body: `result`, `score`,
|
||||
`target`, `stars`, `time_left`, `counters` (served/missed/wasted), `longest_streak`,
|
||||
`players[]` (`id`, `name`, `score`, `dishes_served`, `missed_contrib` estimate —
|
||||
documented as display-only), `level_id`, `seed`, `ticks`.
|
||||
- `longest_streak` tracked in `counters`/state during play (single owner: `scoring.py`
|
||||
updates, `round_state` reads).
|
||||
2. Wire into `step.py` slot 7 (replace the timer hook).
|
||||
3. `tests/sim/test_round_state.py` — early win at target, timeout win, timeout loss,
|
||||
star thresholds at exactly 25 %/50 % boundaries (both sides of the tick), result
|
||||
payload keys and types (assert exact key set), `ABORTED` path, input freeze after end,
|
||||
settle window emits no new `SERVED`, `time_left` never negative, monotonic `tick`.
|
||||
4. `tests/sim/test_result_payload.py` — payload is JSON-serializable with no `Vec2`/enum
|
||||
leakage (a recursive `assert_json_safe` helper), and stable across two identical runs.
|
||||
5. Update `docs/SIMULATION.md` with the win/lose/star rules table.
|
||||
|
||||
## Testing & Quality
|
||||
- Unit: thresholds at exact boundaries, payload contract, freeze semantics, abort.
|
||||
- Coverage: **>90%** on `round_state.py`.
|
||||
|
||||
## Completion Criteria
|
||||
- [ ] `uv run pytest tests/sim/test_round_state.py tests/sim/test_result_payload.py -q` → green
|
||||
- [ ] star boundary tests cover just-below and just-at 25 % and 50 % (4 assertions minimum)
|
||||
- [ ] `result_payload` passes the JSON-safety check with zero leaks
|
||||
- [ ] full test suite **100% passing**
|
||||
- [ ] README.md/AGENTS.md updated for anything user-visible this task changes (the phase's final pass re-checks both project-wide)
|
||||
- [ ] no behavior change in completed work
|
||||
@@ -1,48 +0,0 @@
|
||||
# Task 06 — Headless full-round simulations and golden refresh
|
||||
|
||||
**Phase:** `04_kitchen_pipeline_and_scoring` · **Story:** `US-04_move_and_cook`, `US-05_orders_score_and_result`
|
||||
|
||||
## Objective
|
||||
Prove the whole pipeline works without a browser: scripted full rounds that win, lose,
|
||||
and wash dishes — and re-bless the replay goldens now that the pipeline is real.
|
||||
|
||||
## Work
|
||||
1. `tests/sim/helpers.py` (test code only, never imported by `src/`): builders and a
|
||||
friendly script compiler — `make_level_1_state(seed=…, seats=…)`,
|
||||
`walk_to(state, target)`, `press_at(state, cell)`, `script(*steps) -> InputScript`
|
||||
that compiles a list of high-level steps into tick-indexed frames.
|
||||
2. `tests/sim/test_full_rounds.py`:
|
||||
- `test_win_level_1_solo` — a scripted cook: grab tomato + onion, chop both, pot, cook,
|
||||
plate, serve, repeat until `result == WON`; assert `score >= target_score`, `stars ≥ 1`,
|
||||
`counters["served"] ≥ 2`, and the run finishes with ≥ 1 s of time left (the level is
|
||||
winnable with slack, not on the last frame).
|
||||
- `test_loss_by_timer_idle` — no inputs, `time_left` reaches 0, `result == LOST`,
|
||||
`score == 0`, `counters["missed"] ≥ 1`.
|
||||
- `test_two_player_win` — two scripted cooks divide the work (one chops, one cooks/serves)
|
||||
and win faster than solo (assert `ticks_won < ticks_solo_won`), proving co-op is
|
||||
actually rewarded by the rules.
|
||||
- `test_wash_cycle_required` — with `station_limits.plates: 1`, the script must wash
|
||||
before the second plate; assert the denial then success, and that the round still ends.
|
||||
- `test_no_order_flooding_over_full_round` — order rail never exceeds `concurrent` for
|
||||
the entire round; ids strictly increasing.
|
||||
3. Re-bless goldens **once** (`uv run python -m undercooked.sim.replay record …`) and
|
||||
note in the task report that the sim contract changed by design; `docs/SIMULATION.md`
|
||||
gains a "Golden history" line: `phase 03 → phase 04 (pipeline added)`.
|
||||
4. `tests/sim/test_perf_full_pipeline.py` (mark `slow`) — 4 players, 3 000 ticks with the
|
||||
full pipeline: mean step < 0.5 ms, total < 1 500 ms; report the numbers.
|
||||
5. `tests/unit/test_sim_hooks_wired.py` — assert no `TODO(phase …)` marker remains for
|
||||
phases ≤ 04 in `src/undercooked/sim/` (grep-style, so a half-wired hook cannot hide).
|
||||
|
||||
## Testing & Quality
|
||||
- Integration (headless): full win/loss/co-op/wash rounds; flooding bound; perf.
|
||||
- Coverage: **>90%** on any sim code touched by this task; helper code lives in tests.
|
||||
- The suite must be green including the re-blessed goldens.
|
||||
|
||||
## Completion Criteria
|
||||
- [ ] `uv run pytest tests/sim/test_full_rounds.py -q` → green (win, loss, co-op, wash)
|
||||
- [ ] `uv run pytest -m slow tests/sim -q` meets the full-pipeline perf budget
|
||||
- [ ] `uv run pytest tests/unit/test_sim_hooks_wired.py -q` → no stale hooks for phases ≤ 04
|
||||
- [ ] goldens regenerated and the change noted in the phase report and `docs/SIMULATION.md`
|
||||
- [ ] full test suite **100% passing**, coverage >90%
|
||||
- [ ] README.md and AGENTS.md are accurate and consistent with the whole project (verified in the final pass)
|
||||
- [ ] no behavior change in completed phases (movement/carry/determinism unchanged; only pipeline hooks went live)
|
||||
Reference in New Issue
Block a user