Files
goon-game/app/src/main/java/com/projectsacrifice/game/LevelPlaytestBot.java
T

292 lines
13 KiB
Java

package com.projectsacrifice.game;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
/** Runs black-box acceptance scenarios through the same input and state boundary as touch play. */
public final class LevelPlaytestBot {
private static final long DECISION_MILLIS = 16L;
private static final long MIN_WALL_WATCHDOG_MILLIS = 120_000L;
private static final long WALL_WATCHDOG_MULTIPLIER = 10L;
public interface Driver {
void startLevel(int oneBasedLevelNumber);
void setInput(boolean moveLeft, boolean moveRight, boolean jump);
GameView.AutomationSnapshot snapshot();
void waitForNextDecision(long millis);
default long currentTimeMillis() {
return System.currentTimeMillis();
}
}
public static final class Input {
private static final Input NONE = new Input(false, false, false);
private static final Input LEFT = new Input(true, false, false);
private static final Input RIGHT = new Input(false, true, false);
private static final Input RIGHT_JUMP = new Input(false, true, true);
private final boolean moveLeft;
private final boolean moveRight;
private final boolean jump;
private Input(boolean moveLeft, boolean moveRight, boolean jump) {
this.moveLeft = moveLeft;
this.moveRight = moveRight;
this.jump = jump;
}
public static Input none() { return NONE; }
public static Input left() { return LEFT; }
public static Input right() { return RIGHT; }
public static Input rightJump() { return RIGHT_JUMP; }
}
@FunctionalInterface
public interface SnapshotCondition {
boolean reached(GameView.AutomationSnapshot snapshot);
}
public static SnapshotCondition groundedAliveAtOrBeyond(float minimumX) {
return snapshot -> snapshot.playerAlive()
&& snapshot.playerOnGround()
&& snapshot.playerX() >= minimumX;
}
public static SnapshotCondition whileDeathsAtMost(
int maximumDeaths, SnapshotCondition completion) {
return snapshot -> {
if (snapshot.deaths() > maximumDeaths) {
throw new AssertionError("Route expected at most " + maximumDeaths
+ " deaths but observed " + snapshot.deaths()
+ "; x=" + snapshot.playerX()
+ ", y=" + snapshot.playerY()
+ ", alive=" + snapshot.playerAlive()
+ ", grounded=" + snapshot.playerOnGround());
}
return completion.reached(snapshot);
};
}
public static final class Scenario {
private final int levelNumber;
private final String name;
private final List<Step> steps;
private Scenario(int levelNumber, String name, List<Step> steps) {
this.levelNumber = levelNumber;
this.name = name;
this.steps = Collections.unmodifiableList(new ArrayList<>(steps));
}
public static Builder builder(int levelNumber, String name) {
return new Builder(levelNumber, name);
}
public static final class Builder {
private final int levelNumber;
private final String name;
private final List<Step> steps = new ArrayList<>();
private Builder(int levelNumber, String name) {
this.levelNumber = levelNumber;
this.name = name;
}
public Builder step(String name, long timeoutMillis, Input input,
SnapshotCondition completion) {
steps.add(new Step(name, timeoutMillis, input, completion));
return this;
}
public Scenario build() {
return new Scenario(levelNumber, name, steps);
}
}
}
private static final class Step {
final String name;
final long timeoutMillis;
final Input input;
final SnapshotCondition completion;
Step(String name, long timeoutMillis, Input input, SnapshotCondition completion) {
this.name = name;
this.timeoutMillis = timeoutMillis;
this.input = input;
this.completion = completion;
}
}
public static final class Result {
private final boolean completed;
private final boolean doorOpened;
private final int deaths;
private final int corpseCount;
private final String diagnostic;
private final String lastStep;
private final String traceJson;
private final String traceId;
Result(boolean completed, boolean doorOpened, int deaths, int corpseCount,
String diagnostic, String lastStep, BotCommandTrace trace) {
this.completed = completed;
this.doorOpened = doorOpened;
this.deaths = deaths;
this.corpseCount = corpseCount;
this.traceJson = trace.json();
this.traceId = trace.id();
this.diagnostic = diagnostic + "; traceId=" + traceId;
this.lastStep = lastStep;
}
public boolean completed() { return completed; }
public boolean doorOpened() { return doorOpened; }
public int deaths() { return deaths; }
public int corpseCount() { return corpseCount; }
public String diagnostic() { return diagnostic; }
public String lastStep() { return lastStep; }
public String traceJson() { return traceJson; }
public String traceId() { return traceId; }
}
public Result run(Driver driver, Scenario scenario, long timeoutMillis) {
driver.startLevel(scenario.levelNumber);
long scenarioStartedAtWall = driver.currentTimeMillis();
long wallWatchdogMillis = wallWatchdogMillis(timeoutMillis);
int stepIndex = 0;
String lastStep = scenario.steps.isEmpty() ? null : scenario.steps.get(0).name;
boolean doorOpened = false;
GameView.AutomationSnapshot last = driver.snapshot();
BotCommandTrace.Builder trace = BotCommandTrace.builder(
scenario.levelNumber, scenario.name, last);
long scenarioStartedAtSimulation = last.elapsedMilliseconds();
long stepStartedAtSimulation = scenarioStartedAtSimulation;
while (true) {
last = driver.snapshot();
long wallElapsed = elapsed(driver.currentTimeMillis(), scenarioStartedAtWall);
long simulationElapsed = elapsed(
last.elapsedMilliseconds(), scenarioStartedAtSimulation);
doorOpened |= last.allDoorsOpen();
if (last.completed()) {
applyInput(driver, trace, Input.none(), lastStep, last);
BotCommandTrace finishedTrace = trace.finish("COMPLETED", lastStep, last);
return new Result(true, doorOpened, last.deaths(), last.corpseCount(),
scenario.name + " completed; step=" + lastStep + "; "
+ timingState(simulationElapsed, wallElapsed) + "; "
+ snapshotState(last),
lastStep, finishedTrace);
}
if (wallElapsed >= wallWatchdogMillis) {
applyInput(driver, trace, Input.none(), lastStep, last);
BotCommandTrace finishedTrace = trace.finish("WALL_WATCHDOG", lastStep, last);
return new Result(false, doorOpened, last.deaths(), last.corpseCount(),
scenario.name + " stopped by wall-clock watchdog; step=" + lastStep
+ "; " + timingState(simulationElapsed, wallElapsed) + "; "
+ snapshotState(last),
lastStep, finishedTrace);
}
if (simulationElapsed >= timeoutMillis) break;
if (stepIndex >= scenario.steps.size()) break;
Step step = scenario.steps.get(stepIndex);
lastStep = step.name;
if (step.completion.reached(last)) {
trace.checkpoint(step.name, last);
applyInput(driver, trace, Input.none(), step.name, last);
stepIndex++;
stepStartedAtSimulation = last.elapsedMilliseconds();
continue;
}
if (elapsed(last.elapsedMilliseconds(), stepStartedAtSimulation)
>= step.timeoutMillis) {
applyInput(driver, trace, Input.none(), step.name, last);
BotCommandTrace finishedTrace = trace.finish("STEP_TIMEOUT", step.name, last);
return new Result(false, doorOpened, last.deaths(), last.corpseCount(),
scenario.name + " timed out in simulation; step=" + step.name
+ "; " + timingState(simulationElapsed, wallElapsed) + "; "
+ snapshotState(last),
step.name, finishedTrace);
}
applyInput(driver, trace, step.input, step.name, last);
driver.waitForNextDecision(DECISION_MILLIS);
}
applyInput(driver, trace, Input.none(), lastStep, last);
long wallElapsed = elapsed(driver.currentTimeMillis(), scenarioStartedAtWall);
long simulationElapsed = elapsed(
last.elapsedMilliseconds(), scenarioStartedAtSimulation);
BotCommandTrace finishedTrace = trace.finish("SIMULATION_BUDGET", lastStep, last);
return new Result(false, doorOpened, last.deaths(), last.corpseCount(),
scenario.name + " exhausted its simulation budget; step=" + lastStep
+ "; " + timingState(simulationElapsed, wallElapsed) + "; "
+ snapshotState(last),
lastStep, finishedTrace);
}
private static void applyInput(Driver driver, BotCommandTrace.Builder trace, Input input,
String step, GameView.AutomationSnapshot snapshot) {
driver.setInput(input.moveLeft, input.moveRight, input.jump);
trace.input(step, input.moveLeft, input.moveRight, input.jump, snapshot);
}
private static long wallWatchdogMillis(long simulationBudgetMillis) {
if (simulationBudgetMillis > Long.MAX_VALUE / WALL_WATCHDOG_MULTIPLIER) {
return Long.MAX_VALUE;
}
return Math.max(MIN_WALL_WATCHDOG_MILLIS,
simulationBudgetMillis * WALL_WATCHDOG_MULTIPLIER);
}
private static long elapsed(long current, long startedAt) {
return Math.max(0L, current - startedAt);
}
private static String timingState(long simulationElapsed, long wallElapsed) {
return "simulationElapsed=" + simulationElapsed + ", wallElapsed=" + wallElapsed;
}
private static String snapshotState(GameView.AutomationSnapshot snapshot) {
return "x=" + snapshot.playerX()
+ ", y=" + snapshot.playerY()
+ ", alive=" + snapshot.playerAlive()
+ ", completed=" + snapshot.completed()
+ ", deaths=" + snapshot.deaths()
+ ", corpses=" + snapshot.corpseCount()
+ ", firstCorpseX=" + snapshot.firstCorpseX()
+ ", firstHazardX=" + snapshot.firstHazardX()
+ ", allDoorsOpen=" + snapshot.allDoorsOpen();
}
public Result proveLevelFive(Driver driver, long timeoutMillis) {
return run(driver, levelFiveScenario(), timeoutMillis);
}
private static Scenario levelFiveScenario() {
return Scenario.builder(5, "Level 5")
.step("Sacrifice at the saw", 4_000L, Input.right(),
snapshot -> snapshot.deaths() >= 1)
.step("Wait for the pressure-plate door", 5_000L, Input.none(),
GameView.AutomationSnapshot::allDoorsOpen)
.step("Wait for respawn", 3_000L, Input.none(),
snapshot -> snapshot.playerAlive() && snapshot.playerX() < 250f)
.step("Approach the saw", 4_000L, Input.right(),
snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 390f)
.step("Take off before the saw", 1_000L, Input.rightJump(),
snapshot -> snapshot.playerAlive() && snapshot.playerY() <= 700f)
.step("Clear the saw", 2_000L, Input.right(),
snapshot -> snapshot.playerAlive() && snapshot.playerX() >= 680f)
.step("Run to the ledge", 4_000L, Input.right(),
snapshot -> snapshot.playerX() >= 750f)
.step("Jump onto the ledge", 2_000L, Input.rightJump(),
snapshot -> snapshot.playerX() >= 790f)
.step("Reach the relic", 8_000L, Input.right(),
GameView.AutomationSnapshot::completed)
.build();
}
}