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docs: update navigation and testing documentation
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README.md

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![Zero Dependencies](https://img.shields.io/badge/Dependencies-Zero-brightgreen.svg)
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![License: MIT](https://img.shields.io/badge/License-MIT-blue.svg)
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![CI](https://github.com/tmcarmichael/compass-core/actions/workflows/ci.yml/badge.svg)
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![Coverage](<https://img.shields.io/badge/Coverage-88%25_(20.5K_measured)-blue.svg>)
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![Coverage](<https://img.shields.io/badge/Coverage-73%25_(20.5K_measured)-blue.svg>)
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A layered decision architecture for intelligent behavior in a real-time 3D world.
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## Architecture
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The system is organized as a four-stage control pipeline: perception, brain, routines, and motor, with environment parsers, navigation, and observability as support layers. It runs as a single 10 Hz loop with zero runtime dependencies beyond the Python 3.14 standard library. That core is surrounded by priority rules across four modules, state-machine routines with enter/tick/exit lifecycles, swappable combat strategies, A\* pathfinding on 1-unit heightmaps, and a GOAP planner with learned cost functions.
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The system is organized as a four-stage control pipeline: perception, brain, routines, and motor, with environment parsers, navigation, and observability as support layers. It runs as a single 10 Hz loop with zero runtime dependencies beyond the Python 3.14 standard library. That core is surrounded by priority rules across four modules, state-machine routines with enter/tick/exit lifecycles, swappable combat strategies, JPS/A\* pathfinding with DDA line-of-sight on 1-unit heightmaps, and a GOAP planner with learned cost functions.
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Data flows through four stages in strict forward-only order:
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%% util/ is cross-cutting; any layer may import it, unlike eq/ and nav/.
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EQ["eq/<br/>terrain · spells · zones"]
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NAV["nav/<br/>A* · heightmaps · waypoints"]
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NAV["nav/<br/>JPS/A* · DDA LOS · heightmaps · waypoints"]
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UTIL["util/<br/>4-tier logging · forensics"]
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### Navigation
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Zone terrain is parsed from the environment's own 3D geometry into 1-unit-resolution heightmaps with walkability, water, lava, and cliff surface types. A\* searches this grid with surface-type-aware cost functions and danger-zone cost inflation. Pre-built cache files persist across sessions (~80MB per zone, ~20MB resident).
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Zone terrain is parsed from the environment's own 3D geometry into 1-unit-resolution heightmaps with walkability, water, lava, cliff, and obstacle surface types. JPS (Jump Point Search) is the primary pathfinding algorithm, pruning symmetric paths on the grid for speed, with A\* as a fallback when JPS exhausts its node budget in dense terrain. Both use octile-distance heuristics, bitfield-accelerated walkability checks, Z-gradient penalties, and dynamic avoidance-zone cost inflation. Pre-built cache files persist across sessions.
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For areas where 2D grid pathfinding fails (bridges, tunnels, spiral ramps, overlapping geometry), pre-recorded waypoint graphs provide known-safe routes. A zone graph with BFS computes multi-zone paths for long-distance travel.
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Line-of-sight uses DDA (Amanatides-Woo) grid traversal, visiting every cell the ray crosses exactly once with no sampling gaps. Obstacle flags and interpolated ray Z are checked per cell. Movement validates the path ahead with predictive obstacle scanning and computes perpendicular detours before hitting hazards, rather than relying on stuck recovery alone.
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For areas where grid pathfinding cannot resolve vertical ambiguity (bridges, tunnels, spiral ramps, overlapping geometry), pre-recorded waypoint graphs provide known-safe routes. A zone graph with BFS computes multi-zone paths for long-distance travel.
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---
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- **Complex 3D terrain**: cliffs, water, lava, bridges, tunnels, zone boundaries
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- **Social threat**: engaging one entity can trigger others to join
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- **Resource constraints**: health, mana, inventory, cooldowns
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- **Failure recovery**: death, getting stuck, state desync
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- **Failure recovery**: death, obstacle negotiation, state desync
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- **Long-horizon autonomy**: multi-hour sessions where compounding errors surface
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brain/rules/ Priority rules across 4 modules (survival, combat, maintenance, nav)
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routines/ State machine behaviors (enter/tick/exit)
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routines/strategies/ Swappable combat strategy implementations
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nav/ A* pathfinding, waypoint graphs, zone graph
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nav/terrain/ 1-unit heightmaps from S3D/WLD geometry
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nav/ JPS/A* pathfinding, DDA line-of-sight, waypoint graphs, zone graph
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nav/terrain/ 1-unit heightmaps from S3D/WLD geometry, obstacle detection
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motor/ Action interface (movement, targeting, casting, stance)
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eq/ Environment data parsers (S3D/WLD geometry, spells, zone models)
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util/ Structured logging, event schemas, forensics, invariant checking

docs/testing.md

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## Coverage strategy
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Coverage is measured in CI with `pytest-cov` and enforced with a `fail_under` floor in `pyproject.toml`. The measured surface is the full 20.5K source lines with zero omissions.
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Coverage is measured in CI with `pytest-cov` and enforced with a `fail_under` floor in `pyproject.toml`. The measured surface is the full source with zero omissions.
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### What is covered
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## Test patterns
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**Zero suppressions.** The test suite has zero `type: ignore`, zero `noqa`, zero `TODO`, zero monkeypatch calls. All dependencies are constructor-injected.
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**Factory-first testing.** The test suite uses factory functions and dependency injection as the primary testing strategy. `unittest.mock.patch` is used sparingly and only at system boundaries (perception I/O, file system). All domain logic is tested through constructor-injected dependencies, not mocks.
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**Factory functions** (`tests/factories.py`): `make_game_state()`, `make_spawn()`, `make_plan_world_state()`, `make_mob_profile()` construct frozen dataclasses with sensible defaults. Tests override only the fields they care about.
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**Stateful property tests** (`tests/test_safety_envelope.py`): a `hypothesis.stateful.RuleBasedStateMachine` exercises the Brain's safety envelope under random state sequences, verifying that emergency rules always override, locked routines are respected, and cooldowns are honored across arbitrary tick sequences.
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**Session simulation** (`tests/test_session_simulation.py`): a `SessionSimulator` drives the Brain through multi-phase `GameState` sequences using `register_all()` with real rules. `ScenarioBuilder` constructs scripted scenarios (idle, damage, drain mana, recover). Tests reproduce documented behaviors from `docs/samples/` telemetry, including the forensics ring buffer skeleton-aggro incident.
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**Learning invariants** (`tests/test_learning_invariants.py`): property-based tests verifying structural guarantees: gradient weight drift stays within +-20% of defaults under arbitrary fitness sequences, scorecard tuning parameters stay within declared bounds after repeated evaluation, and encounter history respects `MIN_FIGHTS_FOR_LEARNED` and `MAX_SAMPLES` contracts.
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**Adversarial sequences** (`tests/test_adversarial.py`): Hypothesis-driven tests feeding arbitrary `GameState` sequences through the Brain to verify it never crashes. Includes edge cases (zero HP max, negative HP, 200-spawn lists) and timing budget assertions (single tick under 100ms).
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**Observability contracts** (`tests/test_observability_contracts.py`): verifies that decision receipts cover all registered rules, forensics buffer respects capacity and eviction order, and structured events carry expected fields.
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**Architecture enforcement** (`tests/test_import_dag.py`): AST-based tests verifying the forward-only import DAG: routines cannot import brain.decision, motor cannot import brain or routines, perception cannot import upper layers. Also verifies all `Point()` constructors include the z coordinate.
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**Pure function tests** (`tests/test_routine_pure_functions.py`): unit tests for decision functions extracted from routines (`classify_dot_fizzle`, `verify_cast_landed`, `choose_pull_strategy`, `should_attempt_gate`, `should_cast_regen_buff`, `should_exit_rest`). No mocks, no motor, no state machines.
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**RecordingMotor** (`src/motor/recording.py`): installed by conftest for all tests. Captures motor action sequences for assertion. Eliminates all `time.sleep()` calls, making the test suite run in ~5 seconds.

pyproject.toml

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[tool.coverage.report]
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fail_under = 91
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fail_under = 72
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show_missing = true
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skip_empty = true

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