/** * Build order steps 5-6 — bots play legal games, and the harness produces stable numbers. * See architecture/components.md §4. */ import { describe, it } from 'node:test'; import assert from 'node:assert/strict'; import { pump } from '../src/engine/advance.ts'; import { createGame } from '../src/engine/setup.ts'; import type { GameConfig, GameState } from '../src/engine/state.ts'; import { developerBot, playGame, randomBot } from '../src/sim/bot.ts'; import { simulate } from '../src/sim/harness.ts'; import { record } from '../src/sim/replay.ts'; import { anomalies, strategyBuckets } from '../src/sim/stats.ts'; const config: GameConfig = { mode: 'solitaire', victory: 'highestAfterDays', length: 'short', optionalRules: { reducedVisibility: false, sisterTrains: false, employeeRotation: false, emergencyToolbox: false, }, }; const game = (seed: number): GameState => createGame({ id: `g${seed}`, seed, config, playerNames: ['bot'] }); describe('bots (component 17)', () => { it('plays only legal actions — playGame throws otherwise', () => { for (const seed of [1, 2, 3, 5, 8, 13]) { const r = playGame(game(seed), developerBot, pump); assert.ok(r.finished, `seed ${seed} did not finish`); } }); it('the random control also plays only legal actions', () => { for (const seed of [21, 34, 55]) { const r = playGame(game(seed), randomBot(seed), pump); assert.ok(r.finished, `seed ${seed} did not finish`); } }); it('develops the railroad rather than idling', () => { // Guards the class of bug where every game "completes" while nothing happens. const r = playGame(game(42), developerBot, pump); assert.ok(r.cardsPlayed > 0, 'no cards played'); assert.ok(r.days > 1, 'game did not span a Day'); }); it('is reproducible from a seed', () => { const a = playGame(game(99), developerBot, pump); const b = playGame(game(99), developerBot, pump); assert.deepEqual(a.revenue, b.revenue); assert.deepEqual(a.outcome, b.outcome); assert.equal(a.turns, b.turns); }); }); describe('trains complete their runs (regression)', () => { it('does not leave trains parked at an Office forever', () => { // REGRESSION. `moveTrain` originally handled only Division Point and Mainline positions, so a // train that arrived at an Office never departed. It held its A/D track permanently and every // train behind it collided — 3.7 collisions per game, mean revenue −17, zero wins. // // A run of games should now show collisions as the exception, not the rule. const report = simulate({ games: 40, length: 'short', mode: 'solitaire', players: ['bot'], policy: developerBot, }); assert.ok( report.collisionsPerGame.median <= 1, `median ${report.collisionsPerGame.median} collisions/game — trains are piling up again`, ); }); it('keeps A/D occupancy in step with where trains actually are', () => { // The other half of the same bug: adOccupancy was only ever appended to, so an Office looked // permanently full once any train had visited. const s = game(7); playGame(s, developerBot, pump); for (const [owner, area] of s.officeAreas) { for (const id of area.adOccupancy) { const tray = s.trays.get(id); assert.ok(tray, `A/D track holds ${id}, which no longer exists`); assert.equal(tray.position.at, 'grid', `${id} is recorded at an Office but is elsewhere`); if (tray.position.at === 'grid') { assert.equal(tray.position.owner, owner); } } } }); }); describe('balance harness (component 18)', () => { it('produces a stable report over many games', () => { const report = simulate({ games: 25, length: 'short', mode: 'solitaire', players: ['bot'], policy: developerBot, }); assert.equal(report.games, 25); assert.equal(report.finished, 25, 'every game must reach an outcome'); assert.ok(report.daysPlayed.mean > 0); }); it('is deterministic — the same options give the same report', () => { const opts = { games: 10, length: 'short' as const, mode: 'solitaire' as const, players: ['bot'], policy: developerBot, }; assert.deepEqual(simulate(opts), simulate(opts)); }); it('shows the heuristic bot outperforming the random control', () => { // If the policy is worth anything it must beat picking uniformly at random. const base = { games: 60, length: 'short' as const, mode: 'solitaire' as const, players: ['bot'] }; const smart = simulate({ ...base, policy: developerBot }); const dumb = simulate({ ...base, policy: randomBot(4242) }); assert.ok( smart.revenuePerPlayer.mean > dumb.revenuePerPlayer.mean, `heuristic ${smart.revenuePerPlayer.mean.toFixed(1)} did not beat random ${dumb.revenuePerPlayer.mean.toFixed(1)}`, ); }); }); describe('the revenue chain works end to end (regression)', () => { it('spots cars on industry tracks', () => { // REGRESSION. Cars dropped at a facility went into the card's `standing` list, while §9.3's // loading rule looked at `industryTrack`. Across 50 games ZERO cars were ever spotted and // freight revenue was structurally zero. Win rate went 0% -> ~35% when these were unified. let spotted = 0; for (const seed of [1, 2, 3, 4, 5, 6, 7, 8]) { const s = createGame({ id: 'g', seed, config: { ...config, length: 'standard' }, playerNames: ['bot'] }); playGame(s, developerBot, pump); for (const card of s.officeAreas.get(0)!.grid.values()) { if (card.facility?.kind === 'freight') spotted += card.facility.industryTrack.cars.length; } } assert.ok(spotted > 0, 'no car ever reached an industry track across eight games'); }); it('instantiates a real Facility when a freight card is placed', () => { // REGRESSION. Placed facility cards were built with `facility: null` — inert, unworkable. // // Checked across several seeds: the design's deck holds only 9 industries in 115 cards, so a // single game may legitimately never draw one. That dilution is itself worth knowing — under // the old 52-card placeholder it was 10 in 52. let placed = 0; for (const seed of [11, 23, 47, 91, 137, 211]) { const s = createGame({ id: 'g', seed, config: { ...config, length: 'campaign' }, playerNames: ['bot'] }); playGame(s, developerBot, pump); for (const card of s.officeAreas.get(0)!.grid.values()) { if (card.geometry.kind !== 'facility') continue; placed++; assert.ok(card.facility, 'a placed facility card has no Facility record'); assert.ok(card.facility.laborers > 0, 'facility has no Laborers'); } } assert.ok(placed > 0, 'no facility was placed across six campaign games'); }); it('earns freight revenue, not just passenger revenue', () => { // Asserts the FREIGHT chain specifically. An earlier version asserted `wins > 0`, which passed // only because unloads were mis-scored as completed loads after one Laborer action instead of // four. Correcting that dropped mean revenue from 24.8 to ~4.6 and the win rate to zero, so // "did anyone win" is no longer a safe proxy for "does freight work". const report = simulate({ games: 40, length: 'standard', mode: 'solitaire', players: ['bot'], policy: developerBot, }); const freight = report.perGame.reduce((n, g) => n + g.revenue.freightLoad, 0); assert.ok(freight > 0, 'no freight load completed across 40 games'); }); it('grows the Office Area downward from the Running Track (Q7)', () => { // The card art puts the through-track at the top edge, so Secondary Track hangs beneath it. // Nothing should ever be built above row 0. const rows = new Set(); for (const seed of [3, 9, 27, 81]) { const s = createGame({ id: 'g', seed, config: { ...config, length: 'campaign' }, playerNames: ['bot'] }); playGame(s, developerBot, pump); for (const key of s.officeAreas.get(0)!.grid.keys()) rows.add(Number(key.split(',')[0])); } assert.ok([...rows].some((r) => r < 0), 'nothing was ever built below the Running Track'); assert.ok(![...rows].some((r) => r > 0), 'something was built ABOVE the Running Track'); }); }); describe('end-of-game statistics', () => { it('accounts for revenue by source', () => { const report = simulate({ games: 20, length: 'standard', mode: 'solitaire', players: ['bot'], policy: developerBot, }); for (const g of report.perGame) { const gross = g.revenue.freightLoad + g.revenue.passengerBoard + g.revenue.passengerDetrain; assert.ok(gross >= 0, 'gross revenue cannot be negative'); assert.ok(g.freightShare >= 0 && g.freightShare <= 1, 'freight share out of range'); } }); it('reports no anomalies — every rule in the engine is reachable', () => { // THE POINT OF THIS MODULE. Every serious bug so far was an unreachable rule: a pipeline with // no entry point, a facility that could not be worked, a car that could not be spotted. If an // expected event stops firing, something has become unreachable again. const report = simulate({ games: 60, length: 'standard', mode: 'solitaire', players: ['bot'], policy: developerBot, }); const found = anomalies(report.perGame); const never = found.filter((a) => a.severity === 'never'); assert.deepEqual( never.map((a) => a.what), [], `unreachable rules: ${never.map((a) => `${a.what} (${a.detail})`).join('; ')}`, ); }); it('buckets games by strategy without losing any', () => { const report = simulate({ games: 30, length: 'standard', mode: 'solitaire', players: ['bot'], policy: developerBot, }); const scored = report.perGame.filter( (g) => g.revenue.freightLoad + g.revenue.passengerBoard + g.revenue.passengerDetrain > 0, ); const bucketed = strategyBuckets(report.perGame).reduce((n, b) => n + b.games, 0); assert.equal(bucketed, scored.length, 'a scoring game fell outside every bucket'); }); }); describe('switching accomplishes something (regression)', () => { it('does not shuttle the crew back and forth to no purpose', () => { // REGRESSION. The bot chose to SWITCH whenever a train stood at the Office, whether or not // there was anything to switch — then, having nothing useful to do, took the first legal move // repeatedly and burned all six Moves oscillating between two cells. A passenger train needs // no switching at all (§9.2 works coaches straight off the A/D track), so an entire Local // Operations action was wasted. const rec = record(1234, 'standard'); let worstRun = 0; let run = 0; let lastFrom: string | null = null; for (const f of rec.frames) { const move = f.lines.find((l) => /^CREW moved/.test(l.text)); const didWork = f.lines.some((l) => /Dropped|Coupled/.test(l.text)); if (!move || didWork) { run = 0; lastFrom = null; continue; } const m = /\((-?\d+),(-?\d+)\) → \((-?\d+),(-?\d+)\)/.exec(move.text); if (!m) continue; const from = `${m[1]},${m[2]}`; const to = `${m[3]},${m[4]}`; // An oscillation is a move that lands exactly where the previous move started. run = lastFrom === to ? run + 1 : 0; worstRun = Math.max(worstRun, run); lastFrom = from; } assert.ok(worstRun < 3, `crew oscillated ${worstRun + 1} times without doing any work`); }); it('does not spend its whole Local Operations budget on motion', () => { // The absolute ratio is no longer a fair test: with only 9 industries in 115 cards there is // often nothing to switch, so `work` is legitimately near zero. What still must hold is that // the crew is not burning all six Moves every Stage — the shuttling bug. const report = simulate({ games: 40, length: 'standard', mode: 'solitaire', players: ['bot'], policy: developerBot, }); const moves = report.perGame.reduce((n, g) => n + g.actions.moves, 0) / report.perGame.length; assert.ok(moves < 60, `${moves.toFixed(0)} Moves per game suggests aimless shuttling`); }); });