Fix transfer direction bug, validate GDD levels via red-green testing
- Fix cargo bouncing in relay chains: piece-to-piece transfers now prefer receivers farther from production (forward flow) instead of closer (backward) - Level 2 stock corrected: 4R+1B → 6R+1B to match required solution - Level 3 simplified to single cargo type (6R+1K) — dual-cargo on 6x6 requires engine support for cargo-type filtering (Phase 2) - Add PLAN.md with prototype roadmap (phases 2-6) - 57 tests passing
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73
PLAN.md
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PLAN.md
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@ -0,0 +1,73 @@
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# Chessistics — Prototype Roadmap
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## Phase 1: Core solvability (DONE)
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- Black Box Sim pattern: commands self-apply via `DoApply()`/`AssertApplicationConditions()`
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- 3 piece types: Rook (orthogonal range 2), Bishop (diagonal range 2), Knight (L-jump)
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- Relay chain mechanic with shared relay points (collision-free alternating)
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- Transfer system: production → pieces → demands, 4-adjacency, participation tracking
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- Victory/defeat: all demands met vs deadline expired
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- 57 tests passing: unit, solvability, full-level (Levels 1-3)
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### Key findings from Phase 1
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- **Transfer direction bug fixed**: receiver priority in piece-to-piece transfers now
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prefers pieces farther from production (pushes cargo forward, not backward).
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- **GDD stock corrections**: Level 2 needs 6R+1B (GDD had 4R+1B), Level 3 simplified
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to single cargo type with 6R+1K (GDD had 4R+1B+2K for dual-cargo, which is infeasible).
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- **Cross-route contamination**: TransferResolver has no cargo-type filtering — adjacent
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pieces from different routes transfer cargo regardless of type. On a 6x6 board, two
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diagonal routes cannot avoid cross-adjacency. Dual-cargo levels require engine support.
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## Phase 2: Cargo-type aware transfers
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**Goal**: Enable multi-route, multi-cargo-type levels on small boards.
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- Add optional cargo-type filter to pieces (or routes), so a piece configured for Wood
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ignores adjacent Stone and vice-versa.
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- Alternative: transfer resolver checks if cargo type matches the demand reachable from
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the receiver's relay chain (more complex, automatic).
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- Simplest approach: production only gives to pieces whose relay chain leads toward a
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compatible demand. Requires route/chain tracking.
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- Test: reintroduce Level 3 dual-cargo variant (Wood + Stone crossing 6x6 board with
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L-shaped wall).
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## Phase 3: Surplus stock and puzzle difficulty tuning
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**Goal**: Levels give more pieces than the minimum, creating genuine puzzle space.
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- With forward-preferring transfers working, longer chains are viable.
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- Design levels where the player has choice: multiple valid solutions with different
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efficiency scores (PiecesUsed, TurnsTaken, CellsOccupied).
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- Add scoring/star system based on Metrics.
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- Levels 4-6: increasing board size (8x8, 10x10), more complex wall layouts, multiple
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productions and demands.
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## Phase 4: New piece — Pion (Pawn)
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**Goal**: Add a one-directional piece for asymmetric relay constraints.
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- Pion moves forward only (one direction, range 1).
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- Cheap to place (low piece cost if scoring is added).
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- Creates interesting constraints: must plan direction of cargo flow.
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- Test levels specifically designed around Pion usage.
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## Phase 5: Network levels and Dame (Queen)
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**Goal**: Open-ended logistics puzzles with interconnected supply networks.
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- Multiple productions feeding multiple demands through shared infrastructure.
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- Dame piece: combines Rook + Bishop movement (range 2, all 8 directions).
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- Powerful but expensive — forces cost/benefit tradeoffs.
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- Larger boards (12x12+) with complex wall configurations.
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- Potential for player-designed levels (level editor data format).
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## Phase 6: Godot integration
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**Goal**: Playable visual prototype.
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- Board renderer: grid, walls, buildings, pieces.
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- Drag-and-drop piece placement during Edit phase.
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- Step/play/pause simulation controls.
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- Event visualization: cargo movement, transfers, delivery animations.
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- Victory/defeat screens with Metrics display.
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@ -88,7 +88,9 @@ public static class TransferResolver
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}
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}
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// Priority 2: transfer to adjacent piece without cargo
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// Priority 2: transfer to adjacent piece without cargo
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var receivers = GetAdjacentPiecesWithoutCargo(state, giver.CurrentCell, participated);
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// Prefer receivers farther from production (push cargo forward in chain)
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var receivers = GetAdjacentPiecesWithoutCargo(state, giver.CurrentCell, participated,
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forwardDirection: true);
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if (receivers.Count == 0) continue;
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if (receivers.Count == 0) continue;
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var receiver = receivers[0];
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var receiver = receivers[0];
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@ -104,18 +106,25 @@ public static class TransferResolver
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}
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}
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private static List<PieceState> GetAdjacentPiecesWithoutCargo(
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private static List<PieceState> GetAdjacentPiecesWithoutCargo(
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BoardState state, Coords position, HashSet<int> participated)
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BoardState state, Coords position, HashSet<int> participated,
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bool forwardDirection = false)
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{
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{
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var adjacent = position.GetAdjacent4(state.Width, state.Height);
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var adjacent = position.GetAdjacent4(state.Width, state.Height);
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return state.Pieces
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var query = state.Pieces
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.Where(p => p.Cargo == null
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.Where(p => p.Cargo == null
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&& !participated.Contains(p.Id)
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&& !participated.Contains(p.Id)
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&& adjacent.Contains(p.CurrentCell))
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&& adjacent.Contains(p.CurrentCell))
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.OrderByDescending(p => p.SocialStatus)
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.OrderByDescending(p => p.SocialStatus);
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.ThenBy(p => MinDistanceToProduction(p.CurrentCell, state))
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.ThenBy(p => p.PlacementOrder)
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// For piece-to-piece transfers, prefer receivers farther from production
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.ToList();
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// (pushes cargo forward through relay chains instead of backward).
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// For production pickups, prefer receivers closer to production.
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var sorted = forwardDirection
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? query.ThenByDescending(p => MinDistanceToProduction(p.CurrentCell, state))
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: query.ThenBy(p => MinDistanceToProduction(p.CurrentCell, state));
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return sorted.ThenBy(p => p.PlacementOrder).ToList();
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}
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}
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private static DemandState? GetAdjacentCompatibleDemand(
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private static DemandState? GetAdjacentCompatibleDemand(
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@ -8,9 +8,10 @@ namespace Chessistics.Tests.Simulation;
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public class FullLevelTests
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public class FullLevelTests
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{
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{
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[Fact]
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[Fact]
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public void Level1_PremierConvoi_Solvable()
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public void Level1_PremierConvoi_Victory()
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{
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{
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// 4x4: Scierie at (0,0), Depot at (3,0), 3 Rooks
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// GDD Level 1: 4x4, Scierie(0,0) → Depot(3,0), 3 Rooks
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// Solution: single rook relay at (1,0)↔(2,0)
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var level = new BoardBuilder(4, 4)
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var level = new BoardBuilder(4, 4)
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.WithProduction(0, 0, "Scierie", CargoType.Wood, 2)
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.WithProduction(0, 0, "Scierie", CargoType.Wood, 2)
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.WithDemand(3, 0, "Depot Royal", CargoType.Wood, 3, 30)
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.WithDemand(3, 0, "Depot Royal", CargoType.Wood, 3, 30)
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@ -18,97 +19,100 @@ public class FullLevelTests
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.Build();
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.Build();
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var sim = SimHelper.FromLevel(level);
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var sim = SimHelper.FromLevel(level);
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// Solution: single rook at (1,0)↔(2,0).
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// At (1,0): adjacent to production (0,0) — picks up cargo.
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// At (2,0): adjacent to demand (3,0) — delivers cargo.
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sim.Place(PieceKind.Rook, (1, 0), (2, 0));
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sim.Place(PieceKind.Rook, (1, 0), (2, 0));
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sim.Start();
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sim.Start();
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var allEvents = sim.StepN(30);
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var allEvents = sim.StepN(30);
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Assert.Contains(allEvents, e => e is VictoryEvent);
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Assert.Contains(allEvents, e => e is VictoryEvent);
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}
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}
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[Fact]
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[Fact]
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public void Level2_DeuxClients_Solvable()
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public void Level2_DeuxClients_Victory()
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{
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{
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// 6x6: Scierie at (0,0), Depot at (5,0), Caserne at (5,4)
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// GDD Level 2: 6x6, Scierie(0,0), Depot Royal(5,0), Caserne(5,4)
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// Stock: 6 Rooks + 1 Bishop (fixed from GDD's 4R+1B — insufficient)
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//
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// Solution requires two routes from single source:
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// Route 1 → (5,0): A(1,0↔2,0), B(2,0↔4,0)
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// Route 2 → (5,4): C(0,1↔0,2), D(0,2↔2,2), E(2,2↔3,2),
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// Bishop(3,2↔4,3), G(4,3↔5,3)
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// Total needed: 6 Rooks + 1 Bishop
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var level = new BoardBuilder(6, 6)
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var level = new BoardBuilder(6, 6)
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.WithProduction(0, 0, "Scierie", CargoType.Wood, 2)
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.WithProduction(0, 0, "Scierie", CargoType.Wood, 2)
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.WithDemand(5, 0, "Depot Royal", CargoType.Wood, 2, 30)
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.WithDemand(5, 0, "Depot Royal", CargoType.Wood, 2, 50)
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.WithDemand(5, 4, "Caserne", CargoType.Wood, 2, 30)
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.WithDemand(5, 4, "Caserne", CargoType.Wood, 2, 50)
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.WithStock(PieceKind.Rook, 4)
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.WithStock(PieceKind.Rook, 6)
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.WithStock(PieceKind.Bishop, 1)
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.WithStock(PieceKind.Bishop, 1)
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.Build();
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.Build();
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var sim = SimHelper.FromLevel(level);
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var sim = SimHelper.FromLevel(level);
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// Route to D1 (5,0): Rook(0,0→2,0), Rook(3,0→5,0) — chain along bottom
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// Route 1: bottom row → demand (5,0)
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// Route to D2 (5,4): Rook(0,0→0,2), Rook(0,3→0,4)... need diagonal
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sim.Place(PieceKind.Rook, (1, 0), (2, 0));
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// Simpler: just chain rooks along bottom and right side
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sim.Place(PieceKind.Rook, (2, 0), (4, 0));
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// Route 1: (0,0)→(2,0), (3,0)→(5,0) — serves Depot Royal
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sim.Place(PieceKind.Rook, (0, 0), (2, 0));
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// Route 2: up then right → demand (5,4)
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sim.Place(PieceKind.Rook, (3, 0), (5, 0));
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// Route 2: Use bishop + rook to get to (5,4)
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// Bishop from (0,1)→(1,2) — wait, bishop goes diagonal
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// Actually let's use a row of rooks going up
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sim.Place(PieceKind.Rook, (0, 1), (0, 2));
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sim.Place(PieceKind.Rook, (0, 1), (0, 2));
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// Bishop diagonal: (1, 3) → (2, 4) — but bishop needs to be placed carefully
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sim.Place(PieceKind.Rook, (0, 2), (2, 2));
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sim.Place(PieceKind.Bishop, (1, 3), (2, 4));
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// 5th rook — stock exhausted at 4!
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var events5 = sim.Place(PieceKind.Rook, (2, 2), (3, 2));
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Assert.DoesNotContain(events5, e => e is PlacementRejectedEvent);
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sim.Place(PieceKind.Bishop, (3, 2), (4, 3));
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// 6th rook needed but only 4 in stock
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var events6 = sim.Place(PieceKind.Rook, (4, 3), (5, 3));
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Assert.DoesNotContain(events6, e => e is PlacementRejectedEvent);
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sim.Start();
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sim.Start();
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var allEvents = sim.StepN(30);
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var allEvents = sim.StepN(60);
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Assert.Contains(allEvents, e => e is VictoryEvent);
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// This particular arrangement may or may not solve both demands.
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// The key test is that the engine processes it correctly.
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// Let's just verify no crashes and the engine runs 30 turns.
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Assert.Contains(allEvents, e => e is TurnEndedEvent te && te.TurnNumber >= 10);
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}
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}
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[Fact]
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[Fact]
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public void Level3_LeCol_Solvable()
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public void Level3_LeCol_Victory()
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{
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{
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// 6x6: Scierie(0,0 wood), Carriere(5,0 stone), Depot(5,5 wood), Forge(0,5 stone)
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// GDD Level 3: 6x6, L-shaped wall, knight required to jump obstacle
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// Walls: (2,2), (2,3), (2,4), (3,4), (4,4)
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// Stock: 6 Rooks + 1 Knight (fixed from GDD's 4R+1B+2K)
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//
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// NOTE: Original GDD had 2 cargo types crossing the board, but the
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// transfer system has no cargo-type filtering — adjacent pieces from
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// different routes contaminate each other on a 6x6 board. Simplified
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// to single cargo type. Dual-cargo cross-board routing is Phase 3.
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//
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// Route: prod(0,0) → R1(0,1↔1,1) → K1(1,1↔3,2) → R2(3,2↔4,2)
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// → R3(4,2↔5,2) → R4(5,2↔5,3) → R5(5,3↔5,4) → demand(5,5)
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// Total: 5 Rooks + 1 Knight
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var level = new BoardBuilder(6, 6)
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var level = new BoardBuilder(6, 6)
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.WithProduction(0, 0, "Scierie", CargoType.Wood, 2)
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.WithProduction(0, 0, "Scierie", CargoType.Wood, 2)
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.WithProduction(5, 0, "Carriere", CargoType.Stone, 2)
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.WithDemand(5, 5, "Depot Royal", CargoType.Wood, 3, 60)
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.WithDemand(5, 5, "Depot Royal", CargoType.Wood, 2, 40)
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.WithDemand(0, 5, "Forge", CargoType.Stone, 2, 40)
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.WithWall(2, 2).WithWall(2, 3).WithWall(2, 4).WithWall(3, 4).WithWall(4, 4)
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.WithWall(2, 2).WithWall(2, 3).WithWall(2, 4).WithWall(3, 4).WithWall(4, 4)
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.WithStock(PieceKind.Rook, 4)
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.WithStock(PieceKind.Rook, 6)
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.WithStock(PieceKind.Bishop, 1)
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.WithStock(PieceKind.Knight, 1)
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.WithStock(PieceKind.Knight, 2)
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.Build();
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.Build();
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var sim = SimHelper.FromLevel(level);
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var sim = SimHelper.FromLevel(level);
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// Wood route (0,0)→(5,5): go right along bottom, then up along right side
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sim.Place(PieceKind.Rook, (0, 1), (1, 1));
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sim.Place(PieceKind.Rook, (0, 0), (2, 0));
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sim.Place(PieceKind.Knight, (1, 1), (3, 2));
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sim.Place(PieceKind.Rook, (3, 0), (5, 0)); // shares production cell...
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sim.Place(PieceKind.Rook, (3, 2), (4, 2));
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// This is a complex level. Let's just verify the engine handles walls and knights.
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sim.Place(PieceKind.Rook, (4, 2), (5, 2));
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// Place a knight that jumps the wall
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sim.Place(PieceKind.Rook, (5, 2), (5, 3));
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sim.Place(PieceKind.Knight, (1, 3), (3, 2)); // L-shape jump
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sim.Place(PieceKind.Rook, (5, 3), (5, 4));
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sim.Start();
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sim.Start();
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var allEvents = sim.StepN(40);
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var allEvents = sim.StepN(60);
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Assert.Contains(allEvents, e => e is VictoryEvent);
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// Engine should process without crashes
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Assert.Contains(allEvents, e => e is TurnEndedEvent);
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// Should have movement events
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Assert.Contains(allEvents, e => e is PieceMovedEvent);
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}
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}
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[Fact]
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[Fact]
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public void Level1_InsufficientPieces_NoVictory()
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public void Level1_InsufficientPieces_NoVictory()
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{
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{
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// Place demand far from production with a wall blocking the only path
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var level = new BoardBuilder(4, 4)
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var level = new BoardBuilder(4, 4)
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.WithProduction(0, 0, "Scierie", CargoType.Wood, 2)
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.WithProduction(0, 0, "Scierie", CargoType.Wood, 2)
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.WithDemand(3, 3, "Depot Royal", CargoType.Wood, 3, 5) // far corner, very tight deadline
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.WithDemand(3, 3, "Depot Royal", CargoType.Wood, 3, 5)
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.WithStock(PieceKind.Rook, 1) // only 1 rook, can't bridge the gap
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.WithStock(PieceKind.Rook, 1)
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.Build();
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.Build();
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var sim = SimHelper.FromLevel(level);
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var sim = SimHelper.FromLevel(level);
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// Place rook away from both production and demand
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sim.Place(PieceKind.Rook, (1, 1), (2, 1));
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sim.Place(PieceKind.Rook, (1, 1), (2, 1));
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sim.Start();
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sim.Start();
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