**Final verification pass — phase 03 `simulation_movement_and_interaction` (all 5 task files already in `complete/`)** - Verified all phase-03 deliverables exist and work: `sim/` kernel (`step`, `state_build`, `rng`, `movement`, `collision`, `interact`, `carry`, `replay`), replay fixtures + 3 committed goldens, `docs/SIMULATION.md`. - `bash .agents/validate.sh` → **passed**: ruff `All checks passed!`, pyright `0 errors`, `undercooked-levels validate` green, full `pytest` **1033 passed** (coverage **99.71%** ≥ 90% floor), slow sim stage green, repo-hygiene clean. - Perf smoke (4 players, 2 000 ticks): mean **0.049 ms/tick, 20 423 ticks/s** — ≥ 10 000 ticks/s criterion met (test lives in `test_perf_smoke.py`, which the gate's slow stage runs; the overview names it `test_replay.py`). - Completion criteria: import `undercooked.sim.step.step` ✅ · `tests/sim` green incl. determinism + goldens ✅ · perf ✅ · constant-change-fails-by-design ✅ (committed-hash equality + mutation test naming first bad tick/field; goldens never rewritten by tests) · `docs/SIMULATION.md` ✅ (constants, 8-step order, purity/determinism, re-bless) · full suite + coverage ✅ · app launches: `/healthz` 200, `/` 200, `/api/levels` serves content ✅ · replay CLI `check walk_solo.json` exit 0 ✅ · no regression in phases 01/02 (their suites green) ✅. - Documentation: README.md — fixed one stale inconsistency (Status opening listed only 01/02 complete with 03 pending; now lists 01–03 complete, next pending `04_kitchen_pipeline_and_scoring`); all other README claims (CLI flags, config table, shell text, replay CLI exit codes) verified against code. AGENTS.md — verified consistent with the project as it stands, no changes needed. - No deviations. Next pending phase: **`04_kitchen_pipeline_and_scoring`**.
310 lines
20 KiB
Markdown
310 lines
20 KiB
Markdown
# Undercooked
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A cooperative, **in-browser**, Overcooked-style kitchen game: 1–4 players share one
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kitchen over WebSockets, cook orders against the clock, and climb a campaign of
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levels that get progressively harder. Lobbies are **anonymous** — no accounts, no
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email, no password: you create a room, share the 5-character code, play.
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> Working title. "Overcooked" is a trademark of Ghost Town Games/Studio MDG; this
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> project is an independent homage with its own art, code, and content.
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## Status
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Phases **01** (runnable service scaffold), **02** (level content, schema and
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validation), and **03** (the deterministic simulation kernel: fixed-step tick,
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movement and collision, the action button, the hands, the replay goldens) are
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**complete**; the next pending phase is `04_kitchen_pipeline_and_scoring`. What
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runs today:
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- **The service.** The Python toolchain is locked (`uv.lock`), configuration is a
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single typed, validated `Settings` object (`DEBUGPY` support included), and
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`uv run undercooked` starts a FastAPI server that serves the client shell at `/`,
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the browser assets from `app/static/`, and `GET /healthz` — which answers
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`{"status":"ok","version":"0.1.0","rooms":0}` (`rooms` stays `0` until phase 05 owns
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a supervisor) — with the security headers (CSP `default-src 'self'`) on every
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response.
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- **The content.** The recipe book and the first two campaign levels live in
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`levels/`; `sim/level.py` parses them into typed models, `sim/validation.py` runs
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PLAN §8's named rules, and `create_app` loads + validates that bundle at startup and
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**refuses to boot** broken content — the named-rule report goes to stderr and
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`undercooked` exits `2` instead of serving a half-working kitchen. `GET /api/levels`,
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`GET /api/levels/{id}` and `GET /api/config` answer from it, and
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`undercooked-levels` gives authors the same gate from the command line
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(`docs/LEVELS.md` is the schema reference).
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- **The tick.** `sim/state_build.py` builds a round from level + seats + seed and
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`sim/step.py` advances it in whole `0.05` s substeps (20 Hz, A4) with a splitmix64 RNG
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seeded from the round seed — pure (no clock, no `random`, nothing mutated), replayable
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from a seed plus an input script, and 100 % covered. The clock, the input contract and
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the round's end condition are real. `docs/SIMULATION.md`
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is the contract, `tests/sim/test_rng.py` locks the generator's published vectors.
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- **Walking the kitchen.** `sim/movement.py` + `sim/collision.py` are stage 3 of the tick:
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intent is clamped server-side (`move=(50,0)` walks at 3.5 tiles/s, not 175), accelerated
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at 30 tiles/s² and integrated one axis at a time against an axis-aligned sweep, so a cook
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stops flush against a wall instead of inside it, slides along it for free, cannot tunnel a
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1-tile wall even at the coarsest legal `dt`, and cannot clip a diagonal corner. Walls,
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counters, void, off-map and the solid fixtures (`spawn_shelf`, `chop_board`, `stove`,
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`prep`) block; `serve`, `sink` and `trash` do not. Cooks soft-push each other apart
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symmetrically and positionally — a bump never injects velocity — and only a genuine
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terrain deadlock drops an input, the later-received one, exactly like the kernel's
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arbitration. Stun (`0.6` s) pins velocity and position and reports one `stunned` event on
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entry; facing follows the last non-zero intent, so an action press while standing still
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does not spin the cook. Proven by hand-computed geometry in `tests/sim/test_movement.py`,
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by a 2000-substep four-cook random walk from the sim's own RNG that re-checks containment,
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non-overlap and hash equality after *every* substep
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(`tests/sim/test_movement_stress.py`), and by the same walk on the shipped levels through
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the whole `step()` (`tests/sim/test_movement_kernel.py`).
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- **The action button.** `sim/interact.py` is the second half of stage 2 of the tick:
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the one `action` flag per frame becomes one press per rising edge, so however long the
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button is held there is one effect — and one named refusal when there is nothing to do
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(`DENIED` with `out_of_reach`, `hands_full`, `station_busy`, `contested_lost`, … in the
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payload, which the client turns into a nudge; a silent no-op is the failure mode PLAN §5
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bans by name). A press resolves a reach zone — the tile in front, then the two
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diagonal-front tiles (a 0.6-tile forgiveness beyond the 1-tile reach), then the tile
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underfoot — and a ladder picks the verb: a full hand sets its item down on the fixture
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(the spawn shelf is the escape hatch), a free hand picks from a ready fixture or shelf
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stock, a stunned cook is refused before the target is even read, and a fixture owns
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what is on it (an onion on a chop board is *to be chopped*, not grabbable). Two cooks
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pressing the same item in the same substep are arbitrated by arrival, `seq`, then seat
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index — the loser is told `contested_lost`, never left wondering. The work verbs (chop,
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cook, plate, serve, wash) are named by the ladder but no-ops until phase 04's pipeline
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spends them (the long-press trash is real — see "The hands" below); `docs/SIMULATION.md`
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§"The action button" is the contract. Proven by
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`tests/sim/test_targeting.py` (hand-computed reach geometry, the press edge through the
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whole `step()`) and `tests/sim/test_verbs.py` (a table that covers every `Verb` and every
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`DeniedReason`, plus the gate's contested arbitration).
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- **The hands.** `sim/carry.py` is what the verbs *do*: one carried item per cook (a
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second pick is `hands_full`), no floor drops in v1 (a press at open floor is the named
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`nothing_here`), and a set-down is a *placed object* — `RELEASE` / `PLACE_ON_STATION` /
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`PLATE_DISH` put the item on the fixture and stamp it with a mark, so a teammate's pick
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of a set-down within 20 ticks is a `HANDED_OFF` with both ids (the sanctioned pass) and
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an unmarked pipeline input stays the work press's. The trash is long-press and always
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available: holding the button over the can for 8 substeps destroys the carried item
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(`TRASHED`, the raw `−2` score nudge in the payload for phase 04's clamped scoring,
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`counters["trashed"]` up by one); a short press and a walk-away do nothing. A 100-tick
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fuzz of random simultaneous presses re-checks the conservation law
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(`hands + stations + trashed == initial`) after every tick, and a scripted two-player
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pass-and-contest reaches its committed golden hash. `docs/SIMULATION.md` §"The hand" is
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the contract (phase 09's co-op E2E asserts exactly this tie-break). Proven by
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`tests/sim/test_carry.py` and `tests/sim/test_replay_carry.py`.
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- **The rules are tests, not promises.** The no-external-asset rule is
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`tests/unit/test_no_external_assets.py`, "no level or recipe id in Python" is
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`tests/unit/test_content_not_hardcoded.py`, the documentation set is guarded by
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`tests/unit/test_docs_index.py`, and `bash .agents/validate.sh` is the gate the
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phase pipeline runs after every task.
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What does not exist yet: the rest of the simulation (the cooking pipeline, order spawning
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and scoring in phase 04), rooms and the WebSocket
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protocol (05-06 — the lobby buttons answer "Not implemented until phase 05.") and the
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playable Canvas renderer (07). Execute phases with the `phased-execution` skill
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(`auto-phase.sh`); it always takes the lowest-numbered directory still in
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`.agents/phases/todo/`.
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## How to play
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The intended loop, once the room flow ships: open the site, **Create lobby**, read out
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the 5-character code, everyone else **Joins** with it, the host picks a level, the room
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readies up, and the kitchen starts. Each cook has one movement control and **one action
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button** that picks up, uses and puts down whatever is in reach — one carried item at a
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time. Orders appear in the HUD with a shrinking deadline; assemble the dish and serve it
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at the window before the timer runs out. Levels escalate: more recipes, fewer stations,
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hostile floors. Nothing is saved between rounds and nothing identifies you: the browser
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keeps only a random per-tab token and the last code you typed, both in `sessionStorage`.
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What actually works today is the shell of that: the page loads, normalises a typed code to
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five uppercase alphanumerics (codes themselves are Crockford base32, and only get issued
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once phase 05 runs the room supervisor), and answers "Not implemented until phase 05."
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Movement keys and touch controls are defined by the phase-07/08 client and documented in
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`docs/CLIENT.md` once that phase writes it.
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## Quickstart (development)
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Requires [`uv`](https://docs.astral.sh/uv/), Python ≥ 3.12, and `podman`/`docker`
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for container builds. **There is no database** — all live game state is in memory.
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```bash
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uv sync --extra dev
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uv run undercooked # http://127.0.0.1:8000 (shell page + /healthz)
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uv run undercooked --host 0.0.0.0 --port 8000 # e.g. to reach it from a phone
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uv run undercooked --reload # dev reload
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uv run undercooked --levels-dir levels # point at another content dir
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curl -fsS http://127.0.0.1:8000/api/levels # the campaign cards the lobby will show
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curl -fsS http://127.0.0.1:8000/api/config # client-safe settings + protocol version
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```
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`python -m undercooked` is the same command (the container uses it). A flag
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always beats the environment, which beats the built-in default. There is no
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`/docs` or `/openapi.json`: FastAPI renders those pages from a public CDN, which
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this project forbids. The validation the server runs at startup (every level
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file loads, and no rule of PLAN §8 is broken) is a command too —
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`undercooked-levels`, see **Authoring content** below.
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Debug the server with a real debugger attached (dev only - the listener binds
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`0.0.0.0`, so never enable it on a public host):
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```bash
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DEBUGPY=1 uv run undercooked # opens a debugpy listener on :5678, then serves as usual
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```
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Authoring content:
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```bash
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uv run undercooked-levels list # the campaign, in campaign order
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uv run undercooked-levels show 01_first_kitchen --grid # resolved level + reachability overlay
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uv run undercooked-levels validate # the content gate; --json for scripts
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uv run undercooked-levels new 03_riverboat # scaffold a level from the recipe book
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uv run undercooked-levels axes # escalation-axis table (phase 11's curve)
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```
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`undercooked-levels` is a thin shell over the loader and the PLAN §8 rules
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`create_app` runs at startup, so a green `validate` is a server that boots. It
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finds content through the settings (`--dir` > `UNDERCOOKED_LEVELS_DIR` >
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`levels`, plus `--recipes` > `UNDERCOOKED_RECIPES_PATH` > `<dir>/recipes.yaml`)
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and never from the current directory, so it works from any path. Exit codes:
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`0` ok, `1` a level breaks a rule, `2` nothing usable to work with (load
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failure, unknown id, refused overwrite, usage error). The schema, every field,
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the overlay trick and a "which rule did I just hit" table live in
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[docs/LEVELS.md](docs/LEVELS.md); `tests/unit/test_content_not_hardcoded.py`
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is what keeps levels and recipes out of the Python.
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Run the checks:
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```bash
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uv run ruff check .
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uv run pyright
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uv run pytest # everything, coverage floor included
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uv run pytest -m "not e2e" # the quick loop: no browser launches
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uv run playwright install chromium # once, before the first e2e run
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uv run pytest -m e2e # browser suites only
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uv run pytest -m slow tests/sim -q --no-cov # the gate's slow stage: goldens + perf smoke
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bash .agents/validate.sh # the pipeline gate: full suite + ruff + pyright
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```
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The replay goldens behind `tests/sim/test_replay.py` are checked the same way a
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level is validated: `uv run python -m undercooked.sim.replay check
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<tests/fixtures/replays/<name>.json>` runs the committed input script and
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gates it on `tests/goldens/<name>.golden.json` (exit `0` match, `1` divergence
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with the first divergent tick and the changed fields, `2` missing script/level/
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golden). `record` writes a golden — the manual re-bless, legitimate only after a
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deliberate sim-contract change recorded in the phase task; the contract is
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[docs/SIMULATION.md](docs/SIMULATION.md) ("Replaying and re-blessing goldens").
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`pytest` with no `-m` runs the browser suites too, so chromium has to be
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installed for the pipeline gate. Those suites start the app themselves on a free
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loopback port (`live_server` in `tests/conftest.py`) — nothing needs to be
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running first, and no test ever listens on a routable interface.
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`bash .agents/validate.sh` is the gate a phase task must pass before it moves to
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`.agents/phases/complete/`. It stops at the first failure, in this order:
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`ruff check .`, `pyright`, `undercooked-levels validate` (unconditional: the same
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loader and PLAN §8 rules `create_app` runs at startup, so a campaign that cannot
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validate cannot commit), the **full** `pytest` suite with the 90 % coverage floor,
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the slow sim stage (`pytest -m slow tests/sim`: the replay goldens and the perf
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smoke, named on their own so a quick loop that skips them cannot let them slip
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through the gate), then repo-hygiene checks (nothing tracked that `.gitignore`
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excludes, no log drops or key material committed). Run it from the repo root or
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from `.agents/`.
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## Container
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```bash
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podman build -t undercooked -f Containerfile .
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podman run --rm -p 8000:8000 undercooked
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# or
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podman compose up -d
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```
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## Configuration
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All settings come from the environment, parsed once into
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`undercooked.config.Settings` — the only module that reads the environment, so
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nothing else in the codebase touches `os.environ`. Precedence: `undercooked` CLI
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flags, then exported environment variables, then a local `.env` (found from the
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current directory upwards; never commit it), then the built-in defaults. A blank value counts as
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unset. Invalid values (`UNDERCOOKED_TICK_HZ=99`) raise `ConfigError` at startup
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instead of half-configuring the server, and unusable content is refused the same
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way — an unreadable `UNDERCOOKED_LEVELS_DIR` or a level that breaks a PLAN §8
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rule prints the named-rule report and exits `2` (under `--reload` the reload
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child reports and restarts instead; docs/LEVELS.md). `.env.example` and the table below list
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every variable with its default; tests keep both in sync with `config.py`.
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| Variable | Default | Meaning |
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|---|---|---|
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| `UNDERCOOKED_HOST` | `127.0.0.1` | Bind address |
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| `UNDERCOOKED_PORT` | `8000` | Bind port |
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| `UNDERCOOKED_TICK_HZ` | `20` | Server simulation rate (5-60) |
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| `UNDERCOOKED_SNAPSHOT_HZ` | `20` | Snapshot broadcast rate to players (<= tick rate) |
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| `UNDERCOOKED_MAX_PLAYERS` | `4` | Players per room (1-4) |
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| `UNDERCOOKED_MAX_ROOMS` | `200` | Concurrent rooms before new rooms are refused |
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| `UNDERCOOKED_LEVELS_DIR` | `levels` | Directory of level YAML files (`~` is expanded) |
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| `UNDERCOOKED_RECIPES_PATH` | *(derived)* | Recipe book file; empty = `recipes.yaml` inside `UNDERCOOKED_LEVELS_DIR` (here: `levels/recipes.yaml`) |
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| `UNDERCOOKED_STATIC_DIR` | *(derived)* | Directory served at `/static`; empty = `app/static/` beside the source (containers set it) |
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| `UNDERCOOKED_LOBBY_IDLE_TIMEOUT_S` | `900` | Close empty/idle lobbies |
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| `UNDERCOOKED_GUEST_IDLE_TIMEOUT_S` | `45` | Drop a disconnected player's seat after this |
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| `UNDERCOOKED_MAX_MESSAGE_BYTES` | `4096` | Hard cap on inbound WS frame size |
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| `UNDERCOOKED_MAX_INPUTS_PER_S` | `40` | Per-connection inbound message rate limit |
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| `UNDERCOOKED_SIM_LATENCY_MS` | `0` | Injected server-side downlink latency (netcode tests) |
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| `UNDERCOOKED_ALLOWED_ORIGINS` | *(empty)* | Comma-separated `Origin`s accepted on the WebSocket handshake; empty = same-host only |
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| `DEBUGPY` | `0` | `1` = open a debugpy listener on `DEBUGPY_PORT` at startup |
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| `DEBUGPY_PORT` | `5678` | debugpy listen port |
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## Layout
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```
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src/undercooked/ server: FastAPI app, rooms, WebSocket protocol, simulation
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src/undercooked/__main__.py the `undercooked` command (CLI > env > default)
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src/undercooked/config.py typed env settings (the only `os.environ` reader)
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src/undercooked/debug.py DEBUGPY-gated debugger bootstrap
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src/undercooked/sim/ pure simulation kernel: entities (`model`), grid geometry
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(`grid`), content schema + loader (`recipe`, `level`,
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`content` — the YAML contract is docs/LEVELS.md), the
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level validator (`validation` — PLAN §8 named rules;
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rule table in docs/LEVELS.md), the fixed-step tick (`step`,
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`state_build`, `rng`, and the subsystem hooks `movement`
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(+ `collision`, its pure geometry), `interact` (the action
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button — reach zone, verb ladder, named denials, contested
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arbitration, the long-press trash), `carry` (the hands — one
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item per hand, the marked set-down and counter hand-off,
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the always-available trash), `stations`, `orders`, `hazards`,
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`round_state` —
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contract in docs/SIMULATION.md), and the A5 purity guard
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(`purity`, test-enforced)
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src/undercooked/sim/replay.py the replay harness: the input-script format, the golden
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hashes, `run_script`/`compare`, and the record/check CLI
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(docs/SIMULATION.md "Replaying and re-blessing goldens")
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src/undercooked/tools/levels.py the `undercooked-levels` author CLI — validate, list,
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show [--grid], new, axes; same loader, same rules, no
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hard-coded content list (docs/LEVELS.md "Authoring workflow")
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src/undercooked/server/app.py app factory, `/healthz`, `/`, `/static`, mounts the content API
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src/undercooked/server/routes_content.py `/api/levels`, `/api/levels/{id}`, `/api/config`,
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plus the startup gate: broken content refuses startup
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src/undercooked/server/headers.py the security-header middleware
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.env.example every configuration variable, with its default
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levels/ data-driven content (YAML): the recipe book (A8) and the
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first two campaign levels (01_first_kitchen, 02_double_shift)
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app/static/ browser client: the ES-module shell today; Canvas 2D renderer
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and this repo's SVG art arrive with phase 07
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tests/ unit/, integration/, e2e/ (one Playwright suite per story) and
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sim/ (the pure kernel: grid, entities, purity guard, validation,
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the seeded RNG and the tick; plus the replay harness — committed
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goldens in goldens/, scripts in fixtures/replays/ — and the
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`slow` perf smoke);
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fixtures/levels/ is the content dir tests see (a recipe book and no
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levels; `_bad/` holds the deliberately-broken campaign the `_`
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discovery rule ignores); conftest.py
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docs/ DESIGN.md, LEVELS.md (the level & recipe YAML contract),
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SIMULATION.md (the tick contract), TESTING.md (how this project
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is verified), DEPLOYMENT.md; PROTOCOL / CLIENT land with their
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own phases (the index is PLAN.md §13)
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.agents/ PLAN.md, user_stories/, phases/, validate.sh — the phased-execution plan
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```
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**No external CDNs.** Every byte of JS, CSS, font, and image is served by this app
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from `app/static/`. `tests/unit/test_no_external_assets.py` enforces it, and the
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e2e suite fails if loading the page ever issues a request off-origin.
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## Contributing
|
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Read [AGENTS.md](AGENTS.md) first: it points at `.agents/PLAN.md` (LOCKED decisions)
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and the phase protocol. Code changes land by executing phase task files, not by
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editing ad hoc.
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