Spaces:
Sleeping
Strategy packs: faithful 'destroy key economic buildings' objective
Browse filesPer the training design (scout-dilemma/gauntlet/twobody): win = destroy
the enemy's MustBeDestroyed economic core (fact construction yard +
proc refinery), NOT discover-a-building and NOT wipe the deliberately
strong enemy โ brute force bleeds the force and loses.
- rust_adapter: enemy_buildings_destroyed{,_types} โ a seen enemy
building now absent WHILE an agent unit is on its cell โ killed
(proximity to a current unit is the reliable vision test; cumulative
explored_cells can't distinguish a kill from a fogged retreat)
- win_conditions: enemy_key_buildings_destroyed {types:[...]} (all of
a named set) + enemy_buildings_destroyed_gte (total); goal_tracker
current-fn for the latter
- strategy-dilemma/gauntlet/twobody: win = destroy fact+proc within
ticks; medium/hard add attrition caps; real fail_condition (force
wiped by the strong enemy) โ kills the old gameable
buildings_discovered_gte:1 and the loss==draw degeneracy
- tests: test_strategy_objective.py (6) incl proximity/fog edge cases,
non-gameability, live runs of all 3. 311 passed, 1 skipped
- test_hard_tier NOT_APPLICABLE reasons refreshed (win redesigned;
spawn still N/A by design intent)
- openra_bench/goal_tracker.py +3 -0
- openra_bench/rust_adapter.py +41 -1
- openra_bench/scenarios/packs/strategy-dilemma.yaml +25 -7
- openra_bench/scenarios/packs/strategy-gauntlet.yaml +25 -7
- openra_bench/scenarios/packs/strategy-twobody.yaml +25 -7
- openra_bench/scenarios/win_conditions.py +14 -0
- tests/test_hard_tier.py +7 -5
- tests/test_strategy_objective.py +127 -0
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@@ -29,6 +29,9 @@ _CURRENT: dict[str, Any] = {
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"enemies_discovered_gte": lambda c: len(c.signals.enemies_seen_ids),
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"buildings_discovered_gte": lambda c: len(c.signals.enemy_buildings_seen_ids),
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"units_killed_gte": lambda c: c.signals.units_killed,
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"units_lost_lte": lambda c: c.signals.units_lost,
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"within_ticks": lambda c: c.signals.game_tick,
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"after_ticks": lambda c: c.signals.game_tick,
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"enemies_discovered_gte": lambda c: len(c.signals.enemies_seen_ids),
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"buildings_discovered_gte": lambda c: len(c.signals.enemy_buildings_seen_ids),
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"units_killed_gte": lambda c: c.signals.units_killed,
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"enemy_buildings_destroyed_gte": lambda c: getattr(
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c.signals, "enemy_buildings_destroyed", 0
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),
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"units_lost_lte": lambda c: c.signals.units_lost,
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"within_ticks": lambda c: c.signals.game_tick,
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"after_ticks": lambda c: c.signals.game_tick,
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@@ -83,6 +83,12 @@ class EpisodeSignals:
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explored_delta: float = 0.0
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enemies_seen_ids: set[str] = field(default_factory=set)
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enemy_buildings_seen_ids: set[str] = field(default_factory=set)
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new_enemies_this_step: int = 0
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new_buildings_this_step: int = 0
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game_tick: int = 0
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@@ -143,6 +149,10 @@ class RustObsAdapter:
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self._prev_own_ids: set[str] = set()
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self._raw: dict[str, Any] = {}
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self._first_own_count: int | None = None
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# -- ingestion --------------------------------------------------------
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def observe(self, obs: dict[str, Any], done: bool = False) -> None:
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s.new_enemies_this_step = len(s.enemies_seen_ids) - before_e
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before_b = len(s.enemy_buildings_seen_ids)
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for b in self._raw.get("enemy_buildings_summary", []) or []:
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if isinstance(b, dict) and b.get("id") is not None:
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-
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s.new_buildings_this_step = len(s.enemy_buildings_seen_ids) - before_b
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econ = self._raw.get("economy") or {}
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if isinstance(econ, dict):
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explored_delta: float = 0.0
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enemies_seen_ids: set[str] = field(default_factory=set)
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enemy_buildings_seen_ids: set[str] = field(default_factory=set)
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# Enemy buildings confirmed destroyed: a building seen earlier that
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# is now absent while we still have vision of its cell (so it's
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# killed, not fogged). Total + per-type โ the faithful signal for
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# "eliminate the enemy's key economic structures" objectives.
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enemy_buildings_destroyed: int = 0
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enemy_buildings_destroyed_types: dict = field(default_factory=dict)
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new_enemies_this_step: int = 0
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new_buildings_this_step: int = 0
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game_tick: int = 0
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self._prev_own_ids: set[str] = set()
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self._raw: dict[str, Any] = {}
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self._first_own_count: int | None = None
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# id -> (type, (cell_x, cell_y)) last time the building was seen,
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# for destruction detection (absent + cell explored โ killed).
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self._seen_buildings: dict[str, tuple[str, tuple[int, int]]] = {}
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self._destroyed_bldg_ids: set[str] = set()
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# -- ingestion --------------------------------------------------------
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def observe(self, obs: dict[str, Any], done: bool = False) -> None:
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s.new_enemies_this_step = len(s.enemies_seen_ids) - before_e
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before_b = len(s.enemy_buildings_seen_ids)
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visible_b: set[str] = set()
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for b in self._raw.get("enemy_buildings_summary", []) or []:
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if isinstance(b, dict) and b.get("id") is not None:
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bid = str(b["id"])
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s.enemy_buildings_seen_ids.add(bid)
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visible_b.add(bid)
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self._seen_buildings[bid] = (
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str(b.get("type", "")).lower(),
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(int(b.get("cell_x", 0)), int(b.get("cell_y", 0))),
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)
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s.new_buildings_this_step = len(s.enemy_buildings_seen_ids) - before_b
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# Destruction: a previously-seen enemy building now absent while
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# an agent unit is right on top of its last cell โ it was
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# killed (not merely fogged after a retreat). Proximity to a
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# *current* unit is the reliable "we have vision here" test โ
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# `explored_cells` is cumulative and can't distinguish the two.
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_VIS = 6 # cells; ~unit sight radius
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agent_cells = [
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(int(p.get("cell_x", 0)), int(p.get("cell_y", 0)))
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for p in (own.values() if isinstance(own, dict) else [])
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if isinstance(p, dict)
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]
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for bid, (btype, (bx, by)) in self._seen_buildings.items():
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if bid in visible_b or bid in self._destroyed_bldg_ids:
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continue
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if any(
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max(abs(ux - bx), abs(uy - by)) <= _VIS
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for ux, uy in agent_cells
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):
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self._destroyed_bldg_ids.add(bid)
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s.enemy_buildings_destroyed_types[btype] = (
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s.enemy_buildings_destroyed_types.get(btype, 0) + 1
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)
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s.enemy_buildings_destroyed = len(self._destroyed_bldg_ids)
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econ = self._raw.get("economy") or {}
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if isinstance(econ, dict):
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enemy_units_killed: true
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levels:
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easy:
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description:
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win_condition:
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all_of:
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-
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- within_ticks: 16000
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medium:
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description:
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win_condition:
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all_of:
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-
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- within_ticks: 12000
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hard:
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description:
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win_condition:
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all_of:
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- within_ticks: 9000
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enemy_units_killed: true
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levels:
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easy:
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description: >
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Risk Dilemma \u2014 destroy the enemy's key economic buildings
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(construction yard + refinery). The enemy is deliberately strong:
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brute-forcing every defender bleeds the force and loses. Take the
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safer route, reach the base, eliminate fact+proc.
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win_condition:
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all_of:
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- enemy_key_buildings_destroyed: {types: [fact, proc]}
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- within_ticks: 16000
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fail_condition:
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not: {own_units_gte: 1}
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max_turns: 100
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medium:
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description: >
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Same objective (fact+proc), tighter clock and an attrition cap \u2014
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a costly brawl no longer counts as a win even if you reach base.
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win_condition:
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all_of:
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- enemy_key_buildings_destroyed: {types: [fact, proc]}
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- within_ticks: 12000
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- units_lost_lte: 8
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fail_condition:
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not: {own_units_gte: 1}
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max_turns: 90
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hard:
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description: >
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fact+proc destroyed, tight clock, strict attrition: only a clean
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raid that avoids the strong defenses wins; brute force loses.
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win_condition:
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all_of:
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- enemy_key_buildings_destroyed: {types: [fact, proc]}
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- within_ticks: 9000
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- units_lost_lte: 4
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fail_condition:
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not: {own_units_gte: 1}
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max_turns: 80
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enemy_units_killed: true
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levels:
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easy:
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description:
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win_condition:
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all_of:
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- within_ticks: 16000
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medium:
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description:
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win_condition:
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all_of:
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- within_ticks: 12000
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hard:
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description:
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win_condition:
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all_of:
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- within_ticks: 9000
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- units_lost_lte:
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enemy_units_killed: true
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levels:
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easy:
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description: >
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The Gauntlet \u2014 run the defended corridor and destroy the enemy's
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key economic buildings (construction yard + refinery). The
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corridor is lethal to a brute-force push; sequence and time the
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run so the force survives to kill fact+proc.
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win_condition:
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all_of:
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- enemy_key_buildings_destroyed: {types: [fact, proc]}
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- within_ticks: 16000
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fail_condition:
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not: {own_units_gte: 1}
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max_turns: 100
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medium:
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description: >
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Same objective (fact+proc), tighter clock + attrition cap \u2014 a
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costly run no longer counts as a win.
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win_condition:
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all_of:
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- enemy_key_buildings_destroyed: {types: [fact, proc]}
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- within_ticks: 12000
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- units_lost_lte: 8
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fail_condition:
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not: {own_units_gte: 1}
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max_turns: 90
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hard:
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description: >
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fact+proc destroyed, tight clock, strict attrition: only a
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well-timed run that survives the gauntlet wins.
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win_condition:
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all_of:
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- enemy_key_buildings_destroyed: {types: [fact, proc]}
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- within_ticks: 9000
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- units_lost_lte: 4
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fail_condition:
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not: {own_units_gte: 1}
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max_turns: 80
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enemy_units_killed: true
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levels:
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easy:
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description:
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win_condition:
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all_of:
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-
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- within_ticks: 16000
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medium:
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description:
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win_condition:
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all_of:
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-
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- within_ticks: 12000
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hard:
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description:
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win_condition:
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all_of:
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- within_ticks: 9000
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enemy_units_killed: true
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levels:
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easy:
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description: >
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Two-Body Coordination \u2014 drive the two separated squads in
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parallel, converge through the weak gap, and destroy the enemy's
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key economic buildings (construction yard + refinery). Serial
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play or a brute-force push through the strong center loses.
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win_condition:
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all_of:
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- enemy_key_buildings_destroyed: {types: [fact, proc]}
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- within_ticks: 16000
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fail_condition:
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not: {own_units_gte: 1}
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max_turns: 100
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medium:
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description: >
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Same objective (fact+proc), tighter clock + attrition cap \u2014 only
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coordinated parallel control reaches base cheaply enough.
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win_condition:
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all_of:
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- enemy_key_buildings_destroyed: {types: [fact, proc]}
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- within_ticks: 12000
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- units_lost_lte: 8
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fail_condition:
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not: {own_units_gte: 1}
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max_turns: 90
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hard:
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description: >
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fact+proc destroyed, tight clock, strict attrition: both squads
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must converge and raid cleanly; brute force loses.
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win_condition:
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all_of:
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- enemy_key_buildings_destroyed: {types: [fact, proc]}
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- within_ticks: 9000
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- units_lost_lte: 4
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fail_condition:
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not: {own_units_gte: 1}
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max_turns: 80
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@@ -51,6 +51,20 @@ _PREDICATES: dict[str, Callable[[WinContext, Any], bool]] = {
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"buildings_discovered_gte": lambda c, v: len(c.signals.enemy_buildings_seen_ids)
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>= int(v),
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"units_killed_gte": lambda c, v: c.signals.units_killed >= int(v),
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"units_lost_lte": lambda c, v: c.signals.units_lost <= int(v),
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"within_ticks": lambda c, v: c.signals.game_tick <= int(v),
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"after_ticks": lambda c, v: c.signals.game_tick >= int(v),
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"buildings_discovered_gte": lambda c, v: len(c.signals.enemy_buildings_seen_ids)
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>= int(v),
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"units_killed_gte": lambda c, v: c.signals.units_killed >= int(v),
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# Eliminate the enemy's key economic structures (the training
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# strategy design: destroy fact+proc, NOT brute-force the whole
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# strong enemy). Total count, or all of a named type set.
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"enemy_buildings_destroyed_gte": lambda c, v: getattr(
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c.signals, "enemy_buildings_destroyed", 0
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)
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>= int(v),
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| 61 |
+
"enemy_key_buildings_destroyed": lambda c, v: all(
|
| 62 |
+
getattr(c.signals, "enemy_buildings_destroyed_types", {}).get(
|
| 63 |
+
str(t).lower(), 0
|
| 64 |
+
)
|
| 65 |
+
>= 1
|
| 66 |
+
for t in (v["types"] if isinstance(v, dict) else v)
|
| 67 |
+
),
|
| 68 |
"units_lost_lte": lambda c, v: c.signals.units_lost <= int(v),
|
| 69 |
"within_ticks": lambda c, v: c.signals.game_tick <= int(v),
|
| 70 |
"after_ticks": lambda c, v: c.signals.game_tick >= int(v),
|
|
@@ -51,11 +51,13 @@ NOT_APPLICABLE = {
|
|
| 51 |
"strict-production-bom": "non-spatial: exact bill-of-materials spec",
|
| 52 |
"reasoning-risk-route": "rigor 5/5 from one tuned safe seam โ varying "
|
| 53 |
"the start would break the single-solution tuning / seed parity",
|
| 54 |
-
"strategy-dilemma": "
|
| 55 |
-
"
|
| 56 |
-
"strategy-gauntlet": "
|
| 57 |
-
"
|
| 58 |
-
"
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|
| 59 |
}
|
| 60 |
|
| 61 |
# No-adversary maps: spawn variation applies but a force-loss
|
|
|
|
| 51 |
"strict-production-bom": "non-spatial: exact bill-of-materials spec",
|
| 52 |
"reasoning-risk-route": "rigor 5/5 from one tuned safe seam โ varying "
|
| 53 |
"the start would break the single-solution tuning / seed parity",
|
| 54 |
+
"strategy-dilemma": "win redesigned to destroy fact+proc (faithful "
|
| 55 |
+
"to training); spawn deferred โ route-choice puzzle is the decision",
|
| 56 |
+
"strategy-gauntlet": "win redesigned to fact+proc; single defended "
|
| 57 |
+
"corridor โ spawn variation would not add a distinct decision",
|
| 58 |
+
"strategy-twobody": "win redesigned to fact+proc; two "
|
| 59 |
+
"simultaneously-controlled groups IS the task โ spawn-alternatives "
|
| 60 |
+
"would break intent",
|
| 61 |
}
|
| 62 |
|
| 63 |
# No-adversary maps: spawn variation applies but a force-loss
|
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@@ -0,0 +1,127 @@
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|
| 1 |
+
"""Strategy packs: faithful "destroy the enemy's key economic
|
| 2 |
+
buildings" objective (training design โ fact+proc are MustBeDestroyed;
|
| 3 |
+
the enemy is deliberately strong so brute force loses).
|
| 4 |
+
|
| 5 |
+
Covers the new adapter destruction signal, the two predicates, the
|
| 6 |
+
non-gameability (discovering a building no longer wins), and that all
|
| 7 |
+
three packs compile + run on the live engine.
|
| 8 |
+
"""
|
| 9 |
+
|
| 10 |
+
from __future__ import annotations
|
| 11 |
+
|
| 12 |
+
from pathlib import Path
|
| 13 |
+
|
| 14 |
+
import pytest
|
| 15 |
+
|
| 16 |
+
from openra_bench.rust_adapter import RustObsAdapter
|
| 17 |
+
from openra_bench.scenarios import load_pack
|
| 18 |
+
from openra_bench.scenarios.loader import compile_level
|
| 19 |
+
from openra_bench.scenarios.win_conditions import WinContext, evaluate
|
| 20 |
+
|
| 21 |
+
PACKS = Path(__file__).parent.parent / "openra_bench" / "scenarios" / "packs"
|
| 22 |
+
STRAT = ["strategy-dilemma", "strategy-gauntlet", "strategy-twobody"]
|
| 23 |
+
|
| 24 |
+
|
| 25 |
+
# โโ adapter: destruction detection (absent + cell explored โ killed) โโ
|
| 26 |
+
|
| 27 |
+
|
| 28 |
+
def test_adapter_counts_destroyed_only_when_unit_is_present():
|
| 29 |
+
a = RustObsAdapter()
|
| 30 |
+
# t1: scout sees fact+proc from afar (unit at 5,5) โ nothing killed.
|
| 31 |
+
a.observe({
|
| 32 |
+
"unit_positions": {"1": {"cell_x": 5, "cell_y": 5}},
|
| 33 |
+
"enemy_buildings_summary": [
|
| 34 |
+
{"id": 900, "type": "fact", "cell_x": 80, "cell_y": 35},
|
| 35 |
+
{"id": 901, "type": "proc", "cell_x": 80, "cell_y": 32},
|
| 36 |
+
],
|
| 37 |
+
})
|
| 38 |
+
assert a.signals.enemy_buildings_destroyed == 0
|
| 39 |
+
# t2: a unit is on the proc (79,33) and proc is gone โ killed;
|
| 40 |
+
# fact still standing.
|
| 41 |
+
a.observe({
|
| 42 |
+
"unit_positions": {"1": {"cell_x": 79, "cell_y": 33}},
|
| 43 |
+
"enemy_buildings_summary": [
|
| 44 |
+
{"id": 900, "type": "fact", "cell_x": 80, "cell_y": 35},
|
| 45 |
+
],
|
| 46 |
+
})
|
| 47 |
+
assert a.signals.enemy_buildings_destroyed == 1
|
| 48 |
+
assert a.signals.enemy_buildings_destroyed_types == {"proc": 1}
|
| 49 |
+
# t3: fact also absent but the force RETREATED far away โ that's
|
| 50 |
+
# fog, not a kill โ must NOT be counted.
|
| 51 |
+
a.observe({
|
| 52 |
+
"unit_positions": {"1": {"cell_x": 5, "cell_y": 5}},
|
| 53 |
+
"enemy_buildings_summary": [],
|
| 54 |
+
})
|
| 55 |
+
assert a.signals.enemy_buildings_destroyed == 1 # unchanged (fog)
|
| 56 |
+
# t4: a unit is back on the fact cell and it's gone โ now a kill.
|
| 57 |
+
a.observe({
|
| 58 |
+
"unit_positions": {"1": {"cell_x": 79, "cell_y": 36}},
|
| 59 |
+
"enemy_buildings_summary": [],
|
| 60 |
+
})
|
| 61 |
+
assert a.signals.enemy_buildings_destroyed == 2
|
| 62 |
+
assert a.signals.enemy_buildings_destroyed_types == {"proc": 1, "fact": 1}
|
| 63 |
+
|
| 64 |
+
|
| 65 |
+
# โโ predicates โโ
|
| 66 |
+
|
| 67 |
+
|
| 68 |
+
class _Sig:
|
| 69 |
+
def __init__(self, destroyed_types=None, seen=0):
|
| 70 |
+
self.enemy_buildings_destroyed_types = destroyed_types or {}
|
| 71 |
+
self.enemy_buildings_destroyed = sum(
|
| 72 |
+
(destroyed_types or {}).values()
|
| 73 |
+
)
|
| 74 |
+
self.enemy_buildings_seen_ids = set(range(seen))
|
| 75 |
+
self.game_tick = 100
|
| 76 |
+
|
| 77 |
+
|
| 78 |
+
def _ctx(sig):
|
| 79 |
+
return WinContext(signals=sig, render_state={})
|
| 80 |
+
|
| 81 |
+
|
| 82 |
+
def test_enemy_key_buildings_predicate_requires_all_types():
|
| 83 |
+
assert evaluate(
|
| 84 |
+
{"enemy_key_buildings_destroyed": {"types": ["fact", "proc"]}},
|
| 85 |
+
_ctx(_Sig({"fact": 1, "proc": 1})),
|
| 86 |
+
)
|
| 87 |
+
# only one of the two โ not satisfied
|
| 88 |
+
assert not evaluate(
|
| 89 |
+
{"enemy_key_buildings_destroyed": {"types": ["fact", "proc"]}},
|
| 90 |
+
_ctx(_Sig({"fact": 1})),
|
| 91 |
+
)
|
| 92 |
+
assert evaluate(
|
| 93 |
+
{"enemy_buildings_destroyed_gte": 2},
|
| 94 |
+
_ctx(_Sig({"fact": 1, "proc": 1})),
|
| 95 |
+
)
|
| 96 |
+
|
| 97 |
+
|
| 98 |
+
def test_objective_is_not_gameable_by_mere_discovery():
|
| 99 |
+
c = compile_level(load_pack(PACKS / "strategy-dilemma.yaml"), "easy")
|
| 100 |
+
# Saw the whole enemy base but destroyed nothing โ NOT a win
|
| 101 |
+
# (the old buildings_discovered_gte:1 bug would have passed here).
|
| 102 |
+
seen_only = _Sig(destroyed_types={}, seen=5)
|
| 103 |
+
assert evaluate(c.win_condition, _ctx(seen_only)) is False
|
| 104 |
+
# fact+proc down, in time โ win
|
| 105 |
+
won = _Sig({"fact": 1, "proc": 1})
|
| 106 |
+
won.game_tick = 1000
|
| 107 |
+
assert evaluate(c.win_condition, _ctx(won)) is True
|
| 108 |
+
|
| 109 |
+
|
| 110 |
+
@pytest.mark.parametrize("pid", STRAT)
|
| 111 |
+
def test_strategy_pack_compiles_runs_and_has_faithful_objective(pid):
|
| 112 |
+
pack = load_pack(PACKS / f"{pid}.yaml")
|
| 113 |
+
for lvl in ("easy", "medium", "hard"):
|
| 114 |
+
c = compile_level(pack, lvl)
|
| 115 |
+
assert c.map_supported
|
| 116 |
+
node = dict(c.win_condition.__pydantic_extra__ or {})
|
| 117 |
+
clauses = node.get("all_of", [])
|
| 118 |
+
assert any("enemy_key_buildings_destroyed" in cl for cl in clauses), (
|
| 119 |
+
f"{pid}:{lvl} win must require destroying fact+proc"
|
| 120 |
+
)
|
| 121 |
+
assert c.fail_condition is not None # loss reachable (brute force)
|
| 122 |
+
pytest.importorskip("openra_train")
|
| 123 |
+
from openra_bench.eval_core import run_level
|
| 124 |
+
|
| 125 |
+
res = run_level(compile_level(pack, "easy"),
|
| 126 |
+
lambda rs, C: [C.observe()], seed=1)
|
| 127 |
+
assert res.outcome in {"win", "draw", "loss"} and res.turns >= 1
|