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`
This commit is contained in:
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@@ -151,8 +151,8 @@
(clamping, accumulation, purity, cross-run hash equality); the committed replay
goldens (`tests/goldens/*.golden.json` against `tests/sim/test_replay.py`, the
input-script format and the `python -m undercooked.sim.replay record|check` CLI
in `src/undercooked/sim/replay.py`) and the perf smoke (`tests/sim/test_perf_smoke.py`,
`slow`) close it out. `tests/sim/test_purity.py` holds the A5 boundary the
in `src/undercooked/sim/replay.py`) and the perf budgets (`tests/sim/test_perf_smoke.py`
and `tests/sim/test_perf_full_pipeline.py`, both `slow`) close it out. `tests/sim/test_purity.py` holds the A5 boundary the
whole thing rests on. The contract — constants, the 8-stage order, what each hook still
owes — is `docs/SIMULATION.md`; change the tick, the RNG or the step order and that file
and the goldens move in the same commit.
@@ -172,10 +172,13 @@
|---|---|
| Configuration (env vars → typed `Settings`), debugpy bootstrap | `src/undercooked/config.py`, `.env.example`, `src/undercooked/debug.py` |
| Pure game rules (movement, stations, orders, scoring, hazards) | `src/undercooked/sim/` |
| The fixed-step tick: `step`/`build_state`, the seeded RNG, the subsystem hooks (contract: `docs/SIMULATION.md`) | `src/undercooked/sim/step.py`, `state_build.py`, `rng.py`, `movement.py`, `interact.py`, `carry.py`, `stations.py`, `orders.py`, `hazards.py`, `round_state.py` |
| The fixed-step tick: `step`/`build_state`, the seeded RNG, the subsystem hooks (contract: `docs/SIMULATION.md`) | `src/undercooked/sim/step.py`, `state_build.py`, `rng.py`, `movement.py`, `interact.py`, `carry.py`, `stations.py`, `freshness.py`, `orders.py`, `hazards.py`, `round_state.py` |
| Movement/collision: velocity integration, facing, stun, soft push, and the pure geometry under it (what blocks, the swept stop, the body footprint) | `src/undercooked/sim/movement.py`, `src/undercooked/sim/collision.py` (rules in `docs/SIMULATION.md` §"Movement and collision") |
| The action button: reach-zone targeting, the verb ladder, named `DENIED` reasons, the one-press-one-event gate, contested arbitration and the long-press trash | `src/undercooked/sim/interact.py` (rules in `docs/SIMULATION.md` §"The action button") |
| The hands: one-item-per-hand carry, the marked set-down and the counter hand-off, the always-available long-press trash (contract: `docs/SIMULATION.md` §"The hand") | `src/undercooked/sim/carry.py` |
| The station pipeline: the acceptance matrix, the transition timers, the worker hold and release, dirty props and the plate/pot stock (contract: `docs/SIMULATION.md` §"The station pipeline") | `src/undercooked/sim/stations.py` |
| Freshness (stage 4b): the burn countdown (tick-exact, 8.0 s), the board's linear decay (20 s), the half-rate carry, the burnt `WASTED` push-out (a usable raw is never overwritten), and the dirty loop's stock (use dirties, a wash cleans, `…_clean + …_dirty` conserved; the no-dead-end guarantee) (contract: `docs/SIMULATION.md` §"Freshness") | `src/undercooked/sim/freshness.py` |
| Serve resolution and scoring: the dish's named rejections (`NO_ORDERS`/`WRONG_RECIPE`/`INCOMPLETE`/`BURNT`/`NO_TARGET`), FIFO order matching, `round(base × quality × streak × time_bonus)` with the capped streak and the deadline share, the miss penalty and streak reset, the per-player contribution (rules: `docs/SIMULATION.md` §"Serve scoring") | `src/undercooked/sim/scoring.py` |
| Level/recipe content | `levels/*.yaml` |
| Content schema, ASCII-grid parser, content loader, playability validator (contract: `docs/LEVELS.md`) | `src/undercooked/sim/recipe.py`, `level.py`, `content.py`, `validation.py` |
| Rooms, lobby lifecycle, session records | `src/undercooked/server/rooms.py`, `room.py` |
@@ -196,7 +199,8 @@ Tests mirror that: `tests/unit/` (pure, no-I/O logic incl. HTTP-route unit tests
(the pure kernel without a server: grid geometry, entity model, the A5 purity guard,
the level validator, the seeded RNG's golden vectors and the tick's determinism —
plus the replay harness: committed goldens in `tests/goldens/`, scripts in
`tests/fixtures/replays/`, and the `slow` perf smoke), `tests/e2e/` (Playwright, named `test_usNN_*.py`, marked `e2e`). `tests/` is
`tests/fixtures/replays/`, and the `slow` perf budgets — the random-walk
smoke and the full-pipeline run), `tests/e2e/` (Playwright, named `test_usNN_*.py`, marked `e2e`). `tests/` is
not a package; shared fixtures live in `tests/conftest.py`, and the autouse fixture there
points `UNDERCOOKED_LEVELS_DIR` at `tests/fixtures/levels/` so no test silently reads the
shipped `levels/`.
+104 -14
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@@ -11,9 +11,12 @@ email, no password: you create a room, share the 5-character code, play.
## Status
Phases **01** (runnable service scaffold), **02** (level content, schema and
validation), and **03** (the deterministic simulation kernel: fixed-step tick,
movement and collision, the action button, the hands, the replay goldens) are
**complete**; the next pending phase is `04_kitchen_pipeline_and_scoring`. What
validation), **03** (the deterministic simulation kernel: fixed-step tick,
movement and collision, the action button, the hands, the replay goldens)
and **04** (the kitchen pipeline: station state machines, the ticket rail,
serve scoring, freshness and the dirty loop, the round verdict with stars)
are **complete**; the next pending phase is
`05_anonymous_lobbies_and_room_lifecycle`. What
runs today:
- **The service.** The Python toolchain is locked (`uv.lock`), configuration is a
@@ -66,9 +69,12 @@ runs today:
what is on it (an onion on a chop board is *to be chopped*, not grabbable). Two cooks
pressing the same item in the same substep are arbitrated by arrival, `seq`, then seat
index — the loser is told `contested_lost`, never left wondering. The work verbs (chop,
cook, plate, serve, wash) are named by the ladder but no-ops until phase 04's pipeline
spends them (the long-press trash is real — see "The hands" below); `docs/SIMULATION.md`
§"The action button" is the contract. Proven by
cook, plate, wash) are spent by `sim/stations.py` (phase 04 task 01's pipeline —
a set-down on a work surface starts the work, a release freezes the progress, a
dirty fixture is washed in place); `SERVE` is spent by `sim/scoring.py`
(phase 04 task 03 — see "Serve scoring" below).
The long-press trash is real — see "The hands" below; `docs/SIMULATION.md`
§"The action button" and §"The station pipeline" are the contract. Proven by
`tests/sim/test_targeting.py` (hand-computed reach geometry, the press edge through the
whole `step()`) and `tests/sim/test_verbs.py` (a table that covers every `Verb` and every
`DeniedReason`, plus the gate's contested arbitration).
@@ -86,14 +92,96 @@ runs today:
pass-and-contest reaches its committed golden hash. `docs/SIMULATION.md` §"The hand" is
the contract (phase 09's co-op E2E asserts exactly this tie-break). Proven by
`tests/sim/test_carry.py` and `tests/sim/test_replay_carry.py`.
- **The ticket rail.** `sim/orders.py` is stage 5 of the tick: the level's `orders`
spec is copied onto the state in tick units at round build (a replay stays
self-contained), the first order arrives 1.5 s in, the recipe is a seeded draw from
the level's pool (the order's value is the recipe's `base_score`), the concurrency
cap holds, a due tick a full rail cannot serve retries 1 s later *without consuming
the interval draw* (a full rail would otherwise silently warp the spawn cadence),
and an order's clock — derived, never accumulated — expires on exactly the tick it
reaches 0: removed, `counters["missed"]` up by one, one `ORDER_MISSED` naming the id
and recipe (the penalty score deduction and the streak reset are task 03's
scoring, the single owner of score and streak, injected as the stage's
`on_miss` callback). Proven by 200 simulated seconds of
interval bounds and cap under idle and busy rails, same-seed/different-seed
reproducibility, and twenty randomized spec fuzz runs
(`tests/sim/test_orders.py`, `tests/sim/test_orders_fuzz.py`); the contract is
`docs/SIMULATION.md` §"Orders — the ticket rail".
- **Serve scoring.** `sim/scoring.py` is the single owner of the round's
`score` and `streak`, from both sides: a `SERVE` press at the window
validates the carried dish (burnt → `burnt`, not a plated dish →
`no_target`, an ingredient the declared recipe does not require →
`incomplete`, no live order for the recipe → `wrong_recipe`, an empty
rail → `no_orders` — each a named `DENIED` with the dish left in the
hand), and a matched dish is scored `round(base × quality ×
streak_mult × time_bonus)` — the streak counted *after* the increment and
capped at `1.5`, the bonus 1.5 with the full deadline unspent down to 1.0
at the edge — with the order off the rail and the cook's `score`/
`dishes_served` credited (per-player contribution, display only; a prop
is dirty from its *use* — the station pipeline's stock bookkeeping —
not from the serve). A deadline's expiry is the scoring half of the
rail's miss: `score − order_penalty` floored at 0 and the streak reset,
injected into `step_orders` as the `on_miss` callback so `orders.py` and
`scoring.py` never import each other. Pinned by five hand-computed
serves, the rejection paths, FIFO and the caps
(`tests/sim/test_scoring.py`) and 500 seeded random serves
(`tests/sim/test_scoring_property.py`); the contract is
`docs/SIMULATION.md` §"Serve scoring".
- **Freshness — the clocks that create pressure.** `sim/freshness.py`
runs as substep stage 4b (after the station pipelines, before the
orders) and decays the quality: a dish on a ready stove burns exactly
`BURN_AFTER_S` (8.0 s) after the ready flip — tick-exact, the 160th
substep — with the station going `DIRTY` (the burnt pot is stuck) and
one `BURNT` event; a raw or chopped item left on a board rots linearly
over `ROT_S` (20.0 s); a carried prepared item decays at half the
board's rate (a hand is not a fridge); a new raw set-down on a board
that holds a burnt item destroys it (a named `WASTED`,
`counters["wasted"]`) while a usable raw item is never silently
overwritten (the named `station_busy`); a burnt dish is refused by the
serve window, never scored. The dirty loop's stock — a use moves a prop
`…_clean → …_dirty`, a wash (the sink, or the in-place wash of a stuck
prop) moves it back — holds `…_clean + …_dirty == the level's limit`
every tick, and the no-dead-end guarantee (a worst-case cook who serves
everything and never washes until forced never gets stuck: one wash
restores the stock) is proven on a 2 000-tick run
(`tests/sim/test_freshness.py`, `tests/sim/test_no_deadlock.py`); the
contract is `docs/SIMULATION.md` §"Freshness".
- **Round end — the verdict, the settle, the stars.** `sim/round_state.py`
runs as substep stage 7 and owns the round's clock and its verdict (which
turns on `score` against `target_score` and nothing else): the round wins
the moment the score reaches the target (the clock holds at that
substep's countdown), or on the buzzer — `WON` if the score made it,
`LOST` if it did not — with exactly one `ROUND_END` event. A decided
round then **settles**: for `SETTLE_S` (1.0 s, the room's, phase 05), the
kernel freezes every gameplay stage — inputs ignored, no movement,
stations, freshness, orders or hazards — and only the frozen clock and
the tick keep running, so the verdict substep's events land and the
result is a function of the state at the verdict alone. `stars(state)`
grades a win from the frozen clock — 0 when lost, 1 for winning, 2 with
≥ 25 % of the clock left, 3 with ≥ 50 % — and
`result_payload(state)` is the plain-JSON body of the `round` message the
protocol phase sends (PLAN §7): `result`, `score`, `target`, `stars`,
`time_left`, the `served`/`missed`/`wasted` counters, `longest_streak`
(owned by `sim/scoring.py`: a serve raises the mark, a miss never resets
it) and the per-seat `players[]` (`id`, `name`, `score`,
`dishes_served`, `missed_contrib` — the round's missed count spread
evenly, a display-only estimate: the sim does not attribute an expired
order to a cook). Pinned by `tests/sim/test_round_state.py` (verdict on
both sides of the epsilon, the settle freeze, the star boundaries one
tick below and exactly at 25 %/50 %, the `ABORTED` seam, the
`longest_streak` owner/reader) and `tests/sim/test_result_payload.py`
(a recursive JSON-safety walk with zero leaks, the exact key sets,
byte-stability across two identical runs and across the settle window);
the contract is `docs/SIMULATION.md` §"Round end — the verdict, the
settle, the stars".
- **The rules are tests, not promises.** The no-external-asset rule is
`tests/unit/test_no_external_assets.py`, "no level or recipe id in Python" is
`tests/unit/test_content_not_hardcoded.py`, the documentation set is guarded by
`tests/unit/test_docs_index.py`, and `bash .agents/validate.sh` is the gate the
phase pipeline runs after every task.
What does not exist yet: the rest of the simulation (the cooking pipeline, order spawning
and scoring in phase 04), rooms and the WebSocket
What does not exist yet: the hazards (phase 10), rooms and the
WebSocket
protocol (05-06 — the lobby buttons answer "Not implemented until phase 05.") and the
playable Canvas renderer (07). Execute phases with the `phased-execution` skill
(`auto-phase.sh`); it always takes the lowest-numbered directory still in
@@ -175,7 +263,7 @@ uv run pytest # everything, coverage floor included
uv run pytest -m "not e2e" # the quick loop: no browser launches
uv run playwright install chromium # once, before the first e2e run
uv run pytest -m e2e # browser suites only
uv run pytest -m slow tests/sim -q --no-cov # the gate's slow stage: goldens + perf smoke
uv run pytest -m slow tests/sim -q --no-cov # the gate's slow stage: goldens + perf budgets
bash .agents/validate.sh # the pipeline gate: full suite + ruff + pyright
```
@@ -199,8 +287,9 @@ running first, and no test ever listens on a routable interface.
loader and PLAN §8 rules `create_app` runs at startup, so a campaign that cannot
validate cannot commit), the **full** `pytest` suite with the 90 % coverage floor,
the slow sim stage (`pytest -m slow tests/sim`: the replay goldens and the perf
smoke, named on their own so a quick loop that skips them cannot let them slip
through the gate), then repo-hygiene checks (nothing tracked that `.gitignore`
budgets — the random-walk smoke and the full-pipeline run — named on their
own so a quick loop that skips them cannot let them slip through the gate),
then repo-hygiene checks (nothing tracked that `.gitignore`
excludes, no log drops or key material committed). Run it from the repo root or
from `.agents/`.
@@ -264,8 +353,8 @@ src/undercooked/sim/ pure simulation kernel: entities (`model`), grid geom
button — reach zone, verb ladder, named denials, contested
arbitration, the long-press trash), `carry` (the hands — one
item per hand, the marked set-down and counter hand-off,
the always-available trash), `stations`, `orders`, `hazards`,
`round_state` —
the always-available trash), `stations`, `freshness`,
`scoring`, `orders`, `hazards`, `round_state` —
contract in docs/SIMULATION.md), and the A5 purity guard
(`purity`, test-enforced)
src/undercooked/sim/replay.py the replay harness: the input-script format, the golden
@@ -287,7 +376,8 @@ tests/ unit/, integration/, e2e/ (one Playwright suite per stor
sim/ (the pure kernel: grid, entities, purity guard, validation,
the seeded RNG and the tick; plus the replay harness — committed
goldens in goldens/, scripts in fixtures/replays/ — and the
`slow` perf smoke);
`slow` perf budgets (the random-walk smoke and the
full-pipeline run));
fixtures/levels/ is the content dir tests see (a recipe book and no
levels; `_bad/` holds the deliberately-broken campaign the `_`
discovery rule ignores); conftest.py
+485 -37
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@@ -1,13 +1,20 @@
# SIMULATION.md — the tick contract
**Status:** current as of phase 03 task 05 (the kernel of task 01, real movement,
**Status:** current as of phase 04 task 05 (the kernel of task 01, real movement,
collision, facing and stun, the action button: reach-zone targeting, the verb ladder,
named denials and contested arbitration, the hands: one-item-per-hand carry, the
marked set-down with the counter hand-off, and the long-press trash — and the replay
harness: the input-script format, the committed golden hashes, the `record`/`check`
CLI, and the headless perf smoke). **Filled in by
phase 04** for the station and order pipelines, and by phase 10 for hazards — each of
those replaces an identity hook named in the order table below.
marked set-down with the counter hand-off, and the long-press trash, the station
pipelines: the acceptance matrix, the transition timers, the worker hold and release,
dirty props and the plate/pot stock, the ticket rail: seeded order spawning with
the concurrency cap and the full-rail retry, tick-precise deadlines and the miss
bookkeeping, serve scoring: the named serve rejections, FIFO order matching,
the quality/streak/time-bonus math and the miss penalty, freshness: the burn
countdown, the quality decay, the push-out and the dirty loop — and the round's
end conditions: the early win, the buzzer verdict, the post-verdict settle,
the stars and the plain-JSON result payload, plus the replay harness: the
input-script format, the committed golden hashes, the `record`/`check` CLI, and
the headless perf smoke). **Filled in by phase 10** for the hazards —
that replaces the identity hook named in the order table below.
## Purpose
@@ -56,6 +63,7 @@ two calls of 0.03 s are one tick plus 0.01 s of credit.
| `MAX_DT` | `0.1` s | `sim/step.py` | Ceiling on one `step()` call: at most 2 substeps, so a stall cannot spiral. |
| `TICK_EPS` | `1e-9` s | `sim/step.py` | Tolerance on the substep bound; `0.85 − 17 × 0.05` is `2.2e-16`, not `0`. |
| `TIME_EPS` | `1e-9` s | `sim/round_state.py` | Same idea for the round clock: below this the round is over, not "0.0 s left". |
| `SETTLE_S` | `1.0` s | `sim/round_state.py` | The settle window: how long the room (phase 05) keeps a decided round ticking, so the verdict substep's events land. The sim is a frozen stage-7-and-tick machine for the whole window. |
| `SEAT_COLORS` | 4 hex colours | `sim/state_build.py` | The fixed cook palette, indexed by `seat % 4`. |
### Movement constants
@@ -87,6 +95,21 @@ so a constant is written down once, before the code that reads it:
| `FORGIVE` | `0.6` tile | task 03 (real) | Forgiveness on top of `REACH`: why the diagonal-front tier (√2 ≈ 1.414 centre-to-centre) is in reach and the diagonal behind the far shoulder (2.12) is not. |
| `HANDLING_S` | `0.0` s | task 04 (settled) | Minimum seconds between two accepted actions by one cook: the press edge is the gate — a new press is accepted the substep after a release, so the floor is `0.0` and PLAN's unspecified value is settled here, not in a knob. |
### Orders constants
The ticket rail's numbers (PLAN §5 "Orders, scoring, results"), in `sim/orders.py`:
| Constant | Value | Means |
| --- | --- | --- |
| `TICK_SECONDS` | `0.05` s | One substep in seconds — restated here because the state's time unit is the tick, and `sim/step.py` (which owns `STEP_DT`) imports this module, so a runtime import back would be a cycle. |
| `FIRST_ORDER_DELAY_TICKS` | `30` ticks | The first order arrives 1.5 s into the round: the countdown-to-cook beat. `build_state` starts `next_order_at` here. |
| `MIN_RETRY_TICKS` | `20` ticks | The full-rail retry gap (1 s): a due tick the rail cannot serve retries `MIN_RETRY_TICKS` later, without spending the interval draw. |
A level's `orders` spec (seconds) is converted to ticks by `to_ticks()` — whole ticks,
clamped to at least one, because a zero-tick span is how a second spawn would land
on the first's tick — at round build (`sim/state_build.py` copies the spec onto the
state as scalars, so a replay is self-contained without the `Level` object).
`MAX_DT` exists because a fixed tick without a ceiling is a denial-of-service against
yourself: if the process stalls for ten seconds, "catch up" means 200 substeps in one go,
which takes longer than 200 substeps should, which delays the next call, and so on.
@@ -105,10 +128,11 @@ no I/O and no reordering:
| 2 | Resolve inputs to one frame per seat; `err` for unknown ids | `sim/step.py` | real |
| 2b | Action gate: hold counters, one press per rising edge, verb ladder, named denials, contested arbitration, the long-press trash | `sim/interact.py` + `sim/carry.py` | real (task 03/04) |
| 3 | Movement and collision | `sim/movement.py` | real (task 02) |
| 4 | Station pipelines | `sim/stations.py` | identity → phase 04 |
| 5 | Orders | `sim/orders.py` | identity → phase 04 |
| 4 | Station pipelines | `sim/stations.py` | real (phase 04 task 01) |
| 4b | Freshness: the burn countdown, the quality decay, the push-out's clock | `sim/freshness.py` | real (phase 04 task 04) |
| 5 | Orders (spawn, deadline, miss — the miss's penalty and streak reset ride on the injected `on_miss`) | `sim/orders.py` (+ `sim/scoring.py`) | real (phase 04 task 02, scoring task 03) |
| 6 | Hazards | `sim/hazards.py` | identity → phase 10 |
| 7 | Round timer and end conditions | `sim/round_state.py` | countdown + time-up verdict real; early win and stars → phase 04 |
| 7 | Round timer, end conditions and the settle (the countdown, the early win, the buzzer, the one `ROUND_END`, the post-verdict freeze) | `sim/round_state.py` | real (phase 04 task 05) |
| 8 | `tick += 1` | `sim/step.py` | real |
Stage 2 happens **once per `step()` call**, not once per substep: intent is resolved, then
@@ -286,8 +310,8 @@ produces each:
| `HANDS_FULL` | `hands_full` | An item target with a full hand, a ready fixture's output with a full hand, or a loaded work surface with a full hand (one item at a time on a surface). |
| `HANDS_EMPTY` | `hands_empty` | Serving, washing or trashing with nothing in the hand. |
| `WRONG_ITEM` | `wrong_item` | A non-plated item at the serve window, a non-dirty item at the sink. The difference between "go fetch a plate" and "that is not a dish" is `HANDS_EMPTY` vs `WRONG_ITEM`. |
| `STATION_DIRTY` | `station_dirty` | A dirty fixture, whatever is held — the player needs "this board is filthy", not "you are holding the wrong thing". Dirt outranks every other state. |
| `STATION_BUSY` | `station_busy` | A fixture another cook is working, a `BUSY` fixture, or one on cooldown. The cook who started it gets `HOLD_WORK` instead. |
| `STATION_DIRTY` | `station_dirty` | A dirty fixture with a *full* hand — the player needs "this board is filthy", not "you are holding the wrong thing". A free hand is answered with `WASH` (the in-place wash, the work station's fix for its own dirt) instead. Dirt outranks every other state. |
| `STATION_BUSY` | `station_busy` | A fixture another cook is working, a `BUSY` fixture, or one whose worker-release grace is running (its `cooldown` bookkeeping, `RELEASE_TICKS` substeps without the worker in reach). The cook who started it gets `HOLD_WORK` instead. |
| `INVALID_STATE` | `invalid_state` | An idle fixture with nothing on it, a `BLOCKED` fixture, or an item whose holder is not in the state (task 04's floor drops are named this way until they are liftable). |
| `CONTESTED_LOST` | `contested_lost` | The cook lost a claim another cook arrived for first — the only reason the *gate* produces; the ladder cannot emit it. |
@@ -451,6 +475,379 @@ after *every* substep, plus hash equality between two runs of the same script
the whole `step()` on the levels in `levels/`, so authored content cannot quietly become
un-walkable.
## The station pipeline
`sim/stations.py` spends the work verbs the ladder names, and stage 4 advances the
work. The rules live in data, not `if` ladders:
* **`ACCEPTS`** — station kind × item kind, total over both enums: does this
fixture's pipeline ever work this item (in some form)? The chop board works every
raw ingredient except rice (PLAN §5: "raw rice needs no board") and never a plate;
the stove works every ingredient but not a plate; the prep plates every ingredient
(a plate is part of what it operates on); the serve window consumes a plated dish
only; the sink washes a dirty prop (the plate — the pot is a stuck prop, washed in
place at the stove); the trash and the shelf take anything.
* **`TRANSITIONS`** — `(station kind, item form) -> (output form, seconds)`: chop
board `RAW → CHOPPED` in 0.9 s, stove `CHOPPED → COOKED` in 6 s, stove
`RAW → COOKED` in 8 s (refined per kind by `STOVE_RAW_SECONDS`: rice 8 s, the pan
5 s for patty/fish), prep `COOKED | CHOPPED → PLATED` in 0.6 s, sink
`DIRTY → RAW` in 1.2 s. A pair with no row is not worked — the one lookup
(`transition_for`) is the whole of "does this fixture take this item into its
pipeline".
`step_stations` runs as substep stage 4. It advances `progress` on a `WORKING`
station while its worker is within `WORKER_REACH` (`REACH + FORGIVE` — a worker
stands exactly where a press reaches) and still holding the action button
(`action_held_ticks > 0` after the gate's increment — a release freezes the progress,
a resume continues it, it never rolls back), flips the station to `READY` at the
duration (emitting the stage event — `CHOPPED` / `COOKED` / `WASHED` — then
`READY`), and lets a `READY` station whose contents have been consumed fall back to
`IDLE` on the next substep. When the worker leaves the reach, a release grace of
`RELEASE_TICKS` (4) consecutive substeps runs on the station's `cooldown` field (its
only user); when the grace expires the `worker_id` is released — the work stays
frozen, a new cook's `HOLD_WORK` press claims the slot. `BLOCKED` is cleared the
moment its cause (a hazard naming the station, phase 10) is gone.
`apply_station_verb` is what `interact.resolve_action` routes. A set-down on a
work surface that works the item *becomes* the pipeline input — the work starts
on the spot, the set-down mark goes, the prop's stock decrements; a set-down the
station does not work stays a marked grabbable object (a raw ingredient at the prep
is not a dish, and the set-down itself does happen — the hand-off's whole memory
rests on it). `PLATE_DISH` takes the carried cooked/chopped ingredient plus a plate
out of the `plates_clean` stock; `WASH` takes a carried dirty item into the sink,
or is the ladder's free-hand answer at a dirty fixture — the in-place wash of 1.2 s
that clears the dirt and returns the prop to stock. Lifting a `PREP`'s plated dish
or a `STOVE`'s cooked item leaves the fixture `DIRTY` — its prop (the plate, the
pot) is stuck on it. The shelf's stock is the level's legend (phase 05's room seeds
it from `level.station_items`); until then a pick from an empty shelf is a no-op, not
a refusal. The `SERVE` press is spent by `sim/scoring.py` (below): a matched
dish is consumed and scored, a rejected one stays in the hand with a named
`DENIED` (`no_orders` / `wrong_recipe` / `incomplete` / `burnt` / `no_target`).
The `TRASH` press still only starts the hold the gate spends.
Dirty props and stock: a `DIRTY` station refuses the use verbs (`STATION_DIRTY`) and
answers a free hand with `WASH`. Stock is decremented when the work that needs the
prop starts and incremented when the wash completes; a missing counter reads as
`DEFAULT_STOCK` (99, the schema's "effectively unlimited") — phase 05's room seeds
the counters from `level.station_limits` at round start, and this default is what a
round built without them sees. A zero stock is a named refusal: `NOTHING_HERE` with
`{"why": "no_plate"}` / `{"why": "no_pot"}`.
`tests/sim/test_stations.py` pins the matrix cell by cell against an explicit
expectation table (a new `StationKind` / `ItemKind` without a cell fails the build),
one test per transition row at the tick-granularity boundary (substep `duration − 1`
is still `WORKING`, substep `duration` is `READY`), the hold freeze/resume, the
release grace and re-claim, the dirty gating and the stock; `tests/sim/test_station_events.py`
pins the event kinds, payloads, positions and order.
## Freshness — the clocks that create pressure
`sim/freshness.py` runs as substep stage 4b (after the station pipelines,
before the orders) and owns the quality: food decays on clocks the kitchen
itself starts. No state fields are added — the burn countdown reuses
`Item.ttl`, and the decay is a per-tick decrement of the existing
`Item.quality` — so the replay goldens committed before this stage keep
their hashes (a state with nothing decaying comes back the same object, no
events: hash-neutral).
**Where food decays:**
| Where | What | Rate |
|---|---|---|
| A ready stove (on the heat) | the `COOKED` dish — the countdown starts at the ready flip (`ttl = BURN_AFTER_S`) | the countdown; at `BURN_AFTER_S` (8.0 s) the dish is `BURNT`, its quality 0.0, the station `DIRTY` (the burnt pot is stuck) and one `BURNT` event |
| A chop board | a `RAW` or `CHOPPED` left on the board | linear over `ROT_S` (20.0 s) to 0.0, then `BURNT` — a raw onion left there is the one that rots |
| The hand | a carried `CHOPPED` / `COOKED` | half the board's rate — a hand is not a fridge; a carried `RAW` and a carried `PLATED` dish do not decay (a `PLATED` dish keeps the quality it was plated with) |
| Elsewhere | a set-down object off the board | not decaying — the board, the hand and the heat are the clocks |
The burn boundary is tick-exact: a dish on the heat burns on the 160th
substep after the ready flip (8.0 s / 0.05 s), not the 159th — the
`BURNT` event, the zero quality and the station's `DIRTY` flip land on the
same substep. A lifted dish pauses the countdown; a set-down on the ready
stove resumes it. A stove's work completed in a substep starts the
countdown in the same one (the flip's first tick is the stage 4b's).
**The push-out.** A new raw item must be placed on a board that holds a
`BURNT` item — the raw that rotted there: the burnt item yields, it
despawns with a named `WASTED` event and `counters["wasted"] += 1` per
item destroyed, and the set-down proceeds (the work starts on the new raw).
A usable raw item is never silently overwritten: a board holding one
refuses the set-down with the named `station_busy` — the ladder's own
guard (`stations.push_out_allowed`) is the same predicate the set-down
path (`_push_burnt_board_items`) answers with.
**Burnt is refused.** A burnt dish never reaches a score: a `PLATED` dish
at quality 0 is the scoring's named `burnt` refusal, and a `BURNT`-form
item is refused one step earlier — the ladder's `wrong_item` (it is not a
dish at all). The dish stays in the hand either way; the order is
untouched.
**The dirty loop, and the no-dead-end guarantee.** The props move between
the clean pool and the dirty pool, and the sum is the level's limit
every tick: a *use* (the work's start — the plate's `PLATE_DISH`, the
pot's raw set-down) moves one prop `…_clean → …_dirty`, and a *wash*
(the sink, or the in-place wash of a stuck prop) moves it back. Lifting a
`PREP`'s plated dish or a `STOVE`'s cooked item leaves the fixture `DIRTY`
(its prop is stuck on it); a zero stock is a named refusal
(`NOTHING_HERE` with the `why`), and the counters never go below 0. The
no-dead-end guarantee — a worst-case cook who serves everything possible
and never washes until forced never gets stuck: one wash (1.2 s)
restores the stock, a `plates_clean == 0` never outlives the wash plus 5
s of walking, and the validator's `STATION_LIMIT_ZERO` rule keeps
zero-prop levels out of the campaign before the first tick.
`tests/sim/test_freshness.py` pins the tick-exact burn boundary (a ready
stove, and a stove driven through its whole work), the board's linear
decay at 25/50/75/100 % of `ROT_S`, the half-rate carry, the push-out
(the `WASTED`, the usable refusals, the counter), the burnt refusals
through the whole `step()`, the dirty loop's stock round trips (the
in-place wash, the sink's wash, the zero stock), the no-op neutrality, and
the 1 000-tick conservation sequence; `tests/sim/test_no_deadlock.py`
runs the 2 000-tick worst case (per-tick conservation, the wash window,
one wash restores the plate, the validator's half).
## Orders — the ticket rail
`sim/orders.py` runs as substep stage 5. A due tick does exactly one of three
things, and the whole of the randomness contract is the state threading:
`step_orders` rebuilds the `Rng` from `state.rng_state`, draws, and writes the
counter back into the state it returns — a spawn is exactly two `next_u64`s
(the `choice` over the pool, then the interval `range_int`), and a replay
reproduces the sequence from the seed alone. Stage 6 (hazards, phase 10)
continues the *same* stream from the post-orders counter, so one substep's
draws are a function of the pre-step `rng_state` and nothing else.
**Spawning.** An order is due when `tick >= next_order_at` (a pre-increment
tick). `build_state` starts `next_order_at` at `FIRST_ORDER_DELAY_TICKS` (1.5 s)
so the countdown-to-cook beat feels right. When the rail has room
(`len(orders) < order_concurrent`), the recipe is `Rng(state.rng_state)
.choice(pool)` — the level's pool, copied onto the state at build — the new
order carries `value = recipe.base_score` from the `RecipeBook` the caller
passes to `step` (a `None` book on a state that would spawn is a `ValueError`
at the spawn: a caller bug, named, not a silent zero), `deadline` the absolute
tick `tick + order_deadline`, and its id from the monotonic `next_order_id`
(from 1). The next spawn is scheduled at `tick + range_int(min, max)` — the
draw is clamped to at least one tick ahead, which is what makes "never two
spawns on one tick" a construction fact.
**The full-rail retry — and a retry is not a draw.** When the due tick arrives
with the rail at its cap, the next attempt is `tick + MIN_RETRY_TICKS` (1 s)
and *neither* the recipe draw *nor* the interval draw is consumed: the
`rng_state` is untouched. The rule exists because without it a full rail would
silently warp the cadence — every blocked due tick would spend a draw the next
spawn never used, and a replay could not tell a retry from a real gap. (An
empty pool is a no-op, not a retry: nothing can ever be ordered.)
**Deadlines, to the tick.** An order's clock is
`(deadline - tick) * TICK_SECONDS`, derived, never accumulated — so it expires
on *exactly* the substep whose tick reaches its `deadline`: it has lived
`order_deadline` substeps, `order_deadline * 0.05 s`. On that substep the
order is removed, `counters["missed"] += 1`, and one `ORDER_MISSED` carries its
id and recipe (`x`/`y` are 0 — the rail is HUD, not floor). The `penalty`
score deduction and the streak reset are `scoring.py`'s (the single owner of
score and streak), injected as the stage's `on_miss` callback — the kernel
passes `scoring.apply_miss`, so this stage records the miss and names it,
and the two modules never import each other.
Spawning emits no event: the snapshot's `o` list (below) is what a new order
shows up in.
**The summary.** `order_summary(state)` is the compact ticket rail the phase-06
snapshot encoder projects (PLAN §4's `o`), one mapping per live order in rail
order: `id`, `r` (the recipe id), `l` (the fraction of the deadline still
unspent, two decimals, clamped to `[0, 1]`) and `pts` (the value).
`tests/sim/test_orders.py` pins the first-order delay (nothing before tick 30),
the spawn's two-draw thread and the interval scheduling, the full-rail retry
(its own test: the retry cadence, and the `rng_state` untouched across the
blocked due ticks), the zero-tick-span clamp, deadline expiry on the exact tick,
the `ORDER_MISSED` payload, 200 simulated seconds of interval bounds and cap
under idle and busy rails, same-seed/different-seed sequences, and the summary;
`tests/sim/test_orders_fuzz.py` runs twenty randomized specs (fixed seed) for
300 s each, re-checking no negative times, no duplicate ids, no unbounded
order count and no exceptions on every tick.
## Serve scoring — the window and the miss
`sim/scoring.py` is the single owner of the round's `score` and `streak`
(the two numbers the verdict turns on), from both sides: the `SERVE` press
(routed by `stations.apply_station_verb` with the kernel's book) and the
rail's miss (injected into `step_orders` as `on_miss`, so `orders.py` and
`scoring.py` never import each other). Nothing here reads the clock or
anything outside the state it is handed.
**A serve, in check order** — the first failure is the answer, each a named
`DENIED` with the dish left in the hand and the state otherwise untouched:
| Check | Reason | When it fires |
|---|---|---|
| burnt | `burnt` | `quality <= 0.0` or form `BURNT` — a burnt dish is rejected, never scored |
| no target | `no_target` | the dish is not `PLATED` (not a dish at all) |
| no orders | `no_orders` | the ticket rail is empty |
| wrong recipe | `wrong_recipe` | a declared `dish_id` the book does not know; an ingredient no book recipe requires; or no live order naming the resolved recipe |
| incomplete | `incomplete` | the dish's single ingredient is not one the declared recipe requires (a missing or wrong ingredient — the sim plates one item per dish) |
A dish without a declared `dish_id` composes *every* book recipe that
requires its ingredient kind — the match then decides among them. On a
match, the dish fills the **oldest compatible live order** (the smallest
id — ids are monotonic at spawn, so first onto the rail is first served,
FIFO) and the state spends on it: the order is removed from the rail, the
hand empties, `score += points`, `streak += 1`, the serving cook's `score`
and `dishes_served` advance (per-player contribution — display only, never
competitive, PLAN §5), and `counters["served"] += 1`. The dirty props are
not the serve's: a prop is dirty from its *use* (the work's start — the
plate's `PLATE_DISH`, the pot's set-down; the station pipeline's stock
bookkeeping, below), so the serve itself moves no counter. `SERVED` (the
payload carries `order_id`, `points`, `quality`, `streak` and
`player_id`) is followed by `SCORE`, both at the cook.
**The math** (`tests/sim/test_scoring.py` pins it against five hand-computed
serves, the expectations written as literals):
```text
points = round(base × quality × streak_mult × time_bonus)
base = the order's value (the recipe's base_score, frozen at spawn)
quality = the dish's quality (1.0 → 0.0; a burnt dish never reaches it)
streak_mult = 1 + 0.1 × min(streak, 5) # the streak *after* the increment;
# capped at MAX_STREAK_MULT = 1.5
time_bonus = 1 + 0.5 × fraction # fraction = time_left over the level
# deadline in seconds (the state's
# order_deadline × 0.05 — the span every
# order is spawned with), clamped [0, 1];
# 1.5 with the full deadline unspent,
# 1.0 at the edge; a non-positive span
# buys no bonus (no division by zero)
```
The floor is `MIN_SCORE_FLOOR = 0`: the score is never negative. `round` is
Python's (banker's rounding at an exact `.5`; the pinned cases never land
on one).
**A miss.** `apply_miss(state, order)` — the scoring half of the expiry
`step_orders` records: `score = max(0, score − order_penalty)` and
`streak = 0`, with `SCORE` carrying the applied delta (negative or zero,
with the `order_id`) at the rail. A miss that changes nothing — no penalty
configured and no streak to reset — returns the state untouched and fires no
`SCORE` (the `ORDER_MISSED` already names it).
`tests/sim/test_scoring.py` pins the five hand-computed serves (the
literals, no formula re-derived in the test), every rejection path (the dish
and the order intact, the state the same object back), FIFO matching with
two compatible orders, the streak cap, the score floor, the per-player
contribution summing to the round's score, the bookless-press `ValueError`,
and the wiring through the whole `step()` (a press at the window scoring,
a press rejected, an expiry missing); `tests/sim/test_scoring_property.py`
runs 500 seeded random serves and re-checks points ≥ 0, the `served`
counter equal to the orders removed, the streak multiplier never past its
cap, and no order served twice.
## Round end — the verdict, the settle, the stars
`sim/round_state.py` runs as substep stage 7, and it owns the round's clock
and its verdict — PLAN §5 says the verdict turns on `score` against
`target_score` and nothing else.
**The verdict, one check per substep.** The score stage (2b, through the
action gate's `SERVE`) and the verdict stage run in the *same* substep, so
a serve that reaches the target wins on that press:
| Check | When | Outcome |
|---|---|---|
| the clock | `time_left` runs to zero (a residue under `TIME_EPS` is float noise, not "0.0 s left") | `WON` if `score >= target_score`, `LOST` otherwise; `time_left` 0.0 |
| the early win | `score >= target_score` with the clock still live | `WON`; `time_left` held at this substep's countdown — the clock stops on the win, at the value it had when the press scored |
Exactly one `ROUND_END` event fires, on the substep the verdict lands (the
payload carries `result`, `score`, `target` and `stars`, at the rail — the
event's `x`/`y` are 0: the end of a round is HUD, not floor). An
`ABORTED` round fires none: the room tells the players with its own `ev`.
**The settle — the freeze after the verdict.** A state that carries a
`result` is finished gameplay. From the substep the verdict lands, the
kernel freezes every gameplay stage — the action gate, movement, stations,
freshness, orders and hazards are all skipped — and only the frozen clock
clamp and `tick += 1` keep running:
| What | During the settle |
|---|---|
| player inputs | ignored (no movement, no verbs) |
| stations / freshness / orders / hazards | frozen (no progress, no burn, no deadline spent) |
| `time_left` | held at the verdict value — the verdict is the last tick that changes the clock; never negative |
| `rng_state` | untouched (a draw-less `Rng` returns its seed) |
| events | none — the `ROUND_END` and the verdict substep's own events (the winning `SERVED`, the `SCORE`) are the only ones that land |
The room supervisor (phase 05) owns the window: it keeps the room ticking
for `SETTLE_S` (1.0 s) after the verdict so the winning substep's events
land in the players' buffers. Because the sim is a frozen
stage-7-and-tick machine for the whole window, `stars` and the result
payload are a function of the state at the verdict alone — the `round`
message sent at the buzzer and the one sent at the window's end agree on
everything but the tick count.
`abort(state, reason)` is the crash-isolation seam (phase 12): the room's
tick loop caught an exception and the round ends `ABORTED`, without a
`ROUND_END` of its own (`reason` is the room's `ev` text — the state stores
no free-form strings, so a replay cannot drift on them). The verdict is
final: a round that already won or lost keeps it — a crash after the
buzzer cannot un-win a round.
**The stars.** `stars(state)` grades a finished state, from the frozen
`time_left` and `time_limit` (the share of the clock the win left on the
table):
| Stars | When |
|---|---|
| 0 | not `WON` — `LOST`, `ABORTED`, or a round not ended yet |
| 1 | won, with less than 25 % of the clock left (or a no-clock state: `time_limit <= 0` — there is no share of a missing clock to grade) |
| 2 | won, with `time_left >= 0.25 × time_limit` |
| 3 | won, with `time_left >= 0.5 × time_limit` |
The thresholds are inclusive at the boundary (exactly 25 % / 50 % buys the
star), and `0.25 × time_limit` is an exact binary half (a power-of-two
scale), so the comparison is stable to the tick —
`tests/sim/test_round_state.py` pins both sides of each boundary at tick
granularity. A buzzer win is one star (zero clock), and a win in a state
with no clock (a hand-built round) is the win star only.
**The result payload.** `result_payload(state)` is the body of the phase-06
`round` message (PLAN §7), plain JSON by construction (no `Vec2`, no enum,
no dataclass, no NaN — `tests/sim/test_result_payload.py` walks it with a
recursive `assert_json_safe` and names the first leak by path). Its keys,
exactly:
| Key | Value |
|---|---|
| `result` | `"won"` / `"lost"` / `"aborted"` — or `null` before the verdict |
| `score`, `target` | the round's score and the level's `target_score` |
| `stars` | `stars(state)` |
| `time_left` | the frozen verdict value |
| `counters` | the projection onto exactly `served` / `missed` / `wasted` (a never-written counter reads 0; the state's other counters do not leak in) |
| `longest_streak` | the round's high-water mark of consecutive serves — `sim/scoring.py` is the single owner (a serve raises the mark, a miss resets the *current* streak and never the mark); `sim/round_state.py` reads it and nothing else writes it |
| `players` | one mapping per seat, in seat order: `id`, `name` (the seat's `display_name`, the sanitized non-authoritative label), `score`, `dishes_served`, `missed_contrib` |
| `level_id`, `seed`, `ticks` | the round's provenance and length |
`missed_contrib` is the one number in the payload that is an *estimate*, and
it is documented as such: the sim does not attribute an expired order to a
cook (it expired on the rail, not on a person), so the payload spreads the
round's `missed` count evenly over its seats (`missed // players` each,
floor) — display only, never a competitive gate (PLAN §5).
`build_state` copies `level.time_limit` onto the state beside `time_left`
(the stars need the limit, and a replay must re-derive the grade without
the `Level` object) and each seat's `display_name` onto its cook.
`tests/sim/test_round_state.py` pins the verdict (the early win on the
substep the score crosses, the buzzer on both sides of `TIME_EPS`, the one
`ROUND_END`), the settle (inputs ignored, no new `SERVED`, no order expiry,
the station and order objects untouched, the tick monotonic, `rng_state`
untouched, `time_left` never negative), the `ABORTED` seam (the verdict
final, the kitchen otherwise the same object), the star boundaries (one
tick below and exactly at 25 % and 50 %), the star stability across the
settle, `longest_streak` (the owner raises it, the miss never resets it,
the payload reads it) and `build_state`'s copies; `tests/sim/test_result_payload.py`
walks the payload for JSON-safety (zero leaks), pins the exact key sets (top
level, `counters`, per-player), the value types, the seat order, the
`missed_contrib` split (floor, no-cooks, one-cook) and the payload's
byte-stability across two identical builds and across the settle window.
## Purity and determinism
A5 makes `sim/` import-free of the outside world; `sim/purity.py` parses the package and
@@ -465,10 +862,13 @@ fails on `asyncio`, `fastapi`, `socket`, `time` or `uvicorn`, and
* **No `random`.** `sim/rng.py` is splitmix64 — 20 lines, no stdlib dependency — because
`random.Random`'s stream is explicitly not portable across Python versions and a replay
must survive an interpreter upgrade. The round's integer lives in
`KitchenState.rng_state`; each substep rebuilds an `Rng` from it and writes the counter
back, so the state stays frozen and hashable while subsystems still get a stream.
`Rng.fork(salt)` derives a child stream without disturbing its parent, which is how
orders and hazards get independent streams that both reproduce from the seed.
`KitchenState.rng_state`; stage 5 (orders) rebuilds an `Rng` from it, draws its
spawns, and writes the counter back to the state it returns, while stage 6's
(hazards) `Rng` is built from the *post-orders* counter — so one substep's draws are
a function of the pre-step `rng_state` alone, and the state stays frozen and
hashable while subsystems still get a stream. `Rng.fork(salt)` derives a child
stream without disturbing its parent: the option for a subsystem that needs
independence.
* **Nothing is mutated.** `KitchenState` and every entity are frozen dataclasses; a
substep returns `dataclasses.replace(...)` copies. Hand a state to `step()` and keep it:
it is still exactly what it was, hash included.
@@ -487,8 +887,13 @@ uv run python -c "from undercooked.sim.step import step; from undercooked.sim.st
function of exactly four things: level content, seats, seed, inputs. Seats are placed at
`level.spawns[seat % len(level.spawns)]` — a four-cook round on a two-spawn kitchen seats
everyone — at the tile **centre**, with cooks sharing a spawn offset a quarter tile along
x then y so nobody starts inside anybody else. `StateBuildError` covers the two cases with
no deterministic answer: a level with zero spawns, and a negative seat index.
x then y so nobody starts inside anybody else. The level's `orders` spec is copied onto
the state as scalars in tick units (`sim/orders.to_ticks`; `next_order_at` at the 1.5 s
first-order delay, `next_order_id` at 1), which is how a replay is self-contained without
the `Level` object; `book` is not read here — it is what the caller's `step` /
`run_script` passes to stage 5, which values its spawns from it. `StateBuildError`
covers the two cases with no deterministic answer: a level with zero spawns, and a
negative seat index.
## Replaying and re-blessing goldens
@@ -503,6 +908,16 @@ tick recorded) and `pick_drop_pass` (two cooks on the fixture kitchen in
a `HANDED_OFF` pass, and a long-press trash), each checked by
`tests/sim/test_replay.py`.
**Golden history:** `phase 03 → phase 04 (pipeline added)` — the three
committed goldens were re-blessed for the phase's deliberate sim-contract
changes: `KitchenState` carries the level's `orders` spec as scalars in
tick units plus `next_order_at` / `next_order_id` (task 02), and the
level's `time_limit` beside `time_left`, the seat's `display_name`, and
the decided round's settle freeze (task 05) — re-blessed one last time at
the end of task 06, with the pipeline live. No rule of an already-real
stage changed; the event sequences the goldens pin are unchanged — the
full record is in "Goldens and the CLI" below.
### The input script
`InputScript` is one JSON file — `{seed, level_id, tick_hz, frames}` plus the
@@ -565,7 +980,21 @@ constant moved, a subsystem reordered, a rule intentionally changed — and the
change is recorded in the phase task that makes it. The hash diff then appears
in the commit, which is the point: a golden that moved *without* that record is
the failure the harness exists to catch, and `record` run to silence a failure
is how the guard gets defeated. The numbers under a golden that has not moved
is how the guard gets defeated. As of phase 04 task 02 the three committed
goldens were re-blessed for one such change: `KitchenState` carries the
level's `orders` spec as scalars in tick units plus the two bookkeeping fields
(`next_order_at`, `next_order_id`), so the state's serialization moved — the
replayed kitchens' pools are live, so the rounds now spawn the level's orders
mid-run, and no rule of an already-real stage changed (the event sequences the
goldens pin are unchanged). As of phase 04 task 05 the three committed
goldens were re-blessed for one more such change: `KitchenState` carries the
level's `time_limit` beside `time_left` (the stars grade the win by the share
of the clock left, and a replay must re-derive the grade without the `Level`
object), a `Player` carries the seat's `display_name`, and a decided round
freezes the gameplay stages for the settle — so `walk_solo`'s final 360 ticks
(past level 1's 12 s buzzer) are the frozen settle rather than more walking.
Again no rule of an already-real stage changed; the event sequences the
goldens pin are unchanged. The numbers under a golden that has not moved
are locked two levels down, where they cannot drift: `tests/sim/test_rng.py`
pins published splitmix64 vectors (the generator itself can never change
quietly) and `tests/sim/test_step_kernel.py` pins the tick count, the clamping,
@@ -595,22 +1024,41 @@ task 04 pinned it.
## Not real yet
A hook returning the state unchanged is not a bug, it is this phase's scaffolding — but it
is worth naming out loud so nobody reads a green suite as "the game works". As of task 04
the cooks walk, slide, bump, get stunned and stop, and the hands do something: a free
hand picks an item out of a ready fixture or off a counter a teammate set down (a
`HANDED_OFF` inside the window, a `PICKED` outside it), a full hand sets one back down
on a fixture — shelf, work surface or prep counter — and the set-down is marked for
exactly that, a long press over the trash can destroys the carried item on its 8th
substep (`TRASHED`, the raw score delta in the payload, `counters["trashed"]` up by
one), and two cooks who press the same item in the same substep are arbitrated to a
winner and a `CONTESTED_LOST` loser, the item in exactly one place. Every refusal is a
named `DENIED` event. Still identity: no station progresses (phase 04), no order spawns
(phase 04), no hazard burns or spills (phase 10), and the work verbs — chop, cook,
plate, serve, wash — are named by the ladder but unspent no-ops until phase 04's
pipelines exist to spend them (`HOLD_WORK`'s threshold with them; the long-press
`TRASH`, the hand-off and the `HANDLING_S` floor settled at `0.0` arrived with task
04's carry rules). What is real is the shape they all plug into: the clock, the
accumulator, the ordering, the input contract, the body that cannot enter a wall, the
reach zone that cannot see through a wall, the pair of hands that never hold two items
at once, and the round timer that ends a round 12 seconds after it started, whether or
not anybody cooked.
is worth naming out loud so nobody reads a green suite as "the game works". As of task 01
(the station pipelines) the cooks walk, slide, bump, get stunned and stop, the hands do
something (a free hand picks, a full hand sets down, the set-down is marked, a long press
over the trash can destroys the carried item, two cooks who press the same item in the
same substep are arbitrated to a winner and a `CONTESTED_LOST` loser), and the work verbs
are spent: a set-down on a work surface starts the work, the prep plates, the stove cooks
(chop 0.9 s, the stove 6 s chopped / 8 s raw — 5 s for patty/fish, the pan's; 8 s for
rice, the pot's), the sink and the fixtures' own in-place wash wash in 1.2 s, a released
worker's work stays frozen and claimable, and a dirty fixture is washed — its prop's
stock paid back. Freshness is real too: a dish on a ready stove burns
exactly 8.0 s after the ready flip (the station goes `DIRTY` with it), a
raw or chopped item left on a board rots linearly over 20 s, a carried
prepared item decays at half the board's rate, a burnt board item yields
to a new raw set-down (a named `WASTED`, `counters["wasted"]`) while a
usable one never is, and the dirty loop's stock — use dirties, a wash
cleans, `…_clean + …_dirty` is the level's limit every tick — has its
no-dead-end guarantee proven on a 2 000-tick worst-case run. Every refusal is a named `DENIED` event. The ticket rail is
real too: the level's orders spawn from its pool 1.5 s in (the recipe a
seeded draw, the value the recipe's `base_score`), the concurrency cap holds,
a full rail retries after 1 s without spending the draw, and an order expires
on exactly the tick its clock reaches 0 — missed, counted, and named. Serve
scoring is real too: a plated dish is validated (burnt, not-a-dish, no orders,
wrong recipe, incomplete — each a named `DENIED` with the dish kept in the
hand), a matched dish fills the oldest compatible order and scores
`round(base × quality × streak × time_bonus)` with the streak capped and the
score floored, and the expiry's miss spends its penalty and resets the streak.
Still identity: no hazard burns or spills (phase 10), the
shelf's stock is not yet seeded (phase 05's room, from `level.station_items`),
and a pot is a stuck prop (its wash is the stove's in-place wash — it is
not a carried item). What is real is the shape they all plug into: the
clock, the accumulator, the ordering, the input contract, the body that cannot enter a
wall, the reach zone that cannot see through a wall, the pair of hands that never hold two
items at once, the single worker slot a fixture has, and the round's end conditions: the early
win the moment the score reaches the target, the buzzer verdict, the one
`ROUND_END`, the post-verdict settle that holds the clock and the kitchen
for `SETTLE_S`, the stars from the frozen clock, and the plain-JSON result
payload the `round` message carries — all of it computed by the server, never
by the client.
+2
View File
@@ -56,6 +56,8 @@ ignore = [
[tool.ruff.lint.per-file-ignores]
"tests/**" = ["S101", "PLR2004", "ARG001", "ARG002"]
"tests/sim/_cook_policy.py" = ["PLR0911", "PLR0912"] # a state machine: one branch per kitchen state
"tests/sim/helpers.py" = ["PLR0911", "PLR0912", "PLR0915", "PLR0917"] # the scripted policy: one branch per kitchen state, one optional knob per builder
[tool.pyright]
include = ["src", "tests"]
+245
View File
@@ -0,0 +1,245 @@
"""Freshness — quality decay, burning, and the half-rate carry (phase 04 task 04).
Purity contract (PLAN.md A5, enforced by `undercooked.sim.purity`): standard
library and `undercooked.sim` imports only — no I/O, no asyncio, no wall-clock,
no RNG. The stage reads nothing outside the state it is handed.
This is substep stage 4b: it runs right after `stations.step_stations` and
before the orders stage, so the clocks it keeps are a function of the pre-
step state alone and a replay reproduces them from the seed and the input
script. Three clocks, all measured in substeps of `STEP_DT`:
* **Burn.** A stove (the pot and the pan are one `STOVE` kind) that has
finished its work sits `READY` with a cooked dish on the heat. The dish's
`Item.ttl` is the burn countdown — `sim/stations.py` sets it to
`BURN_AFTER_S` when the stove's work completes, and this stage counts it
down by `dt` on every substep the dish still sits on the heat. When it
reaches zero (within `BURN_EPS`, the same float-noise tolerance the stun
and the progress use) the dish is `BURNT` (`quality` 0.0), the station
goes `DIRTY` (the burnt pot is stuck on the fixture — the in-place wash
is its fix, `sim/stations.py`) and one `BURNT` event fires at the station.
A lifted dish pauses the countdown (a hand is not the stove's heat), and
a set-down on a ready stove resumes it.
* **Rot on the board.** A `RAW` or `CHOPPED` item sitting on a chop board
decays `quality` linearly by `dt / ROT_S` each substep — `ROT_S` seconds
from 1.0 to 0.0, the whole of the board's clock (raw and chopped alike:
a raw onion left on the board is the one that rots into the task's
push-out rule, `sim/stations.py`'s set-down guard). At zero the item is
`BURNT`. No event: the snapshot's quality is the visible rot.
* **The half-rate carry.** A carried `CHOPPED` or `COOKED` item decays at
half the board's rate — `dt / (2 x ROT_S)`: a hand is not a pantry, but
it is not a fridge either. A carried `RAW` is fresh (no decay); a
`PLATED` dish carries the quality it was plated with (the plate does not
keep rotting in the hand); and a carried burnt item is already 0.0. At
zero the carried item is `BURNT` in the hand — the cook must trash it.
`counters["wasted"]` is the other half of the task and it does not live
here: the only destruction this phase creates is the push-out despawn of a
burnt raw item when a new one must be placed on the board, and that is a
set-down's decision — `sim/stations.py` emits the `WASTED` event and pays
the counter, so a destruction is named exactly once, at the moment it
happens.
The dirty loop's *stock* side (a prop's `…_clean` decrement + `…_dirty`
increment on use, the reverse on a wash, the conservation
`clean + dirty == the level's limit` every tick) is `sim/stations.py`'s
bookkeeping — this stage owns the clocks, not the counters. The "no dead
end" guarantee it depends on is documented in `docs/SIMULATION.md`
(§"Freshness"): the sink is always reachable (phase 02's validator), a
zero-plate level is refused (`STATION_LIMIT_ZERO`), `plates_clean` is
floored at 0 and a zero-stock `PLATE_DISH` is a named refusal — so the
stock can stall at zero, it can never run out.
"""
from __future__ import annotations
from dataclasses import replace
from typing import Final
from undercooked.sim.model import (
Event,
EventKind,
Item,
ItemForm,
KitchenState,
Player,
Station,
StationKind,
StationState,
)
__all__ = ["BURN_AFTER_S", "BURN_EPS", "CARRY_DECAY_TICKS", "ROT_S", "step_freshness"]
#: Seconds a cooked dish sits on the stove's heat before it burns: the
#: `READY` flip's 160 substeps (8.0 s / 0.05 s), the boundary
#: `tests/sim/test_freshness.py` pins to the tick.
BURN_AFTER_S: Final[float] = 8.0
#: Seconds a raw or chopped item on the board keeps before it rots to
#: `BURNT`: 400 substeps.
ROT_S: Final[float] = 20.0
#: Float-noise tolerance on a countdown reaching zero: `8.0 - 160 x 0.05`
#: (sequential subtraction) lands either side of 0 by ~1e-16, so "reached
#: zero" means `<= BURN_EPS`, the same idea as `STUN_EPS` and `DONE_EPS`.
BURN_EPS: Final[float] = 1e-9
#: The carry's decay factor: a carried prepared item decays `1 / CARRY_
#: DECAY_TICKS` of the board's rate (half rate — a hand is not a fridge).
CARRY_DECAY_TICKS: Final[int] = 2
#: The forms a carried item decays in: prepared food only. A carried `RAW`
#: is fresh, a `PLATED` dish is plated at its quality, and a `BURNT` one
#: is already 0.0.
_CARRY_DECAY_FORMS: Final[frozenset[ItemForm]] = frozenset(
{ItemForm.CHOPPED, ItemForm.COOKED}
)
#: The board's decaying forms: the raw input (the push-out rule's roting
#: onion) and the chopped output alike.
_BOARD_DECAY_FORMS: Final[frozenset[ItemForm]] = frozenset(
{ItemForm.RAW, ItemForm.CHOPPED}
)
def _burnt(item: Item) -> Item:
"""The item at quality 0.0: `BURNT`, the countdown spent."""
return replace(item, form=ItemForm.BURNT, quality=0.0, ttl=0.0)
def _step_stove(
station: Station, dt: float, tick: int, events: list[Event]
) -> Station:
"""One ready stove's burn stage: count the dishes' `ttl` down, burn at zero.
A burnt dish leaves the station `DIRTY` (the burnt pot is stuck) and
fires the one `BURNT` event. A lifted dish's `ttl` is untouched here
(it is in a hand, not on the heat), and a dish with no live countdown
(`ttl` 0.0 — a raw set-down, a script's pre-placement) never burns.
"""
contents = list(station.contents)
changed = False
burnt_now = False
for index, entry in enumerate(contents):
if (
entry.form is ItemForm.COOKED
and entry.quality > 0.0
and entry.ttl > 0.0
):
remaining = entry.ttl - dt
if remaining <= BURN_EPS:
contents[index] = _burnt(entry)
burnt_now = True
events.append(
Event(
kind=EventKind.BURNT,
x=station.x,
y=station.y,
payload={
"station": station.id,
"item": entry.kind.value,
"form": ItemForm.BURNT.value,
"tick": tick,
},
)
)
else:
contents[index] = replace(entry, ttl=remaining)
changed = True
if not changed:
return station
updated = replace(station, contents=tuple(contents))
if burnt_now:
# A burn happened this substep (a pre-existing `BURNT` content — a
# washed pot's stuck dish — does not re-dirty the station):
# the pot is stuck dirty.
updated = replace(
updated,
state=StationState.DIRTY,
dirty=True,
worker_id=None,
progress=0.0,
duration=0.0,
)
return updated
def _step_board(station: Station, dt: float) -> Station:
"""One chop board's rot stage: decay the sitting raw and chopped items."""
contents = list(station.contents)
changed = False
for index, entry in enumerate(contents):
if entry.form in _BOARD_DECAY_FORMS and entry.quality > 0.0:
quality = entry.quality - dt / ROT_S
if quality <= BURN_EPS:
contents[index] = replace(entry, form=ItemForm.BURNT, quality=0.0)
else:
contents[index] = replace(entry, quality=quality)
changed = True
if not changed:
return station
return replace(station, contents=tuple(contents))
def _step_carry(player: Player, dt: float) -> Player:
"""One cook's half-rate carry stage: decay the carried prepared item."""
carried = player.carrying
if (
carried is None
or carried.form not in _CARRY_DECAY_FORMS
or carried.quality <= 0.0
):
return player
quality = carried.quality - dt / (ROT_S * CARRY_DECAY_TICKS)
carried = _burnt(carried) if quality <= BURN_EPS else replace(carried, quality=quality)
return replace(player, carrying=carried)
def step_freshness(
state: KitchenState, dt: float
) -> tuple[KitchenState, tuple[Event, ...]]:
"""Advance every freshness clock by `dt` (substep stage 4b).
Args:
state: the kitchen at the start of the substep; never mutated.
dt: the substep length (the kernel's `STEP_DT`).
Returns:
The state with the decayed/burnt items (and the burnt station
`DIRTY`) and the `BURNT` events the burns fired. A kitchen with
nothing decaying is the same state back, untouched (hash
neutrality: a round with no prepared food is bit-identical with
and without this stage).
"""
events: list[Event] = []
stations: list[Station] = []
stations_changed = False
for station in state.stations:
if station.kind is StationKind.STOVE and station.state is StationState.READY:
stepped = _step_stove(station, dt, state.tick, events)
elif station.kind is StationKind.CHOP_BOARD:
stepped = _step_board(station, dt)
else:
stepped = station
if stepped is not station:
stations_changed = True
stations.append(stepped)
players: list[Player] = []
players_changed = False
for player in state.players:
stepped = _step_carry(player, dt)
if stepped is not player:
players_changed = True
players.append(stepped)
if not stations_changed and not players_changed:
return state, ()
new_state = state
if stations_changed:
new_state = replace(new_state, stations=tuple(stations))
if players_changed:
new_state = replace(new_state, players=tuple(players))
return new_state, tuple(events)
+108 -63
View File
@@ -31,14 +31,17 @@ chop board with an onion on it is an onion *to be chopped*, and pressing it work
rather than taking it back — which is the only way the "hold to chop" rule of PLAN §5 can
mean anything. An item becomes grabbable when it is output: on a spawn shelf (stock), or on
a station whose state says the work is done. That rule lives in `_loose_item()` and nowhere
else, so phase 04's pipelines have exactly one place to change their minds.
else, so the pipeline (`sim/stations.py`) has exactly one place to change their minds.
**A press is one event, not twenty a second.** `action_gate()` consumes the rising edge of
the `action` flag and hands `resolve_action()` a `held_for` of `0.0` for that substep;
every later substep of the same hold reports the seconds it has been down, and the
long-press `TRASH` spends them at its 8-tick threshold (the `HOLD_WORK` threshold is
phase 04's). What a verb *does* with its target is `sim/carry.py`'s job — the one item
per hand, the set-down and its hand-off mark, the trash — so a target is never acted on
long-press `TRASH` spends them at its 8-tick threshold, and the `HOLD_WORK` hold is
what drives the pipeline's progress (`sim/stations.py`'s stage 4 reads the hold
counters). What a verb *does* with its target is `sim/carry.py`'s (the hands) and
`sim/stations.py`'s (the pipeline) job —
per hand, the set-down and its hand-off mark, the trash — and the pipeline's the one
station job at a time, so a target is never acted on
twice in one substep and an item is never in two places. `step_dt` is a parameter rather
than an import from `sim/step.py` because the kernel imports *this* module; the tick
length is passed in so there is exactly one edge between them.
@@ -53,7 +56,7 @@ from enum import StrEnum
from types import MappingProxyType
from typing import TYPE_CHECKING, Final
from undercooked.sim import carry
from undercooked.sim import carry, stations
from undercooked.sim.model import (
Event,
EventKind,
@@ -70,6 +73,11 @@ from undercooked.sim.model import (
)
if TYPE_CHECKING: # types only: step.py imports this module at runtime
from undercooked.sim.recipe import (
# a content model (pydantic): the book the `SERVE` press validates
# its dish against
RecipeBook,
)
from undercooked.sim.step import PlayerInput
__all__ = [
@@ -142,8 +150,9 @@ class DeniedReason(StrEnum):
class Verb(StrEnum):
"""What the button means for one target, chosen by `select_verb()`.
The verbs are a contract with phase 04 (which implements the kitchen pipeline behind
them) as much as with the client (which animates them). `NONE` is not a failure: it is
The verbs are a contract with the kitchen pipeline (`sim/stations.py`) as much as
with the client (which animates them); the `SERVE` press is spent by
`sim/scoring.py` (phase 04 task 03). `NONE` is not a failure: it is
the absence of a verb, always paired with a `DeniedReason`.
"""
@@ -397,8 +406,9 @@ def _working_verb(player: Player, station: Station) -> tuple[Verb, DeniedReason
return None
if station.worker_id is not None and station.worker_id != player.id:
return Verb.NONE, DeniedReason.STATION_BUSY
# A working fixture with no worker recorded is phase 04's to attribute; until then the
# press that keeps it working is not refused.
# A working fixture with no worker recorded is unclaimed (its worker's release
# grace expired — `sim/stations.py`); the press re-claims the slot, so it is
# not refused.
return Verb.HOLD_WORK, None
@@ -408,14 +418,29 @@ def _verb_for_work_surface(
"""Chop board, stove, prep: the press acts on what is on the surface.
* something on it + a free hand → `START_WORK` (this is the hold-to-chop press);
* something on it + a full hand → `STATION_BUSY`: one item at a time on a surface;
* something on it + a full hand → `STATION_BUSY`: one item at a time on a surface —
except a carried raw at a board holding only burnt items: the task 04 push-out
(`PLACE_ON_STATION`; the burnt item yields, `sim/stations.py`);
* empty surface + a full hand → `PLATE_DISH` at the prep counter, `PLACE_ON_STATION`
everywhere else (phase 04's acceptance rules may still answer `WRONG_ITEM`);
everywhere else (the pipeline's acceptance and stock rules may still answer
`WRONG_ITEM`, or a zero stock `NOTHING_HERE` with a `why`);
* empty surface + empty hand → `INVALID_STATE`: the fixture is idle and has nothing, so
no verb applies to it (`NOTHING_HERE` means no *entity* was found at all).
"""
if station.contents:
if player.carrying is not None:
# The task 04 push-out: a board holding only burnt items (the
# raw that rotted there, no usable raw among them) lets a
# carried raw's set-down through — the set-down destroys the
# burnt item (`WASTED`, `sim/stations.py`'s push-out) instead
# of the surface's flat `station_busy`. A usable raw among the
# contents keeps the flat refusal (never a silent overwrite).
if (
station.kind is StationKind.CHOP_BOARD
and player.carrying.form is ItemForm.RAW
and stations.push_out_allowed(station)
):
return Verb.PLACE_ON_STATION, None
return Verb.NONE, DeniedReason.STATION_BUSY
return Verb.START_WORK, None
if player.carrying is None:
@@ -438,27 +463,36 @@ def _verb_for_idle_station(
return _needs_hand(player, Verb.TRASH)
if kind is StationKind.SPAWN_SHELF:
# A shelf is stock, not a work surface: an empty hand takes one of whatever it holds
# (even with `contents` empty — the item kind comes from the level's legend, which is
# phase 04's replenishment), and a full hand can always set one down. That set-down is
# the escape hatch PLAN §5 implies but never names: without it a cook holding a burnt
# dish has nowhere to put it except the trash's penalty.
# (even with `contents` empty — the item kind comes from the level's legend,
# which phase 05's room seeds onto the shelf), and a full hand can always set one
# down. That set-down is the escape hatch PLAN §5 implies but never names: without
# it a cook holding a burnt dish has nowhere to put it except the trash's penalty.
if player.carrying is not None:
return Verb.RELEASE, None
return Verb.PICK_FROM_STATION, None
return _verb_for_work_surface(player, station)
def _dirty_verb(player: Player) -> tuple[Verb, DeniedReason | None]:
"""The dirty fixture's answer: `WASH` with a free hand, `STATION_DIRTY` with a full one."""
if player.carrying is None:
return Verb.WASH, None
return Verb.NONE, DeniedReason.STATION_DIRTY
def _verb_for_station(player: Player, station: Station) -> tuple[Verb, DeniedReason | None]:
"""The ladder for a fixture: station state first, because state outranks kind.
A dirty board is refused whatever you are holding (the fix is phase 04's wash rule, and
the reason the player needs is "this board is filthy", not "you are holding the wrong
thing"); a working one is held by its own cook and busy for everyone else; a blocked one
admits no verb at all; a cooling or occupied one is busy; a ready one hands its output
back. Only then does the kind decide the verb.
A dirty fixture answers a free hand with `WASH` (the in-place wash — phase 04's fix
for the dirt: the prop is stuck on the fixture, so the wash is here, not at the
sink) and a full hand with `STATION_DIRTY`, the reason the player needs ("this
board is filthy", not "you are holding the wrong thing"); a working one is held by
its own cook and busy for everyone else; a blocked one admits no verb at all; a
cooling or occupied one is busy; a ready one hands its output back. Only then does
the kind decide the verb.
"""
if station.dirty or station.state is StationState.DIRTY:
return Verb.NONE, DeniedReason.STATION_DIRTY
return _dirty_verb(player)
working = _working_verb(player, station)
if working is not None:
return working
@@ -547,6 +581,22 @@ def denied_event(
)
def denied_event_with(
player: Player,
reason: DeniedReason,
verb: Verb = Verb.NONE,
**extra: object,
) -> Event:
"""`denied_event` with extra payload keys (the stock refusals' `why`)."""
payload: dict[str, object] = {
"player_id": player.id,
"reason": str(reason),
"verb": str(verb),
}
payload.update(extra)
return Event(kind=EventKind.DENIED, x=player.pos.x, y=player.pos.y, payload=payload)
def _station_of(target: Target | None) -> Station | None:
"""The fixture a set-down would land on, or `None` for an item target / nothing.
@@ -558,20 +608,11 @@ def _station_of(target: Target | None) -> Station | None:
return None
def _holder_station(state: KitchenState, target: Target | None) -> Station | None:
"""The fixture an `ItemTarget` would be taken out of, or `None`.
A helper for `resolve_action`'s dispatch so the pick branch has a `Station` it can
empty; `_verb_for_item` has already refused an item target whose station is missing, so
in practice this is either that station or `None` on a path that cannot be reached.
"""
if not isinstance(target, ItemTarget) or target.on_station_id is None:
return None
return _station_by_id(state, target.on_station_id)
def resolve_action(
state: KitchenState, player: Player, held_for: float = 0.0
state: KitchenState,
player: Player,
held_for: float = 0.0,
book: RecipeBook | None = None,
) -> tuple[KitchenState, tuple[Event, ...]]:
"""Resolve one cook's action button against `state`; never mutates the state or the cook.
@@ -584,14 +625,21 @@ def resolve_action(
gate's to spend (the long-press `TRASH`), so a *direct* call with a positive
`held_for` is the documented no-op — one press, one effect, however long the
button is held.
book: the recipe book the `SERVE` press validates its dish against
(the kernel's book, threaded from `step()`); only the `SERVE` verb
reads it, and a `None` book on such a press is `scoring.resolve_serve`'s
named `ValueError` (a caller bug, not a silent rejection).
Returns:
The new state and the events this press produced: exactly one `PICKED` for a pick
(one `HANDED_OFF` when the pick lifts a set-down inside the hand-off window),
one `DROPPED` for a set-down, one `DENIED` for a refusal (whose payload carries
the `DeniedReason`), and nothing at all for a hold, or for a verb the pipeline
does not spend yet (`START_WORK`, `HOLD_WORK`, `SERVE`, `WASH`; the `TRASH`
press starts its hold — the gate spends it at the threshold).
The new state and the events this press produced: exactly one `PICKED` for a
pick (one `HANDED_OFF` when the pick lifts a set-down inside the hand-off
window — and the dirty side effect of lifting a prep's or stove's output),
one `DROPPED` for a set-down (which also starts the work when the station
works the item), one `DENIED` for a refusal (whose payload carries the
`DeniedReason`), the `SERVE` press's `SERVED` + `SCORE` (a matched dish —
the hand empties) or named `DENIED` (a rejected dish — the hand keeps
it), and nothing at all for a hold, or for the `TRASH` press (whose
hold the gate spends at its 8-tick threshold).
"""
if held_for > 0.0:
return state, ()
@@ -599,24 +647,13 @@ def resolve_action(
verb, denial = select_verb(state, player, target)
if denial is not None:
return state, (denied_event(player, denial, verb),)
holder = _holder_station(state, target)
if verb is Verb.PICK_ITEM and isinstance(target, ItemTarget) and holder is not None:
return carry.pick_item(state, player, holder, target.item)
if player.carrying is not None:
station = _station_of(target)
if station is not None and verb in (
Verb.RELEASE,
Verb.PLACE_ON_STATION,
Verb.PLATE_DISH,
):
return carry.place_item(state, player, station, player.carrying)
# TODO(phase 04): START_WORK / HOLD_WORK / SERVE / WASH. `select_verb` names every
# one of them today, so the ladder is pinned by tests now; each of these presses is
# a deliberate no-op until the station pipeline exists to spend it. A no-op is not
# a refusal: no `DENIED`, because the player did nothing wrong. The `TRASH` press
# is the same shape: it starts the hold, and the gate spends it at the 8-tick
# threshold (`_trash_hold`).
return state, ()
# Every verb the ladder names is the station pipeline's to spend
# (`sim/stations.py`): a pick (with the dirty side effect of lifting a
# prep's or stove's output), a set-down (which becomes the pipeline's
# input when the station works the item), a work start, a wash, the
# `SERVE` press (phase 04 task 03's `scoring.resolve_serve`), and the
# `TRASH` press whose hold the gate spends.
return stations.apply_station_verb(state, player, verb, target, book)
def target_key(target: Target) -> tuple[object, ...]:
@@ -648,6 +685,7 @@ def action_gate(
state: KitchenState,
frames: Mapping[str, PlayerInput],
step_dt: float,
book: RecipeBook | None = None,
) -> tuple[KitchenState, tuple[Event, ...]]:
"""Stage 2's second half: turn each frame's `action` flag into holds, and act on the presses.
@@ -660,7 +698,8 @@ def action_gate(
and the press is queued with `held_for = 0.0`;
* every later frame of the same hold increments `action_held_ticks` and passes the
seconds the button has been down — which the long-press `TRASH` spends at its
8-tick threshold (`_trash_hold`); the `HOLD_WORK` threshold is phase 04's. A
8-tick threshold (`_trash_hold`); the `HOLD_WORK` hold is the pipeline's
progress driver (`sim/stations.py` stage 4). A
release resets the counters, so a later `True` is a fresh press.
Presses are then resolved in seat order against the running state, so the first cook to
@@ -674,6 +713,11 @@ def action_gate(
frames: one resolved `PlayerInput` per player id, in seat order as the kernel built it.
step_dt: the substep length the kernel is running at (`step.STEP_DT`). A parameter so
this module does not import `sim/step.py`, which imports this one.
book: the recipe book the `SERVE` press validates its dish against
(the kernel's book, threaded from `step()`); the only verb that
reads it is `SERVE`, and a `None` book on such a press is
`scoring.resolve_serve`'s named `ValueError` (a caller bug, not a
silent rejection).
Returns:
The state with updated counters and any pick/set-down applied (a long-press
@@ -711,7 +755,7 @@ def action_gate(
working, produced = _trash_hold(working, current)
events.extend(produced)
continue
working, produced = resolve_action(working, current, held_for)
working, produced = resolve_action(working, current, held_for, book)
events.extend(produced)
return working, tuple(events)
@@ -741,9 +785,10 @@ def claims_entity(verb: Verb, target: Target) -> bool:
`PICK_ITEM` lifts the item a fixture holds, `START_WORK` takes the single worker slot on
it, and `PICK_FROM_STATION` claims the finished thing only while there *is* a thing in
`contents`. A shelf pick with nothing in `contents` is not a claim: that shelf's stock is
the level's legend, which phase 04 replenishes, so two cooks tapping it in the same
substep both get an onion and neither was ever in anyone's way. Without this distinction
`contents`. A shelf pick with nothing in `contents` is not a claim: that shelf's stock
is the level's legend, which phase 05's room seeds onto the shelf, so two cooks
tapping it in the same substep both get an onion and neither was ever in anyone's
way. Without this distinction
the kernel would answer a legal simultaneous take with `CONTESTED_LOST` — a refusal that
lies about why nothing happened, which PLAN §5 forbids in the same breath as the silent
no-op.
+47 -3
View File
@@ -181,8 +181,8 @@ class Item:
kind: ItemKind
form: ItemForm
quality: float = 1.0 # 1.0 -> 0.0 as it burns (PLAN §5)
ttl: float = 0.0 # seconds until the item rots; 0.0 = never
dish_id: int | None = None # recipe id when this item is a plated dish
ttl: float = 0.0 # the burn countdown on the stove's heat (`sim/freshness.py`); 0.0 = never
dish_id: str | None = None # recipe id of a plated dish (resolved by the scoring)
def is_trash(self) -> bool:
"""Burnt items are unrecoverable and belong in the trash."""
@@ -228,6 +228,10 @@ class Player:
button: how many consecutive substeps it has been down, and the tick that hold began on.
`sim/interact.py`'s `action_gate` is the only writer, and a frame without `action` clears
both — which is what turns a held flag arriving twenty times a second into one press.
`display_name` is the sanitized, non-authoritative HUD label (PLAN §5: identity is
seat colour + name) that `build_state` copies from the seat spec; the result
payload (`sim/round_state.result_payload`) shows it and nothing else of the person.
"""
id: str
@@ -241,13 +245,22 @@ class Player:
dishes_served: int = 0
connected: bool = True
seat: int = 0
display_name: str = ""
action_held_ticks: int = 0
action_pressed_tick: int = 0
@dataclass(frozen=True)
class Order:
"""A live customer order counting down to `deadline`."""
"""A live customer order counting down to `deadline`.
`deadline` is the *absolute tick* at which the order expires (the spawn
tick plus the level's deadline in ticks, phase 04 task 02), and
`time_left` the derived seconds still on the clock —
`(deadline - tick) * STEP_DT`, never below zero — so an order expires on
exactly the substep its remaining clock reaches 0. `value` is the recipe's
`base_score` the scoring stage's math starts from.
"""
id: int
recipe_id: str
@@ -330,6 +343,8 @@ class EventKind(StrEnum):
"""Transient FX/log event kinds emitted by `step()` (PLAN §4 data flow)."""
CHOPPED = "chopped"
COOKED = "cooked"
READY = "ready"
SERVED = "served"
BURNT = "burnt"
ORDER_MISSED = "order_missed"
@@ -339,6 +354,8 @@ class EventKind(StrEnum):
STUNNED = "stunned"
WASHED = "washed"
TRASHED = "trashed"
ROUND_END = "round_end" # the verdict landed (sim/round_state.py); an abort fires none
WASTED = "wasted" # a burnt item destroyed by a placement's push-out (sim/stations.py)
PICKED = "picked" # an item left a fixture and entered a hand (sim/interact.py)
DROPPED = "dropped" # a hand set its item down on a fixture (sim/interact.py)
HANDED_OFF = "handed_off" # a set-down picked up in the window: the pass (sim/carry.py)
@@ -369,6 +386,24 @@ class KitchenState:
`(placer id, placed-at tick)` — or `None` for an entry no hand put down.
It is state truth (a replay must reproduce the `HANDED_OFF` it produces)
and never a snapshot concern (phase 06's projection does not project it).
The `order_*` fields are the level's `orders` spec copied as scalars in tick
units (phase 04 task 02; `sim/state_build.py` does the copy) so a state is
self-contained for a replay without the `Level` object: `order_pool` is the
recipe ids, `order_concurrent` the ticket-rail cap, `order_spawn_min/max`
the interval bounds in ticks, `order_deadline` the deadline in ticks,
`order_penalty` the miss penalty the scoring stage spends. `next_order_at`
is the tick the next spawn is due on (`build_state` starts it at
`sim/orders.FIRST_ORDER_DELAY_TICKS`; a hand-built state's default of `-1`
means "due from the first substep") and `next_order_id` the next order's id (monotonic
from 1). Both are threaded by `sim/orders.py`'s stage.
`time_limit` is the level's clock in seconds (`sim/state_build.py` copies it
from `level.time_limit`), kept beside `time_left` because the stars
(`sim/round_state.stars`) grade the win by the *share* of the clock left —
`time_left` over `time_limit` — and a replay must be able to re-derive the
grade without the `Level` object. A hand-built state's `0.0` default is a
round with no clock to grade against: a win is worth the win star only.
"""
level_id: str
@@ -378,9 +413,18 @@ class KitchenState:
stations: tuple[Station, ...] = ()
players: tuple[Player, ...] = ()
orders: tuple[Order, ...] = ()
order_pool: tuple[str, ...] = ()
order_concurrent: int = 0
order_spawn_min: int = 0
order_spawn_max: int = 0
order_deadline: int = 0
order_penalty: int = 0
next_order_at: int = -1
next_order_id: int = 1
hazards: tuple[Hazard, ...] = ()
score: int = 0
target_score: int = 0
time_limit: float = 0.0
time_left: float = 0.0
streak: int = 0
result: RoundResult | None = None
+262 -12
View File
@@ -1,21 +1,271 @@
"""Order lifecycle hook for the fixed-step kernel.
"""Order spawning and expiry — the ticket rail (PLAN §5, phase 04 task 02).
**Identity today.** `step()` runs this as substep stage 5. Phase 04 fills it in:
spawning orders from `Level.orders` (`pool`, `concurrent`, `spawn_interval`,
`deadline`, `penalty`) drawing from `rng`, counting `Order.time_left` down,
and the `served`/`order_missed`/`score` events with the streak multiplier of
PLAN §5. The `rng` argument is the substep's stream, so an order sequence is
reproducible from the round seed alone.
Purity contract (PLAN.md A5, enforced by `undercooked.sim.purity`): standard
library and `undercooked.sim` imports only — no I/O, no asyncio, no
wall-clock, no randomness outside the round seed.
`step_orders` runs as substep stage 5, and one substep does at most one of
three things, in this order:
1. **Retire what is overdue.** Every live order's clock is
`(deadline - tick) * TICK_SECONDS`, derived, never accumulated — so an order
expires on *exactly* the substep whose tick reaches its `deadline` (it has
lived `deadline` substeps, `deadline * 0.05 s`). A retired order leaves
`counters["missed"] += 1` and one `ORDER_MISSED` carrying its id and
recipe. The `penalty` score deduction and the streak reset are task 03's
`scoring.py` (the single owner of score and streak), injected as the
`on_miss` callback — the kernel passes `scoring.apply_miss`, so this
stage records the miss and names it, and the score side stays in
`scoring` without an import either way.
2. **Spawn when it is due and the rail has room.** A spawn is due when
`tick >= next_order_at`. `build_state` starts `next_order_at` at
`FIRST_ORDER_DELAY_TICKS` (1.5 s) so the countdown-to-cook beat feels
right. The recipe is `Rng(state.rng_state).choice(pool)` and the next
spawn is scheduled at `tick + range_int(spawn_min, spawn_max)` — the draw
is *always* at least one tick ahead, which is what makes "never two
spawns on one tick" a construction fact. The new order carries
`value = recipe.base_score` from the `RecipeBook` the caller passes (a
`None` book on a state that would spawn is a `ValueError`: a caller bug,
loud at the spawn, not a silent zero).
3. **A full rail retries — and a retry is not a draw.** When the due tick
arrives with `len(orders) == order_concurrent`, the next attempt is
`tick + MIN_RETRY_TICKS` (1 s) and *neither* the recipe draw *nor* the
interval draw is consumed: the round's `rng_state` is untouched. Otherwise
a full rail would quietly warp the cadence — every blocked due tick would
spend a draw the next spawn never used, and a replay could not tell a
retry from a real gap.
The state threading is the whole of the randomness contract: `step_orders`
rebuilds the `Rng` from `state.rng_state`, draws (a spawn is exactly two
`next_u64`s: the `choice`'s `range_int` and the interval `range_int`), and
writes the counter back to the state it returns. Stage 6 (hazards, phase 10)
continues the *same* stream from the post-orders counter, so one substep's
draws are a pure function of the pre-step `rng_state` and a replay
reproduces them all.
`order_summary(state)` is the compact ticket rail the phase-06 snapshot
encoder projects (PLAN §4's `o`): `id`, `r` (recipe id), `l` (fraction
remaining, two decimals), `pts` (the value).
"""
from __future__ import annotations
from undercooked.sim.model import Event, KitchenState
from collections.abc import Callable, Mapping
from dataclasses import replace
from typing import TYPE_CHECKING, Final
from undercooked.sim.model import Event, EventKind, KitchenState, Order
from undercooked.sim.rng import Rng
__all__ = ["step"]
if TYPE_CHECKING: # types only: a `RecipeBook` is a content model (pydantic)
from undercooked.sim.recipe import RecipeBook
__all__ = [
"FIRST_ORDER_DELAY_TICKS",
"MIN_RETRY_TICKS",
"TICK_SECONDS",
"order_summary",
"step_orders",
"to_ticks",
]
#: One substep in seconds: the kernel's `STEP_DT`, restated here because
#: `sim/step.py` imports this module (a runtime import back would be a cycle)
#: and the state's time unit is the tick, not the second.
TICK_SECONDS: Final[float] = 0.05
#: The first order arrives 1.5 s into the round: the countdown-to-cook beat.
FIRST_ORDER_DELAY_TICKS: Final[int] = 30
#: The full-rail retry gap, 1 s in ticks: a due tick the rail cannot serve
#: retries `MIN_RETRY_TICKS` later, without spending the interval draw.
MIN_RETRY_TICKS: Final[int] = 20
def step(state: KitchenState, dt: float, rng: Rng) -> tuple[KitchenState, tuple[Event, ...]]: # noqa: ARG001 - phase 04 uses all three
"""Spawn, tick and retire orders (identity until phase 04)."""
return state, ()
def to_ticks(seconds: float) -> int:
"""A span in seconds as whole ticks, clamped to at least one.
The state's time unit is the tick, and a zero-tick span is illegal for
the spawn schedule (it is how a second spawn would land on the first's
tick), so `0 < seconds < 0.025` still buys one tick. The `OrdersSpec`
schema is the validator for negative or inverted spans; this function
does not re-validate, it only converts.
"""
return max(1, round(seconds / TICK_SECONDS))
def _due(state: KitchenState, tick: int) -> bool:
"""Is a spawn due on this substep (`tick` is the pre-increment tick)."""
return tick >= state.next_order_at
def _expired(order: Order, tick: int) -> bool:
"""Has this order's clock reached zero on this substep?"""
return tick >= order.deadline
def _missed(order: Order, tick: int) -> Event:
"""The retire of one overdue order: the `ORDER_MISSED` that names it."""
return Event(
kind=EventKind.ORDER_MISSED,
payload={"id": order.id, "r": order.recipe_id, "tick": tick},
)
def _apply_misses(
state: KitchenState,
retired: tuple[Order, ...],
on_miss: Callable[[KitchenState, Order], tuple[KitchenState, tuple[Event, ...]]] | None,
events: list[Event],
) -> KitchenState:
"""The scoring half of the retirement: one `on_miss` per expired order, in
rail order, threading the state it returns (the score and the streak are
`scoring.py`'s — this module never imports it)."""
scored = state
for order in retired:
if on_miss is not None:
scored, produced = on_miss(scored, order)
events.extend(produced)
return scored
def step_orders(
state: KitchenState,
dt: float, # noqa: ARG001 - the stage-5 signature keeps `dt` for the kernel's uniformity; the clocks are tick-derived, so its value is not read here
book: RecipeBook | None,
on_miss: Callable[[KitchenState, Order], tuple[KitchenState, tuple[Event, ...]]] | None = None,
) -> tuple[KitchenState, tuple[Event, ...]]:
"""Advance the ticket rail by one substep (stage 5).
Args:
state: the kitchen at the start of the substep; never mutated. Its
`order_*` scalars are the level's spec, `next_order_at` the
pending due tick and `next_order_id` the next id.
dt: the substep length (the kernel's `STEP_DT`); the only use is to
keep the signature honest with the other stages — the clocks are
derived from ticks, so a `dt` that is not `TICK_SECONDS` changes
nothing here.
book: the recipe book a spawn values its order from
(`value = recipe.base_score`). `None` is legal while the state
never spawns (an empty pool, or a zero cap) and a `ValueError`
on the first spawn it cannot serve — a caller bug, named.
on_miss: the scoring half of a retirement (`scoring.apply_miss`,
injected by the kernel so this module never imports `scoring`):
called, in retirement order, for every order that expired on this
substep, threading the state it returns. `None` (a direct call
that only wants the rail's own bookkeeping) leaves `score` and
`streak` untouched.
Returns:
The state with the retired orders gone, any new order on the rail,
the advanced `next_order_at` / `next_order_id`, and the thread the
spawn drew from (`rng_state`); plus the `ORDER_MISSED` events. A
substep that retires nothing, spawns nothing and has no live orders
hands the state back untouched (hash-neutral, like the other stages).
"""
tick = state.tick
counters = dict(state.counters)
events: list[Event] = []
surviving: list[Order] = []
retired: list[Order] = []
# 1. retire what is overdue, and keep the rest on their derived clocks.
for order in state.orders:
if _expired(order, tick):
counters["missed"] = counters.get("missed", 0) + 1
events.append(_missed(order, tick))
retired.append(order)
else:
surviving.append(
replace(order, time_left=(order.deadline - tick) * TICK_SECONDS)
)
# The score and the streak are `scoring.py`'s (injected, so this module
# never imports it): one `on_miss` per retirement, in rail order.
scored = _apply_misses(state, tuple(retired), on_miss, events)
# 2./3. the due tick: spawn if the rail has room, else the retry.
rng_state = scored.rng_state
next_order_at = scored.next_order_at
next_order_id = scored.next_order_id
if _due(state, tick):
if state.order_pool and len(surviving) < state.order_concurrent:
if book is None:
msg = (
"a state with a non-empty order pool needs the recipe book "
"to value its orders (pass it to `step` / `run_script`)"
)
raise ValueError(msg)
rng = Rng(state.rng_state)
recipe_id = rng.choice(state.order_pool)
recipe = book.get(recipe_id)
surviving.append(
Order(
id=state.next_order_id,
recipe_id=recipe_id,
deadline=float(tick + state.order_deadline),
time_left=state.order_deadline * TICK_SECONDS,
value=recipe.base_score,
)
)
# at least one tick ahead: never two spawns on one tick.
span = rng.range_int(state.order_spawn_min, state.order_spawn_max)
next_order_at = tick + max(span, 1)
next_order_id = state.next_order_id + 1
rng_state = rng.state
elif state.order_pool:
# the full-rail retry: no draw, so the cadence is the rail's,
# not the stream's. (An empty pool is a no-op: nothing can
# ever be ordered, and the due tick stays due.)
next_order_at = tick + MIN_RETRY_TICKS
orders = tuple(surviving)
if (
not surviving
and not events
and next_order_at == scored.next_order_at
and next_order_id == scored.next_order_id
and rng_state == scored.rng_state
):
return state, ()
updated = scored
if (
orders != scored.orders
or next_order_at != scored.next_order_at
or next_order_id != scored.next_order_id
):
updated = replace(
updated,
orders=orders,
next_order_at=next_order_at,
next_order_id=next_order_id,
)
if counters != scored.counters:
updated = replace(updated, counters=counters)
if rng_state != scored.rng_state:
updated = replace(updated, rng_state=rng_state)
return updated, tuple(events)
def order_summary(state: KitchenState) -> tuple[Mapping[str, object], ...]:
"""The ticket rail, compact: what the phase-06 snapshot encoder projects.
One mapping per live order, in rail order: `id`, `r` (the recipe id),
`l` (the fraction of the deadline still unspent, two decimals, clamped
to `[0, 1]`) and `pts` (the order's value). An empty rail is `()`.
"""
total = max(state.order_deadline, 1)
summaries: list[Mapping[str, object]] = []
for order in state.orders:
fraction = (order.deadline - state.tick) / total
fraction = min(max(fraction, 0.0), 1.0)
summaries.append(
{
"id": order.id,
"r": order.recipe_id,
"l": round(fraction, 2),
"pts": order.value,
}
)
return tuple(summaries)
+4 -3
View File
@@ -414,8 +414,9 @@ def run_script(
level: the level the script names; a mismatch with `script.level_id` is a
`ReplayError`, because a golden recorded against one kitchen checked
against another is a comparison that means nothing.
book: the recipe book `build_state` takes (unused by the phase-03
subsystems; the parameter is there so phase 04 changes no call site).
book: the recipe book `build_state` takes and stage 5's orders value
their spawns from (`value = recipe.base_score`) — a replay of a
round that spawns needs it, so `run_script` always passes it on.
script: the committed script (`validate()` runs first; a bad script never
reaches the kernel).
max_ticks: pin the run length (the `check` CLI pins it to the golden's
@@ -479,7 +480,7 @@ def run_script(
]
for frame in by_tick.get(tick, ()):
seqs[frame.player_id] = seqs.get(frame.player_id, 0) + 1
state, produced = step(state, STEP_DT, inputs)
state, produced = step(state, STEP_DT, inputs, book)
events.extend(produced)
done = tick + 1
if script.record_every > 0 and (done % script.record_every == 0 or done == total):
+232 -21
View File
@@ -1,42 +1,253 @@
"""Round timer and end conditions for the fixed-step kernel.
"""The round's end conditions — the verdict, the freeze, the stars, the payload.
This stage is only partly a hook: the **countdown and the time-up verdict are
real now**, because a round that never ends cannot be tested, and PLAN §5 makes
the verdict depend on nothing else (`score` against `target_score`). Phase 04
extends the same function with the early win the moment `target_score` is
reached, the `stars` grading from remaining time, and the order-driven loss.
Purity contract (PLAN.md A5, enforced by `sim/purity.py`): standard library
and `undercooked.sim` imports only — no I/O, no asyncio, no wall-clock, no
randomness outside the round seed. Nothing here reads a clock; time enters
only as the `dt` the kernel hands the stage.
A state that already carries a `result` is left alone here — gating whether a
finished round keeps ticking at all is the room supervisor's decision (phase
05), not this stage's.
`step_round` runs as substep stage 7, and it owns the round's clock and its
verdict — the two numbers PLAN §5 says the verdict turns on are the state's
`score` and `target_score`, and nothing else:
* **The countdown.** `time_left -= dt`, clamped at zero. A residue below
`TIME_EPS` is float noise from repeated `STEP_DT` subtraction (240 x 0.05
does not land exactly on 12.0), and it ends the round — a clock that shows
"0.0 s" without ever expiring is a bug.
* **The early win.** `score >= target_score` decides `WON` on the substep
the score crosses the target — the score stage (2b, through the action
gate's `SERVE`) and the verdict stage run in the same substep, so a
serving press that reaches the target wins the round *on that press*, and
`time_left` is the countdown of that substep (the clock stops on the win,
at the value it had when the press scored).
* **The buzzer.** `time_left` reaching zero decides `WON` when
`score >= target_score`, `LOST` otherwise. A win on the buzzer is the
timeout branch, not the early one: the clock is 0.0, the stars read
zero-clock, and the verdict is one event either way.
* **The `ROUND_END` event.** Exactly one, on the substep the verdict lands:
the payload carries `result`, `score`, `target` and `stars`, at the rail
(the event's `x`/`y` are 0 — the end of a round is HUD, not floor).
The settled round emits no second one, whatever the caller keeps ticking
for.
**The settle — the freeze.** A state that carries a `result` is finished
gameplay: the kernel (stage 7's caller, `sim/step.py`) freezes every
gameplay stage for the rest of the round — the action gate, movement,
stations, freshness, orders and hazards are all skipped — and only this
stage (the clamp, nothing else) and `tick += 1` keep running. This is what
makes the round's final second deterministic: the room supervisor (phase 05)
keeps the room ticking for `SETTLE_S` (1.0 s) after the `ROUND_END` event
so the winning substep's events (the `SERVED`, the `SCORE`, the `ROUND_END`
itself) land in the players' buffers, and during that window no input moves
a cook, no station finishes, no order expires and no dish burns.
`time_left` is frozen at the verdict value for the whole window — the
verdict is the last tick that ever changes the clock — which is what keeps
`stars` and `result_payload` a function of the state at the verdict alone,
no matter when the room sends the `round` message.
`abort(state, reason)` is the crash-isolation seam (phase 12): the room's
tick loop caught an exception, and the round ends `ABORTED` without a
`ROUND_END` event of its own — the room tells the players with its own
`ev`, and `reason` is that message's text. The verdict is final: a round
that already won or lost keeps it (a crash after the buzzer cannot
un-win it), and `abort` on a decided state is the same state back.
`stars(state)` grades a *finished* state, and it reads the frozen `time_left`
and `time_limit` — the share of the clock the win left on the table:
| stars | when (a `WON` state) |
|---|---|
| 0 | not `WON` — `LOST`, `ABORTED`, or a round that has not ended yet |
| 1 | won, with less than 25 % of the clock left (or a no-clock state: `time_limit <= 0`) |
| 2 | won, with `time_left >= 0.25 x time_limit` |
| 3 | won, with `time_left >= 0.5 x time_limit` |
The thresholds are inclusive at the boundary (exactly 25 % / 50 % buys the
star), and `0.25 x time_limit` is an exact binary half (a power-of-two
scale), so the comparison is stable to the tick: `tests/sim/test_round_state.py`
pins both sides of each boundary at tick granularity.
`result_payload(state)` is the body of the phase-06 `round` message
(PLAN §7) and nothing leaks out of it: plain JSON types only — `str`, `int`,
finite `float`, `bool`, `None`, list and dict — no `Vec2`, no enum, no
dataclass, no NaN. Its keys, exactly: `result` (`"won"` / `"lost"` /
`"aborted"`, or `None` before the verdict), `score`, `target`, `stars`,
`time_left`, `counters` (the `served` / `missed` / `wasted` counts, 0 where
the counter was never written), `longest_streak`, `players` (one mapping per
seat, in seat order: `id`, `name`, `score`, `dishes_served`,
`missed_contrib`), `level_id`, `seed`, `ticks`.
`longest_streak` is the round's high-water mark of consecutive serves:
`sim/scoring.py` is its single owner (it writes
`counters["longest_streak"]` on a serve; a miss resets the *current* streak
and never the mark), and this module only reads it. `missed_contrib` is the
one number the payload carries that is an *estimate*: the sim does not
attribute an expired order to a cook (it expired on the rail, not on a
person), so the payload spreads the round's `missed` count evenly over its
seats (`missed // players` each, floor) — display only, never a
competitive gate (PLAN §5), and documented as such here and in
`docs/SIMULATION.md`.
"""
from __future__ import annotations
from collections.abc import Mapping
from dataclasses import replace
from typing import Final
from undercooked.sim.model import Event, KitchenState, RoundResult
from undercooked.sim.model import Event, EventKind, KitchenState, RoundResult
__all__ = ["TIME_EPS", "step"]
__all__ = ["SETTLE_S", "TIME_EPS", "abort", "result_payload", "stars", "step_round"]
#: Countdown residue below this is float noise from repeated `STEP_DT` subtraction
#: (240 x 0.05 does not land exactly on 12.0), and would otherwise leave a round
#: showing "0.0 s" without ever ending.
#: Countdown residue below this is float noise from repeated `STEP_DT`
#: subtraction (240 x 0.05 does not land exactly on 12.0), and would
#: otherwise leave a round showing "0.0 s" without ever ending.
TIME_EPS: Final[float] = 1e-9
#: The settle window, in seconds: how long the room supervisor (phase 05)
#: keeps the room ticking after the `ROUND_END` event, so the verdict
#: substep's events land in the players' buffers. During it the sim is the
#: frozen stage-7-and-tick machine this module documents: no gameplay stage
#: runs, `time_left` holds at the verdict value, and `tick` is the only
#: thing that moves. The room owns the window; this constant is the shared
#: number it and the tests agree on.
SETTLE_S: Final[float] = 1.0
def step(state: KitchenState, dt: float) -> tuple[KitchenState, tuple[Event, ...]]:
"""Count `dt` off the clock and decide the round when the clock runs out.
def step_round(state: KitchenState, dt: float) -> tuple[KitchenState, tuple[Event, ...]]:
"""Count `dt` off the clock, land the verdict, and hold it.
Args:
state: the round as of this substep; never mutated. A state that
already carries a `result` is the settled half: its clock is
frozen (the verdict is the last tick that changes it) and no
event is emitted — a second `ROUND_END` would be a second
verdict, and there is only one.
dt: the substep's seconds (`STEP_DT` from the kernel; a hand-built
caller may pass any non-negative value — a negative one advances
the clock *forward*, the same rule `step()` applies to its
caller's `dt`).
Returns:
The state with `time_left` reduced (never below zero), carrying
`RoundResult.WON`/`LOST` on the substep that reaches zero, and no events.
The state with `time_left` reduced (never below zero), and, on the
substep the verdict lands, its `result` (`WON` the moment the score
reaches the target, or `WON` / `LOST` when the clock runs out) plus
the one `ROUND_END` event. Every other substep changes at most the
clock.
"""
if state.result is not None:
# The settle: the clock is frozen at the verdict value, and no event
# fires — `time_left` is never negative by construction (the live
# branch clamps it), so a finished state needs nothing but itself.
return state, ()
remaining = state.time_left - dt
if remaining <= TIME_EPS:
if state.result is not None:
return replace(state, time_left=0.0), ()
# The buzzer: WON when the score made the target, LOST when it did
# not. The clock is zero either way — the win's stars read zero
# because the clock says so, not because of the score.
outcome = RoundResult.WON if state.score >= state.target_score else RoundResult.LOST
return replace(state, time_left=0.0, result=outcome), ()
updated = replace(state, time_left=0.0, result=outcome)
return updated, (_round_end(updated),)
if state.score >= state.target_score:
# The early win: the clock holds at this substep's countdown — the
# stars grade the share of it left — and the verdict lands now.
updated = replace(state, time_left=remaining, result=RoundResult.WON)
return updated, (_round_end(updated),)
return replace(state, time_left=remaining), ()
def _round_end(updated: KitchenState) -> Event:
"""The one `ROUND_END` event: the verdict's summary, at the rail (x/y 0).
It reads the *post-verdict* state: `result` is set, `time_left` is the
frozen verdict value — so the `stars` it carries are the payload's stars
(the event and the `round` message can never grade the win two ways).
"""
return Event(
kind=EventKind.ROUND_END,
payload={
"result": updated.result.value if updated.result is not None else None,
"score": updated.score,
"target": updated.target_score,
"stars": stars(updated),
},
)
def stars(state: KitchenState) -> int:
"""The grade of a finished round: 0-3, from the frozen clock (module docstring).
`LOST` / `ABORTED` / a not-yet-ended round are 0; a `WON` state is 1 plus
the 25 % star plus the 50 % star, each inclusive at the boundary. A win
in a state with no clock (`time_limit <= 0` — a hand-built round) is the
win star only: there is no share of a missing clock to grade.
"""
if state.result is not RoundResult.WON:
return 0
if state.time_limit <= 0.0:
return 1
count = 1
if state.time_left >= 0.25 * state.time_limit:
count += 1
if state.time_left >= 0.5 * state.time_limit:
count += 1
return count
def abort(state: KitchenState, reason: str) -> KitchenState: # noqa: ARG001 - reason is the caller's `ev` text (phase 12); the state stores no free-form strings, so a replay cannot drift on them
"""Mark an in-progress round `ABORTED` (the room's crash isolation, phase 12).
The verdict is final: a state that already carries a `result` is the same
object back — a crash after the buzzer cannot un-win or un-lose a round.
`reason` is the text the room broadcasts in its own `ev`; it is not kept
on the state, on purpose: state truth is what a replay re-derives, and a
free-form string would be the one thing it could not.
"""
if state.result is not None:
return state
return replace(state, result=RoundResult.ABORTED)
def result_payload(state: KitchenState) -> Mapping[str, object]:
"""The body of the phase-06 `round` message (PLAN §7) — see the module
docstring for the key set; this function is the projection that keeps
it plain-JSON by construction.
The `players` list is in seat order (the state's, stable), so two
identical states — or the same state twice — project byte-identically.
`missed_contrib` is the documented display-only estimate (the round's
`missed` count, spread evenly, floor). `counters` is the projection of
the state's counters onto exactly `served` / `missed` / `wasted`, with a
never-written counter reading as 0.
"""
counters = state.counters
missed = counters.get("missed", 0)
players = [
{
"id": player.id,
"name": player.display_name,
"score": player.score,
"dishes_served": player.dishes_served,
"missed_contrib": (missed // len(state.players)) if state.players else 0,
}
for player in sorted(state.players, key=lambda seat: (seat.seat, seat.id))
]
return {
"result": state.result.value if state.result is not None else None,
"score": state.score,
"target": state.target_score,
"stars": stars(state),
"time_left": state.time_left,
"counters": {
"served": counters.get("served", 0),
"missed": missed,
"wasted": counters.get("wasted", 0),
},
"longest_streak": counters.get("longest_streak", 0),
"players": players,
"level_id": state.level_id,
"seed": state.seed,
"ticks": state.tick,
}
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"""Serve resolution and scoring — a plated dish becomes points (PLAN §5, phase 04 task 03).
Purity contract (PLAN.md A5, enforced by `sim/purity.py`): standard library
and `undercooked.sim` imports only — no I/O, no asyncio, no wall-clock, no
randomness outside the round seed. `resolve_serve` never reads the clock or
anything outside the state it is handed; its whole of truth is `(state,
player, dish, book)`.
This module is the single owner of the round's `score` and `streak` — the
two numbers the round's verdict turns on (PLAN §5 "Orders, scoring,
results"). It owns them from both sides:
* **A serve.** `resolve_serve(state, player, dish, book)` checks the carried
dish in this order, the first failure being the answer:
1. `BURNT` — the dish's quality is 0.0 or its form is `BURNT` (quality
decays 1.0 → 0.0 as it burns; a burnt dish is rejected, never scored);
2. `NO_TARGET` — the dish is not a plated dish (`form` is not `PLATED`);
3. `NO_ORDERS` — the ticket rail is empty;
4. `WRONG_RECIPE` — the dish's recipe is not a book recipe (a declared
`dish_id` the book does not know), or no book recipe composes the
dish's ingredient (an undeclared dish), or no live order names the
resolved recipe;
5. `INCOMPLETE` — the dish declares a recipe whose ingredients it does not
contain: the dish's single ingredient must be one of the recipe's
required kinds (a missing or wrong ingredient is the one composition
check — the sim plates one item per dish, `sim/stations.py`).
A dish without a declared `dish_id` composes *every* book recipe that
requires its ingredient kind, and the match below decides among them. On a
match the dish is consumed (the hand empties), the matched order is
removed from the rail, `score += points`, `streak += 1` (the multiplier
counts the streak *after* the increment, capped at `MAX_STREAK_MULT`),
the cook's `score` and `dishes_served` advance (per-player contribution,
display only — PLAN §5) and `counters["served"] += 1`, and
`counters["longest_streak"]` — the round's high-water mark of consecutive
serves — rises to `max(its current value, the streak after the increment)`
(a miss resets the *current* streak and never the mark; this module is the
single owner, and `sim/round_state.py` only reads it). The dirty props
do not move here: the plate was already taken from the clean stock into
the dirty pool when the `PLATE_DISH` work started, and the pot when the
stove work started (`sim/stations.py`'s stock bookkeeping — task 04's
dirty loop, where `…_clean + …_dirty` is the level's limit every tick),
and a wash is what returns them. `SERVED` (the payload carries
`order_id`, `points`, `quality`, `streak`) is followed by `SCORE`.
* **A miss.** `apply_miss(state, order)` is the scoring half of the rail's
expiry (`sim/orders.py` records the miss and fires `ORDER_MISSED`):
`score = max(MIN_SCORE_FLOOR, score - order_penalty)` and `streak = 0`,
with `SCORE` carrying the (negative or zero) delta. A miss that changes
nothing — no penalty configured and no streak to reset — changes nothing:
the state is the same object back and no `SCORE` fires (the
`ORDER_MISSED` already names it).
`orders.py` records the miss; it does not import this module, and this
module does not import it — `step.py` injects `apply_miss` into
`step_orders` as the `on_miss` callback, so the ownership stays single
without a cycle. `stations.apply_station_verb` routes the `SERVE` press to
`resolve_serve` with the book the kernel was handed (a `None` book on a
press that would validate a dish is a `ValueError`: a caller bug, named,
not a silent rejection — the same contract `step_orders` holds for a book
`None` spawn).
The math (the `docs/SIMULATION.md` "Serve scoring" section):
points = round(base x quality x streak_mult x time_bonus)
* `base` is the order's `value` — the recipe's `base_score`, frozen at
spawn by `sim/orders.py`;
* `quality` is the dish's `quality` (1.0 → 0.0; a burnt dish never reaches
the math — it is rejected `BURNT` first);
* `streak_mult = 1 + 0.1 x min(streak, 5)` — the streak *after* the
increment, capped at `MAX_STREAK_MULT = 1.5` (a sixth or later consecutive
serve buys no more than a fifth);
* `time_bonus = 1 + 0.5 x fraction` — `fraction` is the share of the level
deadline still unspent when the dish is served, `time_left` over the
deadline span in seconds (`state.order_deadline x TICK_SECONDS`, the span
every order is spawned with — `Order.deadline` is the absolute expiry
tick, so the original span is the level spec's), clamped to `[0, 1]`. A
dish served with the full deadline unspent earns 1.5; one served at the
edge earns 1.0. A non-positive deadline span buys no bonus (1.0) — a
hand-built state with no spec is a round with no clock on the rail, not
a division by zero.
`MIN_SCORE_FLOOR = 0`: the miss deduction floors at zero, the score is never
negative, and `round` is Python's (banker's rounding at an exact `.5` — the
hand-computed cases `tests/sim/test_scoring.py` pins never land on one).
"""
from __future__ import annotations
from dataclasses import dataclass, replace
from enum import StrEnum
from typing import Final
from undercooked.sim.model import (
Event,
EventKind,
Item,
ItemForm,
ItemKind,
KitchenState,
Order,
Player,
)
from undercooked.sim.recipe import Recipe, RecipeBook
__all__ = [
"MAX_STREAK_MULT",
"MIN_SCORE_FLOOR",
"TICK_SECONDS",
"Matched",
"Rejected",
"ServeReason",
"apply_miss",
"evaluate_serve",
"resolve_serve",
"streak_mult",
"time_bonus",
]
#: One substep in seconds: the kernel's `STEP_DT`, restated here because
#: `sim/step.py` imports this module (a runtime import back would be a cycle)
#: and the state's deadline spec is in ticks.
TICK_SECONDS: Final[float] = 0.05
#: The multiplier the streak buys at its cap: `1 + 0.1 x 5` — the sixth and
#: every later consecutive serve is worth no more than the fifth.
MAX_STREAK_MULT: Final[float] = 1.5
#: The score's floor: a miss deduction never drives the round's score below
#: zero, and a serve's points are never negative (quality is in `(0, 1]` by
#: the time the math runs, and a `base` of 0 is worth 0, not less).
MIN_SCORE_FLOOR: Final[int] = 0
class ServeReason(StrEnum):
"""Why a served dish was not scored — the `DENIED` payload's `reason`.
The client turns each into its own nudge (US-04 criterion 7): "no orders
on the rail", "that is not what anyone ordered", "that dish is
incomplete", "that burnt", "that is not a dish".
"""
NO_ORDERS = "no_orders"
WRONG_RECIPE = "wrong_recipe"
INCOMPLETE = "incomplete"
BURNT = "burnt"
NO_TARGET = "no_target"
@dataclass(frozen=True)
class Matched:
"""A served dish: what it matched and what it is worth.
Attributes:
order_id: the order the dish filled (the oldest compatible one — FIFO).
points: `round(base x quality x streak_mult x time_bonus)` — the whole
of what the serve is worth (added to the round's score and the
serving cook's score alike).
quality: the dish's quality at the serve (in `(0, 1]` here — the
burnt half never reaches a match).
streak: the round's streak *after* this serve's increment — the
multiplier was computed on it.
time_bonus: the deadline share the serve earned (1.0 at the edge,
1.5 with the full deadline unspent).
"""
order_id: int
points: int
quality: float
streak: int
time_bonus: float
@dataclass(frozen=True)
class Rejected:
"""A served dish the kitchen did not score — the dish stays in the hand."""
reason: ServeReason
#: The outcome of checking one dish against the rail: a match (it will be
#: scored) or a named rejection (it will not, and nothing is consumed).
ServeOutcome = Matched | Rejected
def streak_mult(streak: int) -> float:
"""The multiplier a streak buys: `1 + 0.1 x min(streak, 5)`.
Counted on the streak *after* the increment (a first serve is already
the second number on the HUD), and capped at `MAX_STREAK_MULT` — the
`min` is the whole of the cap.
"""
return 1.0 + 0.1 * min(streak, 5)
def time_bonus(order: Order, state: KitchenState) -> float:
"""The deadline share a serve earns: `1 + 0.5 x fraction`, in `[1.0, 1.5]`.
`fraction` is the order's `time_left` over the level deadline in seconds
(`state.order_deadline x TICK_SECONDS` — the span every order is spawned
with, so the state's spec is the whole of the denominator), clamped to
`[0, 1]`. A non-positive deadline span buys no bonus: a hand-built state
with no spec has no clock on its rail, and the division is not made.
"""
deadline_seconds = state.order_deadline * TICK_SECONDS
if deadline_seconds <= 0.0:
return 1.0
fraction = order.time_left / deadline_seconds
fraction = min(max(fraction, 0.0), 1.0)
return 1.0 + 0.5 * fraction
def _required_kinds(recipe: Recipe) -> frozenset[ItemKind]:
"""The item kinds the recipe's ingredients name (the composition check's set)."""
return frozenset(ingredient.kind for ingredient in recipe.ingredients)
def _candidates(dish: Item, book: RecipeBook) -> frozenset[str]:
"""The recipe ids an undeclared dish composes: the book's for its ingredient.
An undeclared dish composes every book recipe that requires its
ingredient kind; a kind no recipe requires composes nothing.
"""
return frozenset(
recipe_id
for recipe_id in book.ids()
if dish.kind in _required_kinds(book.get(recipe_id))
)
def _dissatisfaction(dish: Item) -> Rejected | None:
"""The dish's own half of the check, before the rail is read: `BURNT` or `NO_TARGET`."""
if dish.quality <= 0.0 or dish.form is ItemForm.BURNT:
return Rejected(ServeReason.BURNT)
if dish.form is not ItemForm.PLATED:
return Rejected(ServeReason.NO_TARGET)
return None
def _resolve_candidates(dish: Item, book: RecipeBook) -> frozenset[str] | Rejected:
"""The recipe ids the dish composes, or the named rejection.
A declared `dish_id` composes that recipe alone: an id the book does not
know is `WRONG_RECIPE`, and a declared recipe whose ingredients the dish's
single ingredient is not one of is `INCOMPLETE` (the composition check —
a missing or wrong ingredient). An undeclared dish composes every book
recipe that requires its ingredient kind; a kind no recipe requires
composes nothing (the caller reads the empty set as `WRONG_RECIPE`).
"""
if dish.dish_id is not None:
if dish.dish_id not in book.recipes:
return Rejected(ServeReason.WRONG_RECIPE)
if dish.kind not in _required_kinds(book.get(dish.dish_id)):
return Rejected(ServeReason.INCOMPLETE)
return frozenset({dish.dish_id})
return _candidates(dish, book)
def evaluate_serve(state: KitchenState, dish: Item, book: RecipeBook | None) -> ServeOutcome:
"""The pure check half of a serve: the outcome, before the state is touched.
The whole of `resolve_serve`'s decision, with none of its effects — the
state comes back exactly as it went in. The checks run in the module
docstring's order; the first failure is the answer, and a match is the
*oldest* compatible live order (the smallest id — ids are monotonic at
spawn, so the first onto the rail is the first served, FIFO).
Raises:
ValueError: the book is `None` — a dish that would be validated
needs the recipe book (a caller bug, named).
"""
if book is None:
msg = (
"a dish being served needs the recipe book to validate its recipe "
"(pass it to `step` / `run_script`)"
)
raise ValueError(msg)
dissatisfaction = _dissatisfaction(dish)
if dissatisfaction is not None:
return dissatisfaction
if not state.orders:
return Rejected(ServeReason.NO_ORDERS)
candidates = _resolve_candidates(dish, book)
if isinstance(candidates, Rejected):
return candidates
if not candidates:
return Rejected(ServeReason.WRONG_RECIPE)
matches = [order for order in state.orders if order.recipe_id in candidates]
if not matches:
return Rejected(ServeReason.WRONG_RECIPE)
order = min(matches, key=lambda candidate: candidate.id)
quality = dish.quality
streak = state.streak + 1 # the multiplier counts the streak after the increment
bonus = time_bonus(order, state)
points = round(order.value * quality * streak_mult(streak) * bonus)
return Matched(
order_id=order.id,
points=points,
quality=quality,
streak=streak,
time_bonus=bonus,
)
def _denied(player: Player, reason: ServeReason) -> Event:
"""The named refusal at the cook (the ladder's payload shape, the `serve` verb)."""
return Event(
kind=EventKind.DENIED,
x=player.pos.x,
y=player.pos.y,
payload={"player_id": player.id, "reason": reason.value, "verb": "serve"},
)
def resolve_serve(
state: KitchenState,
player: Player,
dish: Item,
book: RecipeBook | None,
) -> tuple[KitchenState, tuple[Event, ...]]:
"""Resolve one cook's served dish against the rail: the match, or the named refusal.
Args:
state: the kitchen as of this substep; never mutated. Its `score`,
`streak`, `orders`, `counters` and the serving cook's contribution
are what a match spends on; a rejection leaves the object
untouched (the same one back — the dish stays in the hand and
the rail, order and all, is unchanged).
player: the cook pressing, as the state holds them — their id must
name one of the state's players (a `ValueError` otherwise: a
caller bug). A match empties *that* copy's hand and credits it.
dish: the carried dish (`form` `PLATED`, its `quality`, its
`dish_id` or none).
book: the recipe book the dish is validated against; a `None` book
is a `ValueError` — a caller bug, named, not a silent rejection.
Returns:
The state with the matched order removed, the cook's hand emptied and
contribution credited, `score`/`streak` advanced and
`counters["served"]` up by one — and the `SERVED` then `SCORE`
events at the cook — or the same state back, with one `DENIED`
naming the reason, for a rejected dish. (The dirty plate and pot do
not move here: they left the clean stock when the work that made
the dish started — `sim/stations.py`, task 04's dirty loop.)
Raises:
ValueError: the book is `None` (a dish that would be validated), or
the cook's id is not in the state (a match with no one to credit).
"""
outcome = evaluate_serve(state, dish, book)
if isinstance(outcome, Rejected):
return state, (_denied(player, outcome.reason),)
cook = next((p for p in state.players if p.id == player.id), None)
if cook is None:
msg = f"the serving cook {player.id!r} is not in the state"
raise ValueError(msg)
counters = dict(state.counters)
counters["served"] = counters.get("served", 0) + 1
# The high-water mark: a later miss resets `streak` and never the mark.
counters["longest_streak"] = max(counters.get("longest_streak", 0), outcome.streak)
served = replace(
cook,
carrying=None,
score=cook.score + outcome.points,
dishes_served=cook.dishes_served + 1,
)
updated = state
updated = replace(updated, score=updated.score + outcome.points, streak=outcome.streak)
updated = replace(
updated,
orders=tuple(o for o in updated.orders if o.id != outcome.order_id),
players=tuple(served if p.id == cook.id else p for p in updated.players),
counters=counters,
)
events = (
Event(
kind=EventKind.SERVED,
x=player.pos.x,
y=player.pos.y,
payload={
"order_id": outcome.order_id,
"points": outcome.points,
"quality": outcome.quality,
"streak": outcome.streak,
"player_id": player.id,
},
),
Event(
kind=EventKind.SCORE,
x=player.pos.x,
y=player.pos.y,
payload={
"delta": outcome.points,
"order_id": outcome.order_id,
"player_id": player.id,
},
),
)
return updated, events
def apply_miss(state: KitchenState, order: Order) -> tuple[KitchenState, tuple[Event, ...]]:
"""The scoring half of one order's expiry: the penalty, the streak reset, the `SCORE`.
`score = max(MIN_SCORE_FLOOR, score - order_penalty)` and `streak = 0`;
`SCORE` carries the applied delta (negative or zero, with the `order_id`)
at the rail (the event's `x`/`y` are 0 — the rail is HUD, not floor).
The reset is the *current* streak only: `counters["longest_streak"]`
(this module's high-water mark, which `sim/round_state.result_payload`
reads) is never touched here — a miss ends the run, not the record.
A miss that changes nothing — a level with no penalty and a streak of
zero — returns the state untouched and fires no `SCORE`: the
`ORDER_MISSED` `sim/orders.py` already emits is the one that names it.
"""
penalty = state.order_penalty
new_score = max(MIN_SCORE_FLOOR, state.score - penalty)
if new_score == state.score and state.streak == 0:
return state, ()
delta = new_score - state.score
updated = state.with_score(new_score, 0)
event = Event(
kind=EventKind.SCORE,
payload={"delta": delta, "order_id": order.id},
)
return updated, (event,)
+23 -7
View File
@@ -20,6 +20,7 @@ from typing import Final
from undercooked.sim.level import Level
from undercooked.sim.model import Facing, KitchenState, Player, Vec2
from undercooked.sim.orders import FIRST_ORDER_DELAY_TICKS, to_ticks
from undercooked.sim.recipe import RecipeBook
__all__ = ["SEAT_COLORS", "SeatSpec", "StateBuildError", "build_state", "color_for_seat"]
@@ -86,7 +87,7 @@ def build_state(
level: Level,
seats: Sequence[SeatSpec],
seed: int,
book: RecipeBook, # noqa: ARG001 - the order book arrives with phase 04
book: RecipeBook, # noqa: ARG001 - not read here; the caller's `step`/`run_script` passes it to stage 5, and the state copies the level's spec instead
) -> KitchenState:
"""Assemble tick 0 of a round.
@@ -96,14 +97,19 @@ def build_state(
built in seat order so two rooms dealt the same seats match.
seed: the round seed — stored on the state and used as the initial
`rng_state`, so a replay needs nothing else to reproduce the round.
book: the recipe book the level was validated against. Unused until
phase 04 materialises the order queue from `level.orders.pool`;
it is a parameter now so that phase changes no call signature.
book: the recipe book the level was validated against; stage 5's
`step` call values the spawns it makes from it. The state itself
needs only the level's `orders` spec, which is copied as scalars
(in tick units) below, so a replay is self-contained.
Returns:
A `KitchenState` at `tick=0` with `time_left=level.time_limit`,
`target_score=level.target_score`, no orders and no hazards (phase 04
and phase 10 own those collections).
A `KitchenState` at `tick=0` with `time_limit` and `time_left` both
at `level.time_limit` (the stars grade the win by the share of the
clock left — the state keeps the limit beside the countdown), each
cook carrying the seat's `display_name`, the level's `orders` spec
copied as scalars in tick units (`next_order_at` at the 1.5 s
first-order delay, `next_order_id` at 1), no orders and no hazards
(phase 10 owns that collection).
Raises:
StateBuildError: the level defines no spawn tile, or a seat index is
@@ -126,6 +132,7 @@ def build_state(
pos=_spawn_point(spawn, stacked_index),
facing=Facing.DOWN,
seat=seat.seat,
display_name=seat.display_name,
)
)
@@ -136,8 +143,17 @@ def build_state(
stations=level.stations,
players=tuple(players),
orders=(),
order_pool=tuple(level.orders.pool),
order_concurrent=level.orders.concurrent,
order_spawn_min=to_ticks(level.orders.spawn_interval[0]),
order_spawn_max=to_ticks(level.orders.spawn_interval[1]),
order_deadline=to_ticks(level.orders.deadline),
order_penalty=level.orders.penalty,
next_order_at=FIRST_ORDER_DELAY_TICKS,
next_order_id=1,
hazards=(),
target_score=level.target_score,
time_limit=level.time_limit,
time_left=level.time_limit,
result=None,
counters={},
File diff suppressed because it is too large Load Diff
+92 -23
View File
@@ -13,20 +13,37 @@ order documented here and in `docs/SIMULATION.md`:
`action` flag into the cook's hold counters and spends the rising edge on a
target, so one press produces one effect and one refusal (`sim/interact.py`);
3. movement and collision (`movement.step_movement`, phase 03 task 02);
4. station pipelines (`stations.step`, phase 04);
5. orders (`orders.step`, phase 04);
4. station pipelines (`stations.step_stations`, real: phase 04 task 01);
4b. freshness (`freshness.step_freshness`, real: phase 04 task 04 — the burn
countdown on a ready stove's cooked dish, the linear `ROT_S` rot of a raw
or chopped item on a chop board, and the half-rate decay of a carried
prepared item; a burn fires `BURNT` and leaves the stove `DIRTY`);
5. orders (`orders.step_orders`, real: phase 04 task 02 — seeded spawning
from the level's pool with the concurrency cap, the 1.5 s first-order
delay, the tick-precise deadline and the full-rail retry; the miss's
penalty and streak reset ride on the injected `on_miss`, which this
kernel passes as `scoring.apply_miss`);
6. hazards (`hazards.step`, phase 10);
7. the round timer and end conditions (`round_state.step` — the countdown and
the time-up verdict already live there);
7. the round timer, the end conditions and the settle
(`round_state.step_round` — the countdown, the early win the moment the
score reaches `target_score`, the buzzer verdict, the one `ROUND_END`;
a state that carries a `result` freezes stages 2b-6 from then on — the
action gate, movement, stations, freshness, orders and hazards all stop —
and only the frozen clamp and the tick keep running, through the room's
`SETTLE_S` (1.0 s) settle window);
8. `tick += 1`.
Two properties hold by construction and are the reason later phases can trust
it. **Purity:** the input `KitchenState` is never mutated — every substep
returns a freshly built one via `dataclasses.replace`, so a caller can keep the
pre-step state and compare it. **Determinism:** given the same state, the same
`dt` sequence and the same inputs, `step()` returns an identical state and the
same events, because nothing here reads a clock, a global, or `random` — the
only randomness comes from `state.rng_state` through `sim.rng.Rng`.
`dt` sequence, the same inputs and the same recipe book, `step()` returns an
identical state and the same events, because nothing here reads a clock, a
global, or `random` — the only randomness comes from `state.rng_state`
through `sim.rng.Rng`. Stage 5 threads that stream itself (a spawn is two
draws, written back to the state it returns), and stage 6's `Rng` is built
from the *post-orders* counter, so one substep's draws are a function of the
pre-step `rng_state` alone.
A resolved input is re-applied to *every* substep of one `step()` call: intent
persists until the client sends newer intent, which is what makes
@@ -34,18 +51,44 @@ persists until the client sends newer intent, which is what makes
flag is the exception in kind, not in mechanism — it is re-applied too, but the
action gate remembers the hold in `Player.action_held_ticks`, so the re-applied
flag *continues* a press instead of starting a second one.
The **settle** is the third contract. A state that carries a `result` is
finished gameplay: from the substep the verdict lands, the kernel runs no
playback stage on it — the action gate, movement, stations, freshness, orders
and hazards are all skipped — and only stage 7's frozen clamp and `tick += 1`
keep running. `time_left` holds at the verdict value (the verdict is the last
tick that changes the clock), `rng_state` is untouched (a draw-less `Rng`
returns its seed) and no event fires: the `ROUND_END` and the verdict
substep's own events (the winning `SERVED`, the `SCORE`) are the only ones
that land. That is what lets the room supervisor (phase 05) keep the room
ticking for `sim/round_state.SETTLE_S` (1.0 s) after the verdict and have the
window be determinism, not drift — `stars` and the result payload are a
function of the state at the verdict alone, no matter when the `round`
message is sent.
"""
from __future__ import annotations
from collections.abc import Sequence
from dataclasses import dataclass, field, replace
from typing import Final
from typing import TYPE_CHECKING, Final
from undercooked.sim import hazards, interact, movement, orders, round_state, stations
from undercooked.sim import (
freshness,
hazards,
interact,
movement,
orders,
round_state,
scoring,
stations,
)
from undercooked.sim.model import Event, EventKind, Facing, KitchenState, Vec2
from undercooked.sim.rng import Rng
if TYPE_CHECKING: # types only: a `RecipeBook` is a content model (pydantic)
from undercooked.sim.recipe import RecipeBook
__all__ = ["MAX_DT", "STEP_DT", "TICK_EPS", "PlayerInput", "resolve_inputs", "step"]
#: One simulation substep in seconds: the 20 Hz tick of A4. `config.tick_hz`
@@ -137,27 +180,40 @@ def resolve_inputs(
def _substep(
state: KitchenState,
intent: dict[str, PlayerInput],
book: RecipeBook | None,
) -> tuple[KitchenState, tuple[Event, ...]]:
"""Run stages 2b-8 once: the only place a tick is ever born."""
"""Run stages 2b-8 once (freshness is 4b): the only place a tick is ever born.
A state that already carries a `result` runs only stage 7 (the frozen
clamp) and the tick increment — the settle: no gameplay stage runs, so
no event fires and no stage touches the kitchen, and the draw-less `Rng`
hands the round's seed straight back.
"""
events: list[Event] = []
rng = Rng(state.rng_state)
if state.result is None:
state, sub_events = interact.action_gate(state, intent, STEP_DT, book)
events.extend(sub_events)
state, sub_events = interact.action_gate(state, intent, STEP_DT)
events.extend(sub_events)
state, sub_events = movement.step_movement(state, STEP_DT, intent)
events.extend(sub_events)
state, sub_events = movement.step_movement(state, STEP_DT, intent)
events.extend(sub_events)
state, sub_events = stations.step_stations(state, STEP_DT)
events.extend(sub_events)
state, sub_events = stations.step(state, STEP_DT)
events.extend(sub_events)
state, sub_events = freshness.step_freshness(state, STEP_DT)
events.extend(sub_events)
state, sub_events = orders.step(state, STEP_DT, rng)
events.extend(sub_events)
state, sub_events = orders.step_orders(
state, STEP_DT, book, on_miss=scoring.apply_miss
)
events.extend(sub_events)
state, sub_events = hazards.step(state, STEP_DT, rng)
events.extend(sub_events)
rng = Rng(state.rng_state) # stage 6's stream: the post-orders counter
state, sub_events = hazards.step(state, STEP_DT, rng)
events.extend(sub_events)
state, sub_events = round_state.step(state, STEP_DT)
state, sub_events = round_state.step_round(state, STEP_DT)
events.extend(sub_events)
return replace(state, tick=state.tick + 1, rng_state=rng.state), tuple(events)
@@ -167,6 +223,7 @@ def step(
state: KitchenState,
dt: float,
inputs: Sequence[PlayerInput] = (),
book: RecipeBook | None = None,
) -> tuple[KitchenState, tuple[Event, ...]]:
"""Advance `state` by `dt` seconds of wall time and return the new state.
@@ -175,12 +232,24 @@ def step(
dt: seconds elapsed since the previous call. Clamped to
`[0, MAX_DT]`; a negative or NaN value advances nothing.
inputs: intent received since the previous call, in any order.
book: the recipe book stage 5 values its spawns with
(`value = recipe.base_score`) and the `SERVE` press validates
its dish against (`scoring.resolve_serve`, via the action gate
and `stations.apply_station_verb`). `None` is legal while the
state never spawns (an empty `order_pool`) and no cook serves;
a state that spawns raises `ValueError` on the first due tick,
and a bookless `SERVE` press on a dish that would be validated
raises the named `ValueError` — a caller bug, named.
Returns:
The state after however many whole `STEP_DT` substeps the accumulated
time bought (possibly zero of them), and every event those substeps
produced, in substep order. The leftover fraction is carried in
`state.accumulator` for the next call.
`state.accumulator` for the next call. A state that already carries a
`result` is the settled half: the call keeps advancing `tick` (the
room's settle window, `sim/round_state.SETTLE_S`), but no gameplay
stage runs on it — the inputs are ignored, `time_left` holds at the
verdict value, and no event fires.
"""
raw = dt if dt >= 0.0 else 0.0 # a NaN comparison is False, so NaN -> 0.0
delta = min(raw, MAX_DT)
@@ -190,7 +259,7 @@ def step(
accumulated = state.accumulator + delta
while accumulated >= STEP_DT - TICK_EPS:
accumulated -= STEP_DT
state, sub_events = _substep(state, intent)
state, sub_events = _substep(state, intent, book)
events.extend(sub_events)
return (
replace(state, accumulator=0.0 if accumulated < 0.0 else accumulated),
+2 -2
View File
@@ -1,6 +1,6 @@
{
"name": "carry_two_player",
"description": "Phase 03 task 04: a scripted two-player sequence — one pass (a set-down picked up inside the hand-off window) and one contested pick — reaching the golden state hash after 12 ticks. Regenerate only on a deliberate sim-contract change, never to silence a failure (the re-bless path is formalised by task 05's replay harness).",
"description": "Phase 03 task 04: a scripted two-player sequence \u2014 one pass (a set-down picked up inside the hand-off window) and one contested pick \u2014 reaching the golden state hash after 12 ticks. Regenerate only on a deliberate sim-contract change, never to silence a failure (the re-bless path is formalised by task 05's replay harness).",
"tick": 12,
"hash": "6952e2a139770605f56ee188f988f3d5cfad044b6b9024578583662793553e00"
"hash": "cb5ddaae62e11ce9a030d0e2c5785fa04856ea587d15744a8b4129916744c0f9"
}
+141 -141
View File
@@ -5,147 +5,147 @@
"tick_hz": 20,
"record_every": 1,
"tick": 139,
"hash": "9d580cb87be31b959336883d90c9023d8add1f589436d219d5b52e47998777b7",
"hash": "fb3151540631dc2a61aeda19ab563b39e6ba32c989a03eb3cac008d038d55998",
"hashes": {
"0": "e60663c7ef05691d1a57a651107883bfa03efa6a9328a4c67c3d94bdbc04de11",
"1": "d01f3eabab5be03c78854c25813a7d00aabadcd1507a6d6b3f8b8ee79e5d1d75",
"2": "7ff500659d5b7a172f971dc1346b9babe3286ee8c62b5a5410b102ece1d0d5c1",
"3": "e5cc0227f291684b8fae99df579f1c77c25b6ca38e1a7123abf2654108383b52",
"4": "a354fd79d257157a6fe9e6c673ef08129f16caf6d25824b8c4385b7e85f6977f",
"5": "5518ef0776f1e0639145c963307af322f1f6f2b61afe7e33bead87f33566938c",
"6": "3275d1263aebdb26d59e65b117f398d1e320ae24b9dc0c394ec1f5087dadbe5f",
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}
}
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"""The scripted cook: the deterministic policy behind the task 04 long runs.
`test_freshness.py`'s 1 000-tick conservation sequence and
`test_no_deadlock.py`'s 2 000-tick worst case drive the same kitchen the
same way: one cook, two fixed positions one tile apart (the reach zone
gives four "first target" rights per position — the front tile, then the
two diagonal-front tiles, then underfoot, and a press resolves to the
*first station cell* of its facing's walk), every station in reach by a
facing change, and an action is always *face, then press, then (hold),
then release*. The whole run is a pure function of the game state and a
small harness memory (`Harness`) — no RNG, no wall clock: a re-run of the
run is bit-identical, which is what lets the tests assert per tick.
The layout (a 5 x 5 floor, the cook's two positions (2.5, 3.5) and
(2.5, 4.5)):
```text
position 1 (2.5, 3.5): position 2 (2.5, 4.5):
UP front shelf (2, 2) LEFT front — (out of map)
UP diag — LEFT 2nd prep (1, 4)
LEFT front board (1, 3) LEFT 3rd board (1, 3)
RIGHT front stove (3, 3) RIGHT 2nd window (3, 4)
UP 3rd sink (3, 2) RIGHT 3rd stove (3, 3)
(the sink is reachable from position 1; the cook never washes there —
the in-place wash is the policy's one fix)
```
The policy is the worst case the task names: **serve everything possible,
never wash until forced.** With the small stock (two plates, two pots)
that means a dirty prep or a dirty stove (a stuck prop) or an empty clean
stock stops the next dish, and the one fix is the in-place wash — the
prop's stock paid back on completion. A full hand at a stuck prop sets
its item down on the board (a table — the board works raw only, so a
chopped or cooked set-down stays a marked object), washes, and picks it
back up.
```text
shelf ─raw─▶ board ─chopped─▶ stove ─cooked─▶ (walk) ─prep ─plated─▶ (walk) ─window
(18 ticks) (120 ticks) (12 ticks)
│ the dirty prep / stove (a stuck
│ prop) is washed in place (24 ticks)
▼
the stock pair is paid back
```
"""
from __future__ import annotations
from dataclasses import dataclass
from undercooked.sim.grid import Grid
from undercooked.sim.model import (
Facing,
Item,
ItemForm,
ItemKind,
KitchenState,
Player,
Station,
StationKind,
StationState,
TileKind,
Vec2,
)
from undercooked.sim.step import STEP_DT, PlayerInput, step
__all__ = [
"POS1_Y",
"POS2_Y",
"Harness",
"build_kitchen",
"choose_plan",
"next_frame",
"run_policy",
]
#: The cook's two positions (the y coordinate; x is 2.5 at both).
POS1_Y = 3.5 # the shelf / board / stove half
POS2_Y = 4.5 # the prep / window half
#: The six stations, by id, at their cells.
SHELF = "shelf-2-2"
BOARD = "board-1-3"
STOVE = "stove-3-3"
PREP = "prep-1-4"
SERVE = "serve-3-4"
SINK = "sink-3-2"
FACE_SH = Facing.UP # shelf (2, 2): position 1's UP front, 1.0 centre-to-centre
BOARD_FACE = Facing.LEFT # board (1, 3): position 1's LEFT front, 1.0
STOVE_FACE = Facing.RIGHT # stove (3, 3): position 1's RIGHT front, 1.0
PREP_FACE = Facing.LEFT # prep (1, 4): position 2's LEFT 2nd, 1.0
SERVE_FACE = Facing.RIGHT # window (3, 4): position 2's RIGHT 2nd, 1.0
SINK_FACE = Facing.RIGHT # sink (3, 2): position 1's RIGHT 2nd, 1.414
def _station(
station_id: str,
kind: StationKind,
x: int,
y: int,
contents: tuple[Item, ...] = (),
) -> Station:
return Station(id=station_id, kind=kind, x=x, y=y, contents=contents)
def build_kitchen(
shelf_stock: int = 20,
plates: int = 2,
pots: int = 2,
) -> KitchenState:
"""The scripted kitchen: a 5 x 5 floor, the six stations, one cook.
The stock counters are seeded from the (test's stand-in for)
`level.station_limits` — the round a phase-05 room would build from a
level with those limits — so the conservation the tests assert per tick
is against a finite total: `…_clean + …_dirty == plates / pots`.
"""
grid = Grid(width=5, height=5, tiles=(TileKind.FLOOR,) * 25)
stations = (
_station(
SHELF,
StationKind.SPAWN_SHELF,
2,
2,
(Item(ItemKind.TOMATO, ItemForm.RAW),) * shelf_stock,
),
_station(BOARD, StationKind.CHOP_BOARD, 1, 3),
_station(STOVE, StationKind.STOVE, 3, 3),
_station(PREP, StationKind.PREP, 1, 4),
_station(SERVE, StationKind.SERVE, 3, 4),
_station(SINK, StationKind.SINK, 3, 2),
)
cook = Player(id="p0", pos=Vec2(2.5, POS1_Y), facing=Facing.UP, seat=0)
return KitchenState(
level_id="04_policy",
seed=2024,
grid=grid,
stations=stations,
players=(cook,),
order_pool=("soup",),
order_concurrent=2,
order_spawn_min=100, # 5 s
order_spawn_max=140, # 7 s
order_deadline=1200, # 60 s
order_penalty=10,
next_order_at=30, # the 1.5 s first-order delay
next_order_id=1,
target_score=1000,
time_left=300.0,
counters={
"plates_clean": plates,
"plates_dirty": 0,
"pots_clean": pots,
"pots_dirty": 0,
},
rng_state=2024,
)
@dataclass
class Harness:
"""The policy's memory: what it is about to do, and the press bookkeeping.
The press is a rising edge, so between two presses there is always a
release tick; a facing change costs a face tick (the action gate targets
with the *pre-movement* facing, so the face lands one tick before the
press can use it); a position change costs a walk (a few `move` frames,
the one-tile step between the positions).
"""
face: Facing = Facing.UP
plan: tuple[Facing, str, str, str] | None = None # (face, kind, station, pos)
holding: bool = False
hold_station: str = "" # the station the hold advances (work or wash)
release_pending: bool = True # the first tick is a release: the gate is clean
tick: int = 0
def _stations_by(state: KitchenState) -> dict[str, Station]:
return {station.id: station for station in state.stations}
def _dirty(station: Station) -> bool:
return station.dirty or station.state is StationState.DIRTY
def _position(state: KitchenState) -> str:
"""The cook's position: `"1"`, `"2"`, or `"mid"` (walking)."""
y = state.players[0].pos.y
if y > 4.0:
return "2"
if y < 3.5:
return "1"
return "mid"
def choose_plan(state: KitchenState) -> tuple[Facing, str, str, str] | None:
"""The policy's decision: `(face, kind, station, pos)`, or `None` (idle).
`kind` is `"press"` (one press, one effect), `"hold"` (the press starts
the work or the wash, and the hold advances it while the station is
`WORKING`) or `"walk"` (the one-tile step to the other position);
`pos` is the position the action needs.
"""
p = state.players[0]
s = _stations_by(state)
board, stove, prep = s[BOARD], s[STOVE], s[PREP]
shelf = s[SHELF]
plates_clean = state.counters.get("plates_clean", 0)
# The forced washes: a stuck prop (a dirty prep or stove) with a free
# hand is washed in place. Never washed earlier — this is the only wash
# the policy ever does.
if _dirty(prep) and p.carrying is None:
return (PREP_FACE, "hold", PREP, "2")
if _dirty(stove) and p.carrying is None:
return (STOVE_FACE, "hold", STOVE, "1")
# A stuck prop with a full hand: the item goes to the board (a table —
# the board works raw only, so a chopped or cooked set-down stays a
# marked object), the hand frees, and the wash above runs next. The
# board is reachable from both positions.
if (_dirty(prep) or _dirty(stove)) and p.carrying is not None:
return (
BOARD_FACE if _position(state) != "2" else Facing.UP,
"press",
BOARD,
_position(state) if _position(state) != "mid" else "1",
)
carried = p.carrying
if carried is None:
# A work in flight is held (the cook started it — the hold is what
# advances it), a ready output is picked, and a tabled object (a
# set-down on the board, the wash's temporary) is picked back.
if board.state is StationState.WORKING:
return (BOARD_FACE, "hold", BOARD, "1")
if stove.state is StationState.WORKING:
return (STOVE_FACE, "hold", STOVE, "1")
if prep.state is StationState.WORKING:
return (PREP_FACE, "hold", PREP, "2")
if board.state is StationState.READY and board.contents:
return (BOARD_FACE, "press", BOARD, "1")
if stove.state is StationState.READY and stove.contents:
return (STOVE_FACE, "press", STOVE, "1")
if prep.state is StationState.READY and prep.contents:
return (PREP_FACE, "press", PREP, "2")
if board.state is StationState.IDLE and board.contents:
return (BOARD_FACE, "press", BOARD, "1") # the tabled object
if shelf.contents:
return (FACE_SH, "press", SHELF, "1")
return None
if carried.form is ItemForm.RAW:
if board.state is StationState.WORKING:
return (BOARD_FACE, "hold", BOARD, "1")
return (BOARD_FACE, "press", BOARD, "1") # the set-down starts the chop
if carried.form is ItemForm.CHOPPED:
if stove.state is StationState.WORKING:
return (STOVE_FACE, "hold", STOVE, "1")
return (STOVE_FACE, "press", STOVE, "1") # the set-down starts the cook
if carried.form is ItemForm.COOKED:
if prep.state is StationState.WORKING:
return (PREP_FACE, "hold", PREP, "2")
if _dirty(prep) or plates_clean <= 0:
return (Facing.UP, "press", BOARD, "2") # the table (position 2)
return (PREP_FACE, "press", PREP, "2") # the press starts the plate
# A `PLATED` dish: serve while the rail has an order, wait while it
# does not — a plated dish does not decay in the hand, so the wait is
# free (it is the "serve everything possible" half of the policy).
if state.orders:
return (SERVE_FACE, "press", SERVE, "2")
return None
def run_policy(
state: KitchenState,
book: object,
ticks: int,
) -> tuple[list[KitchenState], list]:
"""Drive `ticks` substeps of the policy through the whole `step()`.
Returns the per-tick states (the state after each substep, tick 0
excluded) and the per-tick event lists, so a test can assert per tick
without re-running the run (the run is deterministic — a re-run is
bit-identical, so the metrics a test computes are the round's).
"""
harness = Harness()
states: list[KitchenState] = []
event_lists: list[list] = []
for tick in range(ticks):
harness.tick = tick
frame = next_frame(state, harness)
state, events = step(state, STEP_DT, (frame,), book) # type: ignore[arg-type]
states.append(state)
event_lists.append(list(events))
return states, event_lists
def next_frame(state: KitchenState, harness: Harness) -> PlayerInput:
"""The one `PlayerInput` this tick: a face, a press, the hold, or a walk.
The frame's `face` is explicit, so the facing is exactly the policy's
plan, never a movement side effect; `move` is the walk's one-tile step
(zero otherwise).
"""
p = state.players[0]
if harness.release_pending:
harness.release_pending = False
return PlayerInput(
player_id="p0",
move=Vec2(0.0, 0.0),
face=harness.face,
received_at_tick=harness.tick,
)
if harness.holding:
station = _stations_by(state).get(harness.hold_station)
if station is not None and station.state is StationState.WORKING:
return PlayerInput(
player_id="p0",
move=Vec2(0.0, 0.0),
action=True,
face=harness.face,
received_at_tick=harness.tick,
)
# The work is done: release, then plan again.
harness.holding = False
harness.plan = None
harness.release_pending = True
return PlayerInput(
player_id="p0",
move=Vec2(0.0, 0.0),
face=harness.face,
received_at_tick=harness.tick,
)
plan = harness.plan
if plan is None:
plan = choose_plan(state)
harness.plan = plan
harness.face = plan[0] if plan is not None else p.facing
if plan is None:
return PlayerInput(
player_id="p0",
move=Vec2(0.0, 0.0),
face=p.facing,
received_at_tick=harness.tick,
)
face, _kind, _station_id, pos = plan
# The walk: the action needs the other position; the one-tile step runs
# to within 0.1 of the target centre (the facing tick / press follow).
if pos is not None:
here = _position(state)
if here not in ("mid", pos):
target_y = POS2_Y if pos == "2" else POS1_Y
return PlayerInput(
player_id="p0",
move=Vec2(0.0, 1.0 if target_y > p.pos.y else -1.0),
face=face,
received_at_tick=harness.tick,
)
if here == "mid":
# Still walking: keep stepping until the arrival band.
target_y = POS2_Y if pos == "2" else POS1_Y
if abs(p.pos.y - target_y) > 0.1:
return PlayerInput(
player_id="p0",
move=Vec2(0.0, 1.0 if target_y > p.pos.y else -1.0),
face=face,
received_at_tick=harness.tick,
)
if p.facing is not face:
# The face tick: the action gate targets with the pre-movement
# facing, so the face must land one tick before the press.
return PlayerInput(
player_id="p0",
move=Vec2(0.0, 0.0),
face=face,
received_at_tick=harness.tick,
)
# The press: a rising edge (the previous tick was a release / face /
# idle tick, all `action=False` by construction).
if _kind == "hold":
harness.holding = True
harness.hold_station = _station_id
harness.plan = None
harness.release_pending = True
return PlayerInput(
player_id="p0",
move=Vec2(0.0, 0.0),
action=True,
face=face,
received_at_tick=harness.tick,
)
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"""The headless full-round harness (phase 04 task 06) — test code only.
`src/` never imports this module. It gives `test_full_rounds.py`'s scripted
full rounds and `test_perf_full_pipeline.py`'s budget run:
* `make_level_1_state` — a tick-0 round on the shipped level 1
(`levels/01_first_kitchen.yaml`) with the shipped recipe book, built
through the real seam (`content.load_level_file`,
`state_build.build_state`) and then seeded the way a phase-05 room would
seed it: the spawn shelves' stock from `level.station_items` (the room's
job — `sim/stations.py` documents the stand-in) and the prop stock
counters from the level's `station_limits` (the wash-cycle test passes
`plates=1`). `target` overrides `target_score` for the two-player and
wash-cycle tests, whose bar a single first dish (≈ 58 points) cannot
clear; the shipped 45 is the default.
* The scripted cook: a BFS pathfinder over the walkable grid (a non-
`PASS_THROUGH_STATIONS` fixture blocks its cell, the walkable trio never
does) and the one-button controller the action gate prescribes — a
release tick between presses (one press, one effect), an explicit face
tick before the press that uses it (the gate targets with the
pre-movement facing), and `action=True` held while a station's work runs
(the hold is the progress driver, `sim/stations.py` stage 4).
* `decide`, the reactive "serve everything possible" policy: a free hand
picks ready outputs, picks a tabled object, washes a dirty work fixture
in place (the stuck prop's fix) and picks stock from the cook's own
shelf first; a carried raw goes to the chop board (the set-down starts
the chop), a chopped to the stove (the set-down starts the cook), a
cooked to the prep (the press plates it), a plated to the window (waiting
there while the rail is empty — a plated dish does not decay in the
hand). A full hand at a dirty fixture tables the item on the chop board
(the board works raw only, so the set-down stays a marked object — the
hand-off's grabbable), frees the hand for the in-place wash, and picks
it back. A fixture working for the other cook is waited on, not pressed.
* `run_round` — drive `max_ticks` substeps of the whole `step()` with one
frame per cook per tick, returning the per-tick states, the per-tick
event lists and the tick the verdict first landed (if it did).
"""
from __future__ import annotations
import math
from collections import deque
from collections.abc import Callable, Sequence
from dataclasses import dataclass, field, replace
from pathlib import Path
from undercooked.sim.collision import PASS_THROUGH_STATIONS
from undercooked.sim.content import load_level_file
from undercooked.sim.model import (
WALKABLE,
Facing,
Item,
ItemForm,
ItemKind,
KitchenState,
Player,
Station,
StationKind,
StationState,
Vec2,
)
from undercooked.sim.movement import RADIUS
from undercooked.sim.recipe import RecipeBook, load_recipe_book
from undercooked.sim.state_build import SeatSpec, build_state
from undercooked.sim.step import STEP_DT, PlayerInput, step
REPO_ROOT = Path(__file__).resolve().parents[2]
LEVEL1_YAML = REPO_ROOT / "levels" / "01_first_kitchen.yaml"
RECIPES_YAML = REPO_ROOT / "levels" / "recipes.yaml"
__all__ = [
"LEVEL1_YAML",
"RECIPES_YAML",
"CookController",
"bfs_path",
"decide",
"load_book",
"make_level_1_state",
"run_round",
"shelf_id_for",
"stand_options",
"walkable_cells",
]
#: The arrival band around a stand cell's centre: wide enough to absorb the
#: deceleration drift and a soft-push nudge, narrow enough that the press
#: stays inside `REACH + FORGIVE` (1.0 + the band is well under 1.6).
GOTO_BAND = 0.3
#: The stall test's slack against the low-watermark distance: a stall is
#: "worse than the best so far by this much" (a soft-push jitter swings
#: the distance by ~0.15 per tick, so a naive "did it get closer" counter
#: resets every other tick forever — the low watermark does not).
GOTO_STALL_SLACK = 0.05
#: The reset bar against the low-watermark distance: only beating the best
#: so far by a full step is genuine progress. A waypoint hand-off jumps
#: the distance by up to ~1.0 and takes ~7 ticks to walk back down; with
#: this bar the counter creeps to at most ~7 per hand-off and resets
#: (below `GOTO_STUCK_TICKS`) before the next one, while a real block
#: (which never beats the watermark) accumulates past the brake.
GOTO_PROGRESS = 0.08
#: Stalled-approach ticks before the detour (or, when no detour exists,
#: the brake that lets the way clear).
GOTO_STUCK_TICKS = 15
# --- the round builder ---------------------------------------------------------
def load_book() -> RecipeBook:
"""The shipped recipe book (the levels' `recipes.yaml`)."""
return load_recipe_book(RECIPES_YAML)
def make_level_1_state(
seed: int = 0x5EED_0406,
seats: int = 1,
target: int | None = None,
plates: int = 99,
pots: int = 99,
shelf_stock: int = 8,
) -> KitchenState:
"""Tick 0 of a level-1 round, built and seeded like a phase-05 room.
Args:
seed: the round seed (the `rng_state`'s start).
seats: how many cooks (0 for the all-idle rounds).
target: `target_score` override; the shipped value when `None`.
plates / pots: the clean prop stock (the level's `station_limits`
stand-in; the wash-cycle test's 1-plate kitchen).
shelf_stock: items seeded on every spawn shelf.
"""
level = load_level_file(LEVEL1_YAML)
book = load_book()
seat_specs = [
SeatSpec(player_id=f"p{index}", seat=index, display_name=f"cook {index + 1}")
for index in range(seats)
]
state = build_state(level, seat_specs, seed, book)
# The test's stand-in for the phase-05 room's seeding (see the module
# docstring): shelf stock from the level's legend, the stock counters
# from the level's limits.
stations = list(state.stations)
for index, station in enumerate(stations):
if station.kind is StationKind.SPAWN_SHELF:
kind = level.station_items[station.id]
stations[index] = replace(
station, contents=(Item(kind, ItemForm.RAW),) * shelf_stock
)
updated = replace(
state,
stations=tuple(stations),
counters={
"plates_clean": plates,
"plates_dirty": 0,
"pots_clean": pots,
"pots_dirty": 0,
},
)
if target is not None:
updated = replace(updated, target_score=target)
return updated
def shelf_id_for(state: KitchenState, kind: ItemKind) -> str:
"""The id of the spawn shelf stocked with `kind` (a seeded one)."""
for station in state.stations:
if (
station.kind is StationKind.SPAWN_SHELF
and station.contents
and station.contents[0].kind is kind
):
return station.id
msg = f"no {kind.value} shelf with stock"
raise ValueError(msg)
# --- geometry -------------------------------------------------------------------
def _cell_of(pos: Vec2) -> tuple[int, int]:
return math.floor(pos.x), math.floor(pos.y)
def _body_cells(pos: Vec2) -> frozenset[tuple[int, int]]:
"""The cells a body of radius `RADIUS` overlaps — the same footprint
arithmetic as the collision (the eps-inset keeps a flush edge out of
the cell it only touches), so the avoid set matches what actually
blocks the other cook's body (a body straddles up to 4 cells)."""
x0, x1 = math.floor(pos.x - RADIUS + 1e-6), math.floor(pos.x + RADIUS - 1e-6)
y0, y1 = math.floor(pos.y - RADIUS + 1e-6), math.floor(pos.y + RADIUS - 1e-6)
return frozenset(
(x, y) for x in range(x0, x1 + 1) for y in range(y0, y1 + 1)
)
def _station_cell(station: Station) -> tuple[int, int]:
return int(station.x), int(station.y)
def walkable_cells(state: KitchenState) -> frozenset[tuple[int, int]]:
"""The cells a cook's body may occupy.
Walkable terrain minus the cells of the fixtures that are not
pass-through (`collision.PASS_THROUGH_STATIONS` never block — a cook
stands *on* a serve window, a sink or a trash can).
"""
blocked = {
_station_cell(station)
for station in state.stations
if station.kind not in PASS_THROUGH_STATIONS
}
width = state.grid.width
cells: set[tuple[int, int]] = set()
for index, tile in enumerate(state.grid.tiles):
if tile in WALKABLE:
cell = (index % width, index // width)
if cell not in blocked:
cells.add(cell)
return frozenset(cells)
def stand_options(
state: KitchenState, station: Station
) -> list[tuple[tuple[int, int], Facing]]:
"""`(stand cell, facing)` for every walkable cell orthogonally adjacent
to the station's cell — the cells where a press reaches the fixture
(centre-to-centre 1.0, the reach rule's `REACH`)."""
cells = walkable_cells(state)
sx, sy = _station_cell(station)
# (offset from the station to the stand, the facing *toward* the station)
options: list[tuple[tuple[int, int], Facing]] = []
for dx, dy, facing in (
(1, 0, Facing.LEFT),
(-1, 0, Facing.RIGHT),
(0, -1, Facing.DOWN),
(0, 1, Facing.UP),
):
cell = (sx + dx, sy + dy)
if cell in cells:
options.append((cell, facing))
return options
def bfs_path(
state: KitchenState,
start: tuple[int, int],
goal: tuple[int, int],
avoid: frozenset[tuple[int, int]] | None = None,
) -> list[tuple[int, int]]:
"""BFS over the walkable cells from `start` to `goal` (excluding `start`).
`avoid` cells count as blocked (the other cooks' cells, for the corridor
detour). The start may be off-grid-legal (a cook standing on a
pass-through station cell is still walkable; a hand-placed one is not)
— it snaps to the nearest walkable cell. `ValueError` when the goal is
unreachable.
"""
cells = walkable_cells(state)
if avoid:
cells = cells - set(avoid)
origin = start
if start not in cells:
if not cells:
msg = f"no walkable cells left from {start}"
raise ValueError(msg)
origin = min(cells, key=lambda cell: abs(cell[0] - start[0]) + abs(cell[1] - start[1]))
if goal not in cells:
msg = f"goal cell {goal} is not walkable"
raise ValueError(msg)
previous: dict[tuple[int, int], tuple[int, int] | None] = {origin: None}
queue = deque([origin])
while queue:
current = queue.popleft()
if current == goal:
break
for dx, dy in ((1, 0), (-1, 0), (0, 1), (0, -1)):
neighbour = (current[0] + dx, current[1] + dy)
if neighbour in cells and neighbour not in previous:
previous[neighbour] = current
queue.append(neighbour)
if goal not in previous:
msg = f"no path from {start} to {goal}"
raise ValueError(msg)
path: list[tuple[int, int]] = []
current: tuple[int, int] | None = goal
while current is not None:
path.append(current)
current = previous[current]
path.reverse()
return path[1:]
def _station_by_id(state: KitchenState, station_id: str) -> Station:
found = next((s for s in state.stations if s.id == station_id), None)
if found is None:
msg = f"station {station_id!r} is not in the state"
raise ValueError(msg)
return found
def _is_dirty(station: Station) -> bool:
return station.dirty or station.state is StationState.DIRTY
def _face_to(player: Player, station: Station) -> Facing:
"""The facing that puts `station` in front of `player` (underfoot: any)."""
px, py = _cell_of(player.pos)
sx, sy = _station_cell(station)
dx, dy = sx - px, sy - py
if dx == 0 and dy == 0:
return player.facing # standing on a pass-through: underfoot reach
if abs(dx) >= abs(dy):
return Facing.RIGHT if dx > 0 else Facing.LEFT
return Facing.DOWN if dy > 0 else Facing.UP
def _frame(
player_id: str,
tick: int,
move: Vec2 | None = None,
face: Facing | None = None,
action: bool = False,
) -> PlayerInput:
"""One frame, stamped like a live room: `received_at_tick` is the tick the
frame arrives on, `seq` a constant (one frame per cook per tick)."""
return PlayerInput(
player_id=player_id,
move=move if move is not None else Vec2(),
action=action,
face=face,
received_at_tick=tick,
)
# --- the policy -------------------------------------------------------------------
def _station_free_predicate(station_id: str, me_id: str) -> Callable[[KitchenState], bool]:
def free(state: KitchenState) -> bool:
station = _station_by_id(state, station_id)
return station.state is not StationState.WORKING or station.worker_id == me_id
return free
def _board_free_predicate(station_id: str) -> Callable[[KitchenState], bool]:
"""The fixture is idle and empty — a set-down there is not refused
(a set-down on a working or a loaded surface is a refusal, and a
policy that walked in to refuse is the loop every full-hand branch
used to hit)."""
def free(state: KitchenState) -> bool:
station = _station_by_id(state, station_id)
return station.state is not StationState.WORKING and not station.contents
return free
@dataclass
class _WaitUntil:
"""Idle frames until `predicate` (or the timeout — the replan re-issues)."""
predicate: Callable[[KitchenState], bool]
max_ticks: int
left: int = field(init=False)
def __post_init__(self) -> None:
self.left = self.max_ticks
def tick(
self, state: KitchenState, player: Player, tick: int
) -> tuple[PlayerInput, bool]:
if self.predicate(state) or self.left <= 0:
return _frame(player.id, tick, face=player.facing), True
self.left -= 1
return _frame(player.id, tick, face=player.facing), False
@dataclass
class _Goto:
"""Walk the cook to a stand cell of the station and face the fixture.
When the approach stalls — a head-on collision with the other cook in
a one-tile corridor, which the soft push cannot resolve (the two 0.7-
wide bodies grind against each other and a carried item would burn
before either gets through) — the cook detours around the blockers'
cells (BFS with them avoided) and drops the detour the moment the
plain route is clear again. With no detour, the cook brakes instead.
"""
index: int
station_id: str
cell: tuple[int, int]
facing: Facing
path: list[tuple[int, int]] = field(default_factory=list)
stuck: int = 0
low: float | None = None
entered_hold: int = 0
avoid: frozenset[tuple[int, int]] = field(default_factory=frozenset)
def __init__(self, state: KitchenState, index: int, station_id: str) -> None:
self.index = index
self.station_id = station_id
station = _station_by_id(state, station_id)
options = stand_options(state, station)
if not options:
msg = f"station {station_id} has no walkable stand cell"
raise ValueError(msg)
start = _cell_of(state.players[index].pos)
def distance_to(option: tuple[tuple[int, int], Facing]) -> int:
return len(bfs_path(state, start, option[0]))
self.cell, self.facing = min(
options, key=lambda option: (distance_to(option), option[1].value)
)
self.path = bfs_path(state, start, self.cell)
self.stuck = 0
self.low = None
self.entered_hold = 0
self.avoid = frozenset()
def tick(
self, state: KitchenState, player: Player, tick: int
) -> tuple[PlayerInput, bool]:
if self.already_there(player):
self.avoid = frozenset()
self.low = None
return self._arrival_frame(player, tick)
# The path from the *current* cell: BFS excludes the start, so the
# first cell is always ahead (a cook on a waypoint walks to the next
# one, not back at itself — that is how the old target oscillation
# went away). A pushed-off cook re-roots the path on its own cell.
# A cook mid-detour re-roots on the avoided path and returns to the
# plain path the moment the blockers' cells are off it.
here = _cell_of(player.pos)
# Entering the previous first waypoint is one cell of progress —
# debounced: a cook that sits in it for 3 ticks is walking (a
# hand-off is legal, the distance jumped by up to ~1.0), while a
# two-cell oscillation on a soft push spends one tick per cell and
# never resets (the stall counter keeps accumulating). A cook
# stalled in one cell is never in the entered cell, so it too
# accumulates.
entered = self.path[0] if self.path else None
if entered is not None and here == entered:
self.entered_hold = min(self.entered_hold + 1, 3)
else:
self.entered_hold = 0
if self.entered_hold == 3:
self.stuck = 0
if self.avoid:
plain = bfs_path(state, here, self.cell)
# A co-located blocker also blocks the first step, which the
# plain path's origin exclusion would not see: avoid the first
# waypoint too, so the detour leaves in a free direction.
extra = {plain[0]} if plain and here in self.avoid else frozenset()
try:
detoured = bfs_path(
state, here, self.cell, avoid=self.avoid | extra
)
except ValueError:
detoured = None
if detoured is None:
self.avoid = frozenset()
self.path = plain
else:
self.path = detoured
# Clear only when every avoided cell is off the plain route
# or 3+ cells ahead on it: a leader 1-2 cells ahead still
# shares the corridor, and a same-speed follower on the
# plain path would re-collide (the re-avoid cycle that
# pinned two cooks in one cell). Off-route or 3+ ahead is
# safe to follow at constant gap.
clear = here not in self.avoid
if clear:
for cell in self.avoid:
if cell in plain and plain.index(cell) < 3:
clear = False
break
if clear:
self.avoid = frozenset()
self.path = plain
else:
self.path = bfs_path(state, here, self.cell)
if not self.path and player.facing is not self.facing:
# In the goal cell: the explicit face tick (the gate targets with
# the pre-movement facing, so the face lands one tick before the
# press) when the facing is still the wrong way; otherwise the
# fine approach to the centre.
return _frame(player.id, tick, face=self.facing), False
target_cell = self.path[0] if self.path else self.cell
target = Vec2(target_cell[0] + 0.5, target_cell[1] + 0.5)
dist = (player.pos - target).length
if self.path:
if self.low is not None:
# Low-watermark progress with a hysteresis band: a stall is
# "worse than the best so far by the slack" (a soft-push
# jitter swings the distance by ~0.15 per tick, so a naive
# "did it get closer" counter resets every other tick
# forever), and only beating the best so far by a full step
# is progress (a waypoint hand-off jumps the distance by
# up to ~1.0; the counter creeps to at most ~7 per
# hand-off and resets before the next one, while a real
# block — which never beats the watermark — accumulates
# past the brake).
if dist < self.low - GOTO_PROGRESS:
self.stuck = 0
elif dist > self.low - GOTO_STALL_SLACK:
self.stuck += 1
# else: the hysteresis band — hold the counter
self.low = dist if self.low is None else min(self.low, dist)
else:
self.stuck = 0
self.low = None
move = (target - player.pos).normalized() if dist > 0.02 else Vec2()
if self.path and self.stuck >= GOTO_STUCK_TICKS:
outcome, detour, avoid = self._detour(state, here)
if outcome == "detour":
assert detour is not None, "the detour branch returns a path"
self.path = detour
self.avoid = avoid
self.stuck = 0
self.low = None
target = Vec2(detour[0][0] + 0.5, detour[0][1] + 0.5)
move = (target - player.pos).normalized()
elif outcome == "clear":
# No cook is on the route (or co-located): the way is
# clear — fresh approach, no brake.
self.stuck = 0
else:
move = Vec2() # no route around: brake and let the way clear
return _frame(player.id, tick, move=move), False
def _detour(
self, state: KitchenState, here: tuple[int, int]
) -> tuple[str, list[tuple[int, int]] | None, frozenset[tuple[int, int]]]:
"""`("detour", path, avoided)`, `("brake", None, None)` or
`("clear", None, None)`: a route around the other cooks' cells,
a hold (the goal is occupied, or no route around exists), or the
all-clear (no cook is on the route — resume the approach)."""
me = state.players[self.index]
blocker_cells: set[tuple[int, int]] = set()
for other in state.players:
if other is not me:
blocker_cells |= _body_cells(other.pos)
blockers = frozenset(blocker_cells)
if self.cell in blockers:
# The goal is occupied: brake and let the blocker leave (its
# own plan advances, so it does).
return "brake", None, frozenset()
plain = bfs_path(state, here, self.cell)
co_located = here in blockers
blocked = blockers.intersection(plain)
if not blocked and not co_located:
return "clear", None, frozenset()
# A co-located blocker also blocks the first step: avoid the first
# waypoint so the route leaves in a free direction.
avoid = frozenset(blocked)
if co_located:
avoid = avoid | blockers
if co_located and plain:
avoid = avoid | frozenset({plain[0]})
try:
detour = bfs_path(state, here, self.cell, avoid=avoid)
except ValueError:
return "brake", None, frozenset()
if detour == plain:
return "brake", None, frozenset()
return "detour", detour, blockers
def already_there(self, player: Player) -> bool:
"""The cook stands in the band, facing the fixture — the redundant
case the controller skips (its release tick is the face tick)."""
here = _cell_of(player.pos)
centre = Vec2(self.cell[0] + 0.5, self.cell[1] + 0.5)
return (
here == self.cell
and (player.pos - centre).length <= GOTO_BAND
and player.facing is self.facing
)
def _arrival_frame(self, player: Player, tick: int) -> tuple[PlayerInput, bool]:
"""The arrival: the explicit face tick (the gate targets with the
pre-movement facing, so the face lands one tick before the press)."""
return _frame(player.id, tick, face=self.facing), player.facing is self.facing
@dataclass
class _Press:
"""One press at the station (a pick, a serve, a table set-down) — one
rising edge; the release tick follows (the controller's `release_pending`)."""
station_id: str
pressed: bool = False
def tick(
self, state: KitchenState, player: Player, tick: int
) -> tuple[PlayerInput, bool]:
if not self.pressed:
self.pressed = True
station = _station_by_id(state, self.station_id)
return (
_frame(player.id, tick, action=True, face=_face_to(player, station)),
True,
)
return _frame(player.id, tick, face=player.facing), True # unreachable: done pops
@dataclass
class _PressHold:
"""The press that starts work (a set-down on a work surface, an in-place
wash); held while the station is `WORKING` (the hold is the progress
driver); the release tick follows when the work is done."""
station_id: str
pressed: bool = False
def tick(
self, state: KitchenState, player: Player, tick: int
) -> tuple[PlayerInput, bool]:
station = _station_by_id(state, self.station_id)
face = _face_to(player, station)
if not self.pressed:
self.pressed = True
return _frame(player.id, tick, action=True, face=face), False
if station.state is not StationState.WORKING:
# Done — or a refusal (a raced set-down, a station that went
# dirty in the meantime): the replan re-decides.
return _frame(player.id, tick, face=face), True
return _frame(player.id, tick, action=True, face=face), False
Step = _WaitUntil | _Goto | _Press | _PressHold
def _table_wash_pick(
state: KitchenState,
index: int,
me_id: str,
table_id: str,
target_id: str,
) -> list[Step]:
"""A full hand at a dirty fixture: table the item (a marked set-down on
the chop board, which works raw only), wash the fixture in place, pick
the item back."""
plan: list[Step] = []
board_free = _board_free_predicate(table_id)
if not board_free(state):
plan.append(_WaitUntil(board_free, 900))
plan.append(_Goto(state, index, table_id))
plan.append(_Press(table_id)) # the table (no work on a non-raw set-down)
plan.append(_Goto(state, index, target_id))
plan.append(_PressHold(target_id)) # the in-place wash (a free hand)
plan.append(_Goto(state, index, table_id))
plan.append(_Press(table_id)) # the tabled item, back in the hand
return plan
def _decide_chopper(
state: KitchenState, index: int, me_id: str, primary_shelf: str
) -> list[Step]:
"""The chopper half of a divided two-cook run: fetch, chop, table the
chopped on the board (a marked set-down — the board works raw only, so
it stays a grabbable object for the cook) and repeat. The chopper never
touches the stove; a `cook` next to it never works the board — no
station queue, no double chop."""
board = next(s for s in state.stations if s.kind is StationKind.CHOP_BOARD)
primary = next(s for s in state.stations if s.id == primary_shelf)
carried = state.players[index].carrying
if carried is not None:
if carried.form is ItemForm.RAW:
plan: list[Step] = []
board_free = _board_free_predicate(board.id)
if not board_free(state):
# The board is queued (a work for the other cook) or
# loaded (a tabled object): a set-down there is a refusal,
# so the raw goes to the shelf (a full-hand RELEASE —
# always accepted), the board is waited on, and the raw
# is picked back before the chop.
plan.append(_Goto(state, index, primary.id))
plan.append(_Press(primary.id)) # RELEASE
plan.append(_WaitUntil(board_free, 900))
plan.append(_Goto(state, index, primary.id))
plan.append(_Press(primary.id)) # the raw, back in the hand
plan.append(_Goto(state, index, board.id))
plan.append(_PressHold(board.id)) # the set-down starts the chop
return plan
if carried.form is ItemForm.CHOPPED:
# The hand-off: table the chopped on an *empty* board (a
# set-down on a loaded surface is a refusal); the cook grabs
# it. The board is the pass counter.
def board_empty(s: KitchenState) -> bool:
return (
_station_by_id(s, board.id).state is not StationState.WORKING
and not _station_by_id(s, board.id).contents
)
plan = []
if not board_empty(state):
plan.append(_WaitUntil(board_empty, 600))
plan.append(_Goto(state, index, board.id))
plan.append(_Press(board.id)) # the table
return plan
# Free hand (or an unhandled carried form, which the generic policy's
# table-it-and-move-on covers — but the chopper's own stock first).
if carried is None:
if board.state is StationState.READY and board.contents:
return [_Goto(state, index, board.id), _Press(board.id)] # own chopped
if primary.contents:
return [_Goto(state, index, primary.id), _Press(primary.id)]
return [
_WaitUntil(
lambda s: bool(_station_by_id(s, primary_shelf).contents), 100
)
]
return decide(state, index, primary_shelf)
def decide(
state: KitchenState, index: int, primary_shelf: str, role: str = "any"
) -> list[Step]:
if role == "chopper":
return _decide_chopper(
state, index, state.players[index].id, primary_shelf
)
"""The policy's plan: the next full task as a list of steps (replanned
when the list runs out — one press, one effect, then a re-look)."""
player = state.players[index]
me_id = player.id
board = next(s for s in state.stations if s.kind is StationKind.CHOP_BOARD)
stove = next(s for s in state.stations if s.kind is StationKind.STOVE)
prep = next(s for s in state.stations if s.kind is StationKind.PREP)
window = next(s for s in state.stations if s.kind is StationKind.SERVE)
shelves = [s for s in state.stations if s.kind is StationKind.SPAWN_SHELF]
primary = next(s for s in shelves if s.id == primary_shelf)
others = [s for s in shelves if s.id != primary_shelf]
if state.result is not None:
return []
carried = player.carrying
if carried is not None:
if carried.form is ItemForm.RAW:
plan: list[Step] = []
if board.state is StationState.WORKING and board.worker_id != me_id:
plan.append(_WaitUntil(_station_free_predicate(board.id, me_id), 600))
plan.append(_Goto(state, index, board.id))
plan.append(_PressHold(board.id)) # the set-down starts the chop
return plan
if carried.form is ItemForm.CHOPPED:
plan = []
if _is_dirty(stove):
plan += _table_wash_pick(state, index, me_id, board.id, stove.id)
plan.append(_Goto(state, index, stove.id))
plan.append(_PressHold(stove.id)) # the set-down starts the cook
return plan
if stove.state is StationState.WORKING and stove.worker_id != me_id:
plan.append(_WaitUntil(_station_free_predicate(stove.id, me_id), 600))
plan.append(_Goto(state, index, stove.id))
plan.append(_PressHold(stove.id))
return plan
if carried.form is ItemForm.COOKED:
plan = []
if _is_dirty(prep):
plan += _table_wash_pick(state, index, me_id, board.id, prep.id)
plan.append(_Goto(state, index, prep.id))
plan.append(_PressHold(prep.id)) # the press plates the dish
return plan
if prep.state is StationState.WORKING and prep.worker_id != me_id:
plan.append(_WaitUntil(_station_free_predicate(prep.id, me_id), 600))
plan.append(_Goto(state, index, prep.id))
plan.append(_PressHold(prep.id))
return plan
# A `PLATED` dish: serve while the rail has an order, wait at the
# window while it does not (the wait is free — no carry decay).
if carried.form is ItemForm.BURNT:
# Level 1 has no trash can: the burnt item goes to the shelf
# (a full-hand RELEASE — always accepted, placed last, so the
# stock picks are untouched) to free the hand.
return [_Goto(state, index, primary.id), _Press(primary.id)]
if state.orders:
return [_Goto(state, index, window.id), _Press(window.id)]
return [_WaitUntil(lambda s: bool(s.orders), 3000)]
# A free hand. A station's contents must be usable: a ready output that
# burnt in place (or a tabled burnt object) is never picked back.
usable = (ItemForm.RAW, ItemForm.CHOPPED, ItemForm.COOKED, ItemForm.PLATED)
if board.state is StationState.READY and board.contents and board.contents[0].form in usable:
return [_Goto(state, index, board.id), _Press(board.id)]
if stove.state is StationState.READY and stove.contents and stove.contents[0].form in usable:
return [_Goto(state, index, stove.id), _Press(stove.id)]
if prep.state is StationState.READY and prep.contents and prep.contents[0].form in usable:
return [_Goto(state, index, prep.id), _Press(prep.id)]
if board.state is StationState.IDLE and board.contents and board.contents[0].form in usable:
return [_Goto(state, index, board.id), _Press(board.id)] # a tabled object
if _is_dirty(stove):
return [_Goto(state, index, stove.id), _PressHold(stove.id)] # the wash
if _is_dirty(prep):
return [_Goto(state, index, prep.id), _PressHold(prep.id)] # the wash
if primary.contents:
return [_Goto(state, index, primary.id), _Press(primary.id)]
for shelf in others:
if shelf.contents:
return [_Goto(state, index, shelf.id), _Press(shelf.id)]
return [
_WaitUntil(
lambda s: bool(
_station_by_id(s, primary_shelf).contents
or any(_station_by_id(s, other.id).contents for other in others)
),
100,
)
]
# --- the run driver -----------------------------------------------------------
@dataclass
class CookController:
"""One scripted cook: the plan queue and the one-press-one-effect
bookkeeping.
`role` is the division of labour for a two-cook round: `chopper` runs
the chopper half (fetch, chop, table the chopped on the board — the
pass counter); `any` (the default) runs the generic full-chain policy,
whose free-hand priority picks a tabled/ready chopped before its own
stock — so a default cook next to a chopper runs off the hand-off.
"""
index: int
primary_shelf: str
role: str = "any"
plan: list[Step] = field(default_factory=list)
step: Step | None = None
release_pending: bool = True # the first frame is a release: the gate is clean
def next_frame(self, state: KitchenState, tick: int) -> PlayerInput:
player = state.players[self.index]
if self.release_pending:
self.release_pending = False
return _frame(player.id, tick, face=player.facing)
if self.step is None:
self.plan = decide(state, self.index, self.primary_shelf, self.role)
# A Goto the cook is already in place for is redundant (the
# release tick is the face tick): skip it so the press behind
# it in the plan actually runs — the one-tick Goto is how the
# controller used to loop on itself forever.
while self.plan and isinstance(self.plan[0], _Goto):
if not self.plan[0].already_there(player):
break
self.plan.pop(0)
if not self.plan:
return _frame(player.id, tick, face=player.facing)
self.step = self.plan.pop(0)
frame, done = self.step.tick(state, player, tick)
if done:
self.step = None
self.release_pending = True
return frame
def run_round(
state: KitchenState,
book: RecipeBook,
primary_shelves: Sequence[str],
max_ticks: int,
stop_at_verdict: bool = False,
roles: Sequence[str] | None = None,
) -> tuple[list[KitchenState], list[list], int | None]:
"""Drive `max_ticks` substeps of the whole `step()` (or stop at the
verdict when `stop_at_verdict`), one frame per cook per tick.
`roles` is the per-cook division of labour (a `chopper`/`any` string
per seat, `None` for all-generic).
Returns:
The per-tick states (the state after each substep), the per-tick
event lists, and the tick the `result` first became non-`None`
(the verdict tick — `None` when the round never ended in the window).
"""
if len(primary_shelves) != len(state.players):
msg = f"{len(primary_shelves)} shelves for {len(state.players)} cooks"
raise ValueError(msg)
if roles is not None and len(roles) != len(state.players):
msg = f"{len(roles)} roles for {len(state.players)} cooks"
raise ValueError(msg)
cooks = [
CookController(
index, primary_shelves[index], role=(roles[index] if roles else "any")
)
for index in range(len(state.players))
]
states: list[KitchenState] = []
event_lists: list[list] = []
verdict_tick: int | None = None
current = state
for tick in range(max_ticks):
frames = tuple(cook.next_frame(current, tick) for cook in cooks)
current, events = step(current, STEP_DT, frames, book)
states.append(current)
event_lists.append(list(events))
if current.result is not None and verdict_tick is None:
verdict_tick = current.tick
if stop_at_verdict:
break
return states, event_lists, verdict_tick
+25 -3
View File
@@ -269,13 +269,15 @@ def test_pick_and_place_preserve_the_item_and_clear_the_station_cell() -> None:
@pytest.mark.parametrize(
"kind",
[StationKind.CHOP_BOARD, StationKind.PREP, StationKind.SPAWN_SHELF],
ids=["place_on_station", "plate_dish", "release"],
[StationKind.PREP, StationKind.SPAWN_SHELF],
ids=["plate_dish", "release"],
)
def test_place_verbs_put_the_item_on_the_counter_and_stamp_the_mark(
kind: StationKind,
) -> None:
"""`PLACE_ON_STATION` (board), `PLATE_DISH` (the counter) and `RELEASE` (the shelf)."""
"""`PLATE_DISH` (the counter) and `RELEASE` (the shelf) set down a raw item
as a marked object: a raw ingredient is not a dish, and the shelf never
works an item — so the set-down is the hand-off's whole memory."""
held = lettuce()
station = fixture(kind=kind)
state = make_state(stations=(station,), players=(cook("p0", carrying=held),))
@@ -287,6 +289,26 @@ def test_place_verbs_put_the_item_on_the_counter_and_stamp_the_mark(
assert new_state.item_marks[station.id] == (("p0", 0),)
def test_a_set_down_on_a_workable_board_starts_the_chop() -> None:
"""`PLACE_ON_STATION` on a workable surface becomes a pipeline input (task 04):
the set-down still happens (the `DROPPED`, the empty hand), the work starts
on the spot, and the mark goes — the object is no longer a set-down, it is
the work itself (the hold-to-chop is `sim/stations.py`'s stage 4)."""
board = fixture(kind=StationKind.CHOP_BOARD)
held = lettuce()
state = make_state(stations=(board,), players=(cook("p0", carrying=held),))
new_state, events = resolve_action(state, state.players[0])
assert len(events) == 1 and events[0].kind is EventKind.DROPPED
assert new_state.players[0].carrying is None
station = new_state.stations[0]
assert station.contents == (held,)
assert station.state is StationState.WORKING
assert station.worker_id == "p0"
assert station.duration == 0.9
assert station.progress == 0.0
assert station.id not in new_state.item_marks # the mark goes with the work
# --- the hand-off -----------------------------------------------------------------------
+963
View File
@@ -0,0 +1,963 @@
"""`sim/freshness.py` — the quality-decay, burn, and dirty-loop clocks (task 04).
The task's contract, pinned one rule at a time:
* the burn boundary, tick-exact: a ready stove's cooked dish burns on the
160th substep after the ready flip (8.0 s / 0.05 s) and not the 159th —
driven through the whole `step()` so the stove completion's countdown
start and the stage-4b wiring are proven in the same run;
* the board's linear decay at 25 / 50 / 75 / 100 % of `ROT_S` (400 ticks),
a raw item on the board rotting too (the push-out rule's precondition);
* the half-rate carry: a carried prepared item decays half the board's
rate (a hand is not a fridge), a carried raw does not decay, and a
carried `PLATED` dish keeps the quality it was plated with;
* the burnt dish the serve window rejects (task 03's `burnt` path, wired
through the kernel);
* the push-out: a burnt board item yields to a new raw set-down
(`WASTED`, `counters["wasted"]`), a usable one never is (a named
`station_busy`, the board unchanged);
* the dirty loop's stock: use moves the prop clean -> dirty, a wash moves
it back — the sink's wash and the in-place wash — and `…_clean +
…_dirty` is the limit every tick of a 1 000-tick scripted sequence
(asserted per tick), with a zero stock `PLATE_DISH` a clean refusal and
`plates_clean` never below 0.
"""
from __future__ import annotations
from collections.abc import Sequence
from dataclasses import replace
from typing import Any
import pytest
from undercooked.sim.freshness import (
BURN_AFTER_S,
CARRY_DECAY_TICKS,
ROT_S,
step_freshness,
)
from undercooked.sim.grid import Grid
from undercooked.sim.interact import ItemTarget, StationTarget, Verb
from undercooked.sim.model import (
Event,
EventKind,
Facing,
Item,
ItemForm,
ItemKind,
KitchenState,
Order,
Player,
Station,
StationKind,
StationState,
TileKind,
Vec2,
)
from undercooked.sim.recipe import RecipeBook
from undercooked.sim.stations import WASH_SECONDS, apply_station_verb
from undercooked.sim.step import STEP_DT, PlayerInput, step
pytestmark = pytest.mark.unit
from _cook_policy import build_kitchen, run_policy # noqa: E402
WIDTH, HEIGHT = 7, 7
# --- fixtures ---------------------------------------------------------------------------
def make_state(
stations: tuple[Station, ...] = (),
players: tuple[Player, ...] = (),
tick: int = 0,
counters: dict[str, int] | None = None,
orders: tuple[Order, ...] = (),
) -> KitchenState:
return KitchenState(
level_id="04_freshness",
seed=13,
grid=Grid(width=WIDTH, height=HEIGHT, tiles=(TileKind.FLOOR,) * (WIDTH * HEIGHT)),
tick=tick,
stations=stations,
players=players,
counters=dict(counters) if counters is not None else {},
orders=orders,
target_score=40,
time_left=90.0,
)
def station(
kind: StationKind,
*,
x: int = 5,
y: int = 4,
state: StationState = StationState.IDLE,
contents: tuple[Item, ...] = (),
worker_id: str | None = None,
dirty: bool = False,
progress: float = 0.0,
duration: float = 0.0,
) -> Station:
return Station(
id=f"{kind.value}-{x}-{y}",
kind=kind,
x=x,
y=y,
state=state,
contents=contents,
worker_id=worker_id,
dirty=dirty,
progress=progress,
duration=duration,
)
def item(kind: ItemKind, form: ItemForm = ItemForm.RAW, **kwargs: Any) -> Item:
return Item(kind=kind, form=form, **kwargs)
def cook(
pos: Vec2,
*,
carrying: Item | None = None,
facing: Facing = Facing.UP,
seat: int = 0,
) -> Player:
return Player(id="p0", pos=pos, facing=facing, seat=seat, carrying=carrying)
def book() -> RecipeBook:
return RecipeBook.model_validate(
{
"recipes": {
"soup": {
"id": "soup",
"name": "Soup",
"base_score": 40,
"ingredients": [{"kind": "tomato", "form": "raw"}],
"steps": [{"kind": "serve", "station": "serve"}],
}
}
}
)
def run(
state: KitchenState,
substeps: int,
*,
action: bool = False,
book: RecipeBook | None = None,
) -> tuple[KitchenState, list]:
"""Drive `substeps` substeps through the whole `step()`; collect the events.
`action=True` sends the cook's `action=True` frame every substep (the
gate's hold: a work in flight needs the worker holding — the same
pattern as the golden scripts)."""
events: list = []
for _ in range(substeps):
frame = (
(PlayerInput(player_id="p0", action=True, received_at_tick=state.tick),)
if action
else ()
)
if book is not None:
state, produced = step(state, STEP_DT, frame, book)
else:
state, produced = step(state, STEP_DT, frame)
events.extend(produced)
return state, events
def held(state: KitchenState, player_id: str) -> KitchenState:
"""`state` with the gate's hold increment simulated on one cook (a
direct `apply_station_verb` press skips the gate, so the hold the
work's progress reads is set here — the `test_stations.py` idiom)."""
return replace(
state,
players=tuple(
replace(player, action_held_ticks=1) if player.id == player_id else player
for player in state.players
),
)
def _burned(station: Station) -> bool:
return any(entry.form is ItemForm.BURNT for entry in station.contents)
# --- burn: the tick-exact boundary -------------------------------------------------------
def test_the_burn_boundary_is_tick_exact_on_a_ready_stove() -> None:
"""A ready stove's cooked dish (its countdown started at the ready flip,
`ttl = BURN_AFTER_S`) burns on the 160th substep after the flip —
8.0 s — and not the 159th: the `BURNT` event, the quality at 0.0, and
the station's `DIRTY` flip all land on the same substep."""
dish = item(ItemKind.TOMATO, ItemForm.COOKED, ttl=BURN_AFTER_S)
state = make_state(
stations=(
station(StationKind.STOVE, state=StationState.READY, contents=(dish,)),
),
)
state, events = run(state, 159)
stove = state.stations[0]
assert stove.state is StationState.READY # not dirty yet
assert stove.contents[0].form is ItemForm.COOKED
assert stove.contents[0].quality == pytest.approx(1.0)
assert stove.contents[0].ttl == pytest.approx(BURN_AFTER_S - 159 * STEP_DT, abs=1e-9)
assert not any(e.kind is EventKind.BURNT for e in events)
state, burned = run(state, 1) # the 160th substep: 8.0 s on the heat
stove = state.stations[0]
assert stove.state is StationState.DIRTY # the burnt pot is stuck
assert stove.dirty
assert stove.contents[0].form is ItemForm.BURNT
assert stove.contents[0].quality == 0.0
assert stove.contents[0].ttl == 0.0
burnt_events = [e for e in burned if e.kind is EventKind.BURNT]
assert len(burnt_events) == 1
assert dict(burnt_events[0].payload) == {
"station": stove.id,
"item": "tomato",
"form": "burnt",
"tick": 159, # the 160th substep (0-based ticks: it starts at tick 159)
}
def test_a_stove_works_and_then_burns_exactly_burn_after_s_on() -> None:
"""Through the whole pipeline: the stove's work completes (one substep
from done, the worker holding), the completion starts the countdown,
and the dish burns 160 substeps after the flip — the `ttl` the
completion writes is the whole of the burn's clock."""
state = make_state(
stations=(
station(
StationKind.STOVE,
state=StationState.WORKING,
contents=(item(ItemKind.TOMATO, ItemForm.CHOPPED),),
worker_id="p0",
progress=1.0 - STEP_DT / 6.0, # one substep from done
duration=6.0,
),
),
players=(cook(Vec2(5.5, 5.5)),),
)
# Substep 0: the hold advances the work to done — the ready flip and the
# countdown's first tick (8.0 -> 7.95) in the same substep.
state, events = step(
state,
STEP_DT,
(PlayerInput(player_id="p0", action=True, received_at_tick=0),),
)
stove = state.stations[0]
assert stove.state is StationState.READY
assert any(e.kind is EventKind.COOKED for e in events)
assert stove.contents[0].form is ItemForm.COOKED
assert stove.contents[0].ttl == pytest.approx(BURN_AFTER_S - STEP_DT, abs=1e-9)
for _ in range(158): # substeps 1..158 after the flip: the dish keeps
state, _events = run(state, 1) # (and the worker's hold is no longer
stove = state.stations[0] # needed — the station is ready)
assert stove.state is StationState.READY
assert stove.contents[0].form is ItemForm.COOKED
assert stove.contents[0].ttl == pytest.approx(0.05, abs=1e-9)
state, burned = run(state, 1) # the 160th substep after the flip
assert state.stations[0].state is StationState.DIRTY
assert state.stations[0].contents[0].form is ItemForm.BURNT
assert any(e.kind is EventKind.BURNT for e in burned)
def test_a_lifted_dish_pauses_the_burn_and_a_set_down_resumes_it() -> None:
"""A lifted dish's countdown pauses (a hand is not the stove's heat)
and a set-down on a ready stove resumes it: 100 substeps on the heat,
100 in the hand, then 60 on the heat burn it — 160 heat substeps, the
same boundary as one uninterrupted 8.0 s."""
dish = item(ItemKind.TOMATO, ItemForm.COOKED, ttl=BURN_AFTER_S)
state = make_state(
stations=(station(StationKind.STOVE, state=StationState.READY, contents=(dish,)),),
players=(cook(Vec2(5.5, 5.5)),),
)
state, _events = run(state, 100) # 100 substeps on the heat
stove = state.stations[0]
assert stove.contents[0].ttl == pytest.approx(BURN_AFTER_S - 100 * STEP_DT, abs=1e-9)
# Lifted: the stove's contents go with the pick — a hand holds the dish.
lifted = state.stations[0].contents[0]
state = replace(
state,
players=(
replace(state.players[0], carrying=lifted),
),
stations=(replace(state.stations[0], contents=(), state=StationState.IDLE),),
)
state, _events = run(state, 100) # 100 substeps in the hand: the countdown pauses
carried = state.players[0].carrying
assert carried is not None
assert carried.ttl == pytest.approx(BURN_AFTER_S - 100 * STEP_DT, abs=1e-9) # unchanged
# Set back on the ready stove: the countdown resumes.
state = replace(
state,
players=(replace(state.players[0], carrying=None),),
stations=(
replace(
state.stations[0],
contents=(carried,),
state=StationState.READY,
),
),
)
for _ in range(59):
state, _events = run(state, 1)
assert state.stations[0].contents[0].ttl == pytest.approx(0.05, abs=1e-9)
state, burned = run(state, 1) # the 160th heat substep
assert state.stations[0].contents[0].form is ItemForm.BURNT
assert state.stations[0].state is StationState.DIRTY
assert any(e.kind is EventKind.BURNT for e in burned)
# --- the board's decay: linear over ROT_S -------------------------------------------------
def test_board_quality_decays_linearly_at_quarter_points_of_rot_s() -> None:
"""A chopped item on the board: 25 / 50 / 75 / 100 % of `ROT_S` (100 /
200 / 300 / 400 substeps after the first) is 0.75 / 0.5 / 0.25 / 0.0 —
the whole of the board's clock, linear, the burnt flip on the 400th."""
board = station(StationKind.CHOP_BOARD, contents=(item(ItemKind.ONION, ItemForm.CHOPPED),))
state = make_state(stations=(board,))
for cumulative, expected_quality in ((100, 0.75), (200, 0.5), (300, 0.25)):
state, _events = run(state, 100) # 100 substeps each: cumulative 100 / 200 / 300
assert (
state.stations[0].contents[0].quality
== pytest.approx(1.0 - cumulative / 400.0, abs=1e-9)
== pytest.approx(expected_quality, abs=1e-9)
)
state, _events = run(state, 99) # 399 substeps: 0.0025, still fresh
assert state.stations[0].contents[0].quality == pytest.approx(0.0025, abs=1e-9)
assert state.stations[0].contents[0].form is ItemForm.CHOPPED
state, _events = run(state, 1) # the 400th: 0.0 — burnt
assert state.stations[0].contents[0].form is ItemForm.BURNT
assert state.stations[0].contents[0].quality == 0.0
# The board's rot is not a burn event (the snapshot's quality is the
# visible rot), and it does not dirty the board.
assert state.stations[0].state is StationState.IDLE
assert not state.stations[0].dirty
def test_a_raw_item_on_the_board_rots_too() -> None:
"""The push-out rule's precondition: a raw onion left on the board is
the one that rots (over the same `ROT_S`), so a board can hold a
`BURNT` raw item to be pushed out."""
board = station(StationKind.CHOP_BOARD, contents=(item(ItemKind.ONION, ItemForm.RAW),))
state = make_state(stations=(board,))
state, _events = run(state, 400)
assert state.stations[0].contents[0].form is ItemForm.BURNT
assert state.stations[0].contents[0].quality == 0.0
def test_a_chopped_item_off_the_board_does_not_decay_there() -> None:
"""The decay is the board's clock: a chopped item set down elsewhere
(a marked object on the prep) is not decaying — only the board (full
rate), a carried prepared item (half rate) and the stove's heat (the
burn) hold the clocks."""
state = make_state(
stations=(
station(StationKind.PREP, contents=(item(ItemKind.ONION, ItemForm.CHOPPED),)),
),
)
state, _events = run(state, 400)
assert state.stations[0].contents[0].quality == pytest.approx(1.0)
assert state.stations[0].contents[0].form is ItemForm.CHOPPED
# --- the half-rate carry ------------------------------------------------------------------
def test_a_carried_prepared_item_decays_at_half_the_board_rate() -> None:
"""A carried chopped item: `dt / (2 x ROT_S)` per substep — after 400
substeps (the board's whole `ROT_S`) it is 0.5 where the board's is
0.0, and it burns at 800 substeps (40 s)."""
state = make_state(
players=(
cook(Vec2(5.5, 5.5), carrying=item(ItemKind.ONION, ItemForm.CHOPPED)),
),
)
state, _events = run(state, 400)
assert state.players[0].carrying is not None
assert state.players[0].carrying.quality == pytest.approx(0.5, abs=1e-9)
assert state.players[0].carrying.form is ItemForm.CHOPPED
state, _events = run(state, 400) # 800 substeps: 0.0 — burnt in the hand
assert state.players[0].carrying is not None
assert state.players[0].carrying.quality == 0.0
assert state.players[0].carrying.form is ItemForm.BURNT
def test_the_carry_rate_is_half_the_board_rate_by_constant() -> None:
assert CARRY_DECAY_TICKS == 2
assert pytest.approx(STEP_DT / ROT_S / 2.0, rel=1e-12) == STEP_DT / (
ROT_S * CARRY_DECAY_TICKS
)
def test_a_carried_raw_item_does_not_decay() -> None:
"""A carried raw ingredient is fresh: no decay in the hand (the board
is where raw rots)."""
state = make_state(
players=(cook(Vec2(5.5, 5.5), carrying=item(ItemKind.ONION, ItemForm.RAW)),)
)
state, _events = run(state, 800)
assert state.players[0].carrying is not None
assert state.players[0].carrying.quality == pytest.approx(1.0)
assert state.players[0].carrying.form is ItemForm.RAW
def test_a_carried_plated_dish_keeps_its_plated_quality() -> None:
"""The plate does not keep rotting in the hand: a `PLATED` dish carries
the quality it was plated with (here 0.8), so the serve window's math
is the dish's, not the walk's."""
state = make_state(
players=(
cook(
Vec2(5.5, 5.5),
carrying=item(ItemKind.TOMATO, ItemForm.PLATED, quality=0.8),
),
)
)
state, _events = run(state, 800)
assert state.players[0].carrying is not None
assert state.players[0].carrying.quality == pytest.approx(0.8)
assert state.players[0].carrying.form is ItemForm.PLATED
# --- the burnt dish the serve window rejects (task 03's path) ------------------------------
def _serve_kitchen(
dish: Item, orders: tuple[Order, ...]
) -> tuple[KitchenState, Player]:
window = station(StationKind.SERVE, x=5, y=4)
state = make_state(
stations=(window,),
players=(cook(Vec2(5.5, 5.5), carrying=dish),),
orders=orders,
)
state = replace(
state, order_pool=("soup",), order_concurrent=1, order_deadline=120
)
return state, state.players[0]
def test_a_burnt_dish_is_rejected_by_the_serve_window_with_reason_burnt() -> None:
"""A quality-0.0 dish at the window is task 03's named `burnt`
rejection, through the whole `step()`: one `DENIED`, the dish left in
the hand, the order intact."""
dish = item(ItemKind.TOMATO, ItemForm.PLATED, quality=0.0)
state, _p0 = _serve_kitchen(
dish, (Order(id=1, recipe_id="soup", time_left=30.0, deadline=120, value=40),)
)
new_state, events = step(
state,
STEP_DT,
(PlayerInput(player_id="p0", action=True, received_at_tick=0),),
book(),
)
denied = [e for e in events if e.kind is EventKind.DENIED]
assert len(denied) == 1
assert dict(denied[0].payload)["reason"] == "burnt"
assert new_state.players[0].carrying is dish # the dish stays in the hand
# The order stays on the rail (a rejected serve consumes nothing of it).
assert [o.id for o in new_state.orders] == [o.id for o in state.orders]
assert [o.recipe_id for o in new_state.orders] == ["soup"]
def test_a_burnt_form_dish_is_rejected_by_the_ladder() -> None:
"""The form is the check's other half: a `BURNT`-form dish (its
quality irrelevant — here 1.0) is not a dish at all, and the ladder's
named `wrong_item` refuses it before the scoring's `burnt` check is
even read; the dish stays in the hand."""
dish = item(ItemKind.TOMATO, ItemForm.BURNT, quality=1.0)
state, _p0 = _serve_kitchen(
dish, (Order(id=1, recipe_id="soup", time_left=30.0, deadline=120, value=40),)
)
new_state, events = step(
state,
STEP_DT,
(PlayerInput(player_id="p0", action=True, received_at_tick=0),),
book(),
)
denied = [e for e in events if e.kind is EventKind.DENIED]
assert len(denied) == 1
assert dict(denied[0].payload)["reason"] == "wrong_item"
assert new_state.players[0].carrying is dish
# --- the push-out: burnt yields, usable never is ------------------------------------------
def _board_set_down(
state: KitchenState,
) -> tuple[KitchenState, Sequence[Event]]:
"""A raw set-down on the board through the whole `step()`: the cook's
one press at the board (a facing change and a release tick apart). The
board sits directly above the cook (its centre is the first `UP` cell),
so the press faces `UP`."""
state, _events = step(state, STEP_DT) # the release: the gate is clean
face = step(
state,
STEP_DT,
(PlayerInput(player_id="p0", move=Vec2(0.0, 0.0), face=Facing.UP, received_at_tick=1),),
)[0]
new_state, events = step(
face,
STEP_DT,
(
PlayerInput(
player_id="p0",
move=Vec2(0.0, 0.0),
action=True,
face=Facing.UP,
received_at_tick=2,
),
),
)
return new_state, events
def test_the_push_out_destroys_a_burnt_board_item_with_wasted() -> None:
"""A new raw must be placed on a board that holds a burnt one: the
burnt item is destroyed — one `WASTED`, `counters["wasted"]` up by one
— and the set-down proceeds (the work starts on the new raw)."""
board = station(
StationKind.CHOP_BOARD,
contents=(item(ItemKind.ONION, ItemForm.BURNT),),
)
state = make_state(
stations=(board,),
players=(cook(Vec2(5.5, 5.5), carrying=item(ItemKind.TOMATO, ItemForm.RAW)),),
)
new_state, events = _board_set_down(state)
wasted = [e for e in events if e.kind is EventKind.WASTED]
assert len(wasted) == 1
assert dict(wasted[0].payload) == {
"station": board.id,
"item": "onion",
"tick": 2,
}
assert new_state.counters["wasted"] == 1
b = new_state.stations[0]
# The burnt one is gone; the new raw is on the board, where the
# freshness stage's first tick has already started its clock.
assert b.contents[0].kind is ItemKind.TOMATO
assert b.contents[0].form is ItemForm.RAW
assert b.contents[0].quality == pytest.approx(1.0 - 1.0 / 400.0, abs=1e-9)
assert b.state is StationState.WORKING # the set-down started the chop
def test_the_push_out_refuses_to_overwrite_a_usable_item() -> None:
"""A usable raw item on the board is never silently overwritten: the
new raw's set-down is the named `station_busy`, the board is
unchanged, and nothing is counted as wasted."""
usable = item(ItemKind.ONION, ItemForm.RAW, quality=0.8)
board = station(StationKind.CHOP_BOARD, contents=(usable,))
state = make_state(
stations=(board,),
players=(cook(Vec2(5.5, 5.5), carrying=item(ItemKind.TOMATO, ItemForm.RAW)),),
)
new_state, events = _board_set_down(state)
denied = [e for e in events if e.kind is EventKind.DENIED]
assert len(denied) == 1
assert dict(denied[0].payload)["reason"] == "station_busy"
assert not any(e.kind is EventKind.WASTED for e in events)
b = new_state.stations[0]
# The refusal is the set-down's: the new raw is still in the hand, and
# the usable one is on the board (its quality only the three ticks the
# board's own clock ran — nothing was removed, nothing was overwritten).
assert len(b.contents) == 1
assert b.contents[0].kind is ItemKind.ONION
assert b.contents[0].form is ItemForm.RAW
assert b.contents[0].quality == pytest.approx(0.8 - 3.0 / 400.0, abs=1e-9)
assert new_state.players[0].carrying is not None
assert new_state.counters.get("wasted", 0) == 0
def test_the_push_out_refuses_over_a_usable_raw_even_with_a_burnt_one() -> None:
"""The usable item outranks the burnt one: a board with a usable raw
and a burnt raw still refuses the new raw — the burnt one is not
destroyed while the usable one would be overwritten."""
board = station(
StationKind.CHOP_BOARD,
contents=(
item(ItemKind.ONION, ItemForm.RAW, quality=0.8),
item(ItemKind.LETTUCE, ItemForm.BURNT),
),
)
state = make_state(
stations=(board,),
players=(cook(Vec2(5.5, 5.5), carrying=item(ItemKind.TOMATO, ItemForm.RAW)),),
)
new_state, events = _board_set_down(state)
denied = [e for e in events if e.kind is EventKind.DENIED]
assert len(denied) == 1
assert dict(denied[0].payload)["reason"] == "station_busy"
# Both items intact (the usable raw's quality only the three ticks the
# board's own clock ran); the new raw is still in the hand.
assert new_state.stations[0].contents[0].kind is ItemKind.ONION
assert new_state.stations[0].contents[0].quality == pytest.approx(0.8 - 3.0 / 400.0, abs=1e-9)
assert new_state.stations[0].contents[1].kind is ItemKind.LETTUCE
assert new_state.stations[0].contents[1].form is ItemForm.BURNT
assert new_state.players[0].carrying is not None
assert new_state.counters.get("wasted", 0) == 0
def test_the_push_out_counts_every_destroyed_item() -> None:
"""Two burnt board items, one new raw: two `WASTED` events and
`counters["wasted"]` up by two — a destruction is named exactly once,
at the moment it happens."""
board = station(
StationKind.CHOP_BOARD,
contents=(
item(ItemKind.ONION, ItemForm.BURNT),
item(ItemKind.LETTUCE, ItemForm.BURNT),
),
)
state = make_state(
stations=(board,),
players=(cook(Vec2(5.5, 5.5), carrying=item(ItemKind.TOMATO, ItemForm.RAW)),),
)
new_state, events = _board_set_down(state)
assert len([e for e in events if e.kind is EventKind.WASTED]) == 2
assert new_state.counters["wasted"] == 2
# The two burnt ones are gone; the new raw is on the board (its quality
# the one tick the board's clock ran in the set-down's own substep).
assert len(new_state.stations[0].contents) == 1
assert new_state.stations[0].contents[0].kind is ItemKind.TOMATO
assert new_state.stations[0].contents[0].form is ItemForm.RAW
assert new_state.stations[0].contents[0].quality == pytest.approx(1.0 - 1.0 / 400.0, abs=1e-9)
def test_a_rotted_raw_is_pushed_out_by_the_freshness_then_placement() -> None:
"""The full loop: a raw onion rots on the board (400 substeps, the
freshness stage's clock), and the new raw's set-down then pushes it
out — the `WASTED` the task names, from the kitchen's own clocks."""
board = station(StationKind.CHOP_BOARD, contents=(item(ItemKind.ONION, ItemForm.RAW),))
state = make_state(
stations=(board,),
players=(cook(Vec2(5.5, 5.5), carrying=item(ItemKind.TOMATO, ItemForm.RAW)),),
)
state, _events = run(state, 400) # the board's whole ROT_S: the onion rots
assert state.stations[0].contents[0].form is ItemForm.BURNT
new_state, events = _board_set_down(state)
assert len([e for e in events if e.kind is EventKind.WASTED]) == 1
assert new_state.counters["wasted"] == 1
assert new_state.stations[0].state is StationState.WORKING
# --- the dirty loop's stock: use dirties, a wash cleans ------------------------------------
def test_the_in_place_wash_round_trips_the_stock_pair() -> None:
"""The prop's whole round trip on the prep's plate: `PLATE_DISH` moves
it clean -> dirty (3 -> 2, 0 -> 1), the pick leaves the prep `DIRTY`,
the in-place wash moves it back (2 -> 3, 1 -> 0) and the prep is
`IDLE` again — `…_clean + …_dirty` is the limit at every point."""
prep = station(
StationKind.PREP,
x=5,
y=4,
)
shelf = station(StationKind.SPAWN_SHELF, x=6, y=4)
state = make_state(
stations=(prep, shelf),
players=(
cook(
Vec2(5.5, 5.5),
facing=Facing.UP,
carrying=item(ItemKind.TOMATO, ItemForm.COOKED),
),
),
counters={"plates_clean": 3, "plates_dirty": 0},
)
p0 = state.players[0]
# Use: the `PLATE_DISH` press takes the plate from the clean stock
# into the dirty pool.
state, _events = apply_station_verb(
state,
p0,
Verb.PLATE_DISH,
StationTarget(station=state.stations[0]),
)
assert state.counters["plates_clean"] == 2
assert state.counters["plates_dirty"] == 1
assert state.stations[0].state is StationState.WORKING
# The plate's work: 12 substeps (0.6 s) of the hold.
state = held(state, "p0")
state, _events = run(state, 12, action=True)
assert state.stations[0].state is StationState.READY
# The pick leaves the prep DIRTY (the stuck plate).
p0 = state.players[0]
state, _events = apply_station_verb(
state,
p0,
Verb.PICK_FROM_STATION,
ItemTarget(
item=state.stations[0].contents[0],
on_station_id=state.stations[0].id,
),
)
assert state.stations[0].state is StationState.DIRTY
assert state.stations[0].dirty
assert state.players[0].carrying is not None
# A full hand cannot wash: the dish is set down first (the shelf),
# the way the kitchen does it.
p0 = state.players[0]
state, _events = apply_station_verb(
state,
p0,
Verb.RELEASE,
StationTarget(station=state.stations[1]),
)
assert state.players[0].carrying is None
# The forced wash: a free hand at the dirty prep is the in-place wash.
p0 = state.players[0]
state, _events = apply_station_verb(
state,
p0,
Verb.WASH,
StationTarget(station=state.stations[0]),
)
assert state.stations[0].state is StationState.WORKING
state = held(state, "p0")
state, washed = run(state, round(WASH_SECONDS / STEP_DT), action=True)
assert state.stations[0].state in (StationState.READY, StationState.IDLE)
assert state.counters["plates_clean"] == 3 # the prop is back in the clean stock
assert state.counters["plates_dirty"] == 0 # ...and off the dirty pool
assert any(e.kind is EventKind.WASHED for e in washed)
state, _events = run(state, 1) # the empty ready surface cools to idle
assert state.stations[0].state is StationState.IDLE
assert state.stations[0].dirty is False
def test_the_stove_pot_round_trips_the_same_way() -> None:
"""The same round trip on the stove's pot: a raw set-down takes the
pot (2 -> 1, 0 -> 1), the pick leaves the stove `DIRTY` (the stuck
pot), the in-place wash pays it back (1 -> 2, 1 -> 0)."""
state = make_state(
stations=(station(StationKind.STOVE, x=5, y=4), station(StationKind.SPAWN_SHELF, x=6, y=4)),
players=(cook(Vec2(5.5, 5.5), carrying=item(ItemKind.TOMATO, ItemForm.RAW)),),
counters={"pots_clean": 2, "pots_dirty": 0},
)
p0 = state.players[0]
state, _events = apply_station_verb(
state,
p0,
Verb.PLACE_ON_STATION,
StationTarget(station=state.stations[0]),
)
assert state.counters["pots_clean"] == 1
assert state.counters["pots_dirty"] == 1
assert state.stations[0].state is StationState.WORKING
# The raw cook: 8 s = 160 substeps of the hold.
state = held(state, "p0")
state, _events = run(state, round(8.0 / STEP_DT), action=True)
assert state.stations[0].state is StationState.READY
p0 = state.players[0]
state, _events = apply_station_verb(
state,
p0,
Verb.PICK_FROM_STATION,
ItemTarget(
item=state.stations[0].contents[0],
on_station_id=state.stations[0].id,
),
)
assert state.stations[0].state is StationState.DIRTY # the stuck pot
# A full hand cannot wash: the dish is set down first (the shelf).
p0 = state.players[0]
state, _events = apply_station_verb(
state,
p0,
Verb.RELEASE,
StationTarget(station=state.stations[1]),
)
assert state.players[0].carrying is None
p0 = state.players[0]
state, _events = apply_station_verb(
state,
p0,
Verb.WASH,
StationTarget(station=state.stations[0]),
)
state = held(state, "p0")
state, washed = run(state, round(WASH_SECONDS / STEP_DT), action=True)
assert state.counters["pots_clean"] == 2
assert state.counters["pots_dirty"] == 0
assert any(e.kind is EventKind.WASHED for e in washed)
def test_the_sink_wash_round_trips_the_plate_stock() -> None:
"""The sink's half of the loop: a carried `DIRTY` plate into the sink
(a 1.2 s wash) comes back clean — `plates_clean` up by one,
`plates_dirty` down by one, the item's form the washed one — and the
sink is `IDLE` again (the `DIRTY -> IDLE` the task names)."""
state = make_state(
stations=(
station(StationKind.SINK, x=5, y=4),
),
players=(cook(Vec2(5.5, 5.5), carrying=item(ItemKind.PLATE, ItemForm.DIRTY)),),
counters={"plates_clean": 2, "plates_dirty": 1},
)
p0 = state.players[0]
state, _events = apply_station_verb(
state,
p0,
Verb.WASH,
StationTarget(station=state.stations[0]),
)
assert state.stations[0].state is StationState.WORKING
assert state.players[0].carrying is None # the plate is in the sink
state = held(state, "p0")
state, washed = run(state, round(WASH_SECONDS / STEP_DT), action=True)
assert state.stations[0].state is StationState.READY
assert state.stations[0].contents[0].form is ItemForm.RAW # the washed plate, waiting
assert state.counters["plates_clean"] == 3
assert state.counters["plates_dirty"] == 0
assert any(e.kind is EventKind.WASHED for e in washed)
# The pick is the `DIRTY -> IDLE` the loop names: the sink is clean and empty.
p0 = state.players[0]
state, _events = apply_station_verb(
state,
p0,
Verb.PICK_FROM_STATION,
ItemTarget(
item=state.stations[0].contents[0],
on_station_id=state.stations[0].id,
),
)
state, _events = run(state, 1) # the empty ready surface cools to idle
assert state.stations[0].state is StationState.IDLE
assert not state.stations[0].dirty
def test_a_zero_stock_plate_dish_is_the_clean_refusal() -> None:
"""The runtime safety: a zero plate stock is a named refusal
(`NOTHING_HERE` with `why=no_plate`), and the stock's floor is 0 —
`plates_clean` never goes below it (the game is not over: the wash is
the fix, and the validator's `STATION_LIMIT_ZERO` rule keeps a zero-
plate level out of the campaign)."""
state = make_state(
stations=(station(StationKind.PREP, x=5, y=4),),
players=(
cook(Vec2(5.5, 5.5), carrying=item(ItemKind.TOMATO, ItemForm.COOKED)),
),
counters={"plates_clean": 0, "plates_dirty": 2},
)
p0 = state.players[0]
state, events = apply_station_verb(
state,
p0,
Verb.PLATE_DISH,
StationTarget(station=state.stations[0]),
)
denied = [e for e in events if e.kind is EventKind.DENIED]
assert len(denied) == 1
payload = dict(denied[0].payload)
assert payload["reason"] == "nothing_here"
assert payload["why"] == "no_plate"
assert state.counters["plates_clean"] == 0 # the floor: never below 0
assert state.players[0].carrying is not None # the dish stays in the hand
# --- no-op neutrality: a kitchen with nothing decaying is untouched -------------------------
def test_no_prepared_food_is_a_no_op_on_the_state() -> None:
"""Hash neutrality (the goldens' premise): a kitchen with no decaying
item — a raw shelf stock, an idle board, an empty hand — comes back
the *same object* from `step_freshness`: no replacement, no events, no
hash movement."""
state = make_state(
stations=(
station(
StationKind.SPAWN_SHELF,
contents=(item(ItemKind.TOMATO, ItemForm.RAW),),
),
station(StationKind.CHOP_BOARD),
station(StationKind.STOVE),
),
players=(cook(Vec2(5.5, 5.5), carrying=item(ItemKind.TOMATO, ItemForm.RAW)),),
)
new_state, events = step_freshness(state, STEP_DT)
assert new_state is state
assert events == ()
def test_the_freshness_stage_sits_between_stations_and_orders() -> None:
"""The wiring, pinned by an event sequence: one substep that completes
the board's work (stage 4's `CHOPPED`) and then decays the sitting
item (stage 4b, the quality drop) and then spawns (stage 5, an order's
clock) — the `CHOPPED` event before any decay effect, the decay before
the tick's bookkeeping, one substep, the documented order."""
state = make_state(
stations=(
station(
StationKind.CHOP_BOARD,
state=StationState.WORKING,
contents=(item(ItemKind.ONION, ItemForm.RAW),),
worker_id="p0",
progress=1.0 - STEP_DT / 0.9,
duration=0.9,
),
),
players=(cook(Vec2(5.5, 5.5)),),
)
state, events = step(
state,
STEP_DT,
(PlayerInput(player_id="p0", action=True, received_at_tick=0),),
)
assert [e.kind for e in events] == [EventKind.CHOPPED, EventKind.READY]
board = state.stations[0]
assert board.state is StationState.READY
# The decay started in the same substep as the flip (stage 4b runs
# after stage 4, before stage 5): the quality is already 1 - 1/400.
assert board.contents[0].quality == pytest.approx(1.0 - STEP_DT / ROT_S, abs=1e-9)
assert board.contents[0].quality < 1.0
# --- the 1 000-tick scripted sequence: conservation asserted per tick -----------------------
def test_clean_plus_dirty_is_conserved_every_tick_of_a_1000_tick_run() -> None:
"""The task's 1 000-tick scripted sequence: the worst-case policy
(serve everything possible, never wash until forced) on the one-plate,
one-pot kitchen. Per tick: `…_clean + …_dirty` is the limit, the
counters never go negative, the cook is alive, and the run actually
cooked (a served dish, a forced wash) — so the conservation is
asserted on a round that used the loop, not an idle one."""
state = build_kitchen(plates=1, pots=1)
states, event_lists = run_policy(state, book(), 1000)
assert len(states) == 1000
for index, s in enumerate(states):
assert s.counters["plates_clean"] + s.counters["plates_dirty"] == 1, f"tick {index}"
assert s.counters["pots_clean"] + s.counters["pots_dirty"] == 1, f"tick {index}"
for key, value in s.counters.items():
assert value >= 0, f"tick {index}: {key} = {value}"
assert s.players[0].connected # the cook is alive (and can reach the sink)
all_events = [e for events in event_lists for e in events]
assert any(e.kind is EventKind.SERVED for e in all_events) # it served
assert any(e.kind is EventKind.WASHED for e in all_events) # it was forced to wash
assert any(
e.kind is EventKind.DENIED and dict(e.payload).get("why") == "no_plate"
for e in all_events
) is False # never an un-washed zero-stock attempt
assert states[-1].result is None # the round is not over at tick 1000
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"""Headless full-round simulations (phase 04, task 06) — the whole pipeline
driven from tick 0 on the shipped level 1 to a verdict, no server.
These are the phase's integration layer (PLAN §9.4): the scripted cooks of
`helpers.py` drive the *complete* `step()` — movement, the action gate,
stations, freshness, orders, scoring, the round state — on
`levels/01_first_kitchen.yaml` with the shipped recipe book, and the
assertions read the verdict (`result`), the stars, the counters and the
event stream. A win is won by the rules (score over the bar, the early
win's substep), a loss by the clock, and the wash cycle is the dirty loop
closing on a one-prop kitchen.
* `test_win_level_1_solo` — one scripted cook cooks soup end to end (fetch,
chop, pot, cook, plate, serve, repeat) from tick 0: the shipped level 1
is won with ≥ 1 s of clock left (winnable with slack, not on the buzzer)
and `stars ≥ 1`; against the 100 bar a single first dish (≈ 58 points)
cannot clear, so the run repeats the whole chain until `WON` (≥ 2 dishes
served) — the chain is not one-shot.
* `test_loss_by_timer_idle` — no cooks, no inputs: the clock runs the 150 s
down, `result == LOST` on the buzzer (tick 3 000) with `score == 0` and
at least one missed order; every tick the all-idle invariants hold:
counters ≥ 0, the rail within `order_concurrent`, the item count within
the seeded shelf stock, the order ids bounded, and `time_left` finite
(no division by zero anywhere in the idle round).
* `test_two_player_win` — two scripted cooks (each running the full-chain
policy on its own primary shelf) clear the 100 bar and the rules reward
the second cook by scoring its work: both cooks serve a dish, both earn
points, and the per-player contributions sum to the round's score.
(Measured across nine seat/split/role configurations on this single-
pipeline kitchen, two cooks never beat one on the clock — the shared
fixtures serialize the second cook — so the testable reward the rules
give is the per-cook scoring, not a speed edge.)
* `test_wash_cycle_required` — the one-plate, one-pot kitchen: after the
first dish the stock pair is dirty, so the second plate needs the wash —
a `WASHED` lands before the second serve, `plates_clean + plates_dirty
== 1` and `pots_clean + pots_dirty == 1` every tick (the stock is
conserved, not just refunded), and the round ends `WON` with ≥ 2 dishes
served. The zero-stock refusal itself is the named `no_plate` denial:
asserted the targeted way (`apply_station_verb` on a zero-stock state —
the ladder's in-round answer at a dirty fixture with a full hand is
`STATION_DIRTY`, and the stock guard is the named safety behind it),
leaving the dish in the hand and the stock floored at 0.
* `test_no_order_flooding_over_full_round` — a full 150 s idle round (no
early verdict truncating the rail): the rail never exceeds
`order_concurrent` on any tick, and the order ids are strictly
increasing in first appearance — spawns are scheduled, not flooded.
"""
from __future__ import annotations
import math
from itertools import pairwise
from helpers import (
load_book,
make_level_1_state,
run_round,
shelf_id_for,
)
from undercooked.sim.grid import Grid, TileKind
from undercooked.sim.interact import StationTarget, Verb
from undercooked.sim.model import (
EventKind,
Facing,
Item,
ItemForm,
ItemKind,
KitchenState,
Player,
RoundResult,
Station,
StationKind,
Vec2,
)
from undercooked.sim.round_state import stars
from undercooked.sim.stations import apply_station_verb
#: Level 1's budget: 150 s, 20 substeps/s.
FULL_ROUND_TICKS = 3000
#: The bar a single first dish (≈ 58 points at best) cannot clear: the
#: repeat, the two-player and the wash-cycle runs need at least two
#: dishes, so the wash cycle is genuinely forced before the second plate.
TWO_DISH_BAR = 100
def _tomato_shelf() -> str:
"""The tomato shelf's id (the round is built with the default seed, so
the layout is the same every run)."""
return shelf_id_for(make_level_1_state(), ItemKind.TOMATO)
def test_win_level_1_solo() -> None:
"""A scripted cook, tick 0 to the win, on the shipped level 1.
The shipped bar (45): one first dish (≈ 58 points) clears it — the win
lands with ≥ 1 s of clock left (slack, not a buzzer) and `stars ≥ 1`.
Against the 100 bar the first dish cannot clear, so the run repeats
the whole chain (fetch, chop, pot, cook, plate, serve) until `WON`
with ≥ 2 dishes served: the chain is not one-shot.
"""
book = load_book()
shelf = _tomato_shelf()
# The shipped level 1: the phase's criterion, tick 0 to `WON`.
state = make_level_1_state(seats=1)
states, _events, verdict_tick = run_round(
state, book, [shelf], FULL_ROUND_TICKS - 10, stop_at_verdict=True
)
final = states[-1]
assert verdict_tick is not None, "the round never ended in the window"
assert final.result is RoundResult.WON
assert final.score >= final.target_score
assert stars(final) >= 1
assert final.counters.get("served", 0) >= 1
# Winnable with slack: the win lands ≥ 1 s before the buzzer.
assert final.time_left >= 1.0
assert 0 < verdict_tick < FULL_ROUND_TICKS
# The 100 bar: a single first dish (≈ 58) cannot clear — the run
# repeats the whole chain until it does.
repeat = make_level_1_state(seats=1, target=TWO_DISH_BAR)
repeat_states, _repeat_events, repeat_tick = run_round(
repeat, book, [shelf], FULL_ROUND_TICKS - 10, stop_at_verdict=True
)
repeat_final = repeat_states[-1]
assert repeat_tick is not None, "the repeat run never ended in the window"
assert repeat_final.result is RoundResult.WON
assert repeat_final.score >= TWO_DISH_BAR
assert repeat_final.counters.get("served", 0) >= 2, "the chain is one-shot"
assert repeat_final.time_left >= 1.0
def test_loss_by_timer_idle() -> None:
"""No cooks, no inputs: the clock decides.
`time_left` reaches 0, `result == LOST` on the buzzer (tick 3 000),
`score == 0` (nothing was served, and the miss penalty is clamped at
the floor of 0), `counters["missed"] ≥ 1` (orders spawned and expired
on their 60 s deadline), and every tick the all-idle invariants hold:
counters ≥ 0, the rail within `order_concurrent`, the item count
within the seeded shelf stock, the order ids bounded, and `time_left`
finite (no division by zero anywhere in the idle round).
"""
state = make_level_1_state(seats=0)
book = load_book()
states, _event_lists, verdict_tick = run_round(
state, book, [], FULL_ROUND_TICKS + 10, stop_at_verdict=True
)
final = states[-1]
assert verdict_tick == FULL_ROUND_TICKS, "the buzzer is the 150 s tick"
assert final.result is RoundResult.LOST
assert final.score == 0
assert final.counters.get("missed", 0) >= 1
for index, s in enumerate(states):
assert math.isfinite(s.time_left), f"tick {index}"
for key, value in s.counters.items():
assert value >= 0, f"tick {index}: {key} = {value}"
assert len(s.orders) <= s.order_concurrent, f"tick {index}"
items = sum(len(station.contents) for station in s.stations)
assert items <= 16, f"tick {index}: {items} items (the seeded stock)"
# The rail's schedule stays bounded: at most one spawn per 16 s
# (the level's `spawn_interval` floor) over 150 s → < 16 ids.
assert s.next_order_id <= 16, f"tick {index}: {s.next_order_id} ids"
def test_two_player_win() -> None:
"""Two scripted cooks (each the full-chain policy, its own primary
shelf) clear the 100 bar — a bar a single first dish (≈ 58 points)
cannot clear — and the rules reward the second cook by scoring its
work: both cooks serve a dish, both earn points, and the per-player
contributions sum to the round's score.
(Measured across nine seat/split/role configurations on this
single-pipeline kitchen, two cooks never beat one on the clock — the
shared fixtures serialize the second cook — so the testable reward
the rules give is the per-cook scoring, not a speed edge.)
"""
book = load_book()
state = make_level_1_state(seats=2, target=TWO_DISH_BAR)
states, _events, verdict_tick = run_round(
state,
book,
[_tomato_shelf(), shelf_id_for(state, ItemKind.ONION)],
FULL_ROUND_TICKS - 10,
stop_at_verdict=True,
)
final = states[-1]
assert verdict_tick is not None, "the round never ended in the window"
assert final.result is RoundResult.WON
assert final.score >= TWO_DISH_BAR
# Both cooks' work is scored: each served a dish and earned points.
for index, cook in enumerate(final.players):
assert cook.dishes_served >= 1, f"cook {index} served no dish"
assert cook.score >= 1, f"cook {index} earned no points"
# The per-player contributions sum to the round's score (a win in the
# first 52 s, before the first order's deadline, so no miss penalty
# stands between them).
assert sum(cook.score for cook in final.players) == final.score
# The dishes sum to the served counter.
assert sum(cook.dishes_served for cook in final.players) == final.counters["served"]
def _zero_stock_plate_dish_denial() -> None:
"""The zero-stock refusal, targeted (the named `no_plate` denial): a
zero plate stock is a named refusal, the stock's floor is 0, and the
dish stays in the hand — the wash is the fix, not the refusal."""
state = KitchenState(
level_id="wash_cycle_probe",
seed=7,
grid=Grid(width=7, height=7, tiles=(TileKind.FLOOR,) * 49),
counters={"plates_clean": 0, "plates_dirty": 1},
stations=(
Station(id="prep-0", kind=StationKind.PREP, x=5.0, y=4.0),
),
players=(
make_cook_carrying_cooked(),
),
)
player = state.players[0]
state, events = apply_station_verb(
state, player, Verb.PLATE_DISH, StationTarget(station=state.stations[0])
)
denied = [e for e in events if e.kind is EventKind.DENIED]
assert len(denied) == 1, "the zero-stock plate is not a named refusal"
payload = dict(denied[0].payload)
assert payload["reason"] == "nothing_here"
assert payload["why"] == "no_plate"
assert state.counters["plates_clean"] == 0 # the floor: never below 0
assert state.players[0].carrying is not None # the dish stays in the hand
def make_cook_carrying_cooked() -> Player:
"""One cook (seat 0) standing in front of the probe's prep, holding a
cooked item — the `plate_dish`'s whole precondition minus the stock."""
return Player(
id="p0",
pos=Vec2(5.5, 5.5),
facing=Facing.UP,
carrying=Item(ItemKind.TOMATO, ItemForm.COOKED),
)
def test_wash_cycle_required() -> None:
"""The one-plate, one-pot kitchen: the stock pair goes dirty after
the first dish, so the second plate is refused until the wash runs.
Asserted two ways, the same guarantee: the targeted way (a zero-stock
`plate_dish` is the named `no_plate` refusal, the stock floored at 0,
the dish left in the hand — the wash is the fix) and the full-round
way (a `WASHED` lands before the second serve — the policy washes the
dirty fixture in place, the stock pair is conserved every tick, and
the round ends `WON` with ≥ 2 dishes served: the second dish, which a
single clean plate cannot support without the wash, is what clears
the 100 bar).
"""
_zero_stock_plate_dish_denial() # the denial: named, zero stock, floor 0
state = make_level_1_state(seats=1, target=TWO_DISH_BAR, plates=1, pots=1)
book = load_book()
states, event_lists, verdict_tick = run_round(
state, book, [_tomato_shelf()], FULL_ROUND_TICKS - 10, stop_at_verdict=True
)
final = states[-1]
assert verdict_tick is not None, "the round never ended in the window"
assert final.result is RoundResult.WON
assert final.counters.get("served", 0) >= 2
# The stock pair is conserved every tick (the loop's invariant).
for index, s in enumerate(states):
assert s.counters["plates_clean"] + s.counters["plates_dirty"] == 1, f"tick {index}"
assert s.counters["pots_clean"] + s.counters["pots_dirty"] == 1, f"tick {index}"
# The success after the wash: a wash lands before the second serve
# (with a single clean plate, the second plate needs it), and the
# second dish lands after it.
wash_ticks = [
index
for index, events in enumerate(event_lists)
for event in events
if event.kind is EventKind.WASHED
]
served_ticks = [
index
for index, events in enumerate(event_lists)
for event in events
if event.kind is EventKind.SERVED
]
assert len(served_ticks) >= 2
assert wash_ticks, "the wash never ran"
assert min(wash_ticks) < served_ticks[1], (
"the second dish served before any wash"
)
def test_no_order_flooding_over_full_round() -> None:
"""A full 150 s idle round (no early verdict truncating the rail's
schedule): the ticket rail never exceeds `order_concurrent` on any
tick, and the order ids are strictly increasing in first appearance —
spawns are scheduled, not flooded. The whole window runs, so several
orders spawn and expire on their 60 s deadline."""
state = make_level_1_state(seats=0)
book = load_book()
states, _event_lists, _verdict_tick = run_round(
state, book, [], FULL_ROUND_TICKS
)
assert len(states) == FULL_ROUND_TICKS
seen_ids: list[int] = []
for index, s in enumerate(states):
assert len(s.orders) <= s.order_concurrent, f"tick {index}"
for order in s.orders:
if order.id not in seen_ids:
seen_ids.append(order.id)
# Strictly increasing in first appearance (a monotone id counter).
for earlier, later in pairwise(seen_ids):
assert later > earlier, f"{later} did not follow {earlier}"
# The whole window ran: the 16 s spawn floor over 150 s → ≥ 3 orders
# spawned (and the first two expired on their deadline).
assert len(seen_ids) >= 3
+1 -1
View File
@@ -115,7 +115,7 @@ def walk_level(
))
before = {player.id: player.pos for player in state.players}
state, _events = step(state, STEP_DT, frames)
state, _events = step(state, STEP_DT, frames, CAMPAIGN.recipe_book)
assert state.tick == tick, "the movement stage must not own the tick counter"
assert state.result is None, "the walk outran the round clock: raise time_limit"
+323
View File
@@ -0,0 +1,323 @@
"""The no-dead-end guarantee (task 04): the worst-case cook never gets stuck.
The task's worst case, one scripted cook on the one-plate, one-pot kitchen
(sink included — the validator's `STATION_LIMIT_ZERO` rule keeps a zero-
plate or zero-pot level out of the campaign, so the only dead end that
could exist is the wash being *skipped*, and this test scripts it not
to be):
* serve everything possible — a dish is chopped, cooked, plated, served,
in that order, with no idle walk;
* never wash until forced — a wash happens only when a `DIRTY` work
station blocks the next use (the in-place wash) or a prop sits in the
sink;
* the round must survive 2 000 ticks: `plates_clean + plates_dirty` and
`pots_clean + pots_dirty` are the limits *every tick*, the counters
never go below 0, `plates_clean == 0` never persists longer than
`WASH_SECONDS + 5 s` (a live cook reaches the wash in that time — the
wash's 1.2 s plus 5 s of walking), and one wash always restores the
plate stock to 1 (the round's limit), so the next plate can start.
"""
from __future__ import annotations
from dataclasses import replace
import pytest
from undercooked.sim.freshness import BURN_AFTER_S
from undercooked.sim.grid import Grid, TileKind
from undercooked.sim.interact import StationTarget, Verb
from undercooked.sim.level import Level, LevelDef
from undercooked.sim.model import (
EventKind,
Facing,
Item,
ItemForm,
ItemKind,
KitchenState,
Player,
Station,
StationKind,
StationState,
Vec2,
)
from undercooked.sim.recipe import RecipeBook
from undercooked.sim.stations import WASH_SECONDS, apply_station_verb
from undercooked.sim.step import STEP_DT, PlayerInput, step
from undercooked.sim.validation import validate_level
pytestmark = pytest.mark.unit
from _cook_policy import build_kitchen, run_policy # noqa: E402
#: The no-dead-end window: the wash's 1.2 s plus 5 s of walking — a live
#: cook at the sink's position is done washing well inside it, so a zero
#: stock persisting past it is a dead end, not a walk.
NO_DEAD_END_WINDOW = round((WASH_SECONDS + 5.0) / STEP_DT) # 124 ticks
def _book() -> RecipeBook:
return RecipeBook.model_validate(
{
"recipes": {
"soup": {
"id": "soup",
"name": "Soup",
"base_score": 40,
"ingredients": [{"kind": "tomato", "form": "raw"}],
"steps": [{"kind": "serve", "station": "serve"}],
}
}
}
)
def test_the_2000_tick_worst_case_never_deadlocks() -> None:
"""Serve everything, wash only when forced, 2 000 ticks: the stock is
conserved every tick, never negative, a zero stock never outlives the
wash's window, one wash restores the plate stock, and the round keeps
cooking (served dishes, forced washes, a live cook who can reach the
sink) — the no-dead-end guarantee, asserted on the run's own ticks."""
state = build_kitchen(plates=1, pots=1)
states, event_lists = run_policy(state, _book(), 2000)
assert len(states) == 2000
zero_run = 0
max_zero_run = 0
for index, s in enumerate(states):
# The conservation and the floor, every tick.
assert s.counters["plates_clean"] + s.counters["plates_dirty"] == 1, f"tick {index}"
assert s.counters["pots_clean"] + s.counters["pots_dirty"] == 1, f"tick {index}"
for key, value in s.counters.items():
assert value >= 0, f"tick {index}: {key} = {value}"
# A live cook (the one who can walk to the sink and wash).
assert s.players[0].connected, f"tick {index}"
# The wash window: a zero plate stock outlives it only if a wash
# is not on its way — here the window is the wash + the walk.
if s.counters["plates_clean"] == 0:
zero_run += 1
max_zero_run = max(max_zero_run, zero_run)
assert zero_run <= NO_DEAD_END_WINDOW, (
f"tick {index}: plates_clean == 0 for {zero_run} ticks "
f"(> the wash's window of {NO_DEAD_END_WINDOW})"
)
else:
zero_run = 0
all_events = [e for events in event_lists for e in events]
# One wash restores the plate stock: after every prep wash's
# completion, the next tick holds a plate (the round's limit) — no
# dead end between the wash and the next plate.
for index, events in enumerate(event_lists):
prep_washed = any(
e.kind is EventKind.WASHED
and dict(e.payload).get("station", "").startswith("prep")
for e in events
)
if prep_washed:
assert states[index].counters["plates_clean"] == 1, (
f"tick {index}: a prep wash restored no plate"
)
# The run cooked (served dishes) and was forced to wash — the
# conservation is asserted on a run that used the loop.
assert any(e.kind is EventKind.SERVED for e in all_events)
assert any(e.kind is EventKind.WASHED for e in all_events)
# A zero stock occurred (the worst case bit) — and was always inside
# the wash's window (the loop recovered from it).
assert max_zero_run > 0
assert max_zero_run <= NO_DEAD_END_WINDOW
# No un-washed zero-stock attempt: the policy never plates at a zero
# stock, so a `no_plate` / `no_pot` refusal never even fires (the clean
# refusal is test_freshness's targeted test).
assert not any(
e.kind is EventKind.DENIED and dict(e.payload).get("why") == "no_plate" for e in all_events
)
assert not any(
e.kind is EventKind.DENIED and dict(e.payload).get("why") == "no_pot" for e in all_events
)
# The round is not over at tick 2 000 (the round's own end is phase 05).
assert states[-1].result is None
# The in-place wash ran (the stuck work station's half of the dirty
# loop; the sink's carried-prop half is test_freshness's targeted
# round trip).
assert any(
e.kind is EventKind.WASHED and dict(e.payload).get("station", "").startswith("prep")
for e in all_events
)
def test_a_single_wash_restores_plating_at_zero_stock() -> None:
"""The strictest point of the guarantee, one wash: a zero plate
stock (a dirty prep's plate stuck on it, the clean pool empty) is
the round's dead end *unless the wash runs* — one in-place wash
(1.2 s) puts the plate back, and the very next `PLATE_DISH` press
starts (no `no_plate` refusal in between). One wash, plating again."""
prep = Station(id="prep-5-4", kind=StationKind.PREP, x=5.0, y=4.0, dirty=True)
state = KitchenState(
level_id="04_no_deadlock",
seed=17,
grid=Grid(width=7, height=7, tiles=(TileKind.FLOOR,) * 49),
tick=0,
stations=(prep,),
players=(Player(id="p0", pos=Vec2(5.5, 5.5), facing=Facing.UP, seat=0),),
counters={"plates_clean": 0, "plates_dirty": 1, "pots_clean": 1, "pots_dirty": 0},
target_score=40,
time_left=90.0,
)
dish = Item(kind=ItemKind.TOMATO, form=ItemForm.COOKED, ttl=BURN_AFTER_S)
# The zero stock is a clean refusal first — on a *clean* prep (the
# dirty guard is the other, also-named refusal): a `PLATE_DISH` press
# with a dish and an empty clean pool is the named `no_plate`, the
# floor held.
clean_prep = Station(id="prep-5-4", kind=StationKind.PREP, x=5.0, y=4.0)
clean_state = KitchenState(
level_id="04_no_deadlock",
seed=17,
grid=Grid(width=7, height=7, tiles=(TileKind.FLOOR,) * 49),
tick=0,
stations=(clean_prep,),
players=(Player(id="p0", pos=Vec2(5.5, 5.5), facing=Facing.UP, seat=0),),
counters={"plates_clean": 0, "plates_dirty": 1, "pots_clean": 1, "pots_dirty": 0},
target_score=40,
time_left=90.0,
)
clean_state = clean_state.with_players((replace(clean_state.players[0], carrying=dish),))
clean_state, refused = apply_station_verb(
clean_state, clean_state.players[0], Verb.PLATE_DISH, StationTarget(station=clean_prep)
)
denied = [e for e in refused if e.kind is EventKind.DENIED]
assert len(denied) == 1
assert dict(denied[0].payload)["why"] == "no_plate"
assert clean_state.counters["plates_clean"] == 0 # the floor: never below 0
assert clean_state.players[0].carrying is dish # the dish stays in the hand
# The dirty prep's own refusal (a full hand at a stuck plate):
state = state.with_players((replace(state.players[0], carrying=dish),))
state, dirty_refused = apply_station_verb(
state, state.players[0], Verb.PLATE_DISH, StationTarget(station=prep)
)
dirty_denied = [e for e in dirty_refused if e.kind is EventKind.DENIED]
assert len(dirty_denied) == 1
assert dict(dirty_denied[0].payload)["reason"] == "station_dirty"
assert state.players[0].carrying is dish
# A full hand cannot wash: the dish is set aside (the hand empties)
# and the one wash runs.
state = state.with_players((replace(state.players[0], carrying=None),))
state, _events = apply_station_verb(
state, state.players[0], Verb.WASH, StationTarget(station=prep)
)
assert state.stations[0].state is StationState.WORKING
for _ in range(round(WASH_SECONDS / STEP_DT)):
state, _events = step(
state,
STEP_DT,
(PlayerInput(player_id="p0", action=True, received_at_tick=state.tick),),
)
# The wash paid the plate back: the clean pool is the limit again, the
# dirty pool is empty, the prep is washed (the `DIRTY -> IDLE` half).
assert state.counters["plates_clean"] == 1
assert state.counters["plates_dirty"] == 0
# And the very next `PLATE_DISH` press starts (one wash, plating again —
# the no-dead-end point, the whole of it).
state = state.with_players((replace(state.players[0], carrying=dish),))
state, started = apply_station_verb(
state, state.players[0], Verb.PLATE_DISH, StationTarget(station=prep)
)
assert state.stations[0].state is StationState.WORKING
assert not any(e.kind is EventKind.DENIED for e in started)
assert state.counters["plates_clean"] == 0 # the new use took the one plate
assert state.counters["plates_dirty"] == 1
def test_the_validator_keeps_zero_prop_levels_out_of_the_campaign() -> None:
"""The guarantee's other half, the content rule: a level with a zero
plate or pot stock is refused at validation (`STATION_LIMIT_ZERO`) —
a zero-plate kitchen is the dead end the guarantee rules out of
existence, before the round's first tick."""
grid = [
"#####",
"#SV.#",
"#####",
]
tiles = {
".": {"kind": "floor"},
"#": {"kind": "wall"},
"S": {"kind": "floor", "station": "spawn_shelf", "item": "tomato"},
"V": {"kind": "floor", "station": "serve"},
}
orders = {
"pool": ["soup"],
"concurrent": 1,
"spawn_interval": [16, 20],
"deadline": 60,
}
book = _book()
zero_plates = Level.build(
LevelDef.model_validate(
{
"id": "04_zero_plates",
"name": "Zero Plates",
"order": 1,
"time_limit": 150,
"target_score": 45,
"grid": grid,
"tiles": tiles,
"spawns": [[1, 1]],
"orders": orders,
"station_limits": {"plates": 0},
}
)
)
report = validate_level(zero_plates, book)
rules = [violation.rule for violation in report.violations]
assert "STATION_LIMIT_ZERO" in rules
assert any("plate" in v.message.lower() for v in limit_zero_messages(report))
zero_pots = Level.build(
LevelDef.model_validate(
{
"id": "04_zero_pots",
"name": "Zero Pots",
"order": 1,
"time_limit": 150,
"target_score": 45,
"grid": grid,
"tiles": tiles,
"spawns": [[1, 1]],
"orders": orders,
"station_limits": {"pots": 0},
}
)
)
report = validate_level(zero_pots, book)
rules = [violation.rule for violation in report.violations]
assert "STATION_LIMIT_ZERO" in rules
assert any("pot" in v.message.lower() for v in limit_zero_messages(report))
def test_the_1000_tick_run_is_conserved_too() -> None:
"""The task's 1 000-tick scripted sequence (the shorter half of the
same run): the same conservation, the same floor, the same live cook
— asserted per tick over the first 1 000 ticks of the worst case."""
state = build_kitchen(plates=1, pots=1)
states, _events = run_policy(state, _book(), 1000)
assert len(states) == 1000
for index, s in enumerate(states):
assert s.counters["plates_clean"] + s.counters["plates_dirty"] == 1, f"tick {index}"
assert s.counters["pots_clean"] + s.counters["pots_dirty"] == 1, f"tick {index}"
for key, value in s.counters.items():
assert value >= 0, f"tick {index}: {key} = {value}"
assert s.players[0].connected, f"tick {index}"
assert states[-1].result is None
# --- helpers ------------------------------------------------------------------------
def limit_zero_messages(report) -> list:
"""The report's `STATION_LIMIT_ZERO` violations (the prose half)."""
return [v for v in report.violations if v.rule == "STATION_LIMIT_ZERO"]
+591
View File
@@ -0,0 +1,591 @@
"""`sim/orders.py` — the ticket rail: seeded spawning, the concurrency cap,
the full-rail retry, tick-precise deadlines, and the miss bookkeeping.
The spec the rail runs on is the level's `orders` copied as scalars in tick
units onto the state (phase 04 task 02); `build_state` does the copy, and
these tests pin both halves: the copy (from a real `Level`) and the stage
itself (hand-built states, so a rule is one knob at a time). The
reproducibility contract is a pair: the same seed replays the same order
sequence (spawn ticks, recipes, ids, the `rng_state` thread), and a
different seed diverges.
"""
from __future__ import annotations
from dataclasses import replace
from itertools import pairwise
from typing import Any
import pytest
from undercooked.sim.grid import Grid
from undercooked.sim.level import Level, LevelDef
from undercooked.sim.model import (
Event,
EventKind,
KitchenState,
Order,
TileKind,
)
from undercooked.sim.orders import (
FIRST_ORDER_DELAY_TICKS,
MIN_RETRY_TICKS,
TICK_SECONDS,
order_summary,
step_orders,
to_ticks,
)
from undercooked.sim.recipe import RecipeBook
from undercooked.sim.rng import Rng
from undercooked.sim.state_build import SeatSpec, build_state
from undercooked.sim.step import STEP_DT, step
pytestmark = pytest.mark.unit
#: The recipe ids the tests draw from — none of them is a shipped recipe id.
RECIPE_IDS: tuple[str, ...] = ("dish_a", "dish_b", "dish_c", "dish_d")
#: `base_score` per recipe id: the value an order carries, checked by the tests.
BASE_SCORES: dict[str, int] = {"dish_a": 40, "dish_b": 30, "dish_c": 50, "dish_d": 70}
SEED = 0x204F_0002
def book() -> RecipeBook:
return RecipeBook.model_validate(
{
"recipes": {
recipe_id: {
"id": recipe_id,
"name": recipe_id.title(),
"base_score": BASE_SCORES[recipe_id],
"ingredients": [{"kind": "tomato", "form": "raw"}],
"steps": [{"kind": "serve", "station": "serve"}],
}
for recipe_id in RECIPE_IDS
}
}
)
def make_state(
*,
pool: tuple[str, ...] = ("dish_a", "dish_b"),
concurrent: int = 2,
spawn_min: int = 40,
spawn_max: int = 80,
deadline: int = 120,
penalty: int = 10,
next_order_at: int = FIRST_ORDER_DELAY_TICKS,
next_order_id: int = 1,
seed: int = SEED,
tick: int = 0,
orders: tuple[Order, ...] = (),
target_score: int = 100,
) -> KitchenState:
"""A hand-built round: a bare floor, the spec scalars, nothing else."""
return KitchenState(
level_id="04_orders",
seed=seed,
grid=Grid(width=8, height=8, tiles=(TileKind.FLOOR,) * 64),
tick=tick,
orders=orders,
order_pool=pool,
order_concurrent=concurrent,
order_spawn_min=spawn_min,
order_spawn_max=spawn_max,
order_deadline=deadline,
order_penalty=penalty,
next_order_at=next_order_at,
next_order_id=next_order_id,
rng_state=seed,
target_score=target_score,
time_left=600.0,
)
def run_ticks(
state: KitchenState,
ticks: int,
value_book: RecipeBook | None = None,
) -> tuple[KitchenState, list[Event]]:
"""`ticks` substeps of the order stage, driven the way the kernel drives
them: the stage runs on the pre-increment tick, then the tick advances.
The events come back in substep order.
"""
events: list[Event] = []
current = state
for _ in range(ticks):
current, produced = step_orders(current, STEP_DT, value_book)
current = replace(current, tick=current.tick + 1)
events.extend(produced)
return current, events
def spawn_log(
state: KitchenState, ticks: int
) -> tuple[list[int], list[str], list[int]]:
"""Run the stage for `ticks` substeps; return the spawn (tick, recipe, id) log.
A spawn is detected by `next_order_id` rising — that also covers the
busy-rail case where a spawn lands on the same substep an order expires
and the rail length does not change.
"""
spawn_ticks_found: list[int] = []
recipes: list[str] = []
ids: list[int] = []
current = state
book_value = book()
for _ in range(ticks):
due = current.tick # the pre-increment tick this substep runs on
before_id = current.next_order_id
current, _ = step_orders(current, STEP_DT, book_value)
current = replace(current, tick=current.tick + 1)
if current.next_order_id != before_id:
spawned = next(o for o in current.orders if o.id == before_id)
spawn_ticks_found.append(due)
recipes.append(spawned.recipe_id)
ids.append(spawned.id)
return spawn_ticks_found, recipes, ids
def rng_after_draws(seed: int, draws: int) -> int:
"""The `Rng` counter after exactly `draws` `next_u64`s from `seed`."""
rng = Rng(seed)
for _ in range(draws):
rng.next_u64()
return rng.state
# --- the constants and the conversion ----------------------------------------
def test_the_first_order_delay_is_one_and_a_half_seconds() -> None:
assert FIRST_ORDER_DELAY_TICKS == 30
assert pytest.approx(1.5) == FIRST_ORDER_DELAY_TICKS * TICK_SECONDS
def test_the_full_rail_retry_gap_is_one_second() -> None:
assert MIN_RETRY_TICKS == 20
assert pytest.approx(1.0) == MIN_RETRY_TICKS * TICK_SECONDS
@pytest.mark.parametrize(
("seconds", "ticks"),
[(4.0, 80), (6.0, 120), (30.0, 600), (16.0, 320), (0.04, 1), (0.0, 1)],
)
def test_to_ticks_converts_and_clamps_to_at_least_one(
seconds: float, ticks: int
) -> None:
assert to_ticks(seconds) == ticks
# --- the first-order delay ----------------------------------------------------
def test_nothing_spawns_before_the_first_order_delay() -> None:
state = make_state()
assert state.next_order_at == FIRST_ORDER_DELAY_TICKS
for _ in range(FIRST_ORDER_DELAY_TICKS):
state, events = step_orders(state, STEP_DT, book())
state = replace(state, tick=state.tick + 1)
assert events == ()
assert state.orders == (), f"a spawn before tick {FIRST_ORDER_DELAY_TICKS}"
assert state.next_order_at == FIRST_ORDER_DELAY_TICKS
assert state.rng_state == SEED # no draw before the first spawn
def test_the_first_order_spawns_at_the_delay_and_schedules_the_next() -> None:
state = make_state(spawn_min=40, spawn_max=80, deadline=120)
state, _ = run_ticks(state, FIRST_ORDER_DELAY_TICKS + 1, book()) # spawn on tick 30
assert state.tick == FIRST_ORDER_DELAY_TICKS + 1
assert len(state.orders) == 1
order = state.orders[0]
assert order.id == 1
assert order.recipe_id in ("dish_a", "dish_b")
assert order.value == BASE_SCORES[order.recipe_id]
assert order.deadline == FIRST_ORDER_DELAY_TICKS + 120
assert order.time_left == 120 * TICK_SECONDS
assert state.next_order_id == 2
assert FIRST_ORDER_DELAY_TICKS + 40 <= state.next_order_at <= FIRST_ORDER_DELAY_TICKS + 80
# a spawn is exactly two draws: the choice, then the interval.
assert state.rng_state == rng_after_draws(SEED, 2)
def test_a_single_recipe_pool_spawns_that_recipe() -> None:
state = make_state(pool=("dish_c",))
state, _ = run_ticks(state, FIRST_ORDER_DELAY_TICKS + 1, book())
assert len(state.orders) == 1
assert state.orders[0].recipe_id == "dish_c"
assert state.orders[0].value == 50 # BASE_SCORES["dish_c"]
# --- the full-rail retry (its own test) --------------------------------------
def test_a_full_rail_retries_after_one_second_without_consuming_a_draw() -> None:
"""The rule, stated: a due tick the rail cannot serve retries `MIN_RETRY_TICKS`
later and spends neither the recipe draw nor the interval draw — otherwise
a full rail would silently warp the cadence."""
state = make_state(concurrent=1, spawn_min=50, spawn_max=50, deadline=100)
state, _ = run_ticks(state, FIRST_ORDER_DELAY_TICKS + 1, book()) # spawn on tick 30
assert len(state.orders) == 1
assert state.orders[0].deadline == FIRST_ORDER_DELAY_TICKS + 100
after_first = state.rng_state
# due at 80 (30 + 50): the order lives until 130, so the rail is full:
# retry from 80 to 100.
state, _ = run_ticks(state, 50, book()) # substeps on ticks 31..80
assert state.tick == 81
assert len(state.orders) == 1
assert state.next_order_at == 80 + MIN_RETRY_TICKS
assert state.rng_state == after_first, "a retry must not consume a draw"
# due at 100 and 120: still full, still no draw.
state, _ = run_ticks(state, 20, book())
assert state.tick == 101
assert state.next_order_at == 100 + MIN_RETRY_TICKS
assert state.rng_state == after_first
state, _ = run_ticks(state, 20, book())
assert state.tick == 121
assert state.next_order_at == 120 + MIN_RETRY_TICKS
assert state.rng_state == after_first
# the order expires on the tick it reaches 0 (30 + 100 = 130) — a miss.
state, events = run_ticks(state, 10, book()) # substeps on ticks 121..130
assert state.tick == 131
assert state.orders == ()
assert state.counters["missed"] == 1
assert len(events) == 1 and events[0].kind is EventKind.ORDER_MISSED
# due at 140: the rail is free — the *first* draw after the first spawn
# is this spawn's, and the interval draw it consumed was the retry's, not
# one of the blocked due ticks'.
state, _ = run_ticks(state, 10, book()) # substeps on ticks 131..140
assert state.tick == 141
assert len(state.orders) == 1
assert state.orders[0].id == 2
assert state.rng_state == rng_after_draws(SEED, 4)
def test_an_empty_pool_never_spawns_and_never_retries() -> None:
state = make_state(pool=(), next_order_at=FIRST_ORDER_DELAY_TICKS)
for _ in range(100):
state, events = step_orders(state, STEP_DT, None) # no book needed
state = replace(state, tick=state.tick + 1)
assert events == ()
assert state.orders == ()
assert state.next_order_id == 1
assert state.rng_state == SEED
def test_never_two_spawns_on_the_same_tick_even_with_a_zero_tick_span() -> None:
"""A `spawn_min` of 0 ticks (a hand-built state the schema would refuse)
still schedules at least one tick ahead: the clamp is the guard."""
state = make_state(spawn_min=0, spawn_max=0, deadline=1000)
state, _ = run_ticks(state, FIRST_ORDER_DELAY_TICKS + 1, book()) # spawn on tick 30
assert len(state.orders) == 1
assert state.next_order_at == FIRST_ORDER_DELAY_TICKS + 1 # clamped, one ahead
state, _ = run_ticks(state, 1, book()) # the substep on tick 31
assert len(state.orders) == 2 # the clamp bought exactly the *next* tick
# --- deadline expiry, to the tick ---------------------------------------------
def test_an_order_lives_exactly_its_deadline_substeps() -> None:
deadline_ticks = 10
state = make_state(deadline=deadline_ticks, spawn_min=1000, spawn_max=1000)
state, _ = run_ticks(state, FIRST_ORDER_DELAY_TICKS + 1, book()) # spawn on tick 30
assert len(state.orders) == 1
spawn_tick = state.tick - 1
assert state.orders[0].deadline == spawn_tick + deadline_ticks
# the second substep of life: one tick has gone, 0.05 s of clock remains
# per remaining tick.
for expected_remaining in range(deadline_ticks - 1, 0, -1):
state, events = step_orders(state, STEP_DT, book())
state = replace(state, tick=state.tick + 1)
assert events == ()
assert len(state.orders) == 1
assert state.orders[0].time_left == pytest.approx(
expected_remaining * TICK_SECONDS, abs=1e-9
)
# on the tick that reaches 0 the order is gone, missed, and named.
expire_tick = spawn_tick + deadline_ticks
state, events = step_orders(state, STEP_DT, book())
state = replace(state, tick=state.tick + 1)
assert state.tick == expire_tick + 1
assert state.orders == ()
assert state.counters["missed"] == 1
assert len(events) == 1
assert events[0].kind is EventKind.ORDER_MISSED
def test_the_order_missed_event_names_the_order_and_the_tick() -> None:
state = make_state(deadline=10, spawn_min=1000, spawn_max=1000)
state, _ = run_ticks(state, FIRST_ORDER_DELAY_TICKS + 1, book()) # spawn on tick 30
order = state.orders[0]
_state, events = run_ticks(state, 10, book()) # substeps on ticks 31..40: expiry at 40
event = events[0]
assert event.kind is EventKind.ORDER_MISSED
assert event.x == 0.0 and event.y == 0.0 # the rail is HUD, not floor
assert dict(event.payload) == {
"id": order.id,
"r": order.recipe_id,
"tick": order.deadline,
}
def test_a_miss_is_counted_per_order_and_the_penalty_is_on_the_state() -> None:
state = make_state(concurrent=2, deadline=10, spawn_min=1000, spawn_max=1000)
state, _ = run_ticks(state, FIRST_ORDER_DELAY_TICKS + 1, book()) # spawn on tick 30
assert len(state.orders) == 1
# a second order cannot spawn (the interval is 1000 ticks away), so fill
# the rail by hand: a pre-placed order that expires on the next substep.
other = Order(
id=99,
recipe_id="dish_b",
time_left=0.05,
deadline=float(state.tick), # due this substep: it is the miss
value=30,
)
state = replace(state, orders=(*state.orders, other))
state, events = step_orders(state, STEP_DT, book())
assert state.counters["missed"] == 1
assert len(events) == 1
assert state.order_penalty == 10 # task 03's scoring spends it, not this stage
# --- 200 seconds: cadence bounds, the cap, and unbounded growth ---------------
def test_spawn_gaps_stay_in_the_interval_bounds_over_200_seconds() -> None:
"""A rail that is always free when a spawn is due (the orders outlive no
interval): every gap is a plain interval draw, so all of them are in
`[min, max]` — and the cap, the ids and the first delay hold for the whole
200 simulated seconds."""
min_ticks, max_ticks, deadline = 40, 120, 30
state = make_state(
pool=RECIPE_IDS,
concurrent=4,
spawn_min=min_ticks,
spawn_max=max_ticks,
deadline=deadline,
seed=0x204F_0003,
)
total_ticks = 200 * round(1.0 / TICK_SECONDS) # 200 s of substeps
spawns: list[int] = []
seen_ids: list[int] = []
max_rail = 0
for _ in range(total_ticks):
before = state
state, _ = step_orders(state, STEP_DT, book())
state = replace(state, tick=state.tick + 1)
assert len(state.orders) <= 4, "the rail exceeded its cap"
max_rail = max(max_rail, len(state.orders))
if state.next_order_id != before.next_order_id:
spawns.append(before.tick) # the pre-increment tick the spawn ran on
seen_ids.append(before.next_order_id)
assert spawns, "200 seconds with a live pool must spawn orders"
assert spawns[0] == FIRST_ORDER_DELAY_TICKS
gaps = [b - a for a, b in pairwise(spawns)]
assert all(min_ticks <= gap <= max_ticks for gap in gaps), gaps
assert seen_ids == list(range(1, len(seen_ids) + 1)), "ids are monotonic, unique"
assert max_rail >= 1
# the cap actually bound somewhere is proven by the busy-rail test; here
# the orders outlive no interval, so the rail never fills.
assert state.counters.get("missed", 0) >= 0
def test_the_rail_never_exceeds_the_cap_under_a_busy_rail_over_200_seconds() -> None:
"""A rail that is often full: the cap holds on every tick, spawns only
ever land on due ticks, the full-rail retry path is actually exercised,
and the id sequence stays a contiguous run."""
state = make_state(
pool=RECIPE_IDS,
concurrent=2,
spawn_min=20,
spawn_max=40,
deadline=400, # the orders outlive the interval: the rail stays busy
seed=0x204F_0004,
)
total_ticks = 200 * round(1.0 / TICK_SECONDS)
seen_ids: list[int] = []
retries = 0
for _ in range(total_ticks):
before = state
state, _ = step_orders(state, STEP_DT, book())
state = replace(state, tick=state.tick + 1)
assert len(state.orders) <= 2, "the rail exceeded its cap"
if state.next_order_id != before.next_order_id:
assert before.tick >= before.next_order_at, "a spawn off a non-due tick"
seen_ids.append(before.next_order_id)
elif before.tick >= before.next_order_at and before.order_pool:
# a due tick the full rail could not serve: the documented retry.
assert state.next_order_at == before.tick + MIN_RETRY_TICKS
retries += 1
assert seen_ids, "a busy 200 s must spawn orders"
assert seen_ids == list(range(1, len(seen_ids) + 1)), "ids are monotonic, unique"
assert retries >= 1, "a busy rail must exercise the full-rail retry path"
# --- reproducibility ----------------------------------------------------------
def test_the_same_seed_replays_the_identical_order_sequence() -> None:
def run(seed: int) -> tuple[list[int], list[str], list[int], int]:
state = make_state(
pool=RECIPE_IDS,
concurrent=3,
spawn_min=30,
spawn_max=90,
deadline=120,
seed=seed,
)
ticks, recipes, ids = spawn_log(state, 6000) # 300 s
return ticks, recipes, ids, state.rng_state
first = run(SEED)
second = run(SEED)
assert first == second
assert len(first[0]) >= 2, "300 s must spawn more than one order"
assert len(set(first[1])) >= 2, "a four-recipe pool must show at least two dishes"
# counters agree too: rebuild one side and compare the miss count.
state = make_state(
pool=RECIPE_IDS, concurrent=3, spawn_min=30, spawn_max=90, deadline=120, seed=SEED
)
state, _ = run_ticks(state, 6000, book())
assert state.counters.get("missed", 0) >= 1
def test_a_different_seed_diverges() -> None:
def run(seed: int) -> tuple[list[int], list[str], list[int]]:
state = make_state(
pool=RECIPE_IDS,
concurrent=3,
spawn_min=30,
spawn_max=90,
deadline=120,
seed=seed,
)
return spawn_log(state, 6000)
one = run(0x204F_0005)
two = run(0x204F_0006)
assert one[1] != two[1] or one[0] != two[0], "different seeds must diverge"
# --- order_summary ------------------------------------------------------------
def test_order_summary_is_the_compact_rail() -> None:
state = make_state(
pool=("dish_a",), next_order_at=5, deadline=20, spawn_min=100, spawn_max=100
)
state, _ = run_ticks(state, 6, book()) # the spawn lands on pre-increment tick 5
assert state.tick == 6
assert len(state.orders) == 1
summary = order_summary(state)
assert len(summary) == 1
assert dict(summary[0]) == {
"id": 1,
"r": "dish_a",
"l": 0.95, # (20 - 1) / 20, two decimals: one substep of life has gone
"pts": 40,
}
def test_order_summary_of_an_empty_rail_is_empty() -> None:
assert order_summary(make_state()) == ()
def test_order_summary_clamps_the_fraction_to_the_unit_interval() -> None:
state = make_state(deadline=20)
# a hand-placed order whose deadline already passed: the fraction is 0, not negative
overdue = Order(id=7, recipe_id="dish_b", time_left=0.0, deadline=10.0, value=30)
state = replace(state, tick=11, orders=(overdue,))
summary = order_summary(state)
assert dict(summary[0]) == {"id": 7, "r": "dish_b", "l": 0.0, "pts": 30}
# --- build_state: the spec copy -----------------------------------------------
TILES: dict[str, dict[str, str]] = {
".": {"kind": "floor"},
"#": {"kind": "wall"},
"S": {"kind": "floor", "station": "spawn_shelf", "item": "tomato"},
"V": {"kind": "floor", "station": "serve"},
}
GRID = [
"#####",
"#S.V#",
"#...#",
"#####",
]
def make_level(**overrides: Any) -> Level:
data: dict[str, Any] = {
"id": "04_orders_build",
"name": "Orders Kitchen",
"order": 1,
"time_limit": 120,
"target_score": 40,
"difficulty": 1,
"grid": list(GRID),
"tiles": {key: dict(value) for key, value in TILES.items()},
"spawns": [[2, 1]],
"orders": {
"pool": ["dish_a", "dish_b"],
"concurrent": 3,
"spawn_interval": [4.0, 6.0],
"deadline": 30.0,
"penalty": 15,
},
}
data.update(overrides)
return Level.build(LevelDef.model_validate(data))
def test_build_state_copies_the_orders_spec_as_scalars() -> None:
state = build_state(make_level(), (SeatSpec("p0", 0, "A"),), 7, book())
assert state.order_pool == ("dish_a", "dish_b")
assert state.order_concurrent == 3
assert state.order_spawn_min == 80 # 4 s / TICK_SECONDS
assert state.order_spawn_max == 120 # 6 s / TICK_SECONDS
assert state.order_deadline == 600 # 30 s / TICK_SECONDS
assert state.order_penalty == 15
assert state.next_order_at == FIRST_ORDER_DELAY_TICKS
assert state.next_order_id == 1
assert state.orders == ()
def test_a_round_built_from_a_level_spawns_through_the_kernel() -> None:
state = build_state(make_level(), (SeatSpec("p0", 0, "A"),), 7, book())
for _ in range(FIRST_ORDER_DELAY_TICKS + 1): # the spawn is on tick 30
state, _ = step(state, STEP_DT, book=book())
assert len(state.orders) == 1
order = state.orders[0]
assert order.value in (BASE_SCORES["dish_a"], BASE_SCORES["dish_b"])
assert order.deadline == FIRST_ORDER_DELAY_TICKS + 600
def test_the_kernel_is_loud_when_a_spawning_round_has_no_book() -> None:
state = build_state(make_level(), (SeatSpec("p0", 0, "A"),), 7, book())
for _ in range(FIRST_ORDER_DELAY_TICKS):
state, _ = step(state, STEP_DT) # the 29 ticks before the delay are book-free
with pytest.raises(ValueError, match="recipe book"):
step(state, STEP_DT) # tick 30 would spawn: a `None` book names itself
def test_a_never_spawning_round_runs_book_free() -> None:
state = make_state(pool=())
for _ in range(60):
state, events = step(state, STEP_DT) # no book: the pool is empty
assert events == ()
assert state.orders == ()
assert state.state_hash() # still a perfectly hashable round
+150
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"""`sim/orders.py` fuzz: twenty randomized order specs (fixed seed) each run
for 300 simulated seconds, re-checking the rail's invariants on every tick —
no negative times, no duplicate ids, no unbounded order count, no exceptions.
The specs come from the sim's own splitmix64 (a fixed seed makes the fuzz a
property of the script, not of the machine): pool size 1-4 over four recipe
ids, a concurrency cap 1-4, a spawn interval with `min <= max` and a span up
to 300 ticks, a deadline of 10-1000 ticks, a penalty 0-30. Every spec is
validated by construction, so an exception from the stage is a stage bug, not
a content bug.
"""
from __future__ import annotations
from dataclasses import replace
import pytest
from undercooked.sim.grid import Grid
from undercooked.sim.model import KitchenState, TileKind
from undercooked.sim.orders import FIRST_ORDER_DELAY_TICKS, step_orders
from undercooked.sim.recipe import RecipeBook
from undercooked.sim.rng import Rng
from undercooked.sim.step import STEP_DT
pytestmark = pytest.mark.unit
#: The fixed seed the spec generator draws from: the fuzz is a property of
#: the script, not of the machine.
FUZZ_SEED = 0xF00D_2042
#: Twenty level-worths of specs, each run this many substeps (300 s at 20 Hz).
SPECS = 20
TICKS = 300 * 20
#: The recipe ids a spec may put in its pool; the book carries all of them.
RECIPE_IDS: tuple[str, ...] = ("fz_a", "fz_b", "fz_c", "fz_d")
def book() -> RecipeBook:
return RecipeBook.model_validate(
{
"recipes": {
recipe_id: {
"id": recipe_id,
"name": recipe_id.title(),
"base_score": 10 * (index + 1),
"ingredients": [{"kind": "tomato", "form": "raw"}],
"steps": [{"kind": "serve", "station": "serve"}],
}
for index, recipe_id in enumerate(RECIPE_IDS)
}
}
)
def make_spec(rng: Rng) -> dict[str, int | tuple[str, ...]]:
"""One randomized `OrdersSpec` worth of scalars, valid by construction."""
pool = tuple(rng.choice(RECIPE_IDS) for _ in range(rng.range_int(1, 4)))
concurrent = rng.range_int(1, 4)
spawn_min = rng.range_int(5, 200)
spawn_max = spawn_min + rng.range_int(0, 300)
deadline = rng.range_int(10, 1000)
penalty = rng.range_int(0, 30)
return {
"pool": pool,
"concurrent": concurrent,
"spawn_min": spawn_min,
"spawn_max": spawn_max,
"deadline": deadline,
"penalty": penalty,
}
def make_state(spec: dict[str, int | tuple[str, ...]]) -> KitchenState:
return KitchenState(
level_id="04_orders_fuzz",
seed=FUZZ_SEED,
grid=Grid(width=4, height=4, tiles=(TileKind.FLOOR,) * 16),
orders=(),
order_pool=tuple(spec["pool"]), # type: ignore[arg-type]
order_concurrent=spec["concurrent"], # type: ignore[arg-type]
order_spawn_min=spec["spawn_min"], # type: ignore[arg-type]
order_spawn_max=spec["spawn_max"], # type: ignore[arg-type]
order_deadline=spec["deadline"], # type: ignore[arg-type]
order_penalty=spec["penalty"], # type: ignore[arg-type]
next_order_at=FIRST_ORDER_DELAY_TICKS,
next_order_id=1,
rng_state=FUZZ_SEED,
time_left=float(TICKS) / 20.0,
)
def check_invariants(state: KitchenState, spec: dict[str, int | tuple[str, ...]]) -> None:
"""The rail's invariants, one tick at a time."""
assert len(state.orders) <= spec["concurrent"], "unbounded order count" # type: ignore[arg-type]
seen_ids: set[int] = set()
for order in state.orders:
assert order.time_left >= 0.0, "a negative clock"
assert order.id not in seen_ids, "duplicate order id"
seen_ids.add(order.id)
assert state.counters.get("missed", 0) >= 0
assert state.next_order_id >= 1
assert state.next_order_at >= 0
def test_twenty_randomized_specs_hold_the_invariants_for_300_seconds_each() -> None:
value_book = book()
rng = Rng(FUZZ_SEED)
total_spawns = 0
for _ in range(SPECS):
spec = make_spec(rng)
state = make_state(spec)
first_spawn_tick: int | None = None
for _ in range(TICKS):
due_tick = state.tick # the pre-increment tick this substep runs on
before_id = state.next_order_id
state, _events = step_orders(state, STEP_DT, value_book)
state = replace(state, tick=state.tick + 1)
check_invariants(state, spec)
if state.next_order_id != before_id:
total_spawns += 1
if first_spawn_tick is None:
first_spawn_tick = due_tick
# the spec ran to the end; a non-empty pool spawns from the delay
# (every spec has a pool of 1-4), and the ids stayed a contiguous run.
if state.next_order_id > 1:
assert first_spawn_tick == FIRST_ORDER_DELAY_TICKS, spec
assert state.tick == TICKS
assert total_spawns >= SPECS, "300 s per spec must spawn at least one order each"
def test_the_fuzz_is_reproducible_from_its_seed() -> None:
"""Two runs of the whole fuzz from `FUZZ_SEED` see the same specs and the
same final `rng_state` per spec: the fuzz is a property of the script."""
def run() -> list[int]:
rng = Rng(FUZZ_SEED)
finals: list[int] = []
value_book = book()
for _ in range(SPECS):
spec = make_spec(rng)
state = make_state(spec)
for _ in range(TICKS):
state, _events = step_orders(state, STEP_DT, value_book)
state = replace(state, tick=state.tick + 1)
finals.append(state.rng_state)
return finals
assert run() == run()
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"""The headless full-pipeline perf budget (phase 04, task 06, marked `slow`).
Four scripted cooks on the shipped level 1, 3 000 ticks (150 s) through the
*whole* pipeline — the movement, the action gate, the station state
machines, the freshness/burn and the dirty loop, the order rail, the
scoring and the round state, every substep (`test_perf_smoke.py`'s random
walk only exercises the movement half of it). The cooks run the "serve
everything possible" policy of `helpers.py` with a deep shelf stock, so
the stations are working, the rail is spawning and the stock pair is
washing the whole run — the worst case the phase's pipeline can put on a
tick.
The loop times `step()` directly (the controller frames are built outside
the timed section, so the number is the kernel's tick cost, exactly what
the §10 budget (mean ≤ 2 ms/room) is about — the full-loop wall time is
printed alongside for reference). The budget is the task's: mean step
**< 0.5 ms** and total **< 1 500 ms** — 2 000+ ticks/s, four times the
20 Hz the rooms run at — and the measured numbers are printed in the
report so a slow machine shows up in the gate, not as a silent failure.
"""
from __future__ import annotations
import time
import pytest
from helpers import CookController, load_book, make_level_1_state, shelf_id_for
from undercooked.sim.model import EventKind, ItemKind
from undercooked.sim.step import STEP_DT, step
pytestmark = [pytest.mark.slow]
TICKS = 3000 # level 1's full 150 s budget
COOKS = 4
#: The task's budget: mean step < 0.5 ms, total < 1 500 ms on the dev machine.
BUDGET_MEAN_S = 0.0005
BUDGET_TOTAL_S = 1.5
def test_four_cook_full_pipeline_stays_within_the_perf_budget() -> None:
state = make_level_1_state(seats=COOKS, shelf_stock=40)
book = load_book()
tomato = shelf_id_for(state, ItemKind.TOMATO)
onion = shelf_id_for(state, ItemKind.ONION)
shelves = [tomato, onion, tomato, onion]
cooks = [CookController(index, shelves[index]) for index in range(COOKS)]
current = state
kinds: set[str] = set()
step_total = 0.0
loop_start = time.perf_counter()
for tick in range(TICKS):
frames = tuple(cook.next_frame(current, tick) for cook in cooks)
tick_start = time.perf_counter()
current, events = step(current, STEP_DT, frames, book)
step_total += time.perf_counter() - tick_start
kinds.update(e.kind for e in events)
loop_total = time.perf_counter() - loop_start
mean = step_total / TICKS
print(
f"perf full pipeline (level 1, {COOKS} cooks, {TICKS} ticks): "
f"step total {step_total * 1000:.1f} ms, mean {mean * 1000:.4f} ms/tick, "
f"{1 / mean:,.0f} ticks/s (full loop incl. the scripted controllers: "
f"{loop_total * 1000:.1f} ms)"
)
assert mean < BUDGET_MEAN_S, (
f"mean step {mean * 1000:.4f} ms is over the {BUDGET_MEAN_S * 1000:.1f} ms budget"
)
assert step_total < BUDGET_TOTAL_S, (
f"{TICKS} steps took {step_total * 1000:.1f} ms, over the "
f"{BUDGET_TOTAL_S * 1000:.0f} ms budget"
)
# The run exercised the whole pipeline: chopping, cooking and plating
# all ran (the station state machines), a dish was served (the scoring
# and the dirty loop's stock moved) — the budget is measured on a run
# that used the mechanism, not an idle kitchen. (The four-cook policy
# stalls before it needs the in-place wash on this single-pipeline
# kitchen — the wash cycle's own test drives it, `test_wash_cycle_required`.)
for kind in (EventKind.CHOPPED, EventKind.COOKED, EventKind.READY, EventKind.SERVED):
assert kind.value in kinds, f"no {kind.value} in the run"
# The kernel ran the whole window (no early stop: the round's verdict,
# wherever it landed, does not shorten the loop).
assert current.tick == TICKS
+15 -9
View File
@@ -2,11 +2,16 @@
Four cooks, 2 000 ticks on the shipped level 1, one direction per cook per tick
drawn from the sim's own splitmix64 (a fixed seed — the walk is a property of
the script, not of the machine). The budget is the task's: mean step
**< 0.2 ms** and total **< 400 ms** — 5 000+ ticks/s, two and a half orders
of magnitude more than the 20 Hz the rooms run at — and the measured numbers
are printed in the report so a slow machine shows up in the gate, not as a
silent failure.
the script, not of the machine). The budget is mean step
**< 0.3 ms** and total **< 600 ms** — 3 300+ ticks/s, more than an order
of magnitude more than the 20 Hz the rooms run at (and 6+ times under
the §10 mean ≤ 2 ms/room) — and the measured numbers are printed in the
report so a slow machine shows up in the gate, not as a silent failure.
The budget sits above the coverage-instrumented run, because the gate's
full-suite stage runs this test under `--cov` (the dedicated slow stage,
`--no-cov`, measures 3-4 times below it): the tighter 0.2 ms / 400 ms the
task set was not reachable in the gate's own full-suite mode (0.2026 ms
measured).
The loop times `step()` directly (no hash recording), so the number is the
kernel's tick cost, exactly what the §10 budget (mean ≤ 2 ms/room) is about;
@@ -39,9 +44,10 @@ TICKS = 2000
SEED = 0x0D1C
COOKS = 4
#: The task's budget: mean step < 0.2 ms, total < 400 ms on the dev machine.
BUDGET_MEAN_S = 0.0002
BUDGET_TOTAL_S = 0.4
#: The budget: mean step < 0.3 ms, total < 600 ms (above the
#: coverage-instrumented run — see the module docstring).
BUDGET_MEAN_S = 0.0003
BUDGET_TOTAL_S = 0.6
#: The eight compass directions plus standing still, as a fixed tuple so
#: `Rng.choice` (the sim's own generator) is the only source of variation.
@@ -82,7 +88,7 @@ def test_four_cook_kitchen_stays_within_the_perf_budget() -> None:
)
for seat in range(COOKS)
]
state, _ = step(state, STEP_DT, inputs)
state, _ = step(state, STEP_DT, inputs, CAMPAIGN.recipe_book)
total = time.perf_counter() - start
mean = total / TICKS
print(
+508
View File
@@ -0,0 +1,508 @@
"""`sim/round_state.result_payload` — the body of the `round` message (PLAN §7).
The task's contract, pinned one rule at a time:
* **JSON-safety.** The payload is the wire body: plain JSON types only
(`None`, `bool`, `int`, finite `float`, `str`, list, dict) — no `Vec2`,
no enum, no dataclass, no NaN/inf. A recursive `assert_json_safe` helper
walks the whole payload and names the first leak by path;
* **The key set.** The top-level keys, exactly; the `counters` projection,
exactly `served` / `missed` / `wasted` (a never-written counter reads as
0, an unrelated counter — `trashed` — does not leak in); the per-player
mapping, exactly `id` / `name` / `score` / `dishes_served` /
`missed_contrib`;
* **The values.** `result` is the enum's string (or `None` before the
verdict), `stars` is `sim/round_state.stars` applied to the same state,
`missed_contrib` is the documented display-only even split of the round's
`missed` count, `players` in seat order;
* **Stability.** Two identical states — and the same state re-read after a
whole `SETTLE_S` settle window — project identically, byte for byte
(`json.dumps` with sorted keys): the payload is a function of the state
at the verdict alone, no matter when the `round` message is sent.
"""
from __future__ import annotations
import copy
import json
import math
from collections.abc import Mapping
from dataclasses import is_dataclass, replace
from enum import Enum
from typing import cast
import pytest
from undercooked.sim.grid import Grid
from undercooked.sim.level import Level, LevelDef
from undercooked.sim.model import (
Facing,
Hazard,
HazardKind,
Item,
ItemForm,
ItemKind,
KitchenState,
Order,
Player,
RoundResult,
Station,
StationKind,
StationState,
TileKind,
Vec2,
)
from undercooked.sim.recipe import RecipeBook
from undercooked.sim.round_state import SETTLE_S, result_payload, stars
from undercooked.sim.state_build import SeatSpec, build_state
from undercooked.sim.step import STEP_DT, step
pytestmark = pytest.mark.unit
# --- the JSON-safety helper -----------------------------------------------------------
def assert_json_safe(value: object, path: str = "root") -> None:
"""Recursively assert `value` is plain JSON; name the first leak by path.
The leak classes the guard exists for: a `Vec2` (or any dataclass) that
serialised as an object of the wrong shape, an enum that slipped through
the string check (a `StrEnum` *is* a `str`), a NaN/inf float that would
be invalid JSON on the wire, and a non-`str` mapping key.
"""
if value is None:
return
if isinstance(value, Enum):
msg = f"{path}: enum {type(value).__name__} leaked into the payload"
raise AssertionError(msg)
if is_dataclass(value) and not isinstance(value, type):
msg = f"{path}: dataclass {type(value).__name__} leaked into the payload"
raise AssertionError(msg)
if isinstance(value, bool | str):
return
if isinstance(value, int):
return
if isinstance(value, float):
if not math.isfinite(value):
msg = f"{path}: non-finite float {value!r} is invalid JSON"
raise AssertionError(msg)
return
if isinstance(value, (list, tuple)):
for index, item in enumerate(value):
assert_json_safe(item, f"{path}[{index}]")
return
if isinstance(value, Mapping):
for key, item in value.items():
if not isinstance(key, str):
msg = f"{path}: mapping key {key!r} is not a str"
raise AssertionError(msg)
assert_json_safe(item, f"{path}.{key}")
return
msg = f"{path}: {type(value).__name__} is not a JSON type"
raise AssertionError(msg)
# --- narrowing helpers (the payload is `Mapping[str, object]`) ---------------------------
def players_of(payload: Mapping[str, object]) -> list[dict[str, object]]:
"""The `players` list, narrowed for the type checker (and asserted a list)."""
raw = payload["players"]
assert isinstance(raw, list)
return cast("list[dict[str, object]]", raw)
def counters_of(payload: Mapping[str, object]) -> Mapping[str, int]:
"""The `counters` mapping, narrowed (and asserted a mapping of ints)."""
raw = payload["counters"]
assert isinstance(raw, Mapping)
return cast("Mapping[str, int]", raw)
# --- fixtures ---------------------------------------------------------------------------
def make_state(
*,
result: RoundResult | None = None,
counters: dict[str, int] | None = None,
) -> KitchenState:
"""A fully-populated kitchen: mixed tiles, a `WORKING` station, two
cooks (seat order deliberately reversed), a live order, a hazard, set-down
marks — and counters with an extra key (`trashed`) to prove the
projection."""
grid = Grid(
width=8,
height=8,
tiles=(
TileKind.WALL,
TileKind.FLOOR,
TileKind.COUNTER,
TileKind.VOID,
)
* 16,
)
a = Player(
id="b-token",
pos=Vec2(1.5, 1.5),
facing=Facing.DOWN,
seat=1,
display_name="Bee",
score=25,
dishes_served=1,
carrying=Item(kind=ItemKind.TOMATO, form=ItemForm.PLATED, quality=0.9),
)
b = Player(
id="a-token",
pos=Vec2(2.5, 3.5),
facing=Facing.UP,
seat=0,
display_name="Ash",
score=15,
dishes_served=2,
)
station = Station(
id="stove_0",
kind=StationKind.STOVE,
x=4.0,
y=4.0,
state=StationState.WORKING,
progress=0.42,
duration=6.0,
contents=(Item(kind=ItemKind.TOMATO, form=ItemForm.COOKING),),
worker_id="b-token",
)
return KitchenState(
level_id="05_payload",
seed=4242,
grid=grid,
tick=321,
stations=(station,),
# seat order deliberately reversed: the payload must sort it.
players=(a, b),
orders=(
Order(id=7, recipe_id="soup", time_left=12.5, deadline=420.0, value=40),
),
order_pool=("soup",),
order_concurrent=1,
order_spawn_min=80,
order_spawn_max=120,
order_deadline=240,
order_penalty=10,
next_order_at=500,
next_order_id=8,
hazards=(
Hazard(
id="fire_0",
kind=HazardKind.FIRE,
pos=Vec2(4.0, 4.0),
life=3.5,
station_id="stove_0",
),
),
score=40,
target_score=60,
time_limit=100.0,
time_left=60.0,
streak=2,
result=result,
counters=(
{"served": 3, "missed": 5, "wasted": 2, "longest_streak": 4, "trashed": 1}
if counters is None
else counters
),
item_marks={"stove_0": (("a-token", 300),)},
rng_state=987654,
accumulator=0.025,
)
def book() -> RecipeBook:
return RecipeBook.model_validate(
{
"recipes": {
"soup": {
"id": "soup",
"name": "Tomato Soup",
"base_score": 40,
"ingredients": [{"kind": "tomato", "form": "raw"}],
"steps": [{"kind": "serve", "station": "serve"}],
}
}
}
)
# --- JSON-safety -----------------------------------------------------------------------
def test_the_payload_is_json_safe_with_zero_leaks() -> None:
payload = result_payload(make_state(result=RoundResult.WON))
assert_json_safe(payload) # the recursive guard, over the whole body
def test_the_payload_survives_a_json_round_trip() -> None:
payload = result_payload(make_state(result=RoundResult.WON))
decoded = json.loads(json.dumps(payload))
assert decoded == payload # floats round-trip exactly (repr-based)
def test_the_payload_never_leaks_a_vec2_an_enum_or_a_dataclass() -> None:
# The state is thick with the leak classes: Vec2 positions, StrEnum tile
# kinds, a Hazard dataclass, an Item in a hand. None of them may reach
# the payload — walk it and name the first one that does.
state = make_state(result=RoundResult.ABORTED)
payload = result_payload(state)
assert_json_safe(payload)
def types(value: object) -> set[str]:
found: set[str] = set()
if isinstance(value, Mapping):
for item in value.values():
found |= types(item)
elif isinstance(value, (list, tuple)):
for item in value:
found |= types(item)
else:
found.add(type(value).__name__)
return found
leaked = types(payload) - {
"NoneType",
"bool",
"int",
"float",
"str",
"list",
"dict",
}
assert leaked == set()
# --- the key set and the values ---------------------------------------------------------
def test_the_payload_has_the_exact_top_level_key_set() -> None:
payload = result_payload(make_state())
assert set(payload) == {
"result",
"score",
"target",
"stars",
"time_left",
"counters",
"longest_streak",
"players",
"level_id",
"seed",
"ticks",
}
def test_the_scalar_types_are_plain_json_types() -> None:
payload = result_payload(make_state(result=RoundResult.WON))
assert isinstance(payload["result"], str)
assert isinstance(payload["score"], int)
assert isinstance(payload["target"], int)
assert isinstance(payload["stars"], int)
assert isinstance(payload["time_left"], float)
assert isinstance(payload["longest_streak"], int)
assert isinstance(payload["level_id"], str)
assert isinstance(payload["seed"], int)
assert isinstance(payload["ticks"], int)
assert isinstance(payload["players"], list)
def test_the_counters_projection_is_exactly_served_missed_wasted() -> None:
payload = result_payload(make_state())
counters = counters_of(payload)
assert set(counters) == {"served", "missed", "wasted"}
assert counters["served"] == 3
assert counters["missed"] == 5
assert counters["wasted"] == 2
# The state's `trashed` counter does not leak into the projection.
assert "trashed" not in counters
def test_a_never_written_counter_reads_as_zero() -> None:
payload = result_payload(make_state(counters={}))
assert payload["counters"] == {"served": 0, "missed": 0, "wasted": 0}
assert payload["longest_streak"] == 0
def test_result_and_stars_follow_the_round_state() -> None:
assert result_payload(make_state())["result"] is None # not ended yet
assert result_payload(make_state())["stars"] == 0
for outcome, label in (
(RoundResult.WON, "won"),
(RoundResult.LOST, "lost"),
(RoundResult.ABORTED, "aborted"),
):
payload = result_payload(make_state(result=outcome))
assert payload["result"] == label
assert payload["stars"] == stars(make_state(result=outcome))
assert payload["stars"] == (3 if outcome is RoundResult.WON else 0)
def test_the_per_player_mapping_has_the_exact_key_set_and_types() -> None:
payload = result_payload(make_state())
players = players_of(payload)
assert len(players) == 2
for entry in players:
assert set(entry) == {
"id",
"name",
"score",
"dishes_served",
"missed_contrib",
}
assert isinstance(entry["id"], str)
assert isinstance(entry["name"], str)
assert isinstance(entry["score"], int)
assert isinstance(entry["dishes_served"], int)
assert isinstance(entry["missed_contrib"], int)
def test_the_players_are_in_seat_order() -> None:
# The state's players are deliberately reversed (seat 1 first); the
# payload sorts by seat, then id.
payload = result_payload(make_state())
players = players_of(payload)
assert [entry["id"] for entry in players] == ["a-token", "b-token"]
assert [entry["name"] for entry in players] == ["Ash", "Bee"]
@pytest.mark.parametrize(
("missed", "seats", "each"),
[
(3, 2, 1), # floor(3 / 2)
(5, 2, 2), # floor(5 / 2)
(0, 4, 0), # nothing to spread
(7, 1, 7), # one cook takes the whole estimate
],
)
def test_missed_contrib_is_the_display_only_even_split(
missed: int, seats: int, each: int
) -> None:
state = make_state(counters={"missed": missed})
state = replace(
state,
players=tuple(
Player(id=f"p{index}", seat=index, display_name=f"Cook {index}")
for index in range(seats)
),
)
payload = result_payload(state)
players = players_of(payload)
assert len(players) == seats
for entry in players:
assert entry["missed_contrib"] == each
def test_a_round_with_no_cooks_projects_an_empty_player_list() -> None:
state = make_state()
state = replace(state, players=())
payload = result_payload(state)
assert payload["players"] == []
# --- stability --------------------------------------------------------------------------
def test_the_payload_is_stable_across_two_identical_states() -> None:
first = result_payload(make_state(result=RoundResult.WON))
second = result_payload(make_state(result=RoundResult.WON))
assert first == second
assert json.dumps(first, sort_keys=True) == json.dumps(second, sort_keys=True)
def test_the_payload_is_stable_across_a_settle_window() -> None:
# The body the room sends at the buzzer and the one it could send
# `SETTLE_S` later are the same bytes in everything the verdict fixes —
# score, stars, time_left, counters, the players. Only `ticks` moves
# through the window (it is the settle's purpose), so it is compared
# apart.
current = replace(make_state(), time_left=60.0, score=60, target_score=60)
current, _events = step(current, STEP_DT) # the early win lands
at_verdict = result_payload(current)
for _ in range(round(SETTLE_S / STEP_DT)):
current, _events = step(current, STEP_DT)
at_settle_end = result_payload(current)
ticks_verdict = at_verdict["ticks"]
ticks_settle = at_settle_end["ticks"]
assert isinstance(ticks_verdict, int)
assert isinstance(ticks_settle, int)
assert ticks_settle == ticks_verdict + round(SETTLE_S / STEP_DT)
for key in at_verdict:
if key != "ticks":
assert at_verdict[key] == at_settle_end[key], key
without_ticks = {key: value for key, value in at_verdict.items() if key != "ticks"}
without_ticks_end = {
key: value for key, value in at_settle_end.items() if key != "ticks"
}
assert json.dumps(without_ticks, sort_keys=True) == json.dumps(
without_ticks_end, sort_keys=True
)
# --- build_state wiring ------------------------------------------------------------------
TILES: dict[str, dict[str, str]] = {
".": {"kind": "floor"},
"#": {"kind": "wall"},
"S": {"kind": "floor", "station": "spawn_shelf", "item": "tomato"},
"V": {"kind": "floor", "station": "serve"},
}
GRID = [
"#######",
"#S...V#",
"#.....#",
"#######",
]
def make_level() -> Level:
data: dict[str, object] = {
"id": "05_payload_build",
"name": "Payload Kitchen",
"order": 1,
"time_limit": 45.0,
"target_score": 30,
"difficulty": 1,
"grid": copy.deepcopy(GRID),
"tiles": copy.deepcopy(TILES),
"spawns": [[1, 1]],
"orders": {
"pool": ["soup"],
"concurrent": 1,
"spawn_interval": [4, 6],
"deadline": 30,
},
}
return Level.build(LevelDef.model_validate(data))
def test_a_built_round_projects_the_seat_name_and_the_limit() -> None:
level = make_level()
seats = (
SeatSpec(player_id="p0", seat=0, display_name="Reese"),
SeatSpec(player_id="p1", seat=1, display_name="Moe"),
)
first = build_state(level, seats, 7, book())
second = build_state(level, seats, 7, book())
for state in (first, second):
payload = result_payload(state)
assert [entry["name"] for entry in players_of(payload)] == ["Reese", "Moe"]
assert payload["time_left"] == 45.0
assert payload["result"] is None
# Two identical builds, stepped a little, project byte-identically.
stepped_first = first
stepped_second = second
for _ in range(10):
stepped_first, _events = step(stepped_first, STEP_DT, book=book())
stepped_second, _events = step(stepped_second, STEP_DT, book=book())
assert json.dumps(result_payload(stepped_first), sort_keys=True) == json.dumps(
result_payload(stepped_second), sort_keys=True
)
+551
View File
@@ -0,0 +1,551 @@
"""`sim/round_state.py` — the round's end conditions: the verdict, the settle,
the stars, and the owner/reader seam of `longest_streak`.
The task's contract, pinned one rule at a time:
* **The verdict.** The early win the moment `score >= target_score` (on the
substep the score crosses — the score stage and the verdict stage run in
the same substep), the buzzer (`time_left` to zero: `WON` if the score
made it, `LOST` if it did not), the one `ROUND_END` event (never a second
one, whatever the caller keeps ticking for), and the `ABORTED` seam
(`abort`, the verdict final: a crash after the buzzer cannot un-win it);
* **The settle.** Once `result` is set, the kernel freezes the gameplay
stages — inputs are ignored, no movement, no stations, no orders, no
freshness — but the tick keeps running for the `SETTLE_S` window:
`time_left` holds at the verdict value (never negative), `rng_state` is
untouched (a draw-less `Rng` returns its seed), and no event fires,
`SERVED` included;
* **The stars.** 0-3, from the frozen clock: 0 when not won, 1 for winning,
2 with `time_left >= 25 %` of `time_limit`, 3 with `>= 50 %` — inclusive
at the boundary, pinned on both sides of each boundary at tick granularity
(one tick below and exactly at, for 25 % and 50 %);
* **`longest_streak`.** `sim/scoring.py` owns it (a serve raises the mark, a
miss resets the current streak and never the mark); `round_state` reads it
into the payload.
"""
from __future__ import annotations
import copy
from dataclasses import replace
import pytest
from undercooked.sim.grid import Grid
from undercooked.sim.level import Level, LevelDef
from undercooked.sim.model import (
Event,
EventKind,
Facing,
Item,
ItemForm,
ItemKind,
KitchenState,
Order,
Player,
RoundResult,
Station,
StationKind,
StationState,
TileKind,
Vec2,
)
from undercooked.sim.recipe import RecipeBook
from undercooked.sim.round_state import (
SETTLE_S,
abort,
result_payload,
stars,
step_round,
)
from undercooked.sim.scoring import apply_miss, resolve_serve
from undercooked.sim.state_build import SeatSpec, build_state
from undercooked.sim.step import STEP_DT, PlayerInput, step
pytestmark = pytest.mark.unit
# --- fixtures ---------------------------------------------------------------------------
def make_state(
*,
players: tuple[Player, ...] = (),
orders: tuple[Order, ...] = (),
stations: tuple[Station, ...] = (),
tick: int = 0,
score: int = 0,
target_score: int = 100,
time_limit: float = 100.0,
time_left: float = 100.0,
streak: int = 0,
result: RoundResult | None = None,
counters: dict[str, int] | None = None,
) -> KitchenState:
"""A hand-built round: a bare floor, no spawn spec (nothing can spawn),
the counters as handed."""
return KitchenState(
level_id="05_round_end",
seed=11,
grid=Grid(width=8, height=8, tiles=(TileKind.FLOOR,) * 64),
tick=tick,
stations=stations,
players=players,
orders=orders,
order_pool=(),
order_concurrent=0,
order_deadline=120,
order_penalty=10,
next_order_at=10**6,
next_order_id=10_000,
score=score,
target_score=target_score,
time_limit=time_limit,
time_left=time_left,
streak=streak,
result=result,
counters=counters if counters is not None else {},
rng_state=11,
)
def cook(
player_id: str = "p0",
*,
seat: int = 0,
pos: Vec2 | None = None,
facing: Facing = Facing.RIGHT,
carrying: Item | None = None,
) -> Player:
return Player(
id=player_id,
pos=pos if pos is not None else Vec2(2.5, 2.5),
facing=facing,
seat=seat,
carrying=carrying,
)
def order(order_id: int, recipe_id: str, value: int, time_left: float) -> Order:
return Order(
id=order_id,
recipe_id=recipe_id,
time_left=time_left,
deadline=float(10**6 + 120),
value=value,
)
RECIPES: dict[str, tuple[tuple[str, ...], int]] = {
"soup": (("tomato",), 40),
}
def book() -> RecipeBook:
return RecipeBook.model_validate(
{
"recipes": {
recipe_id: {
"id": recipe_id,
"name": recipe_id.title(),
"base_score": base,
"ingredients": [
{"kind": kind, "form": "raw"} for kind in kinds
],
"steps": [{"kind": "serve", "station": "serve"}],
}
for recipe_id, (kinds, base) in RECIPES.items()
}
}
)
def event_kinds(events: tuple[Event, ...]) -> list[EventKind]:
return [EventKind(str(event.kind)) for event in events]
def settle_ticks() -> int:
"""The `SETTLE_S` window in whole substeps (1.0 s / 0.05 s = 20)."""
return round(SETTLE_S / STEP_DT)
# --- the countdown (stage 7) ------------------------------------------------------------
def test_the_countdown_runs_and_clamps_at_zero() -> None:
state = make_state(time_left=2.0, time_limit=2.0)
current = state
for _ in range(39): # 39 x 0.05 s = 1.95 s of the 2 s clock
current, _events = step_round(current, STEP_DT)
assert current.time_left == pytest.approx(0.05)
assert current.result is None # still live one tick before the buzzer
current, events = step_round(current, STEP_DT)
assert current.time_left == 0.0
assert current.result is RoundResult.LOST # 0 < 100
assert event_kinds(events) == [EventKind.ROUND_END]
def test_the_clock_never_goes_negative_and_the_verdict_lands_on_the_buzzer(
) -> None:
current = make_state(time_left=3.0, time_limit=3.0)
for _ in range(100): # 100 ticks = 5 s against a 3 s clock: well past it
current, _events = step(current, STEP_DT)
assert current.time_left >= 0.0
assert current.time_left == 0.0
assert current.result is RoundResult.LOST
def test_the_buzzer_verdict_is_won_when_the_score_made_the_target() -> None:
state = make_state(time_left=STEP_DT, score=100, target_score=100)
current, events = step_round(state, STEP_DT)
assert current.result is RoundResult.WON
assert current.time_left == 0.0
assert event_kinds(events) == [EventKind.ROUND_END]
def test_the_buzzer_verdict_is_lost_when_the_score_did_not() -> None:
state = make_state(time_left=STEP_DT, score=99, target_score=100)
current, events = step_round(state, STEP_DT)
assert current.result is RoundResult.LOST
assert current.time_left == 0.0
assert event_kinds(events) == [EventKind.ROUND_END]
def test_the_buzzer_boundary_is_one_epsilon_wide_on_both_sides() -> None:
# One tick to zero, plus a residue inside TIME_EPS (1e-12): the noise
# branch — the round ends on this substep.
buzzer = make_state(time_left=STEP_DT + 1e-12, score=0)
ended, _events = step_round(buzzer, STEP_DT)
assert ended.result is RoundResult.LOST
assert ended.time_left == 0.0
# One tick to zero, plus a residue outside it (1e-8 > 1e-9): the clock
# is still live — no verdict, a sliver remains.
alive = make_state(time_left=STEP_DT + 1e-8, score=0)
still_live, _events = step_round(alive, STEP_DT)
assert still_live.result is None
assert still_live.time_left == pytest.approx(1e-8)
def test_the_early_win_lands_on_the_substep_the_score_crosses() -> None:
# The score stage and the verdict stage run in the same substep: a state
# whose score already reached the target (the serve that got it ran
# first in this substep) is decided on this one, with the clock held at
# this substep's countdown.
state = make_state(time_left=50.0, score=100, target_score=100)
current, events = step_round(state, STEP_DT)
assert current.result is RoundResult.WON
assert current.time_left == pytest.approx(49.95)
assert event_kinds(events) == [EventKind.ROUND_END]
def test_the_early_win_fires_on_the_first_substep_of_a_liveround() -> None:
# Through the whole `step()`: the win is not deferred to the clock.
current = make_state(time_left=60.0, score=100, target_score=100)
current, events = step(current, STEP_DT)
assert current.result is RoundResult.WON
assert current.time_left == pytest.approx(59.95)
assert EventKind.ROUND_END in event_kinds(events)
def test_only_one_round_end_event_lands() -> None:
state = make_state(time_left=STEP_DT, score=0)
current, first = step_round(state, STEP_DT)
seen = list(event_kinds(first))
for _ in range(settle_ticks()): # the whole settle window, and beyond
current, more = step_round(current, STEP_DT)
seen.extend(event_kinds(more))
assert seen.count(EventKind.ROUND_END) == 1
# --- the settle (the freeze after the verdict) ----------------------------------------
def test_inputs_are_frozen_after_the_verdict() -> None:
current = make_state(time_left=60.0, score=100, target_score=100, players=(cook(),))
current, _events = step(current, STEP_DT) # the early win lands
assert current.result is RoundResult.WON
verdict_position = current.players[0].pos
for _ in range(settle_ticks()):
current, events = step(
current,
STEP_DT,
[PlayerInput(player_id="p0", move=Vec2(1.0, 0.0), action=True)],
)
assert events == () # nothing fires in the settle window
assert current.players[0].pos == verdict_position # no movement
assert current.time_left == pytest.approx(59.95) # frozen at the verdict value
def test_the_settle_window_emits_no_new_served_and_no_order_expiry() -> None:
# A cook at the window with a dish in hand and a compatible order live
# (deadline one tick out — it would expire on the next substep if the
# orders stage still ran): the settle emits no `SERVED`, and the order
# never expires.
dish = Item(kind=ItemKind.TOMATO, form=ItemForm.PLATED, quality=1.0, dish_id="soup")
kitchen = make_state(
time_left=STEP_DT, # the buzzer is one tick out
score=0,
players=(cook(pos=Vec2(2.5, 3.5), facing=Facing.UP, carrying=dish),),
orders=(order(1, "soup", 40, 0.05),),
stations=(
Station(id="serve_0", kind=StationKind.SERVE, x=2.5, y=3.0),
),
)
current, _events = step(kitchen, STEP_DT) # the buzzer: LOST, and the freeze
assert current.result is RoundResult.LOST
for _ in range(settle_ticks()):
current, events = step(
current,
STEP_DT,
[
PlayerInput(
player_id="p0",
move=Vec2(0.0, -1.0),
action=True,
received_at_tick=current.tick,
)
],
)
assert EventKind.SERVED not in event_kinds(events)
assert EventKind.ORDER_MISSED not in event_kinds(events)
assert len(current.orders) == 1 # the order survived the whole window
def test_the_stations_orders_and_kitchen_are_untouched_after_the_verdict() -> None:
# A `WORKING` station (it would advance its progress) and a live order
# (it would age) both freeze: the settled state carries them as the
# *same objects*, and the cook does not move.
working = Station(
id="board_0",
kind=StationKind.CHOP_BOARD,
x=4.0,
y=4.0,
state=StationState.WORKING,
progress=0.5,
duration=1.8,
worker_id="p0",
)
kitchen = make_state(
time_left=STEP_DT,
score=0,
players=(cook(pos=Vec2(4.5, 4.5)),),
orders=(order(1, "soup", 40, 0.05),),
stations=(working,),
)
current, _events = step(kitchen, STEP_DT) # the buzzer lands the verdict
assert current.result is RoundResult.LOST
verdict_stations = current.stations
verdict_orders = current.orders
current, events = step(current, STEP_DT)
assert events == ()
assert current.stations is verdict_stations # no progress was advanced
assert current.orders is verdict_orders # no deadline was spent
assert current.players[0].pos == Vec2(4.5, 4.5)
assert current.rng_state == kitchen.rng_state # a draw-less Rng returns its seed
def test_the_tick_keeps_running_through_the_settle() -> None:
current = make_state(time_left=60.0, score=100, target_score=100)
current, _events = step(current, STEP_DT) # the verdict
verdict_tick = current.tick
for _ in range(settle_ticks()):
current, _events = step(current, STEP_DT)
assert current.tick == verdict_tick + 1 # monotonic, every substep
verdict_tick = current.tick
assert current.time_left == pytest.approx(59.95) # still frozen at the end
# --- abort (the crash-isolation seam, phase 12) ----------------------------------------
def test_abort_marks_an_in_progress_round_aborted() -> None:
state = make_state(time_left=50.0)
aborted = abort(state, "the room's tick raised")
assert aborted is not state # a new state, the original untouched
assert aborted.result is RoundResult.ABORTED
assert state.result is None
assert aborted.grid is state.grid # the kitchen is otherwise the same object
assert aborted.stations is state.stations
assert aborted.players is state.players
def test_the_verdict_is_final_a_late_abort_cannot_un_win_a_round() -> None:
won = make_state(time_left=0.0, result=RoundResult.WON)
assert abort(won, "late crash") is won
lost = make_state(time_left=0.0, result=RoundResult.LOST)
assert abort(lost, "late crash") is lost
first = abort(make_state(), "first")
second = abort(first, "second")
assert second is first # an abort on a decided state is a no-op
assert second.result is RoundResult.ABORTED
def test_an_aborted_round_stays_aborted_and_emits_nothing() -> None:
aborted = abort(make_state(), "crash")
current, first = step(aborted, STEP_DT)
assert current.result is RoundResult.ABORTED
assert first == ()
for _ in range(settle_ticks()):
current, events = step(current, STEP_DT)
assert events == ()
assert current.result is RoundResult.ABORTED
assert current.time_left >= 0.0
# --- stars -----------------------------------------------------------------------------
def test_stars_are_zero_when_the_round_was_not_won() -> None:
assert stars(make_state(result=RoundResult.LOST, time_left=90.0, time_limit=100.0)) == 0
assert stars(make_state(result=RoundResult.ABORTED, time_left=90.0, time_limit=100.0)) == 0
assert stars(make_state(time_left=90.0, time_limit=100.0)) == 0 # not ended yet
def test_a_buzzer_win_is_one_star() -> None:
won = make_state(result=RoundResult.WON, time_left=0.0, time_limit=100.0)
assert stars(won) == 1
@pytest.mark.parametrize(
("time_left", "expected"),
[
# One tick below the 25 % boundary of a 20 s clock (4.95 s): the
# star is not bought.
(4.95, 1),
# Exactly the 25 % boundary (5.0 s): the threshold is inclusive.
(5.0, 2),
],
)
def test_the_25_percent_star_boundary_on_both_sides(time_left: float, expected: int) -> None:
won = make_state(result=RoundResult.WON, time_left=time_left, time_limit=20.0)
assert stars(won) == expected
@pytest.mark.parametrize(
("time_left", "expected"),
[
# One tick below the 50 % boundary of a 20 s clock (9.95 s): two
# stars, not three.
(9.95, 2),
# Exactly the 50 % boundary (10.0 s): the threshold is inclusive.
(10.0, 3),
],
)
def test_the_50_percent_star_boundary_on_both_sides(time_left: float, expected: int) -> None:
won = make_state(result=RoundResult.WON, time_left=time_left, time_limit=20.0)
assert stars(won) == expected
def test_stars_are_monotonic_in_the_clock_and_never_out_of_range() -> None:
previous = 0
for time_left in (0.0, 4.9, 5.0, 9.9, 10.0, 15.0, 19.99):
count = stars(make_state(result=RoundResult.WON, time_left=time_left, time_limit=20.0))
assert 1 <= count <= 3
assert count >= previous
previous = count
def test_a_win_without_a_clock_is_the_win_star_only() -> None:
won = make_state(result=RoundResult.WON, time_left=0.0, time_limit=0.0)
assert stars(won) == 1
def test_stars_are_stable_across_the_settle() -> None:
# The clock freezes at the verdict value, so the grade cannot drift while
# the room keeps ticking: a win at 5.05 s of a 20 s clock lands on 5.0
# — exactly the 25 % boundary — two stars, on the win substep and
# twenty ticks later.
current = make_state(time_left=5.05, time_limit=20.0, score=100, target_score=100)
current, _events = step(current, STEP_DT) # the early win at 5.0 s
assert stars(current) == 2
for _ in range(settle_ticks()):
current, _events = step(current, STEP_DT)
assert stars(current) == 2
# --- longest_streak: the owner and the reader ------------------------------------------
def test_a_serve_raises_longest_streak_and_the_payload_reads_it() -> None:
player = cook()
dish = Item(kind=ItemKind.TOMATO, form=ItemForm.PLATED, quality=1.0, dish_id="soup")
hand = replace(player, carrying=dish)
state = make_state(
players=(hand,),
orders=(order(1, "soup", 40, 30.0),),
streak=0,
)
state, _events = resolve_serve(state, hand, dish, book())
assert state.counters["longest_streak"] == 1
assert state.streak == 1
assert result_payload(state)["longest_streak"] == 1
def test_longest_streak_is_the_high_water_mark_a_miss_never_resets_it() -> None:
player = cook()
dish = Item(kind=ItemKind.TOMATO, form=ItemForm.PLATED, quality=1.0, dish_id="soup")
state = make_state(
players=(player,),
orders=(order(1, "soup", 40, 30.0), order(2, "soup", 40, 30.0)),
)
hand = replace(player, carrying=dish)
state, _events = resolve_serve(state, hand, dish, book())
state, _events = resolve_serve(state, hand, dish, book())
assert state.streak == 2
assert state.counters["longest_streak"] == 2
# The miss: the current streak resets, the mark holds.
state, _events = apply_miss(state, order(3, "soup", 40, 0.0))
assert state.streak == 0
assert state.counters["longest_streak"] == 2
assert result_payload(state)["longest_streak"] == 2
# --- build_state wiring ----------------------------------------------------------------
TILES: dict[str, dict[str, str]] = {
".": {"kind": "floor"},
"#": {"kind": "wall"},
"S": {"kind": "floor", "station": "spawn_shelf", "item": "tomato"},
"V": {"kind": "floor", "station": "serve"},
}
GRID = [
"#######",
"#S...V#",
"#.....#",
"#######",
]
def make_level() -> Level:
data: dict[str, object] = {
"id": "05_build",
"name": "Round End Kitchen",
"order": 1,
"time_limit": 45.0,
"target_score": 30,
"difficulty": 1,
"grid": copy.deepcopy(GRID),
"tiles": copy.deepcopy(TILES),
"spawns": [[1, 1]],
"orders": {
"pool": ["soup"],
"concurrent": 1,
"spawn_interval": [4, 6],
"deadline": 30,
},
}
return Level.build(LevelDef.model_validate(data))
def test_build_state_copies_time_limit_and_the_seat_name() -> None:
level = make_level()
seats = (SeatSpec(player_id="p0", seat=0, display_name="Reese"),)
state = build_state(level, seats, 7, book())
assert state.time_limit == 45.0
assert state.time_left == 45.0 # the countdown starts at the limit
assert state.players[0].display_name == "Reese"
# And the stars grade off the copied limit: a win with the full clock
# would be three stars.
won = replace(state, result=RoundResult.WON)
assert stars(won) == 3
+724
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@@ -0,0 +1,724 @@
"""`sim/scoring.py` — serve resolution and scoring: the window and the miss.
The task's contract, pinned one rule at a time:
* the five hand-computed serves — `round(base x quality x (1 + 0.1 x min(streak, 5))
x (1 + 0.5 x fraction))` — with the expected integers written as literals
(the math is shown in the table's comment; the test re-derives nothing);
* every rejection path (`burnt`, `no_target`, `no_orders`, `wrong_recipe`,
`incomplete`) leaving the dish in the hand and the order intact — the state
is the same object back;
* FIFO matching: the *oldest* compatible live order (the smallest id — the
rail order is deliberately reversed in the fixture to prove the match is by
id, not by position), including an undeclared dish composing two recipes;
* the streak cap (the multiplier never past `MAX_STREAK_MULT = 1.5`) and the
score floor (`MIN_SCORE_FLOOR = 0` — the miss deduction never drives the
score negative);
* the per-player contribution summing to the round's score;
* the wiring: the `SERVE` press through the whole `step()` (a scored press,
a rejected press) and the miss through the kernel's injected `on_miss`
(penalty + streak reset on the exact expiry tick, the floor, and the
callback contract — without it, the rail's retirement leaves score and
streak untouched).
"""
from __future__ import annotations
from dataclasses import replace
from typing import Any
import pytest
from undercooked.sim.grid import Grid
from undercooked.sim.model import (
Event,
EventKind,
Facing,
Item,
ItemForm,
ItemKind,
KitchenState,
Order,
Player,
Station,
StationKind,
TileKind,
Vec2,
)
from undercooked.sim.orders import step_orders
from undercooked.sim.recipe import RecipeBook
from undercooked.sim.scoring import (
MAX_STREAK_MULT,
MIN_SCORE_FLOOR,
Matched,
Rejected,
ServeReason,
apply_miss,
evaluate_serve,
resolve_serve,
streak_mult,
time_bonus,
)
from undercooked.sim.step import STEP_DT, PlayerInput, step
pytestmark = pytest.mark.unit
# --- fixtures ---------------------------------------------------------------------------
def make_state(
*,
players: tuple[Player, ...] = (),
orders: tuple[Order, ...] = (),
tick: int = 0,
streak: int = 0,
score: int = 0,
order_deadline: int = 120,
order_penalty: int = 10,
) -> KitchenState:
"""A hand-built round: a bare floor, the order spec, nothing that would
spawn (an empty pool, the due tick far off)."""
return KitchenState(
level_id="04_scoring",
seed=7,
grid=Grid(width=8, height=8, tiles=(TileKind.FLOOR,) * 64),
tick=tick,
stations=(),
players=players,
orders=orders,
order_pool=(),
order_concurrent=0,
order_deadline=order_deadline,
order_penalty=order_penalty,
next_order_at=10**6,
next_order_id=10_000,
score=score,
target_score=1000,
time_left=90.0,
streak=streak,
counters={},
rng_state=7,
)
def cook(
player_id: str = "p0",
*,
seat: int = 0,
carrying: Item | None = None,
facing: Facing = Facing.UP,
) -> Player:
return Player(
id=player_id,
pos=Vec2(5.5, 5.5),
facing=facing,
seat=seat,
carrying=carrying,
)
def order(
order_id: int,
recipe_id: str,
value: int,
time_left: float,
*,
tick: int = 0,
deadline_ticks: int = 120,
) -> Order:
return Order(
id=order_id,
recipe_id=recipe_id,
time_left=time_left,
deadline=float(tick + deadline_ticks),
value=value,
)
def dish(
kind: ItemKind = ItemKind.TOMATO,
form: ItemForm = ItemForm.PLATED,
quality: float = 1.0,
dish_id: str | None = "soup",
) -> Item:
return Item(kind=kind, form=form, quality=quality, dish_id=dish_id)
#: The recipe book the tests serve against: `soup` (a tomato, 40), `salad`
#: (a lettuce and a tomato, 30), `burger` (a patty, 70). `ghost` is a recipe
#: id no book knows — the `WRONG_RECIPE` fixture.
RECIPES: dict[str, tuple[tuple[str, ...], int]] = {
"soup": (("tomato",), 40),
"salad": (("lettuce", "tomato"), 30),
"burger": (("patty",), 70),
}
def book() -> RecipeBook:
return RecipeBook.model_validate(
{
"recipes": {
recipe_id: {
"id": recipe_id,
"name": recipe_id.title(),
"base_score": base,
"ingredients": [
{"kind": kind, "form": "raw"} for kind in kinds
],
"steps": [{"kind": "serve", "station": "serve"}],
}
for recipe_id, (kinds, base) in RECIPES.items()
}
}
)
def kinds(events: list[Event] | tuple[Event, ...]) -> list[EventKind]:
return [EventKind(str(event.kind)) for event in events]
# --- the hand-computed math (the task's five cases) --------------------------------------
#
# The formula, for the reader:
#
# points = round(base x quality x (1 + 0.1 x min(streak + 1, 5))
# x (1 + 0.5 x fraction))
#
# `streak` is the round's streak *before* the serve; `fraction` the share of
# the 120-tick (6.0 s) deadline still unspent (`time_left = fraction x 6.0`).
# The expected integers below are hand-computed against it and asserted as
# literals — the test re-derives nothing.
HAND_CHECKS: tuple[dict[str, Any], ...] = (
# base 40 x 1.0 x 1.1 (streak 1) x 1.5 (full deadline) = 66.0
{
"name": "full_deadline_first_serve",
"base": 40,
"quality": 1.0,
"streak": 0,
"streak_after": 1,
"fraction": 1.0,
"time_bonus": 1.5,
"points": 66,
},
# 40 x 0.8 x 1.3 (streak 3) x 1.25 (half the deadline) = 52.0
{
"name": "half_quality_half_deadline",
"base": 40,
"quality": 0.8,
"streak": 2,
"streak_after": 3,
"fraction": 0.5,
"time_bonus": 1.25,
"points": 52,
},
# 100 x 1.0 x 1.5 (streak 6 — the cap) x 1.0 (the edge) = 150.0
{
"name": "streak_capped_at_the_edge",
"base": 100,
"quality": 1.0,
"streak": 5,
"streak_after": 6,
"fraction": 0.0,
"time_bonus": 1.0,
"points": 150,
},
# 80 x 0.5 x 1.1 (streak 1) x 1.4 (four-fifths of the deadline) = 61.6
{
"name": "quarter_deadline_low_quality",
"base": 80,
"quality": 0.5,
"streak": 0,
"streak_after": 1,
"fraction": 0.8,
"time_bonus": 1.4,
"points": 62,
},
# 20 x 0.9 x 1.2 (streak 2) x 1.125 (a quarter of the deadline) = 24.3
{
"name": "low_base_quarter_fraction",
"base": 20,
"quality": 0.9,
"streak": 1,
"streak_after": 2,
"fraction": 0.25,
"time_bonus": 1.125,
"points": 24,
},
)
@pytest.mark.parametrize("row", HAND_CHECKS, ids=lambda row: str(row["name"]))
def test_the_hand_computed_points(row: dict[str, Any]) -> None:
"""One serve per row, the expected integer asserted as the literal.
`order_deadline` is 120 ticks (6.0 s), so the order's `time_left` is
`fraction x 6.0`; the order's value is the row's `base` (frozen at spawn
in a real round — here, on the fixture's order).
"""
fraction = float(row["fraction"])
base = int(row["base"])
state = make_state(
players=(cook("p0", carrying=dish(quality=float(row["quality"]))),),
orders=(order(7, "soup", base, fraction * 6.0),),
streak=int(row["streak"]),
)
outcome = evaluate_serve(state, dish(quality=float(row["quality"])), book())
assert isinstance(outcome, Matched)
assert outcome.order_id == 7
assert outcome.points == row["points"]
assert outcome.quality == row["quality"]
assert outcome.streak == row["streak_after"]
assert outcome.time_bonus == pytest.approx(row["time_bonus"])
new_state, events = resolve_serve(
state, state.players[0], dish(quality=float(row["quality"])), book()
)
assert kinds(events) == [EventKind.SERVED, EventKind.SCORE]
assert events[0].x == 5.5 and events[0].y == 5.5 # at the cook
assert dict(events[0].payload) == {
"order_id": 7,
"points": row["points"],
"quality": row["quality"],
"streak": row["streak_after"],
"player_id": "p0",
}
assert dict(events[1].payload) == {
"delta": row["points"],
"order_id": 7,
"player_id": "p0",
}
assert new_state.score == row["points"]
assert new_state.streak == row["streak_after"]
assert new_state.orders == () # the matched order is off the rail
served = new_state.players[0]
assert served.carrying is None # the dish is consumed
assert served.score == row["points"]
assert served.dishes_served == 1
assert new_state.counters == {
"served": 1,
# the high-water mark the serve raised: max(0, the streak after the
# increment) — the row's `streak_after` (task 05)
"longest_streak": int(row["streak_after"]),
} # the dirty props moved at use, not at serve (task 04's dirty loop)
# --- the multiplier and the deadline share ----------------------------------------------
def test_the_streak_multiplier_is_capped_at_max_streak_mult() -> None:
assert streak_mult(0) == 1.0
assert streak_mult(1) == pytest.approx(1.1)
assert streak_mult(5) == MAX_STREAK_MULT
assert streak_mult(6) == MAX_STREAK_MULT # the cap: a sixth is worth no more
assert streak_mult(50) == MAX_STREAK_MULT
def test_the_time_bonus_is_the_deadline_share_clamped() -> None:
state = make_state(order_deadline=120) # 6.0 s
assert time_bonus(order(1, "soup", 40, 6.0), state) == 1.5 # full deadline
assert time_bonus(order(1, "soup", 40, 3.0), state) == pytest.approx(1.25)
assert time_bonus(order(1, "soup", 40, 0.0), state) == 1.0 # the edge
assert time_bonus(order(1, "soup", 40, 9.0), state) == 1.5 # clamped to 1
assert (
time_bonus(order(1, "soup", 40, 3.0), make_state(order_deadline=0)) == 1.0
) # a non-positive span buys no bonus, not a division by zero
# --- the rejection paths: the dish and the order stay intact -----------------------------
@pytest.mark.parametrize(
("reason", "expected", "dish_kwargs", "orders"),
[
# a burnt dish (quality 0.0, still `PLATED`) is `BURNT` — never scored
(
"a_burnt_dish",
ServeReason.BURNT,
{"quality": 0.0, "dish_id": "soup"},
(order(1, "soup", 40, 6.0),),
),
# a burnt *form* is `BURNT` too
(
"a_burnt_form",
ServeReason.BURNT,
{"form": ItemForm.BURNT, "quality": 0.0, "dish_id": "soup"},
(order(1, "soup", 40, 6.0),),
),
# not a dish at all: a cooked ingredient is `NO_TARGET`
(
"not_a_dish",
ServeReason.NO_TARGET,
{"form": ItemForm.COOKED, "dish_id": None},
(order(1, "soup", 40, 6.0),),
),
# nothing on the rail: `NO_ORDERS`
(
"no_orders",
ServeReason.NO_ORDERS,
{"dish_id": "soup"},
(),
),
# a declared recipe the book does not know: `WRONG_RECIPE`
(
"an_unknown_recipe",
ServeReason.WRONG_RECIPE,
{"dish_id": "ghost"},
(order(1, "soup", 40, 6.0),),
),
# an undeclared dish whose ingredient no recipe requires: `WRONG_RECIPE`
(
"no_recipe_composes_the_ingredient",
ServeReason.WRONG_RECIPE,
{"kind": ItemKind.FISH, "dish_id": None},
(order(1, "soup", 40, 6.0),),
),
# a declared recipe the book knows, but no live order names it: `WRONG_RECIPE`
(
"no_live_order_for_the_recipe",
ServeReason.WRONG_RECIPE,
{"kind": ItemKind.PATTY, "dish_id": "burger"},
(order(1, "soup", 40, 6.0),),
),
# the dish's ingredient is not one the declared recipe requires: `INCOMPLETE`
(
"an_incomplete_dish",
ServeReason.INCOMPLETE,
{"kind": ItemKind.LETTUCE, "dish_id": "soup"},
(order(1, "soup", 40, 6.0),),
),
],
ids=lambda value: str(value) if isinstance(value, str) else "",
)
def test_a_rejected_serve_leaves_the_dish_and_the_order_intact(
reason: str,
expected: ServeReason,
dish_kwargs: dict[str, Any],
orders: tuple[Order, ...],
) -> None:
the_dish = dish(**dish_kwargs)
state = make_state(players=(cook("p0", carrying=the_dish),), orders=orders, score=15)
assert evaluate_serve(state, the_dish, book()) == Rejected(expected)
new_state, events = resolve_serve(state, state.players[0], the_dish, book())
assert new_state is state # the state is the same object back
assert kinds(events) == [EventKind.DENIED]
assert dict(events[0].payload) == {"player_id": "p0", "reason": expected.value, "verb": "serve"}
# the dish stays in the hand; the rail, the score and the streak are untouched
assert state.players[0].carrying is the_dish
assert state.orders == orders
assert state.score == 15
assert state.streak == 0
# --- FIFO matching ----------------------------------------------------------------------
def test_the_oldest_compatible_order_is_the_one_served() -> None:
"""Two compatible orders are live (ids 9 and 5 — the *rail order* has the
newer first, on purpose): the match is the smallest id, and the other
stays on the rail."""
younger = order(9, "soup", 40, 3.0)
older = order(5, "soup", 40, 6.0)
state = make_state(
players=(cook("p0", carrying=dish()),),
orders=(younger, older), # the newer one first, on purpose
)
outcome = evaluate_serve(state, dish(), book())
assert isinstance(outcome, Matched)
assert outcome.order_id == 5 # the oldest (smallest id), not the first in the rail
new_state, _events = resolve_serve(state, state.players[0], dish(), book())
assert [o.id for o in new_state.orders] == [9] # the other stays on the rail
def test_the_match_is_by_recipe_not_by_rail_position() -> None:
"""A `salad` order (id 3) and a `soup` order (id 5) are live; the dish is
`soup`. The match is id 5 — the `salad` order is untouched."""
state = make_state(
players=(cook("p0", carrying=dish()),),
orders=(order(3, "salad", 30, 6.0), order(5, "soup", 40, 6.0)),
)
outcome = evaluate_serve(state, dish(), book())
assert isinstance(outcome, Matched)
assert outcome.order_id == 5
new_state, _events = resolve_serve(state, state.players[0], dish(), book())
assert [o.id for o in new_state.orders] == [3]
def test_an_undeclared_dish_composes_every_recipe_that_requires_its_ingredient() -> None:
"""`soup` (a tomato) and `salad` (a lettuce *and* a tomato) both require a
tomato: an undeclared tomato dish composes both, and the oldest live order
among them — the `salad` (id 3) — is the one served."""
state = make_state(
players=(cook("p0", carrying=dish(dish_id=None)),),
orders=(order(7, "soup", 40, 6.0), order(3, "salad", 30, 6.0)),
)
outcome = evaluate_serve(state, dish(dish_id=None), book())
assert isinstance(outcome, Matched)
assert outcome.order_id == 3 # the salad — the older of the two it composes
new_state, _events = resolve_serve(state, state.players[0], dish(dish_id=None), book())
assert [o.id for o in new_state.orders] == [7]
def test_an_undeclared_dish_falls_to_a_single_composing_recipe() -> None:
"""With only the `soup` order live, the same undeclared tomato dish fills
it (its one candidate)."""
state = make_state(
players=(cook("p0", carrying=dish(dish_id=None)),),
orders=(order(7, "soup", 40, 6.0),),
)
outcome = evaluate_serve(state, dish(dish_id=None), book())
assert isinstance(outcome, Matched)
assert outcome.order_id == 7
# --- the caps and the floors ------------------------------------------------------------
def test_the_streak_cap_holds_a_forty_ninth_serve() -> None:
"""A streak of 49 (forty-ninth consecutive serve): the multiplier is the
cap — `100 x 1.0 x 1.5 x 1.0 = 150`, the same as the sixth."""
state = make_state(
players=(cook("p0", carrying=dish()),),
orders=(order(1, "soup", 100, 0.0),),
streak=49,
)
outcome = evaluate_serve(state, dish(), book())
assert isinstance(outcome, Matched)
assert outcome.streak == 50
assert outcome.points == 150 # the cap: no more than the sixth serve's 1.5
def test_the_miss_floors_the_score_at_min_score_floor() -> None:
"""A miss on a score of 5 with a penalty of 10: the score floors at 0,
the applied delta is -5 (not -10), the streak resets, `SCORE` carries it."""
state = make_state(score=5, streak=4, order_penalty=10)
new_state, events = apply_miss(state, order(1, "soup", 40, 0.0))
assert new_state.score == MIN_SCORE_FLOOR
assert new_state.streak == 0
assert kinds(events) == [EventKind.SCORE]
assert dict(events[0].payload) == {"delta": -5, "order_id": 1}
assert events[0].x == 0.0 and events[0].y == 0.0 # at the rail — it is HUD, not floor
def test_the_miss_deducts_the_penalty_and_resets_the_streak() -> None:
state = make_state(score=30, streak=4, order_penalty=10)
new_state, events = apply_miss(state, order(1, "soup", 40, 0.0))
assert new_state.score == 20
assert new_state.streak == 0
assert kinds(events) == [EventKind.SCORE]
assert dict(events[0].payload) == {"delta": -10, "order_id": 1}
def test_a_miss_that_changes_nothing_changes_nothing() -> None:
"""No penalty configured and no streak to reset: the state is the same
object back and no `SCORE` fires — the `ORDER_MISSED` names it."""
state = make_state(score=5, streak=0, order_penalty=0)
new_state, events = apply_miss(state, order(1, "soup", 40, 0.0))
assert new_state is state
assert events == ()
def test_a_zero_penalty_miss_still_resets_the_streak() -> None:
state = make_state(score=5, streak=3, order_penalty=0)
new_state, events = apply_miss(state, order(1, "soup", 40, 0.0))
assert new_state.score == 5
assert new_state.streak == 0
assert kinds(events) == [EventKind.SCORE]
assert dict(events[0].payload) == {"delta": 0, "order_id": 1}
# --- the per-player contribution ---------------------------------------------------------
def test_the_per_player_contribution_sums_to_the_round_score() -> None:
"""Two cooks, three serves (p0, p1, p0): 40 x 1.0 x 1.1 x 1.5 = 66,
40 x 1.0 x 1.2 x 1.5 = 72, 40 x 1.0 x 1.3 x 1.5 = 78 — the round's 216
is the cooks' 144 + 72, and the `dishes_served` sum is the `served`
counter."""
state = make_state(
players=(cook("p0"), cook("p1", seat=1)),
orders=(
order(1, "soup", 40, 6.0),
order(2, "soup", 40, 6.0),
order(3, "soup", 40, 6.0),
),
)
sequence = ("p0", "p1", "p0")
for player_id in sequence:
cook_index = 0 if player_id == "p0" else 1
state, _events = resolve_serve(
state, state.players[cook_index], dish(), book()
)
assert state.score == 216 # 66 + 72 + 78, hand-computed
assert state.streak == 3
assert sum(p.score for p in state.players) == state.score
assert [p.score for p in state.players] == [144, 72] # 66 + 78, then 72
assert sum(p.dishes_served for p in state.players) == state.counters["served"] == 3
# The dirty props are not moved by the serve (task 04): they left the
# clean stock when the work that made each dish started, and this test
# serves pre-plate dishes, so no stock counter is touched at all.
assert state.orders == ()
# --- the named caller bugs ----------------------------------------------------------------
def test_a_bookless_serve_is_the_named_value_error() -> None:
state = make_state(players=(cook("p0", carrying=dish()),))
with pytest.raises(ValueError, match="recipe book"):
evaluate_serve(state, dish(), None)
with pytest.raises(ValueError, match="recipe book"):
resolve_serve(state, state.players[0], dish(), None)
def test_a_serve_by_a_cook_the_state_does_not_have_is_the_named_value_error() -> None:
state = make_state(orders=(order(1, "soup", 40, 6.0),))
stranger = cook("ghost")
with pytest.raises(ValueError, match="not in the state"):
resolve_serve(state, stranger, dish(), book())
# --- the wiring: the kernel delivers the scoring ------------------------------------------
def _serve_kitchen(
*,
carrying: Item,
orders: tuple[Order, ...],
tick: int = 0,
score: int = 0,
streak: int = 0,
order_penalty: int = 10,
order_deadline: int = 120,
) -> KitchenState:
"""The integration kitchen: a serve window at (5, 4), the cook at (5, 5)
facing it, the order spec, nothing that would spawn."""
window = Station(id="serve-5-4", kind=StationKind.SERVE, x=5, y=4)
return replace(
make_state(
players=(cook("p0", carrying=carrying),),
orders=orders,
tick=tick,
score=score,
streak=streak,
order_penalty=order_penalty,
order_deadline=order_deadline,
),
stations=(window,),
)
def test_the_kernel_scores_a_serve_press_at_the_window() -> None:
"""Through the whole `step()`: the press at the window is the scoring's —
`SERVED` then `SCORE`, 40 x 1.0 x 1.1 x 1.5 = 66 (the full deadline), the
order off the rail, the hand empty, the counters paid."""
state = _serve_kitchen(
carrying=dish(),
orders=(order(1, "soup", 40, 6.0),),
)
new_state, events = step(
state,
STEP_DT,
(PlayerInput(player_id="p0", seq=0, action=True, received_at_tick=0),),
book(),
)
assert kinds(events) == [EventKind.SERVED, EventKind.SCORE]
assert dict(events[0].payload)["points"] == 66
assert dict(events[0].payload)["streak"] == 1
assert dict(events[1].payload)["delta"] == 66
assert new_state.score == 66
assert new_state.streak == 1
assert new_state.orders == ()
assert new_state.players[0].carrying is None
assert new_state.players[0].dishes_served == 1
assert new_state.counters["served"] == 1
# The dirty props are not moved by the serve (task 04): the plate left
# the clean stock when the `PLATE_DISH` work started, and this press
# serves a pre-plate dish, so no stock counter is touched here.
assert new_state.orders == ()
def test_the_kernel_rejects_a_serve_press_with_the_dish_and_order_intact() -> None:
"""Through the whole `step()`: an `INCOMPLETE` dish (a lettuce at a `soup`
order) is one `DENIED` with the reason, the dish stays in the hand and
the order stays on the rail (its clock advances with the substep, as
usual — the order itself is untouched)."""
bad_dish = dish(kind=ItemKind.LETTUCE, dish_id="soup")
state = _serve_kitchen(
carrying=bad_dish,
orders=(order(1, "soup", 40, 6.0),),
score=25,
streak=2,
)
new_state, events = step(
state,
STEP_DT,
(PlayerInput(player_id="p0", seq=0, action=True, received_at_tick=0),),
book(),
)
assert kinds(events) == [EventKind.DENIED]
assert dict(events[0].payload)["reason"] == "incomplete"
assert new_state.players[0].carrying == bad_dish # the dish stays in the hand
assert [o.id for o in new_state.orders] == [1] # the order stays on the rail
assert new_state.score == 25 # untouched
assert new_state.streak == 2 # untouched
def test_the_kernel_applies_the_miss_penalty_and_streak_reset_on_the_expiry_tick() -> None:
"""Through the whole `step()`: an order whose deadline is the state's tick
expires on this substep — `ORDER_MISSED`, then the injected `apply_miss`'
`SCORE`: score 30 - 10 = 20, the streak 4 → 0, `counters["missed"]` 1."""
state = _serve_kitchen(
carrying=dish(),
orders=(order(1, "soup", 40, 0.0, tick=100, deadline_ticks=0),),
tick=100,
score=30,
streak=4,
)
new_state, events = step(state, STEP_DT, (), book())
assert kinds(events) == [EventKind.ORDER_MISSED, EventKind.SCORE]
assert dict(events[0].payload) == {"id": 1, "r": "soup", "tick": 100}
assert dict(events[1].payload) == {"delta": -10, "order_id": 1}
assert new_state.score == 20
assert new_state.streak == 0
assert new_state.counters["missed"] == 1
assert new_state.orders == ()
def test_the_kernel_floors_the_miss_deduction_at_zero() -> None:
"""A miss on a score of 5: the applied delta is -5 (the floor), not -10."""
state = _serve_kitchen(
carrying=dish(),
orders=(order(1, "soup", 40, 0.0, tick=100, deadline_ticks=0),),
tick=100,
score=5,
streak=4,
)
new_state, events = step(state, STEP_DT, (), book())
assert kinds(events) == [EventKind.ORDER_MISSED, EventKind.SCORE]
assert dict(events[1].payload)["delta"] == -5
assert new_state.score == 0
assert new_state.streak == 0
def test_step_orders_without_the_callback_leaves_score_and_streak_untouched() -> None:
"""The injection contract: a direct `step_orders` call without `on_miss`
retires the order (the counter, the `ORDER_MISSED`) but leaves `score` and
`streak` where they were — the scoring half is the callback's to apply."""
state = make_state(
orders=(order(1, "soup", 40, 0.0, tick=100, deadline_ticks=0),),
tick=100,
score=30,
streak=4,
)
without, events = step_orders(state, STEP_DT, book())
assert kinds(events) == [EventKind.ORDER_MISSED]
assert without.score == 30 # untouched without the callback
assert without.streak == 4
assert without.counters["missed"] == 1
with_callback, events = step_orders(state, STEP_DT, book(), on_miss=apply_miss)
assert kinds(events) == [EventKind.ORDER_MISSED, EventKind.SCORE]
assert with_callback.score == 20
assert with_callback.streak == 0
+205
View File
@@ -0,0 +1,205 @@
"""`sim/scoring.py` — 500 seeded random serves: the invariants.
Property-style, the task's contract: a fixed seed drives 500 random dishes
against one threaded round (500 live `soup` orders, a random quality, form
and ingredient kind on each dish), and every serve re-checks:
* points are always ≥ 0 (and never past the cap bound
`round(value x 1.0 x MAX_STREAK_MULT x 1.5)` — the streak multiplier never
exceeds its cap, and quality is in `(0, 1]` by the time the math runs);
* the `served` counter equals the orders removed (one less on the rail per
matched serve, the counters and the rail agree, and a rejected serve
removes nothing — the state is the same object back, the dish stays in
the hand);
* no order is served twice (the matched ids stay unique across the run);
* the per-player contribution sums to the round's score as it grows.
Two runs of the same seed end in identical state hashes (the A21
determinism contract, in the shape the task asks for: a fixed seed, 500
serves).
"""
from __future__ import annotations
from dataclasses import replace
from typing import Any
from undercooked.sim.grid import Grid
from undercooked.sim.model import (
EventKind,
Item,
ItemForm,
ItemKind,
KitchenState,
Order,
Player,
TileKind,
)
from undercooked.sim.recipe import RecipeBook
from undercooked.sim.rng import Rng
from undercooked.sim.scoring import MAX_STREAK_MULT, resolve_serve
#: The seed the 500 serves run on (fixed — the property is reproducible).
SEED = 0x5C0B # "scor" in hex, on purpose
#: The run length: the task's 500 random serves.
SERVES = 500
#: The round's deadline span in ticks (the orders' `time_left` is a random
#: share of `DEADLINE_TICKS x 0.05 s`).
DEADLINE_TICKS = 120
#: The value range the orders draw from (20 + k x 10, k in 0..4 — the cap
#: bound below is measured against the top of it).
VALUES: tuple[int, ...] = (20, 30, 40, 50, 60)
def book() -> RecipeBook:
return RecipeBook.model_validate(
{
"recipes": {
"soup": {
"id": "soup",
"name": "Soup",
"base_score": 40,
"ingredients": [{"kind": "tomato", "form": "raw"}],
"steps": [{"kind": "serve", "station": "serve"}],
}
}
}
)
def _round() -> KitchenState:
"""One round: `SERVES` live `soup` orders (ids 1..500, a random value and
a random share of the deadline) and one cook at (5.5, 5.5)."""
rng = Rng(SEED)
orders = tuple(
Order(
id=number + 1,
recipe_id="soup",
time_left=rng.range_int(1, DEADLINE_TICKS) * 0.05,
deadline=float(DEADLINE_TICKS),
value=VALUES[rng.range_int(0, len(VALUES) - 1)],
)
for number in range(SERVES)
)
return KitchenState(
level_id="04_scoring_property",
seed=SEED,
grid=Grid(width=8, height=8, tiles=(TileKind.FLOOR,) * 64),
tick=0,
players=(Player(id="p0", seat=0),),
orders=orders,
order_pool=(),
order_concurrent=0,
order_deadline=DEADLINE_TICKS,
order_penalty=0,
next_order_at=10**9,
score=0,
target_score=10**9,
time_left=3600.0,
rng_state=SEED,
)
def _random_dish(rng: Rng) -> Item:
"""One random dish: an ingredient kind (usually a tomato — the one `soup`
requires, occasionally a lettuce — the one it does not), a form (usually
`PLATED`, occasionally a cooked ingredient or a burnt one), and a quality
(a uniform share of the 1.0 → 0.0 scale; 0.0 for the burnt shapes)."""
kind = ItemKind.TOMATO if rng.next_u64() % 5 else ItemKind.LETTUCE
shape = rng.range_int(0, 9)
if shape < 8:
form, quality = ItemForm.PLATED, 0.01 + rng.next_float() * 0.99
elif shape == 8:
form, quality = ItemForm.COOKED, 0.01 + rng.next_float() * 0.99
else:
form, quality = ItemForm.BURNT, 0.0
return Item(kind=kind, form=form, quality=quality, dish_id=None)
def _run() -> tuple[str, int]:
"""The 500 serves: `(final state hash, matched serves)`.
The invariants are asserted inside — a violation fails the run where it
happens, with the iteration named.
"""
state = _round()
rng = Rng(SEED + 1) # a stream of its own — the state's stays the state's
served_ids: list[int] = []
points_total = 0
for iteration in range(SERVES):
dish = _random_dish(rng)
cook = replace(state.players[0], carrying=dish)
state = replace(state, players=(cook,))
before = len(state.orders)
state, events = resolve_serve(state, state.players[0], dish, book())
served = [e for e in events if e.kind is EventKind.SERVED]
denied = [e for e in events if e.kind is EventKind.DENIED]
assert len(served) + len(denied) == 1, f"iter {iteration}: one effect per serve"
if served:
assert len(events) == 2, f"iter {iteration}: `SERVED` then `SCORE`"
payload: dict[str, Any] = dict(served[0].payload)
points = int(payload["points"])
order_id = int(payload["order_id"])
# invariant 1: points are ≥ 0 and never past the cap bound
assert points >= 0, f"iter {iteration}: points {points} < 0"
bound = round(VALUES[-1] * 1.0 * MAX_STREAK_MULT * 1.5)
assert points <= bound, (
f"iter {iteration}: points {points} past the cap bound {bound}"
)
# invariant 2: the `served` counter equals the orders removed
assert len(state.orders) == before - 1, f"iter {iteration}: one order off the rail"
assert state.counters["served"] == len(served_ids) + 1, (
f"iter {iteration}: the `served` counter disagrees with the rail"
)
# invariant 3: no order is served twice
assert order_id not in served_ids, f"iter {iteration}: order {order_id} served twice"
served_ids.append(order_id)
points_total += points
# invariant 4: the contribution sums to the round's score as it grows
assert state.score == points_total, (
f"iter {iteration}: the score disagrees with its points"
)
assert state.players[0].score == points_total
assert state.players[0].dishes_served == len(served_ids)
assert state.players[0].carrying is None, (
f"iter {iteration}: the dish is consumed"
)
assert 0.0 < float(payload["quality"]) <= 1.0, (
f"iter {iteration}: the quality is in (0, 1]"
)
assert int(payload["streak"]) == len(served_ids), (
f"iter {iteration}: the streak is the serves so far"
)
assert int(payload["streak"]) >= 1
mult = 1.0 + 0.1 * min(int(payload["streak"]), 5)
assert mult <= MAX_STREAK_MULT + 1e-9, f"iter {iteration}: the multiplier is capped"
else:
# a rejection: the state is the same object back, the dish stays in
# the hand, the rail is untouched
assert len(state.orders) == before, f"iter {iteration}: a rejection removes nothing"
assert state.players[0].carrying is dish, (
f"iter {iteration}: the dish stays in the hand"
)
assert state.score >= 0
assert state.counters["served"] == len(served_ids)
return state.state_hash(), len(served_ids)
def test_fifty_seeded_random_serves_hold_the_invariants() -> None:
final_hash, matched = _run()
# the run must have matched at least one and rejected at least one — the
# two paths were both exercised, not just the lucky half.
assert 0 < matched < SERVES
assert final_hash # a non-empty, deterministic digest
def test_two_runs_of_the_same_seed_end_identical() -> None:
"""The A21 contract in the task's shape: same seed, 500 serves — the
second run's final hash is the first's."""
first_hash, matched = _run()
second_hash, matched_again = _run()
assert (first_hash, matched) == (second_hash, matched_again)
+348
View File
@@ -0,0 +1,348 @@
"""`sim/stations.py` — the station events: kinds, payloads, positions, order.
A completion is the stage event (if the kind has one — the prep has none:
there is no `plated` `EventKind`, its completion is the `READY` alone), then
the `READY`, in that order, at the fixture, stamped with the state's tick:
* `CHOPPED` / `COOKED` / `WASHED` carry `{"station", "item", "form", "tick"}`;
* `READY` carries `{"station", "tick"}`;
* nothing fires before the work is done, and an idle kitchen fires nothing
(the committed replay goldens rest on that).
"""
from __future__ import annotations
from collections.abc import Sequence
from dataclasses import replace
import pytest
from undercooked.sim.grid import Grid
from undercooked.sim.model import (
Event,
EventKind,
Facing,
Item,
ItemForm,
ItemKind,
KitchenState,
Player,
PlayerState,
Station,
StationKind,
StationState,
TileKind,
Vec2,
)
from undercooked.sim.stations import step_stations
from undercooked.sim.step import STEP_DT, PlayerInput, step
pytestmark = pytest.mark.unit
WIDTH, HEIGHT = 13, 9
# --- fixtures ---------------------------------------------------------------------------
def make_state(
stations: tuple[Station, ...] = (),
players: tuple[Player, ...] = (),
tick: int = 0,
) -> KitchenState:
return KitchenState(
level_id="04_station_events",
seed=13,
grid=Grid(width=WIDTH, height=HEIGHT, tiles=(TileKind.FLOOR,) * (WIDTH * HEIGHT)),
tick=tick,
stations=stations,
players=players,
target_score=40,
time_left=90.0,
)
def cook(player_id: str = "p0", *, seat: int = 0) -> Player:
# in reach of the fixture at (5, 4), holding — the stage-4 progress driver
return Player(
id=player_id,
pos=Vec2(5.5, 5.5),
facing=Facing.UP,
state=PlayerState.IDLE,
seat=seat,
action_held_ticks=1,
)
def working_station(
kind: StationKind,
contents: tuple[Item, ...],
duration: float,
*,
x: int = 5,
y: int = 4,
) -> Station:
return Station(
id=f"{kind.value}-{x}-{y}",
kind=kind,
x=x,
y=y,
state=StationState.WORKING,
contents=contents,
worker_id="p0",
duration=duration,
)
def item(kind: ItemKind, form: ItemForm = ItemForm.RAW) -> Item:
return Item(kind=kind, form=form)
def ticks(duration: float) -> int:
return round(duration / STEP_DT)
def run_to_ready(state: KitchenState, duration: float) -> tuple[KitchenState, tuple[Event, ...]]:
"""Drive the work to its completion substep and return that substep's events."""
for _ in range(ticks(duration) - 1):
state, produced = step_stations(state, STEP_DT)
assert produced == () # nothing fires before the work is done
return step_stations(state, STEP_DT)
def kinds(events: Sequence[Event]) -> list[EventKind]:
return [EventKind(str(event.kind)) for event in events]
# --- the stage event, then READY, in order ---------------------------------------------
def test_chop_completes_with_a_chopped_event_then_ready() -> None:
state = make_state(
stations=(working_station(StationKind.CHOP_BOARD, (item(ItemKind.LETTUCE),), 0.9),),
players=(cook(),),
)
_state, events = run_to_ready(state, 0.9)
assert kinds(events) == [EventKind.CHOPPED, EventKind.READY]
assert dict(events[0].payload) == {
"station": "chop_board-5-4",
"item": "lettuce",
"form": "chopped",
"tick": 0,
}
assert dict(events[1].payload) == {"station": "chop_board-5-4", "tick": 0}
def test_cook_completes_with_a_cooked_event_then_ready() -> None:
state = make_state(
stations=(
working_station(
StationKind.STOVE, (item(ItemKind.RICE, ItemForm.CHOPPED),), 6.0
),
),
players=(cook(),),
)
_state, events = run_to_ready(state, 6.0)
assert kinds(events) == [EventKind.COOKED, EventKind.READY]
assert dict(events[0].payload) == {
"station": "stove-5-4",
"item": "rice",
"form": "cooked",
"tick": 0,
}
assert dict(events[1].payload) == {"station": "stove-5-4", "tick": 0}
def test_wash_completes_with_a_washed_event_then_ready() -> None:
state = make_state(
stations=(
working_station(
StationKind.SINK, (item(ItemKind.PLATE, ItemForm.DIRTY),), 1.2
),
),
players=(cook(),),
)
_state, events = run_to_ready(state, 1.2)
assert kinds(events) == [EventKind.WASHED, EventKind.READY]
assert dict(events[0].payload) == {
"station": "sink-5-4",
"item": "plate",
"form": "raw", # the dirt goes, the prop comes back clean
"tick": 0,
}
assert dict(events[1].payload) == {"station": "sink-5-4", "tick": 0}
def test_prep_completes_with_ready_only() -> None:
"""The prep has no stage event: its completion is the `READY` alone."""
state = make_state(
stations=(
working_station(
StationKind.PREP, (item(ItemKind.TOMATO, ItemForm.COOKED),), 0.6
),
),
players=(cook(),),
)
_state, events = run_to_ready(state, 0.6)
assert kinds(events) == [EventKind.READY]
assert dict(events[0].payload) == {"station": "prep-5-4", "tick": 0}
def test_an_in_place_wash_emits_washed_then_ready() -> None:
"""The dirty work station's in-place wash: `WASHED` (no item — the prop is the
fixture's, its contents are set-down objects), then `READY`."""
state = make_state(
stations=(
Station(
id="prep-5-4",
kind=StationKind.PREP,
x=5,
y=4,
state=StationState.WORKING,
dirty=True,
worker_id="p0",
duration=1.2,
),
),
players=(cook(),),
)
_state, events = run_to_ready(state, 1.2)
assert kinds(events) == [EventKind.WASHED, EventKind.READY]
assert dict(events[0].payload) == {"station": "prep-5-4", "tick": 0}
assert dict(events[1].payload) == {"station": "prep-5-4", "tick": 0}
# --- positions, order, the stamp -------------------------------------------------------
def test_events_are_at_the_fixture_and_stamped_with_the_state_tick() -> None:
state = make_state(
stations=(working_station(StationKind.CHOP_BOARD, (item(ItemKind.TOMATO),), 0.9),),
players=(cook(),),
tick=41,
)
_state, events = run_to_ready(state, 0.9)
for event in events:
assert event.x == 5.0
assert event.y == 4.0
assert dict(event.payload)["tick"] == 41
def test_two_stations_completing_in_one_substep_emit_in_station_order() -> None:
state = make_state(
stations=(
working_station(StationKind.CHOP_BOARD, (item(ItemKind.TOMATO),), 0.9),
working_station(
StationKind.PREP,
(item(ItemKind.LETTUCE, ItemForm.COOKED),),
0.6,
x=7,
),
),
players=(
cook(),
Player(
id="p1",
pos=Vec2(7.5, 5.5),
facing=Facing.UP,
state=PlayerState.IDLE,
seat=1,
action_held_ticks=1,
),
),
)
state = replace_worker(state, "prep-7-4", "p1")
# the prep (12 substeps) finishes before the board (18): its `READY` alone first
for _ in range(ticks(0.6) - 1):
state, produced = step_stations(state, STEP_DT)
assert produced == ()
state, events = step_stations(state, STEP_DT)
assert kinds(events) == [EventKind.READY]
assert dict(events[0].payload)["station"] == "prep-7-4"
# then the board's stage event + ready: substeps 13-17 are still midstream
for _ in range(ticks(0.9) - 12 - 1):
state, produced = step_stations(state, STEP_DT)
assert produced == ()
state, events = step_stations(state, STEP_DT)
assert kinds(events) == [EventKind.CHOPPED, EventKind.READY]
assert dict(events[0].payload)["station"] == "chop_board-5-4"
def replace_worker(state: KitchenState, station_id: str, worker_id: str) -> KitchenState:
"""`state` with one station's `worker_id` set (the fixture's default is `p0`)."""
return replace(
state,
stations=tuple(
replace(s, worker_id=worker_id) if s.id == station_id else s
for s in state.stations
),
)
def test_no_events_fire_while_the_work_is_midstream() -> None:
state = make_state(
stations=(working_station(StationKind.STOVE, (item(ItemKind.TOMATO),), 8.0),),
players=(cook(),),
)
for _ in range(ticks(8.0) - 1):
state, produced = step_stations(state, STEP_DT)
assert produced == ()
assert state.stations[0].state is StationState.WORKING
def test_an_idle_kitchen_fires_no_events() -> None:
state = make_state(
stations=(
Station(id="prep-5-4", kind=StationKind.PREP, dirty=True),
Station(id="stove-9-4", kind=StationKind.STOVE, x=9),
),
players=(cook(),),
)
for _ in range(5):
state, produced = step_stations(state, STEP_DT)
assert produced == ()
# --- the kernel delivers the station events (integration) -------------------------------
def test_the_kernel_delivers_the_station_events_on_the_completion_substep() -> None:
"""Through `step()`: the `CHOPPED`/`READY` pair arrives on the 18th substep,
stamped with the substep's tick (the kernel increments after stage 4)."""
state = make_state(
stations=(
Station(
id="chop_board-5-4",
kind=StationKind.CHOP_BOARD,
x=5,
y=4,
contents=(item(ItemKind.TOMATO),),
),
),
players=(
Player(
id="p0",
pos=Vec2(5.5, 5.5),
facing=Facing.UP,
state=PlayerState.IDLE,
seat=0,
),
),
)
for substep in range(1, ticks(0.9)):
state, events = step(
state,
STEP_DT,
(PlayerInput(player_id="p0", seq=substep, action=True, received_at_tick=state.tick),),
)
assert kinds(events) == [] # the press substep starts the work; it does not complete it
assert state.stations[0].state is StationState.WORKING
state, events = step(
state,
STEP_DT,
(PlayerInput(player_id="p0", seq=ticks(0.9), action=True, received_at_tick=state.tick),),
)
assert kinds(events) == [EventKind.CHOPPED, EventKind.READY]
# the substep's tick, stamped before the kernel's increment
assert dict(events[0].payload)["tick"] == ticks(0.9) - 1
assert state.stations[0].state is StationState.READY
File diff suppressed because it is too large Load Diff
+13 -7
View File
@@ -494,10 +494,11 @@ def test_the_kernel_modules_stay_free_of_forbidden_imports() -> None:
def run(
state: KitchenState,
script: Sequence[tuple[float, tuple[PlayerInput, ...]]],
book: RecipeBook,
) -> KitchenState:
current = state
for dt, frames in script:
current, _events = step(current, dt, frames)
current, _events = step(current, dt, frames, book)
return current
@@ -508,7 +509,9 @@ def test_two_rounds_from_one_seed_stay_identical_over_200_steps(level: Level) ->
(STEP_DT, inputs(("p0", index, index), ("p1", index, index)))
for index in range(200)
]
assert run(left, script).state_hash() == run(right, script).state_hash()
assert run(left, script, make_book()).state_hash() == run(
right, script, make_book()
).state_hash()
def test_the_seed_reaches_the_state_so_two_seeds_differ(level: Level) -> None:
@@ -522,7 +525,7 @@ def test_tick_is_monotonic_across_200_steps(state: KitchenState) -> None:
current = state
previous = current.tick
for _ in range(200):
current, _events = step(current, STEP_DT)
current, _events = step(current, STEP_DT, book=make_book())
assert current.tick == previous + 1
assert current.time_left <= 12.0
previous = current.tick
@@ -554,7 +557,7 @@ def test_batched_and_sliced_time_agree(state: KitchenState) -> None:
def test_the_round_ends_lost_when_the_clock_beats_the_score(state: KitchenState) -> None:
current = state
for _ in range(240): # 240 x 0.05 s = the whole 12 s clock
current, _events = step(current, STEP_DT)
current, _events = step(current, STEP_DT, book=make_book())
assert current.time_left == 0.0
assert current.result is RoundResult.LOST
assert current.tick == 240
@@ -566,7 +569,7 @@ def test_the_round_is_won_on_the_buzzer_when_the_target_was_reached(
winning = replace(state, score=state.target_score)
current = winning
for _ in range(240):
current, _events = step(current, STEP_DT)
current, _events = step(current, STEP_DT, book=make_book())
assert current.result is RoundResult.WON
@@ -582,6 +585,9 @@ def test_the_clock_never_goes_negative_after_the_buzzer(state: KitchenState) ->
def test_an_already_decided_round_keeps_its_result(state: KitchenState) -> None:
decided = replace(state, time_left=STEP_DT, result=RoundResult.WON, score=99)
current, _events = step(decided, STEP_DT)
current, events = step(decided, STEP_DT)
assert current.result is RoundResult.WON
assert current.time_left == 0.0
# The settle (phase 04 task 05): the clock is frozen at the verdict value
# (this hand-built state's), and a decided substep fires no events.
assert current.time_left == STEP_DT
assert events == ()
+81 -41
View File
@@ -15,15 +15,21 @@ beyond REACH+FORGIVE -> OUT_OF_REACH
behind the cook -> NOT_FACING
item in reach: full hand -> HANDS_FULL, no holder -> INVALID_STATE,
otherwise PICK_ITEM
fixture in reach: state first (dirty -> STATION_DIRTY, working ->
fixture in reach: state first (dirty -> WASH with a free hand,
STATION_DIRTY with a full one; working ->
HOLD_WORK/STATION_BUSY, blocked -> INVALID_STATE,
cooling -> STATION_BUSY, ready -> PICK_FROM_STATION),
then kind: serve / wash / trash / shelf / work surface
```
After the matrix: what `resolve_action` implements in *this* phase (pick,
set-down, named refusals, and the deliberate no-ops phase 04 will spend), and
the contested arbitration `action_gate` runs when two cooks press for one thing.
After the matrix: what `resolve_action` implements in *this* phase — the pick
(with its dirty side effect), the set-down (which becomes a pipeline input when
the station works the item), the named refusals, and the deliberate no-ops that
remain (the `TRASH` press whose hold the gate spends — the `SERVE` press left
with task 03: it is the scoring's) — plus the contested arbitration `action_gate`
runs when two cooks press for one thing. The work verbs (`START_WORK`,
`HOLD_WORK`, `WASH`, the set-downs) are spent by `sim/stations.py` (phase 04
task 01); `tests/sim/test_stations.py` pins what they do.
"""
from __future__ import annotations
@@ -64,6 +70,7 @@ from undercooked.sim.model import (
TileKind,
Vec2,
)
from undercooked.sim.recipe import RecipeBook
from undercooked.sim.step import STEP_DT, PlayerInput
pytestmark = pytest.mark.unit
@@ -148,13 +155,31 @@ def lettuce() -> Item:
def plated_dish() -> Item:
return Item(kind=ItemKind.PLATE, form=ItemForm.PLATED, dish_id=1)
return Item(kind=ItemKind.PLATE, form=ItemForm.PLATED)
def dirty_plate() -> Item:
return Item(kind=ItemKind.PLATE, form=ItemForm.DIRTY)
def verbs_book() -> RecipeBook:
"""The one-recipe book the `SERVE` routing test threads in (`soup`, a
tomato, worth 40)."""
return RecipeBook.model_validate(
{
"recipes": {
"soup": {
"id": "soup",
"name": "Soup",
"base_score": 40,
"ingredients": [{"kind": "tomato", "form": "raw"}],
"steps": [{"kind": "serve", "station": "serve"}],
}
}
}
)
# --- the verb ladder, table-driven --------------------------------------------------------
#
# The cook defaults to cell (5, 5) facing UP; the fixture defaults to the front
@@ -226,22 +251,29 @@ MATRIX: list[dict[str, Any]] = [
},
# station state outranks station kind
{
"name": "a_dirty_fixture_refuses_anything",
"name": "a_dirty_fixture_is_washed_with_a_free_hand",
"station": {"dirty": True},
"target": "station",
"expect": (Verb.WASH, None),
},
{
"name": "a_dirty_fixture_refuses_a_full_hand",
"station": {"dirty": True},
"player": {"carrying": "tomato"},
"target": "station",
"expect": (Verb.NONE, DeniedReason.STATION_DIRTY),
},
{
"name": "the_dirty_state_refuses_anything",
"name": "the_dirty_state_is_washed_with_a_free_hand",
"station": {"state": StationState.DIRTY},
"target": "station",
"expect": (Verb.NONE, DeniedReason.STATION_DIRTY),
"expect": (Verb.WASH, None),
},
{
"name": "a_dirty_blocked_fixture_reports_the_dirt_first",
"station": {"dirty": True, "state": StationState.BLOCKED},
"target": "station",
"expect": (Verb.NONE, DeniedReason.STATION_DIRTY),
"expect": (Verb.WASH, None),
},
{
"name": "another_cooks_working_fixture_is_busy",
@@ -602,19 +634,18 @@ def test_a_serve_window_is_not_a_set_down_target() -> None:
assert dict(events[0].payload)["reason"] == "wrong_item"
# --- the phase 04 verbs: named today, deliberately unspent -----------------------------
# --- the verbs the pipeline still does not spend ---------------------------------
#
# `PLACE_ON_STATION` and `PLATE_DISH` left this table with task 04: a set-down now
# actually sets the item down (the hand-off's marked place, `sim/carry.py` — pinned
# by `tests/sim/test_carry.py`). What remains unspent is the work itself.
# `START_WORK`, `WASH` and the set-downs left this table with task 04: a set-down
# now actually sets the item down — and starts the work when the station works
# the item (`sim/stations.py`, pinned by `tests/sim/test_stations.py`). What
# remains unspent here is the `TRASH` press (the gate spends the hold) and the
# `HOLD_WORK` *press* (the hold itself is stage 4's job; the press only
# re-claims a released slot). The `SERVE` press left with task 03: it is
# spent by `sim/scoring.py` (pinned by `tests/sim/test_scoring.py` and the
# test below).
NO_OP_ROWS: list[dict[str, Any]] = [
{
"name": "start_work",
"station": {"kind": StationKind.CHOP_BOARD, "contents": (tomato(),)},
"target": "station",
"expect": Verb.START_WORK,
},
{
"name": "hold_work",
"station": {
@@ -626,20 +657,6 @@ NO_OP_ROWS: list[dict[str, Any]] = [
"target": "station",
"expect": Verb.HOLD_WORK,
},
{
"name": "serve",
"station": {"kind": StationKind.SERVE},
"player": {"carrying": "plated"},
"target": "serve",
"expect": Verb.SERVE,
},
{
"name": "wash",
"station": {"kind": StationKind.SINK},
"player": {"carrying": "dirty_plate"},
"target": "station",
"expect": Verb.WASH,
},
{
"name": "trash",
"station": {"kind": StationKind.TRASH},
@@ -651,13 +668,14 @@ NO_OP_ROWS: list[dict[str, Any]] = [
@pytest.mark.parametrize("row", NO_OP_ROWS, ids=lambda row: row["name"])
def test_the_phase_04_verbs_are_named_but_deliberate_no_ops(row: dict[str, Any]) -> None:
# `select_verb` names the verb today (the ladder is pinned by the matrix);
# `resolve_action` spends nothing for the work verbs until phase 04's pipeline
# exists: no state change, and no `DENIED` — a no-op is not a refusal, the
# player did nothing wrong, and the client plays nothing rather than a nudge.
# `TRASH` is the same shape at the press: the press starts the hold, and the
# action gate spends it at the 8-tick threshold (`tests/sim/test_carry.py`).
def test_the_unspent_verbs_are_named_but_deliberate_no_ops(row: dict[str, Any]) -> None:
# `select_verb` names the verb (the ladder is pinned by the matrix);
# `resolve_action` spends nothing for these at the press: no state change,
# and no `DENIED` — a no-op is not a refusal, the player did nothing wrong,
# and the client plays nothing rather than a nudge. The `HOLD_WORK` press
# re-claims a *released* slot only (stage 4 spends the hold); the `TRASH`
# press starts the hold the action gate spends at the 8-tick threshold
# (`tests/sim/test_carry.py`).
state, player, target = build(row)
verb, denial = select_verb(state, player, target)
assert (verb, denial) == (row["expect"], None)
@@ -668,6 +686,27 @@ def test_the_phase_04_verbs_are_named_but_deliberate_no_ops(row: dict[str, Any])
assert state.state_hash() == before
def test_a_serve_press_is_routed_to_the_scoring() -> None:
# The `SERVE` press is no longer a no-op (task 03): with the book threaded
# in, a plated dish at an empty rail is the scoring's named `DENIED`
# (`no_orders`) — the state is the same object back and the dish stays in
# the hand. The scored path is pinned by `tests/sim/test_scoring.py`.
row = {
"name": "serve",
"station": {"kind": StationKind.SERVE},
"player": {"carrying": "plated"},
"target": "serve",
}
state, player, target = build(row)
verb, denial = select_verb(state, player, target)
assert (verb, denial) == (Verb.SERVE, None)
new_state, events = resolve_action(state, player, book=verbs_book())
assert new_state is state
assert len(events) == 1
assert events[0].kind is EventKind.DENIED
assert dict(events[0].payload)["reason"] == "no_orders"
# --- contested arbitration (the action gate) --------------------------------------------
@@ -765,7 +804,8 @@ def test_two_cooks_at_a_shelf_with_no_stock_do_not_contend() -> None:
"p1": PlayerInput(player_id="p1", seq=0, action=True, received_at_tick=0),
}
new_state, events = action_gate(state, frames, STEP_DT)
assert events == () # both are phase 04 no-ops, and neither was refused
assert events == () # both are the documented empty-shelf no-op (the stock is the level's
# legend, phase 05's room seeds it), and neither was refused
assert new_state.players[0].action_held_ticks == 1
assert new_state.players[1].action_held_ticks == 1
+79
View File
@@ -0,0 +1,79 @@
"""The sim hooks are wired (phase 04, task 06) — grep-style guard.
A half-wired hook hides in a `TODO(phase NN)` marker left in
`src/undercooked/sim/` (the placeholder for a subsystem a later phase was
going to fill in). This test greps the kernel's sources for those
markers and fails on any whose phase is ≤ 04: by the end of this phase
every stage the kernel runs (movement, carry, interact, stations,
freshness, orders, hazards, round state) is real, so a phase ≤ 04 marker
names work that should already exist. Markers for later phases (≥ 05,
e.g. a hazard detail phase 10 fills in) stay legal until that phase
lands — the gate is on the number, not on the word.
The scan reads the same files a reader of the module would see (the
directory on disk, `*.py`), so a marker hidden in a new file cannot slip
past, and the sanity assertion below fails if the scan ever points at an
empty directory (a guard that passes by scanning nothing).
"""
from __future__ import annotations
import re
from pathlib import Path
REPO_ROOT = Path(__file__).resolve().parents[2]
SIM_DIR = REPO_ROOT / "src" / "undercooked" / "sim"
#: A placeholder marker: `TODO(phase NN)` with an optional note, in any
#: comment style the kernel uses (`#`, `"""` docstring text).
TODO_MARKER = re.compile(r"TODO\(\s*phase\s+(\d{2})\b", re.IGNORECASE)
#: Phases ≤ 04 are done by the end of this phase: their hooks are wired.
DONE_PHASE = 4
def _sim_sources() -> list[tuple[str, str]]:
"""`(name, text)` for every `*.py` in the kernel (sorted, stable)."""
return [
(path.name, path.read_text(encoding="utf-8")) for path in sorted(SIM_DIR.glob("*.py"))
]
def test_the_scan_covers_the_kernel() -> None:
"""Sanity: the directory is the kernel's and the scan reads real code
(a guard that passes by scanning nothing is worthless)."""
sources = _sim_sources()
assert SIM_DIR.is_dir(), "src/undercooked/sim/ is missing"
assert len(sources) >= 5, f"only {len(sources)} kernel files found"
names = {name for name, _ in sources}
for expected in ("step.py", "stations.py", "orders.py", "scoring.py", "round_state.py"):
assert expected in names, f"the scan lost {expected}"
def test_no_stale_hooks_for_phases_at_or_below_04() -> None:
"""No `TODO(phase NN)` with `NN ≤ 04` remains in the kernel: a
placeholder for a stage this phase wired is a half-wired hook."""
stale: list[str] = []
for name, text in _sim_sources():
for match in TODO_MARKER.finditer(text):
phase = int(match.group(1))
if phase <= DONE_PHASE:
line = text[: match.start()].count("\n") + 1
stale.append(f"{name}:{line}: {match.group(0)}")
assert not stale, "stale phase ≤ 04 hooks in the kernel:\n" + "\n".join(stale)
def test_a_stale_marker_is_found_when_one_exists() -> None:
"""The regex actually catches the marker shape (the guard's own
evidence test: a `TODO(phase 04)` in a sample is reported, a
`TODO(phase 10)` is not — the gate is on the number)."""
sample = (
"def step(state):\n"
" # TODO(phase 04) wire the stations stage\n"
" # TODO(phase 10) hazard details\n"
" return state\n"
)
found = {int(match.group(1)) for match in TODO_MARKER.finditer(sample)}
assert 4 in found, "the 04 marker shape is not caught"
assert all(phase <= DONE_PHASE for phase in found & {4})
assert 10 in found, "the 10 marker shape is not seen (so it could hide)"