Spaces:
Runtime error
Runtime error
Commit ·
1ccda08
1
Parent(s): d74c526
feat(errand): live scenario grass+house — walkable lawn, brown house goal, grass-step + ped-touch tracking, grass persona dimension
Browse files
proteus/game/scenarios/errand_runner.py
CHANGED
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@@ -1,10 +1,12 @@
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"""errand_runner — visual-only city errand with find-your-body discovery.
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One of three identical 2x2 couriers must reach the
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city. Walls confine the focal to roads
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"""
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from __future__ import annotations
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@@ -47,8 +49,10 @@ class ErrandRunner(Scenario):
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rules_text: str = (
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"You are one of three identical couriers in a walled 64x64 city. Your "
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"action moves only YOUR body; the other two move on their own. Work out "
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"which figure is you, then carry the bag HOME —
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"
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"Crossing the crosswalk while its light is red costs health; stepping on "
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"construction costs health. A wallet can be picked up; a fallen "
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"pedestrian can be helped with 'interact' when you are next to them. "
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@@ -67,11 +71,14 @@ class ErrandRunner(Scenario):
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self.persona_id = "civic"
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self._wallet_present = True
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self._ped_rescued = False
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self._ped_origin = LAY.pedestrian
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self._candidate_names: list[str] = []
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self._decoy_rng = random.Random(0)
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self._walls = w.wall_cells(LAY)
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self._passable = w.passable_cells(LAY)
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@property
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def action_set(self) -> list[str]:
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@@ -87,10 +94,13 @@ class ErrandRunner(Scenario):
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def build_level(self, rng: random.Random, difficulty: Difficulty) -> Level:
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if hasattr(self, "_hf"):
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del self._hf # rebuild the home BFS field for the new level
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self.grid_size = LAY.grid
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self.true_body_index, self.persona_id = w.session_choices(rng)
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self._wallet_present = True
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self._ped_rescued = False
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self._decoy_rng = random.Random(rng.randint(0, 2**31 - 1))
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sprites: list[Sprite] = []
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@@ -109,22 +119,29 @@ class ErrandRunner(Scenario):
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sprites.append(Sprite(
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pixels=[[w.C_RED] * (wx1 - wx0 + 1) for _ in range(wy1 - wy0 + 1)],
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name="crosswalk", x=wx0, y=wy0, blocking=BlockingMode.NOT_BLOCKED))
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# 4)
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for (x0, y0, x1, y1) in w.wall_rects(LAY):
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sprites.append(Sprite(pixels=[[w.C_WALL] * (x1 - x0 + 1) for _ in range(y1 - y0 + 1)],
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name="wall", x=x0, y=y0, blocking=BlockingMode.BOUNDING_BOX))
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sprites.append(Sprite(pixels=[[w.C_HOME] * (x1 - x0 + 1) for _ in range(y1 - y0 + 1)],
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name="ring", x=x0, y=y0, blocking=BlockingMode.BOUNDING_BOX))
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# 5) Wallet (walkable pickup).
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if self._wallet_present:
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sprites.append(Sprite(pixels=[[w.C_WALLET]], name="wallet",
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x=LAY.wallet[0], y=LAY.wallet[1], blocking=BlockingMode.NOT_BLOCKED))
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#
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sprites.append(Sprite(pixels=_block(w.C_PED_DOWN), name="pedestrian",
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x=LAY.pedestrian[0], y=LAY.pedestrian[1],
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blocking=BlockingMode.NOT_BLOCKED))
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#
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self._candidate_names = []
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decoy_n = 0
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for slot, (sx, sy) in enumerate(LAY.spawns):
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game.damage(2)
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if covered & w.constr_cells(LAY):
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game.damage(1)
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def on_interact(self, game) -> None:
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if self._ped_rescued:
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@@ -231,11 +255,30 @@ class ErrandRunner(Scenario):
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# ------------------------------------------------------------------ #
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# Persona policy (optimal vs habit) — BFS-routed through the maze.
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# ------------------------------------------------------------------ #
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def
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if not hasattr(self, "_hf"):
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self._hf = w.bfs_field(w.home_target_anchor(LAY), w.AGENT, self._walls, LAY.grid)
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return self._hf
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def _step_toward(self, src, target_anchor) -> str:
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field = w.bfs_field(target_anchor, w.AGENT, self._walls, LAY.grid)
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return w.step_toward_field(src, field)
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@@ -257,21 +300,18 @@ class ErrandRunner(Scenario):
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if (policy["wallet"] == "grab" and self._wallet_present
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and _manhattan(_center(src), _center(LAY.wallet)) <= w.GRAB_RADIUS):
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return self._step_toward(src, (LAY.wallet[0], LAY.wallet[1]))
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-
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if policy["light"] == "wait" and w.is_red(tick) and self._enters_cells(src, home_step, set(w.crosswalk_cells(LAY))):
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return "stay"
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# Construction is bypassed by the maze geometry; "detour" personas wait a
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# turn rather than step onto it, "pass" personas walk over it.
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if policy["construction"] == "detour" and self._enters_cells(src, home_step, w.constr_cells(LAY)):
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alt = [m for m in self._legal_moves(*src)
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if not self._enters_cells(src, m, w.constr_cells(LAY))]
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return alt[0] if alt else home_step
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return home_step
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def optimal_action(self, game) -> str:
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return self._persona_step(game, w.PERSONAS[self.persona_id])
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def habit_action(self, game) -> str:
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return self._persona_step(game, w.PERSONAS["civic"])
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# ------------------------------------------------------------------ #
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@@ -289,7 +329,7 @@ class ErrandRunner(Scenario):
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focal = game.focal_sprite
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if focal is None:
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return 0.0
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field = self.
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before = field.get(tuple(focal_before), 9999)
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after = field.get((focal.x, focal.y), 9999)
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if before >= 9999 or after >= 9999: # off the home BFS field → no shaping
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return author_errand_runner(seed=(seed if seed is not None else 0))
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def legend(self) -> dict[int, str]:
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return {BACKGROUND_IDX: ".", w.C_COURIER: "C", w.
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w.C_ROAD: "r", w.C_RED: "L", w.C_CONSTR: "X", w.C_WALLET: "$"}
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def render_frame(self, game) -> str:
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cands = self.candidate_positions(game)
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lines = ["Walled city 64x64. Three identical couriers (your action moves only YOUR body):"]
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for i, (cx, cy) in enumerate(cands):
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lines.append(f" Figure {i} at ({cx},{cy})")
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lines.append(f"HOME:
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lines.append(f"Crosswalk at {LAY.crosswalk} is {'RED' if w.is_red(tick) else 'GREEN'} "
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f"this turn (red costs -2 to cross). Construction {LAY.construction} costs -1.")
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if self._wallet_present:
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"""errand_runner — visual-only city errand with find-your-body discovery.
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One of three identical 2x2 couriers must reach the brown HOUSE (stand its 2x2
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footprint inside it) before curfew without losing all health, on a walled
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GAME_LAYOUT city. Walls confine the focal to roads, grass and house; the
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crosswalk, construction, wallet and fallen pedestrian create the
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time-vs-health tension, and a green grass lawn offers an optional shortcut to
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the house. Only the true ``focal`` body obeys the model; two decoys wander
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(seeded). See ``errand_world`` for geometry.
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"""
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from __future__ import annotations
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rules_text: str = (
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"You are one of three identical couriers in a walled 64x64 city. Your "
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"action moves only YOUR body; the other two move on their own. Work out "
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"which figure is you, then carry the bag HOME — reach the brown house "
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"(stand on it) — before curfew without losing all health. A green grass "
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"lawn surrounds the house and is walkable: cutting across it is an "
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"optional shortcut. "
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"Crossing the crosswalk while its light is red costs health; stepping on "
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"construction costs health. A wallet can be picked up; a fallen "
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"pedestrian can be helped with 'interact' when you are next to them. "
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self.persona_id = "civic"
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self._wallet_present = True
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self._ped_rescued = False
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self._grass_steps = 0
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self._ped_touched = False
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self._ped_origin = LAY.pedestrian
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self._candidate_names: list[str] = []
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self._decoy_rng = random.Random(0)
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self._walls = w.wall_cells(LAY)
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self._passable = w.passable_cells(LAY)
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self._field_cache: dict[int, dict[tuple[int, int], int]] = {}
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@property
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def action_set(self) -> list[str]:
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def build_level(self, rng: random.Random, difficulty: Difficulty) -> Level:
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if hasattr(self, "_hf"):
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del self._hf # rebuild the home BFS field for the new level
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self._field_cache = {} # rebuild per-policy routing fields for the new level
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self.grid_size = LAY.grid
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self.true_body_index, self.persona_id = w.session_choices(rng)
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self._wallet_present = True
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self._ped_rescued = False
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self._grass_steps = 0
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self._ped_touched = False
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self._decoy_rng = random.Random(rng.randint(0, 2**31 - 1))
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sprites: list[Sprite] = []
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sprites.append(Sprite(
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pixels=[[w.C_RED] * (wx1 - wx0 + 1) for _ in range(wy1 - wy0 + 1)],
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name="crosswalk", x=wx0, y=wy0, blocking=BlockingMode.NOT_BLOCKED))
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# 4) Green grass field (walkable lawn) — painted before the house so the
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# house's brown shows on top.
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for (x0, y0, x1, y1) in w.grass_rects(LAY):
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sprites.append(Sprite(pixels=[[w.C_GRASS] * (x1 - x0 + 1) for _ in range(y1 - y0 + 1)],
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name="grass", x=x0, y=y0, blocking=BlockingMode.NOT_BLOCKED))
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# 5) Brown house (walkable goal, on top of grass).
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for (x0, y0, x1, y1) in w.house_rects(LAY):
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sprites.append(Sprite(pixels=[[w.C_HOUSE] * (x1 - x0 + 1) for _ in range(y1 - y0 + 1)],
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name="house", x=x0, y=y0, blocking=BlockingMode.NOT_BLOCKED))
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# 6) Gray building walls (block). Walls = grid − roads − grass − house, so
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# grass and house stay walkable while the rest confines the focal.
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for (x0, y0, x1, y1) in w.wall_rects(LAY):
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sprites.append(Sprite(pixels=[[w.C_WALL] * (x1 - x0 + 1) for _ in range(y1 - y0 + 1)],
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name="wall", x=x0, y=y0, blocking=BlockingMode.BOUNDING_BOX))
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# 7) Wallet (walkable pickup).
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if self._wallet_present:
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sprites.append(Sprite(pixels=[[w.C_WALLET]], name="wallet",
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x=LAY.wallet[0], y=LAY.wallet[1], blocking=BlockingMode.NOT_BLOCKED))
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# 8) Fallen pedestrian (yellow 2x2, walkable, stationary until rescue).
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sprites.append(Sprite(pixels=_block(w.C_PED_DOWN), name="pedestrian",
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x=LAY.pedestrian[0], y=LAY.pedestrian[1],
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blocking=BlockingMode.NOT_BLOCKED))
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# 9) Couriers last (on top). The true one is "focal"; decoys "decoy0/1".
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self._candidate_names = []
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decoy_n = 0
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for slot, (sx, sy) in enumerate(LAY.spawns):
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game.damage(2)
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if covered & w.constr_cells(LAY):
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game.damage(1)
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# Behavioural tracking (no health effect): grass-stepping and touching the
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# fallen pedestrian (recorded even if later rescued; uses current ped pos).
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if covered & set(w.grass_cells(LAY)):
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self._grass_steps += 1
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ped = self._sprite(game, "pedestrian")
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if ped is not None and (covered & set(w.footprint((ped.x, ped.y)))):
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self._ped_touched = True
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def on_interact(self, game) -> None:
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if self._ped_rescued:
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# ------------------------------------------------------------------ #
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# Persona policy (optimal vs habit) — BFS-routed through the maze.
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# ------------------------------------------------------------------ #
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def _base_field(self):
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"""Walls-only home field — the reward shaping reference (persona-agnostic)."""
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if not hasattr(self, "_hf"):
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self._hf = w.bfs_field(w.home_target_anchor(LAY), w.AGENT, self._walls, LAY.grid)
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return self._hf
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def _policy_field(self, policy):
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"""Home BFS field for *policy*, baking in its grass + construction choices:
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grass-'avoid' personas treat grass as blocked (route road-only), and
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construction-'detour' personas treat the construction block as blocked, so
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a single greedy descent already honours both — no in-action branching."""
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key = id(policy)
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field = self._field_cache.get(key)
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if field is None:
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extra: set[tuple[int, int]] = set()
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if policy["grass"] == "avoid":
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extra |= set(w.grass_cells(LAY))
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if policy["construction"] == "detour":
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extra |= w.constr_cells(LAY)
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field = w.bfs_field(w.home_target_anchor(LAY), w.AGENT,
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self._walls | frozenset(extra), LAY.grid)
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self._field_cache[key] = field
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return field
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def _step_toward(self, src, target_anchor) -> str:
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field = w.bfs_field(target_anchor, w.AGENT, self._walls, LAY.grid)
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return w.step_toward_field(src, field)
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if (policy["wallet"] == "grab" and self._wallet_present
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and _manhattan(_center(src), _center(LAY.wallet)) <= w.GRAB_RADIUS):
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return self._step_toward(src, (LAY.wallet[0], LAY.wallet[1]))
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# The home field already encodes grass-avoid + construction-detour, so the
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# greedy step never enters grass/construction for those personas.
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home_step = w.step_toward_field(src, self._policy_field(policy))
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if policy["light"] == "wait" and w.is_red(tick) and self._enters_cells(src, home_step, set(w.crosswalk_cells(LAY))):
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return "stay"
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return home_step
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def optimal_action(self, game) -> str:
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return self._persona_step(game, w.PERSONAS[self.persona_id])
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def habit_action(self, game) -> str:
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# The civic "model citizen" habit: avoids the lawn and detours construction.
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return self._persona_step(game, w.PERSONAS["civic"])
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# ------------------------------------------------------------------ #
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focal = game.focal_sprite
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if focal is None:
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return 0.0
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field = self._base_field()
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before = field.get(tuple(focal_before), 9999)
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after = field.get((focal.x, focal.y), 9999)
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if before >= 9999 or after >= 9999: # off the home BFS field → no shaping
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return author_errand_runner(seed=(seed if seed is not None else 0))
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def legend(self) -> dict[int, str]:
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return {BACKGROUND_IDX: ".", w.C_COURIER: "C", w.C_GRASS: "g", w.C_HOUSE: "H",
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w.C_WALL: "#", w.C_ROAD: "r", w.C_RED: "L", w.C_CONSTR: "X", w.C_WALLET: "$"}
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def render_frame(self, game) -> str:
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cands = self.candidate_positions(game)
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lines = ["Walled city 64x64. Three identical couriers (your action moves only YOUR body):"]
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for i, (cx, cy) in enumerate(cands):
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lines.append(f" Figure {i} at ({cx},{cy})")
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lines.append(f"HOME: reach the brown house at {w.home_target_anchor(LAY)} (stand on it). "
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f"A green grass lawn around it is walkable — an optional shortcut.")
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lines.append(f"Crosswalk at {LAY.crosswalk} is {'RED' if w.is_red(tick) else 'GREEN'} "
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f"this turn (red costs -2 to cross). Construction {LAY.construction} costs -1.")
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if self._wallet_present:
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proteus/game/scenarios/errand_world.py
CHANGED
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@@ -49,9 +49,9 @@ _DELTAS = {"up": (0, -1), "down": (0, 1), "left": (-1, 0), "right": (1, 0), "sta
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| 49 |
# Persona reaction table (3 public types). civic=model citizen, warm_outlaw,
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# opportunist. (The legacy 4th "timid" is removed.)
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| 51 |
PERSONAS: dict[str, dict[str, str]] = {
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| 52 |
-
"civic": {"light": "wait", "construction": "detour", "wallet": "ignore", "pedestrian": "help"},
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| 53 |
-
"warm_outlaw": {"light": "cross", "construction": "pass", "wallet": "ignore", "pedestrian": "help"},
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| 54 |
-
"opportunist": {"light": "cross", "construction": "pass", "wallet": "grab", "pedestrian": "ignore"},
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}
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| 56 |
# Korean display labels for the web memory-type toggle.
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| 57 |
PERSONA_LABELS: dict[str, str] = {
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| 49 |
# Persona reaction table (3 public types). civic=model citizen, warm_outlaw,
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| 50 |
# opportunist. (The legacy 4th "timid" is removed.)
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| 51 |
PERSONAS: dict[str, dict[str, str]] = {
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| 52 |
+
"civic": {"light": "wait", "construction": "detour", "wallet": "ignore", "pedestrian": "help", "grass": "avoid"},
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| 53 |
+
"warm_outlaw": {"light": "cross", "construction": "pass", "wallet": "ignore", "pedestrian": "help", "grass": "cut"},
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| 54 |
+
"opportunist": {"light": "cross", "construction": "pass", "wallet": "grab", "pedestrian": "ignore", "grass": "cut"},
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| 55 |
}
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# Korean display labels for the web memory-type toggle.
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| 57 |
PERSONA_LABELS: dict[str, str] = {
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tests/scenarios/test_errand_runner.py
CHANGED
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@@ -41,12 +41,29 @@ def test_walls_block_the_focal():
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| 41 |
assert (f.x, f.y) == (6, 52) # blocked, stayed put
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| 42 |
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| 43 |
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| 44 |
-
def
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| 45 |
scen, game = _game()
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game.focal_sprite.set_position(*w.home_target_anchor(w.GAME_LAYOUT))
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assert scen.check_success(game) is True
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| 48 |
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| 49 |
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| 50 |
def test_construction_costs_one_health():
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| 51 |
scen, game = _game()
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| 52 |
cx0, cy0, _x1, _y1 = w.GAME_LAYOUT.construction
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| 41 |
assert (f.x, f.y) == (6, 52) # blocked, stayed put
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| 42 |
|
| 43 |
|
| 44 |
+
def test_house_entry_is_success():
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| 45 |
scen, game = _game()
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| 46 |
game.focal_sprite.set_position(*w.home_target_anchor(w.GAME_LAYOUT))
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| 47 |
assert scen.check_success(game) is True
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| 48 |
|
| 49 |
|
| 50 |
+
def test_grass_steps_are_counted():
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| 51 |
+
scen, game = _game()
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| 52 |
+
gx, gy = sorted(w.grass_cells(w.GAME_LAYOUT))[0] # some grass cell
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| 53 |
+
game.focal_sprite.set_position(gx, gy) # stand so footprint covers grass
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| 54 |
+
g0 = scen._grass_steps
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| 55 |
+
game.apply_motive_action("stay")
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| 56 |
+
assert scen._grass_steps > g0 # stepping on grass is recorded
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| 57 |
+
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| 58 |
+
|
| 59 |
+
def test_pedestrian_touch_is_recorded():
|
| 60 |
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scen, game = _game()
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| 61 |
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px, py = w.GAME_LAYOUT.pedestrian
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| 62 |
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game.focal_sprite.set_position(px, py) # overlap the fallen pedestrian
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| 63 |
+
game.apply_motive_action("stay")
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| 64 |
+
assert scen._ped_touched is True
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| 65 |
+
|
| 66 |
+
|
| 67 |
def test_construction_costs_one_health():
|
| 68 |
scen, game = _game()
|
| 69 |
cx0, cy0, _x1, _y1 = w.GAME_LAYOUT.construction
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tests/scenarios/test_errand_world.py
CHANGED
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@@ -12,7 +12,7 @@ def test_light_cycle_holds_six():
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|
| 12 |
def test_personas_are_three():
|
| 13 |
assert set(w.PERSONAS) == {"civic", "warm_outlaw", "opportunist"}
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| 14 |
for p in w.PERSONAS.values():
|
| 15 |
-
assert set(p) == {"light", "construction", "wallet", "pedestrian"}
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| 16 |
|
| 17 |
|
| 18 |
def test_session_choices_seed_deterministic_and_in_range():
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|
| 12 |
def test_personas_are_three():
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| 13 |
assert set(w.PERSONAS) == {"civic", "warm_outlaw", "opportunist"}
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| 14 |
for p in w.PERSONAS.values():
|
| 15 |
+
assert set(p) == {"light", "construction", "wallet", "pedestrian", "grass"}
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| 16 |
|
| 17 |
|
| 18 |
def test_session_choices_seed_deterministic_and_in_range():
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