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vanity-delve/core/test.mjs
T
tevansandClaude Opus 5 09dd58bff0 Resolution blocks on every decision; motif-scope the features pool
Playtest 3 put four players (Codex) through a generated delve with only the
player-facing text. Verdict: "a list of room-prompts, not a place", which
"expects the GM to invent too much of the actual game". It localised that to
one thing — decisions had a cue and a cost but no resolution.

Every decision now carries: an attempt roll, an explicit success outcome, an
explicit failure outcome, and an always-available alternative. 48 blocks across
8 motifs. The alternative is not optional: playtest 1 died on a gate the table
could fail without knowing, and the sharpest complaint this time was a door
whose only options were "guess blind and bleed Banes" or "pay time".

Features are now motif-scoped too, so all three furniture pools belong to the
fiction rather than a global list. 136 authored entries per theme.

Three new invariants make the failure modes unauthorable: every decision has a
resolution, no decision gates progress without an alternative, and every rolled
decision states both success and failure. Tests 16 -> 19.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 08:09:24 +01:00

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import { readFileSync } from 'fs';
import { Rng } from './rng.mjs';
import { generateDelve } from './delve.mjs';
import { renderMarkdown } from './render.mjs';
const pack = JSON.parse(readFileSync('./content/barrow.json', 'utf8'));
let pass = 0, fail = 0;
const t = (name, cond, detail = '') => { cond ? pass++ : fail++; console.log(`${cond ? ' ok ' : 'FAIL'} ${name}${detail ? ' — ' + detail : ''}`); };
// determinism
const a = generateDelve({ pack, seed: 'x-1' }), b = generateDelve({ pack, seed: 'x-1' });
t('determinism: same seed → identical delve', JSON.stringify(a) === JSON.stringify(b));
t('different seeds differ', JSON.stringify(generateDelve({ pack, seed: 'x-2' })) !== JSON.stringify(a));
// invariants across many seeds and parameter combos
let nullCues = 0, missingDecision = 0, missingTrigger = 0, missingFallback = 0, crashes = 0, endingNull = 0;
const kernels = new Set(), places = new Set(), fragmentUse = new Map();
const combos = [];
for (const areas of [3, 6, 9, 12]) for (const depth of [1, 3, 5]) for (const density of ['sparse','standard','infested'])
combos.push({ areas, depth, density });
for (let i = 0; i < 60; i++) {
const p = combos[i % combos.length];
try {
const d = generateDelve({ pack, seed: `seed-${i}`, ...p });
kernels.add(`${d.skeleton.knot.appetiteId}/${d.skeleton.knot.accommodationId}/${d.skeleton.knot.claimant}`);
places.add(d.skeleton.placeName);
for (const ar of d.areas) {
if (!ar.cueFragments.length || ar.cueFragments.some(c => !c)) nullCues++;
if (!ar.decision) missingDecision++;
if (!ar.trigger) missingTrigger++;
if (!ar.fallback?.route) missingFallback++;
for (const c of ar.cueFragments) fragmentUse.set(c, (fragmentUse.get(c) ?? 0) + 1);
}
if (!d.ending.cueFragments.length) endingNull++;
renderMarkdown(d);
} catch (e) { crashes++; console.log(' crash:', e.message.slice(0, 80)); }
}
t('no crashes across 60 delves × param combos', crashes === 0, `${crashes} crashes`);
t('no null/empty cue fragments', nullCues === 0, `${nullCues}`);
t('every area has a decision', missingDecision === 0);
t('every area has an attention trigger', missingTrigger === 0);
t('every area has a fallback route', missingFallback === 0, 'playtest 1 died on a gate with no fallback');
t('every ending has a cue', endingNull === 0, `${endingNull} empty`);
t('kernels are varied', kernels.size >= 40, `${kernels.size} distinct kernels in 60`);
t('place names track the claimant', places.size >= 20, `${places.size} distinct`);
// within-delve repetition — the thing facets exist to prevent
let repeats = 0;
for (let i = 0; i < 30; i++) {
const d = generateDelve({ pack, seed: `rep-${i}`, areas: 6 });
const all = d.areas.flatMap(x => x.cueFragments).concat(d.ending.cueFragments);
if (new Set(all).size !== all.length) repeats++;
}
t('no repeated cue fragment inside one delve', repeats === 0, `${repeats}/30 had repeats`);
// motif-scoping: the furniture must belong to the fiction, not a global pool
let offMotifDecisions = 0, offMotifTemptations = 0, offMotifFeatures = 0, checked = 0;
for (let i = 0; i < 40; i++) {
const d = generateDelve({ pack, seed: `scope-${i}`, areas: 6 });
const m = pack.motifs[d.skeleton.motif.id];
const okD = new Set((m.decisions ?? []).map(x => x.cue));
const okT = new Set((m.temptations ?? []).map(x => x.id));
for (const a of d.areas) {
checked++;
if (a.decision && !okD.has(a.decision.cue)) offMotifDecisions++;
if (a.temptation && !okT.has(a.temptation.id)) offMotifTemptations++;
if (a.cueFragments[1] && !(m.features ?? []).includes(a.cueFragments[1])) offMotifFeatures++;
}
}
t('decisions come from the delve\'s own motif', offMotifDecisions === 0, `${offMotifDecisions}/${checked} off-motif`);
t('features come from the delve\'s own motif', offMotifFeatures === 0, `${offMotifFeatures}/${checked} off-motif`);
t('temptations come from the delve\'s own motif', offMotifTemptations === 0, `${offMotifTemptations} off-motif`);
// no repeated decision or temptation inside one delve
let dupD = 0, dupT = 0;
for (let i = 0; i < 40; i++) {
for (const areas of [6, 9]) {
const d = generateDelve({ pack, seed: `dup-${i}`, areas });
const ds = d.areas.map(a => a.decision?.cue).filter(Boolean);
const ts = d.areas.map(a => a.temptation?.id).filter(Boolean);
if (new Set(ds).size !== ds.length) dupD++;
if (new Set(ts).size !== ts.length) dupT++;
}
}
t('no repeated decision inside one delve', dupD === 0, `${dupD}/80`);
t('no repeated temptation inside one delve', dupT === 0, `${dupT}/80`);
// every decision must be resolvable, and no decision may gate progress without an escape
let noResolve = 0, noEscape = 0, halfSpecified = 0;
for (const m of Object.values(pack.motifs)) {
for (const dec of m.decisions ?? []) {
const r = dec.resolve;
if (!r) { noResolve++; continue; }
if (!r.orElse) noEscape++;
if (r.roll && (!r.success || !r.failure)) halfSpecified++;
}
}
t('every decision has a resolution', noResolve === 0, `${noResolve} missing`);
t('no decision gates progress without an alternative', noEscape === 0, `${noEscape} gated — playtest 1 died on one`);
t('every rolled decision states success AND failure', halfSpecified === 0, `${halfSpecified} half-specified`);
console.log(`\n${pass} passed, ${fail} failed`);
process.exit(fail ? 1 : 0);