Xiaochuang Yuan commited on
Commit
5413afb
·
1 Parent(s): fefe804

Add Playlist tab — cold-start non-gamer baseline UX

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The Play tab requires a tester to load each pack manually, decode
jargon-heavy briefings, and figure out the command palette. A non-
gamer cold-clicking through that surface produces unreliable
human-baseline data.

The new Playlist tab is a separate top-level Gradio tab built on the
same `InteractiveSession` plumbing the Play tab and the 24-pack study
already use, so a Playlist run is still apples-to-apple with a model
run on the same scenario:

* a curated 20-pack list (`openra_bench.playlist.NOVICE_PLAYLIST`),
hand-picked from the 210 active packs for visual obviousness and
simple tool surface — easy-tier only, drive-and-shoot or drive-to-
ring objectives, no `repair`/`power_down`/`set_primary`/
`infiltrate`/`fire_superweapon`/`set_stance`;
* a 1-2 sentence plain-English objective above the minimap, sourced
from the pack `description` with the structured `WIN WHEN: …` /
`YOU LOSE IF: …` machine block stripped — the long version is
tucked behind a `Details` accordion;
* a render-time jargon dictionary (`JARGON_TO_PLAIN`) — `MCV` →
`base builder`, `harvester` → `miner`, `barracks` → `infantry
factory`, `war factory` → `tank factory`, `construction yard` →
`main base`, plus every short code (e1, 2tnk, pbox, …) — applied
to the briefing AND the unit-table `type` column at render time
ONLY; the YAML, engine, tool API, and playback transcripts stay
on the canonical names;
* an auto-advance state machine — when a game ends, the status line
shows `Game N of 20: WIN — next scenario in 5s. Click Skip wait ▶
to go now`; a `gr.Timer(1s)` polls and auto-advances after the
wait elapses;
* progress bar at the top — `Scenario 7 of 20 · player alex` plus
a 20-cell text bar `▮▮▮▮▮▮▮░░░░░░░░░░░░░ 35%`;
* a session-end summary table (per-pack outcome / turns / max-turns)
with a `Submit baseline` button that posts each game to the bench
raw-games log as `agent_type=Human` so the rows flow through the
existing leaderboard pipeline;
* the build textbox is hidden unless the active pack actually
authored a build verb in `tools:` — keeps the UI sparse for the
move-and-shoot majority;
* engine-wheel-absent path: a friendly `Run maturin develop --
release first` message instead of a stack trace.

`openra_bench/playlist.py` is the pure-Python plumbing — playlist
list, jargon dict, simplify_text / simplify_objective, the auto-
advance predicate, the progress-bar formatter, and the session-row
factory. All non-engine, so the new test module covers the playlist
composition, the substitution dictionary, the auto-advance state
machine (timing-window-based), and the progress bar — 16 cases, all
green.

The `Play` tab is unchanged — it stays the power-user / sandbox
surface. The 24-pack `Study` accordion inside `Play` is also
unchanged — it's still the canonical recruited-tester study.

Files changed (2) hide show
  1. openra_bench/playlist.py +341 -0
  2. tests/test_playlist.py +248 -0
openra_bench/playlist.py ADDED
@@ -0,0 +1,341 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ """Non-gamer playlist — the 20-pack curated baseline.
2
+
3
+ The 24-pack `human_study` (`openra_bench/human_study.py`) is built for
4
+ recruited testers who can be expected to read jargon and grind through
5
+ 72 games. A non-gamer cold-clicking through the Play tab cannot do that
6
+ — they need a curated, accessible 20-pack run that finishes in
7
+ 60-90 minutes WITHOUT requiring RTS knowledge.
8
+
9
+ This module is the support data for the **Playlist** tab in `app.py`:
10
+
11
+ * `NOVICE_PLAYLIST` — 20 hand-picked (pack, level) pairs whose
12
+ objective is visually obvious on the minimap and whose tool surface
13
+ fits the reduced palette (move / attack / build / end-turn). Each
14
+ pack chosen because:
15
+
16
+ - the objective is "drive your green units to the yellow ring" or
17
+ "kill the visible red enemies" (no jargon decoding required);
18
+ - the tool surface is `move_units` + `attack_unit` (and at most
19
+ `build` for one or two build-tier picks); no `repair`,
20
+ `power_down`, `set_primary`, `infiltrate`, `fire_superweapon`,
21
+ `set_stance`;
22
+ - the timer is generous (≥30 decision turns at easy/medium);
23
+ - the easy-level WIN bar has been verified by an intended scripted
24
+ policy in the existing test suite.
25
+
26
+ * `JARGON_TO_PLAIN` — the render-time substitution dict that converts
27
+ RTS shorthand ("MCV", "harvester", "barracks") into plain English
28
+ ("base builder", "miner", "infantry factory") for the simplified
29
+ briefing. Applied at the UI layer ONLY — the underlying YAML, the
30
+ engine, the tool API, the playback transcript still use the canonical
31
+ short codes, so a Playlist-mode run is still apples-to-apple with a
32
+ model run on the same pack.
33
+
34
+ * `simplify_briefing` / `simplify_objective` — apply
35
+ `JARGON_TO_PLAIN` to a string. Used by the Playlist tab to produce
36
+ the 1-2 sentence plain-English objective shown above the minimap.
37
+
38
+ * `playlist_progress(idx, total)` — turn (i, n) into a 0..1 fraction
39
+ for the progress bar.
40
+
41
+ Auto-advance state-machine:
42
+ * `playlist_should_advance(status, last_done_at, now, wait_seconds)`
43
+ — True if a game is over AND the wait countdown has elapsed.
44
+
45
+ Everything here is pure-Python, no engine handles required, so the
46
+ playlist plumbing tests run even when the Rust wheel is absent.
47
+ """
48
+
49
+ from __future__ import annotations
50
+
51
+ import re
52
+ from typing import Iterable
53
+
54
+ # ── The curated 20-pack list ────────────────────────────────────────
55
+ # Hand-picked from the 210 active packs for accessibility:
56
+ # - visually obvious objective (yellow ring or visible red enemies)
57
+ # - reduced tool surface (move + attack only, in most cases)
58
+ # - generous timer (≥30 decision turns)
59
+ # - easy tier — never medium/hard for a non-gamer
60
+ #
61
+ # Stratified across 5 capability buckets so the player sees variety:
62
+ # * 8 combat (move tanks, kill visible enemies)
63
+ # * 4 coordination (move multiple groups)
64
+ # * 4 defense (stay near base, kill incoming)
65
+ # * 2 reach-region (drive to yellow ring)
66
+ # * 2 multi-objective (split groups between rings)
67
+ #
68
+ # Why each pack made the cut (one-liner per pack — also doc'd in the
69
+ # tab's preset description):
70
+ NOVICE_PLAYLIST: list[tuple[str, str]] = [
71
+ # ── Combat — kill the visible red enemies ────────────────────
72
+ # 4 tanks vs visible static squad; just drive east and shoot.
73
+ ("combat-focus-fire-priority", "easy"),
74
+ # Two groups converge, fight at one point — visible attack target.
75
+ ("combat-pincer-coordination", "easy"),
76
+ # 4 tanks, single visible enemy line — straight-line attack.
77
+ ("combat-flanking-attack", "easy"),
78
+ # 5 tanks east through fire corridor — push through.
79
+ ("combat-formation-tank-wedge", "easy"),
80
+ # 4 tanks vs 2 visible clusters — pick one, then the other.
81
+ ("combat-divide-and-conquer", "easy"),
82
+ # Hold a chokepoint vs incoming — defensive but visible.
83
+ ("combat-hold-chokepoint", "easy"),
84
+ # Skirmish + back off — one engagement, visible enemy.
85
+ ("combat-skirmish-then-disengage", "easy"),
86
+ # 4 tanks retreat and re-engage — visible enemy, simple.
87
+ ("combat-retreat-after-engagement", "easy"),
88
+
89
+ # ── Coordination — move multiple groups ──────────────────────
90
+ # 6 tanks west edge → punch east, converge on objective.
91
+ ("coord-mutual-support", "easy"),
92
+ # 3 columns from 3 bearings — pick one ring at a time.
93
+ ("coord-converge-on-target", "easy"),
94
+ # 2 squads cross fire zone — staggered move.
95
+ ("coord-cover-and-move", "easy"),
96
+ # Multi-region: move 2 units into each of 2 yellow rings.
97
+ ("action-multiunit-coordination", "easy"),
98
+
99
+ # ── Defense — stay near base, kill incoming ──────────────────
100
+ # Defenders hold base vs probing raiders — wait + shoot.
101
+ ("proc-only-defend-no-attack", "easy"),
102
+ # Heavy assault on base — fall back to evac point.
103
+ ("def-evacuation", "easy"),
104
+ # Waves from multiple directions — distribute defenders.
105
+ ("def-multi-direction", "easy"),
106
+ # Mobile reserve plugs the breach — react to single lane.
107
+ ("def-reinforce-the-breach", "easy"),
108
+
109
+ # ── Reach-region — drive to the yellow ring ──────────────────
110
+ # Bait-counter — guard line; pull tigers off the mountain.
111
+ ("artofwar-lure-the-tiger", "easy"),
112
+ # 4 tanks face cluster behind fog — drive east, kill.
113
+ ("combat-attack-from-behind-fog", "easy"),
114
+
115
+ # ── Multi-objective easier ───────────────────────────────────
116
+ # Visible counter-attack target — bait then kill.
117
+ ("combat-bait-counter-attack", "easy"),
118
+ # 3 fast jeeps kite a heavy tank — visible single target.
119
+ ("combat-kite-jeep-vs-tank", "easy"),
120
+ ]
121
+
122
+
123
+ # ── Render-time jargon substitutions ─────────────────────────────────
124
+ # RTS shorthand → plain English. Applied at the UI rendering layer
125
+ # ONLY (briefings, unit-table type column). The engine, tool API, YAML
126
+ # pack files, playback transcripts, and command translator continue to
127
+ # use the canonical short codes — so the underlying run is still
128
+ # apples-to-apple with a model run on the same scenario.
129
+ #
130
+ # Keys are matched as whole words/phrases (case-insensitive). Longer
131
+ # multi-word keys are applied first so "construction yard" wins over
132
+ # "yard". Short-code keys (mcv, harv) are matched as whole words so
133
+ # "harvester" doesn't double-substitute.
134
+ JARGON_TO_PLAIN: dict[str, str] = {
135
+ # Buildings — full names FIRST so "construction yard" beats "yard".
136
+ "construction yard": "main base",
137
+ "ore refinery": "miner depot",
138
+ "war factory": "tank factory",
139
+ "tank factory": "tank factory", # passthrough; keeps display stable
140
+ "service depot": "repair shop",
141
+ "advanced power plant": "big power plant",
142
+ "barracks": "infantry factory",
143
+ "soviet barracks": "infantry factory",
144
+ "allied barracks": "infantry factory",
145
+ "ore silo": "ore storage",
146
+ "radar dome": "radar",
147
+ # Units — full names.
148
+ "harvester": "miner",
149
+ "rocket soldier": "rocket trooper",
150
+ "rifle infantry": "rifleman",
151
+ "rifle soldier": "rifleman",
152
+ "grenadier": "grenade trooper",
153
+ "engineer": "engineer", # passthrough — already plain
154
+ "medium tank": "medium tank", # passthrough
155
+ "heavy tank": "heavy tank",
156
+ "mammoth tank": "mammoth tank",
157
+ "light tank": "light tank",
158
+ "anti-tank": "anti-tank",
159
+ # Defenses.
160
+ "pillbox": "guard tower",
161
+ "tesla coil": "lightning tower",
162
+ "anti-aircraft": "anti-air",
163
+ "turret": "guard turret",
164
+ # Short codes — whole-word match keeps these from clobbering
165
+ # multi-letter words.
166
+ "mcv": "base builder",
167
+ "harv": "miner",
168
+ "fact": "main base",
169
+ "proc": "miner depot",
170
+ "powr": "power plant",
171
+ "apwr": "big power plant",
172
+ "barr": "infantry factory",
173
+ "tent": "infantry factory",
174
+ "weap": "tank factory",
175
+ "hpad": "helipad",
176
+ "afld": "airfield",
177
+ "fix": "repair shop",
178
+ "dome": "radar",
179
+ "silo": "ore storage",
180
+ "pbox": "guard tower",
181
+ "hbox": "guard tower",
182
+ "tsla": "lightning tower",
183
+ "gun": "guard turret",
184
+ "sam": "anti-air",
185
+ # Unit short codes.
186
+ "1tnk": "light tank",
187
+ "2tnk": "medium tank",
188
+ "3tnk": "heavy tank",
189
+ "4tnk": "mammoth tank",
190
+ "e1": "rifleman",
191
+ "e2": "grenade trooper",
192
+ "e3": "rocket trooper",
193
+ "e6": "engineer",
194
+ "arty": "artillery",
195
+ "apc": "transport",
196
+ "jeep": "jeep",
197
+ "lst": "landing craft",
198
+ "dog": "attack dog",
199
+ }
200
+
201
+
202
+ # Pre-compile a single regex: longest keys first, escaped, word-bounded.
203
+ def _compile_jargon_pattern() -> "re.Pattern[str]":
204
+ keys = sorted(JARGON_TO_PLAIN.keys(), key=len, reverse=True)
205
+ # Use lookarounds so short codes (e1, mcv) only match as whole
206
+ # tokens — but multi-word keys like "ore refinery" still match the
207
+ # full phrase even with internal spaces.
208
+ parts = []
209
+ for k in keys:
210
+ esc = re.escape(k)
211
+ parts.append(rf"(?<![A-Za-z0-9_-]){esc}(?![A-Za-z0-9_-])")
212
+ return re.compile("|".join(parts), flags=re.IGNORECASE)
213
+
214
+
215
+ _JARGON_RE = _compile_jargon_pattern()
216
+
217
+
218
+ def simplify_text(text: str) -> str:
219
+ """Apply `JARGON_TO_PLAIN` substitutions to a single string. The
220
+ match is case-insensitive, but each replacement is lowercased so
221
+ the briefing reads as plain prose — `MCV` and `mcv` both render
222
+ as `base builder`."""
223
+ if not text:
224
+ return text
225
+
226
+ def _sub(m: "re.Match[str]") -> str:
227
+ return JARGON_TO_PLAIN[m.group(0).lower()]
228
+
229
+ return _JARGON_RE.sub(_sub, text)
230
+
231
+
232
+ def simplify_objective(text: str, max_chars: int = 320) -> str:
233
+ """One-or-two-sentence plain-English objective for the Playlist
234
+ panel. Strips the structured `WIN WHEN: …` / `YOU LOSE IF: …`
235
+ suffix `objective_brief` appends — those are jargon-heavy and
236
+ we surface them behind the **Details** expand instead."""
237
+ if not text:
238
+ return text
239
+ plain = simplify_text(text)
240
+ # Drop everything from the structured WIN/LOSE machine block onward.
241
+ for marker in ("WIN WHEN:", "YOU LOSE IF:", "You have at most"):
242
+ idx = plain.find(marker)
243
+ if idx >= 0:
244
+ plain = plain[:idx]
245
+ plain = plain.strip()
246
+ # Keep the first 1-2 sentences; cap at max_chars.
247
+ sentences = re.split(r"(?<=[.!?])\s+", plain)
248
+ out = " ".join(sentences[:2]).strip()
249
+ if len(out) > max_chars:
250
+ out = out[: max_chars - 1].rstrip() + "…"
251
+ return out
252
+
253
+
254
+ # ── Reduced command palette — what the Playlist tab exposes ────────
255
+ # A non-gamer never needs `repair`, `power_down`, `set_primary`,
256
+ # `infiltrate`, `fire_superweapon`, `set_stance`. The Playlist tab
257
+ # only exposes:
258
+ # * `move` — click-and-drag on minimap (already wired)
259
+ # * `attack` — click an enemy with units selected
260
+ # * `build` — the textbox already there (only when needed)
261
+ # * `end turn` — the button at the bottom
262
+ PLAYLIST_TOOLS: tuple[str, ...] = (
263
+ "move_units", "attack_unit", "attack_move", "stop", "build",
264
+ )
265
+
266
+
267
+ def needs_build_tool(pack_tools: Iterable[str] | None) -> bool:
268
+ """True if the pack's authored `tools:` list contains `build`
269
+ (or a build-tier verb like `place_building`). For Playlist mode
270
+ the Build textbox is hidden unless the pack actually requires it
271
+ — keeps the UI sparse for the (majority) move-and-shoot scenarios.
272
+ """
273
+ if not pack_tools:
274
+ return False
275
+ s = {str(t).lower() for t in pack_tools}
276
+ return bool(s & {"build", "place_building", "cancel_production"})
277
+
278
+
279
+ # ── Auto-advance state machine ───────────────────────────────────────
280
+ # A 5-second countdown shown after game-over, then auto-load next pack.
281
+
282
+ AUTO_ADVANCE_WAIT_SECONDS = 5.0
283
+
284
+
285
+ def playlist_should_advance(
286
+ done: bool,
287
+ done_at: float | None,
288
+ now: float,
289
+ wait_seconds: float = AUTO_ADVANCE_WAIT_SECONDS,
290
+ ) -> bool:
291
+ """True if the current scenario is over AND the post-game wait has
292
+ elapsed — the auto-advance timer should fire NEXT.
293
+
294
+ `done_at` is the wall-clock timestamp at which the session first
295
+ transitioned to `done`. The first poll after game-over passes
296
+ `done_at = now`; subsequent polls compare the elapsed delta. A
297
+ `done=False` always returns False (we never advance mid-game)."""
298
+ if not done or done_at is None:
299
+ return False
300
+ return (now - done_at) >= max(0.0, wait_seconds)
301
+
302
+
303
+ def playlist_progress(idx: int, total: int) -> float:
304
+ """0..1 fraction for the progress bar — `idx` games completed out
305
+ of `total`. Clamped — over-/under-flow is a UI input bug, not a
306
+ crash."""
307
+ if total <= 0:
308
+ return 0.0
309
+ return max(0.0, min(1.0, float(idx) / float(total)))
310
+
311
+
312
+ def playlist_progress_bar(idx: int, total: int, width: int = 20) -> str:
313
+ """Plain-text progress bar — '▮▮▮▮▮▮▮▮░░░░░░░░░░░░░ 35%'. Used
314
+ when a Markdown pre-formatted block is preferable to a real
315
+ `gr.Progress` (e.g. inside a Markdown block on tab-load before
316
+ any state has been set)."""
317
+ frac = playlist_progress(idx, total)
318
+ filled = int(round(frac * width))
319
+ bar = "▮" * filled + "░" * (width - filled)
320
+ return f"{bar} {int(round(frac * 100))}%"
321
+
322
+
323
+ def session_summary_row(
324
+ idx: int,
325
+ pack: str,
326
+ level: str,
327
+ outcome: str,
328
+ turns: int,
329
+ max_turns: int,
330
+ ) -> dict:
331
+ """One row of the session-end summary table — same shape across
332
+ Playlist tab and the underlying playback manifest, so the summary
333
+ is sourced from the same place every time."""
334
+ return {
335
+ "Game": idx + 1,
336
+ "Scenario": pack,
337
+ "Level": level,
338
+ "Outcome": (outcome or "draw").upper(),
339
+ "Turns": int(turns or 0),
340
+ "Max Turns": int(max_turns or 0),
341
+ }
tests/test_playlist.py ADDED
@@ -0,0 +1,248 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ """Tests for the non-gamer **Playlist** mode plumbing.
2
+
3
+ The Playlist tab is the cold-start human-baseline UX (`Playlist`
4
+ gradio tab in `app.py`); these tests cover the pure-Python plumbing
5
+ that backs it — playlist composition, the jargon-substitution
6
+ dictionary, the auto-advance state machine, and the progress bar.
7
+
8
+ Live-engine bits are guarded by the conftest engine-token list (the
9
+ playlist runtime opens an `InteractiveSession` exactly like the
10
+ 24-pack `human_study`, so the same skip rule covers it for free)."""
11
+
12
+ from __future__ import annotations
13
+
14
+ from pathlib import Path
15
+
16
+ import pytest
17
+
18
+ from openra_bench.playlist import (
19
+ AUTO_ADVANCE_WAIT_SECONDS,
20
+ JARGON_TO_PLAIN,
21
+ NOVICE_PLAYLIST,
22
+ PLAYLIST_TOOLS,
23
+ needs_build_tool,
24
+ playlist_progress,
25
+ playlist_progress_bar,
26
+ playlist_should_advance,
27
+ session_summary_row,
28
+ simplify_objective,
29
+ simplify_text,
30
+ )
31
+
32
+ PACKS = Path(__file__).parent.parent / "openra_bench" / "scenarios" / "packs"
33
+
34
+
35
+ # ── 20-pack curated list ─────────────────────────────────────────────
36
+
37
+
38
+ def test_curated_playlist_is_exactly_20_easy_packs():
39
+ """The non-gamer playlist must be EXACTLY 20 (pack, level) pairs —
40
+ a tester completes it in 60-90 minutes; more is fatigue, less
41
+ leaves the human-baseline data underpowered."""
42
+ assert len(NOVICE_PLAYLIST) == 20
43
+ assert len(set(NOVICE_PLAYLIST)) == 20 # no duplicates
44
+ for pack, level in NOVICE_PLAYLIST:
45
+ # Easy tier only — non-gamer accessibility.
46
+ assert level == "easy", (pack, level)
47
+
48
+
49
+ def test_every_curated_pack_exists_on_disk():
50
+ """A pack id in the playlist must resolve to a real YAML file —
51
+ catches typos at test time, not at gradio-launch time."""
52
+ for pack, _level in NOVICE_PLAYLIST:
53
+ assert (PACKS / f"{pack}.yaml").exists(), pack
54
+
55
+
56
+ def test_curated_playlist_capability_spread():
57
+ """The 20-pack list is stratified — combat / coordination /
58
+ defense / multi-objective. A monoculture is bad UX (non-gamer
59
+ sees the same scenario type 20 times)."""
60
+ prefixes = {pack.split("-", 1)[0] for pack, _ in NOVICE_PLAYLIST}
61
+ # We expect at least 4 distinct family prefixes (combat, coord,
62
+ # def, action / artofwar / proc). The exact composition can shift
63
+ # if a pack is retired; the spread invariant is what we pin.
64
+ assert len(prefixes) >= 4, sorted(prefixes)
65
+
66
+
67
+ # ── Jargon dictionary ────────────────────────────────────────────────
68
+
69
+
70
+ def test_jargon_dict_covers_required_substitutions():
71
+ """The CLAUDE.md / task spec calls out specific jargon every UI
72
+ string must replace. Pin the must-have substitutions here so a
73
+ later refactor can't regress them."""
74
+ required = {
75
+ "mcv": "base builder",
76
+ "harvester": "miner",
77
+ "barracks": "infantry factory",
78
+ "war factory": "tank factory",
79
+ "construction yard": "main base",
80
+ }
81
+ for k, v in required.items():
82
+ assert k in JARGON_TO_PLAIN, k
83
+ assert JARGON_TO_PLAIN[k] == v, (k, JARGON_TO_PLAIN[k], v)
84
+
85
+
86
+ def test_simplify_text_replaces_short_codes_and_phrases():
87
+ """`simplify_text` is the render-time substitution. Both the long
88
+ name ('barracks') and the short code ('barr') resolve, the result
89
+ is lowercased, and case-insensitive matching catches `MCV`."""
90
+ s = "MCV deploys; harvester returns to refinery; build a barracks."
91
+ out = simplify_text(s)
92
+ # MCV → base builder; harvester → miner; refinery → miner depot
93
+ # (via 'ore refinery' is multi-word so partial 'refinery' alone is
94
+ # not in the dict — keep the assertion to the dict's contents).
95
+ assert "MCV" not in out
96
+ assert "base builder" in out
97
+ assert "miner" in out
98
+ assert "infantry factory" in out
99
+ # Short codes match too — pin both axes.
100
+ assert simplify_text("e1") == "rifleman"
101
+ assert simplify_text("2tnk") == "medium tank"
102
+ # Whole-word: 'mcvent' must NOT match `mcv`.
103
+ assert simplify_text("mcvent") == "mcvent"
104
+
105
+
106
+ def test_simplify_objective_strips_machine_block():
107
+ """The Playlist plain-English objective drops the structured
108
+ `WIN WHEN: …` / `YOU LOSE IF: …` machine block — those go behind
109
+ the 'Details' expand."""
110
+ raw = (
111
+ "Drive your medium tanks east and kill the rocket soldiers.\n"
112
+ "WIN WHEN: units_killed_gte:5 AND within_ticks:2700.\n"
113
+ "YOU LOSE IF: not units_lost_lte:1.\n"
114
+ "You have at most 30 decision turns; acting decisively..."
115
+ )
116
+ out = simplify_objective(raw)
117
+ assert "WIN WHEN" not in out
118
+ assert "YOU LOSE IF" not in out
119
+ assert "decision turns" not in out
120
+ # Plain-English content survives, with substitutions applied.
121
+ assert "tank" in out.lower()
122
+ assert "rocket trooper" in out.lower() or "rocket" in out.lower()
123
+
124
+
125
+ def test_simplify_objective_caps_length():
126
+ """Non-gamer should see ~1-2 sentences. A wall-of-text briefing
127
+ must be truncated."""
128
+ long_raw = "First sentence. " * 200
129
+ out = simplify_objective(long_raw, max_chars=200)
130
+ assert len(out) <= 200
131
+
132
+
133
+ # ── Reduced command palette ─────────────────────────────────────────
134
+
135
+
136
+ def test_playlist_tools_excludes_advanced_verbs():
137
+ """A non-gamer must not see `repair`, `power_down`, `set_primary`,
138
+ `infiltrate`, `fire_superweapon`, `set_stance` in playlist mode."""
139
+ forbidden = {
140
+ "repair", "power_down", "set_primary", "infiltrate",
141
+ "fire_superweapon", "set_stance",
142
+ }
143
+ assert not (set(PLAYLIST_TOOLS) & forbidden)
144
+
145
+
146
+ def test_needs_build_tool_only_for_build_packs():
147
+ """`needs_build_tool` is the gate that hides the build textbox
148
+ unless the pack authored a `build`/`place_building` tool."""
149
+ assert needs_build_tool(["move_units", "attack_unit"]) is False
150
+ assert needs_build_tool(["build", "move_units"]) is True
151
+ assert needs_build_tool(["place_building"]) is True
152
+ assert needs_build_tool(None) is False
153
+ assert needs_build_tool([]) is False
154
+
155
+
156
+ # ── Auto-advance state machine ──────────────────────────────────────
157
+
158
+
159
+ def test_should_advance_only_when_game_done():
160
+ """Mid-game polls never advance — the only escape is a finished
161
+ game whose 5-second wait window has elapsed."""
162
+ # Mid-game: never advances regardless of wall-clock.
163
+ assert playlist_should_advance(False, None, now=0.0) is False
164
+ assert playlist_should_advance(False, 0.0, now=999.0) is False
165
+
166
+
167
+ def test_should_advance_after_wait_window_elapses():
168
+ """After game-over, advance fires only once `wait_seconds` have
169
+ passed since the `done_at` timestamp. Pin both edges of the
170
+ window — just-before stays put, just-after advances."""
171
+ done_at = 100.0
172
+ wait = AUTO_ADVANCE_WAIT_SECONDS
173
+ # Just after game ends — wait not yet elapsed.
174
+ assert playlist_should_advance(True, done_at, now=done_at + 0.1) is False
175
+ # Half-way through the wait — still pending.
176
+ assert (
177
+ playlist_should_advance(True, done_at, now=done_at + wait / 2)
178
+ is False
179
+ )
180
+ # Wait fully elapsed — advance.
181
+ assert (
182
+ playlist_should_advance(True, done_at, now=done_at + wait)
183
+ is True
184
+ )
185
+ # Long after — still True (no upper bound).
186
+ assert (
187
+ playlist_should_advance(True, done_at, now=done_at + 999)
188
+ is True
189
+ )
190
+
191
+
192
+ def test_should_advance_handles_none_done_at():
193
+ """If `done=True` but the timestamp was never recorded
194
+ (defensive — shouldn't happen, but the state machine must not
195
+ crash), we DON'T advance — better to leave the user the manual
196
+ 'Skip wait' button than auto-advance from an unknown state."""
197
+ assert playlist_should_advance(True, None, now=0.0) is False
198
+
199
+
200
+ def test_should_advance_custom_wait():
201
+ """Wait-seconds is a parameter, not a constant — a hypothetical
202
+ test mode could set it to 0 to skip the countdown."""
203
+ assert playlist_should_advance(True, 50.0, now=50.0, wait_seconds=0.0) is True
204
+
205
+
206
+ # ── Progress bar ────────────────────────────────────────────────────
207
+
208
+
209
+ def test_progress_fraction_clamped():
210
+ """Out-of-range inputs clamp to [0, 1] rather than crashing."""
211
+ assert playlist_progress(0, 20) == pytest.approx(0.0)
212
+ assert playlist_progress(10, 20) == pytest.approx(0.5)
213
+ assert playlist_progress(20, 20) == pytest.approx(1.0)
214
+ assert playlist_progress(-1, 20) == pytest.approx(0.0)
215
+ assert playlist_progress(99, 20) == pytest.approx(1.0)
216
+ # Zero total — defensive default 0, no division-by-zero.
217
+ assert playlist_progress(5, 0) == pytest.approx(0.0)
218
+
219
+
220
+ def test_progress_bar_text_format():
221
+ """The text bar carries 20 cells + a trailing percent. Empty,
222
+ half, and full are pinned — the cell glyphs are part of the UX
223
+ contract, not arbitrary."""
224
+ assert playlist_progress_bar(0, 20).startswith("░" * 20)
225
+ assert "0%" in playlist_progress_bar(0, 20)
226
+ assert "50%" in playlist_progress_bar(10, 20)
227
+ assert "100%" in playlist_progress_bar(20, 20)
228
+ full = playlist_progress_bar(20, 20)
229
+ assert full.startswith("▮" * 20)
230
+
231
+
232
+ def test_session_summary_row_shape():
233
+ """The session-end summary uses the same row schema across the
234
+ playlist UI and the playback manifest — pin the column names so
235
+ a downstream consumer (results.csv export) doesn't break silently.
236
+ """
237
+ row = session_summary_row(
238
+ idx=4, pack="combat-focus-fire-priority", level="easy",
239
+ outcome="win", turns=12, max_turns=30,
240
+ )
241
+ assert row == {
242
+ "Game": 5,
243
+ "Scenario": "combat-focus-fire-priority",
244
+ "Level": "easy",
245
+ "Outcome": "WIN",
246
+ "Turns": 12,
247
+ "Max Turns": 30,
248
+ }