feat(rng-seam): ScriptedRandomSource (throw-on-overrun deterministic source)
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@@ -35,5 +35,21 @@ namespace SVSim.BattleEngine.Tests
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for (int i = 0; i < 8; i++)
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for (int i = 0; i < 8; i++)
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Assert.That(src.NextSelf(100), Is.EqualTo(refSelf.Next(100)), $"NextSelf drift at {i}");
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Assert.That(src.NextSelf(100), Is.EqualTo(refSelf.Next(100)), $"NextSelf drift at {i}");
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}
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}
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// ScriptedRandomSource feeds a known sequence (the oracle's control + the Phase-3 replay seam).
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// It MUST throw on overrun, not wrap: an unexpected extra roll should fail loudly so a test
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// surfaces a miscount of engine RNG calls rather than silently reusing a value.
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[Test]
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public void ScriptedSource_returns_sequence_then_throws_on_overrun()
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{
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var src = new ScriptedRandomSource(new[] { 0.1, 0.5 }, new[] { 3 });
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Assert.That(src.NextUnit(), Is.EqualTo(0.1));
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Assert.That(src.NextUnit(), Is.EqualTo(0.5));
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Assert.That(() => src.NextUnit(), Throws.InvalidOperationException, "should throw on unit overrun");
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Assert.That(src.NextSelf(99), Is.EqualTo(3));
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Assert.That(() => src.NextSelf(99), Throws.InvalidOperationException, "should throw on self overrun");
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}
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}
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}
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}
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}
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35
SVSim.BattleEngine/Rng/ScriptedRandomSource.cs
Normal file
35
SVSim.BattleEngine/Rng/ScriptedRandomSource.cs
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@@ -0,0 +1,35 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace SVSim.BattleEngine.Rng
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{
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// Deterministic source feeding a pre-scripted sequence. Used by oracles to control which outcome a
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// roll selects, and the precursor to the Phase-3 capture-replay source (feed a captured rand list).
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// Throws on overrun so an unexpected extra engine roll fails loudly.
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public sealed class ScriptedRandomSource : IRandomSource
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{
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private readonly Queue<double> _units;
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private readonly Queue<int> _selfPicks;
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public ScriptedRandomSource(IEnumerable<double> units, IEnumerable<int> selfPicks = null)
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{
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_units = new Queue<double>(units ?? Enumerable.Empty<double>());
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_selfPicks = new Queue<int>(selfPicks ?? Enumerable.Empty<int>());
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}
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public double NextUnit()
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{
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if (_units.Count == 0)
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throw new InvalidOperationException("ScriptedRandomSource: NextUnit overrun (more synced rolls than scripted)");
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return _units.Dequeue();
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}
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public int NextSelf(int max)
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{
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if (_selfPicks.Count == 0)
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throw new InvalidOperationException("ScriptedRandomSource: NextSelf overrun (more self rolls than scripted)");
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return _selfPicks.Dequeue();
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}
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}
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}
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