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vanity-delve/core/test.mjs
T
tevansandClaude Opus 5 ee1183e897 Motif-scope the decisions and temptations
The review's sharpest finding was that the fiction cohered but the things in
the rooms did not belong to it: only the motif cue fragment was projected, while
decisions and temptations came from global pools. The output was a consistent
wrapper around generic room furniture.

Both now live under motifs.<id> — 6 decisions and 5 temptations each, 88
authored entries across 8 motifs. A `keeping` delve offers a flower that has not
wilted and a room you may search or leave exactly as you found it; a
`precedence` delve offers a corridor that will not let two walk abreast.

Two bugs surfaced while wiring it, both the same shape as one fixed earlier for
cue fragments: decisions and temptations were picked independently per area
rather than dealt, so a pool of 3 repeated a temptation in 75 of 80 test delves.
Both are now dealt without replacement.

Where a long delve outruns its motif pool, decisions top up from the generic
pool but temptations do not. A generic relic breaks the fiction; a repeated one
only looks thin.

Tests 11 -> 15: motif provenance for both pools, and no repeats at 6 and 9 areas.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 07:48:05 +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, `${repeats}/30 had repeats`);
// motif-scoping: the furniture must belong to the fiction, not a global pool
let offMotifDecisions = 0, offMotifTemptations = 0, checked = 0;
for (let i = 0; i < 40; i++) {
const d = generateDelve({ pack, seed: `scope-${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++;
}
}
t('decisions come from the delve\'s own motif', offMotifDecisions === 0, `${offMotifDecisions}/${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`);
console.log(`\n${pass} passed, ${fail} failed`);
process.exit(fail ? 1 : 0);