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6 Commits
Author SHA1 Message Date
hyper b038388deb refactor(three-monks): Replace commands with phase wrappers 2026-07-01 16:25:41 +08:00
hyper 6fa1f511bd feat(three-monks): Add tool effect statistics tracking 2026-07-01 16:12:40 +08:00
hyper 572b473089 feat(examples): Add Three Monks game example 2026-07-01 15:44:43 +08:00
hyper 0eb3defc62 feat(three-monks): Add design document 2026-07-01 14:48:22 +08:00
hyper 9bf0e5e049 feat(bt): Add wait and whilst, rename leaf to action 2026-06-28 15:07:34 +08:00
hyper 204b9100e6 feat(bt): Rename repeat to cycle and refactor runner
Rework task execution to be synchronous within a single tick.
Scheduling boundaries are now defined by `cycle` nodes, which
replace the previous `repeat` decorator.  All tasks are executed
immediately when scheduled, and parent/child propagation is
handled inline.
2026-06-28 14:51:52 +08:00
18 changed files with 2625 additions and 559 deletions
+30 -22
View File
@@ -397,37 +397,44 @@ Behaviour trees control game flow by composing tasks into a tree. Each node in t
```ts
import { defineComponent, entity } from "ecs-observable";
import { buildTree, Cancel, leaf, parallel, repeat, sequential } from "ecs-observable/bt";
import { buildTree, Cancel, action, wait, parallel, cycle, whilst, sequential } from "ecs-observable/bt";
```
#### Leaf patterns
#### Task patterns
**One-shot** — just return. Implicit success.
**Action** — runs immediately. Normal return = success.
```ts
leaf(() => { doWork(); })
action(() => { doWork(); })
```
**Fail** — throw any error.
```ts
leaf(() => { throw new Error("bad"); })
action(() => { throw new Error("bad"); })
```
**Cancel** — throw the `Cancel` symbol.
```ts
leaf(() => { throw Cancel; })
action(() => { throw Cancel; })
```
**Ongoing**generator function. Each `yield` suspends until next tick. The yielded value is the delay in ms (or nothing for next frame). Completion = success.
**Wait**starts once and stays running until external code completes it.
```ts
leaf(function* tickTimer() {
while (true) {
const dt: number = yield; // delta time from runner.tick(dt)
wait((world, entity, task) => {
startAnimation(() => task.succeed());
})
```
**Whilst** — runs its child while a condition is true, yielding at tick boundaries between successful iterations.
```ts
whilst(
() => true,
action((_world, _entity, dt) => {
timer.accumulator += dt;
if (timer.accumulator >= timer.interval) {
// ... act ...
}
}
})
}),
)
```
#### Composite nodes
@@ -437,7 +444,8 @@ sequential([a, b, c]) // left-to-right, all must succeed
selector([a, b, c]) // left-to-right, first success wins
parallel([a, b, c]) // all at once, all must succeed
random([a, b, c]) // pick one child each activation
repeat(a) // decorator — re-run child forever
cycle(a) // scheduling boundary — re-run child on future ticks
whilst(test, a) // conditional scheduling boundary
```
Non-task entity children are materialized but ignored by the runner:
@@ -447,8 +455,8 @@ const Label = defineComponent("label", { value: "" });
sequential([
entity(Label, { value: "main sequence" }),
leaf(handleInput),
leaf(render),
action(handleInput),
action(render),
])
```
@@ -458,16 +466,16 @@ sequential([
const runner = buildTree(
world,
parallel([
leaf(function* physicsLoop() {
while (true) {
const dt: number = yield;
whilst(
() => true,
action((_world, _entity, dt) => {
updatePhysics(dt);
}
}),
repeat(
),
cycle(
sequential([
leaf(() => { handleInput(); }),
leaf(() => { render(); }),
action(() => { handleInput(); }),
action(() => { render(); }),
]),
),
]),
+15 -14
View File
@@ -3,11 +3,11 @@
// Architecture:
// Behaviour Tree (buildTree) — controls game flow:
// parallel
// ├── dealerPlay (leaf) — generator loop, auto-plays dealer hand
// └── repeat
// ├── dealerPlay (action) — generator loop, auto-plays dealer hand
// └── cycle
// └── seq (sequential)
// ├── handleInput (leaf) — reads queued commands
// └── render (leaf) — draws via blessed
// ├── handleInput (action) — reads queued commands
// └── render (action) — draws via blessed
//
// CommandQueue — processes input:
// Keyboard → spawn command entities → CommandQueue.execute()
@@ -25,10 +25,11 @@
import { World } from "../../src/index";
import {
buildTree,
leaf,
action,
parallel,
repeat,
cycle,
sequential,
whilst,
} from "../../src/bt/index";
import { CommandQueue } from "../../src/commands/index";
@@ -72,11 +73,11 @@ registerCommands(world, commands, cards);
const runner = buildTree(
world,
parallel([
leaf(function* dealerPlay() {
while (true) {
yield;
whilst(
() => true,
action(() => {
const phase = world.getSingleton(GamePhase);
if (phase.phase !== "dealerTurn") continue;
if (phase.phase !== "dealerTurn") return;
if (dealerShouldHit(cards.getHand(InDealerHand))) {
const cardEntity = cards.drawCard();
@@ -86,14 +87,14 @@ const runner = buildTree(
} else {
resolveRound(world, cards);
}
}
}),
repeat(
),
cycle(
sequential([
leaf(() => {
action(() => {
commands.execute();
}),
leaf(() => {
action(() => {
render(world, ui);
}),
]),
+15 -14
View File
@@ -3,11 +3,11 @@
// Architecture:
// Behaviour Tree (buildTree) — controls game flow:
// parallel
// ├── gravityTick (leaf) — generator loop, auto-drop piece on timer
// └── repeat
// ├── gravityTick (action) — generator loop, auto-drop piece on timer
// └── cycle
// └── seq (sequential)
// ├── handleInput (leaf) — reads queued commands
// └── render (leaf) — draws via blessed
// ├── handleInput (action) — reads queued commands
// └── render (action) — draws via blessed
//
// CommandQueue — processes input:
// Keyboard → spawn command entities → CommandQueue.execute()
@@ -22,10 +22,11 @@
import { World } from "../../src/index";
import {
buildTree,
leaf,
action,
parallel,
repeat,
cycle,
sequential,
whilst,
} from "../../src/bt/index";
import { CommandQueue } from "../../src/commands/index";
@@ -73,11 +74,11 @@ pieces.spawnPiece();
const runner = buildTree(
world,
parallel([
leaf(function* gravityTick() {
while (true) {
const dt: number = yield;
whilst(
() => true,
action((_world, _entity, dt) => {
if (world.hasSingleton(GameOver) || world.hasSingleton(Paused)) {
continue;
return;
}
const timer = world.getSingleton(TickTimer);
timer.accumulator += dt;
@@ -93,14 +94,14 @@ const runner = buildTree(
}
}
}
}
}),
repeat(
),
cycle(
sequential([
leaf(() => {
action(() => {
commands.execute();
}),
leaf(() => {
action(() => {
render(world, ui);
}),
]),
+219
View File
@@ -0,0 +1,219 @@
import { defineComponent } from "../../src/component";
import type { Entity, World } from "../../src/index";
import { query } from "../../src/query";
export type ActionKind = "fetchWater" | "exchange" | "drink" | "chant" | "rest";
export type ActionZone = "hand" | "selected" | "cooldown";
export type ToolKind =
| "woodenFish"
| "bucket"
| "bottle"
| "woodenBucket"
| "bigBowl"
| "bigBucket"
| "mouse"
| "shoulderPole"
| "waterJar"
| "ladle";
export type Phase = "setup" | "selecting" | "resolving" | "gameOver";
export const ACTION_KINDS: readonly ActionKind[] = [
"fetchWater",
"exchange",
"drink",
"chant",
"rest",
] as const;
export const TOOL_KINDS: readonly ToolKind[] = [
"woodenFish",
"bucket",
"bottle",
"woodenBucket",
"bigBowl",
"bigBucket",
"mouse",
"shoulderPole",
"waterJar",
"ladle",
] as const;
export const CARRYING_TOOLS = new Set<ToolKind>([
"bucket",
"woodenBucket",
"bigBucket",
"shoulderPole",
"ladle",
]);
export const Player = defineComponent("threeMonks.player", {
seat: 0,
name: "",
water: 0,
});
export const ActionCard = defineComponent("threeMonks.actionCard", {
owner: 0 as Entity,
kind: "rest" as ActionKind,
zone: "hand" as ActionZone,
});
export const Tool = defineComponent("threeMonks.tool", {
owner: 0 as Entity,
kind: "bucket" as ToolKind,
water: 0,
});
export const Table = defineComponent("threeMonks.table", {
centralWater: 0,
round: 1,
});
export const WoodenFishMarker = defineComponent("threeMonks.woodenFishMarker", {
holder: 0 as Entity,
});
export const GameState = defineComponent("threeMonks.gameState", {
phase: "setup" as Phase,
winner: 0 as Entity | 0,
message: "",
});
export type RandomFn = () => number;
export function setupGame(
world: World,
playerNames: readonly string[],
random: RandomFn = Math.random,
): Entity[] {
if (playerNames.length < 3 || playerNames.length > 8) {
throw new Error("Three Monks requires 3-8 players");
}
const players: Entity[] = [];
for (let seat = 0; seat < playerNames.length; seat++) {
const player = world.spawn();
world.add(player, Player, { seat, name: playerNames[seat], water: 2 });
players.push(player);
for (const kind of ACTION_KINDS) {
const card = world.spawn();
world.add(card, ActionCard, { owner: player, kind, zone: "hand" });
}
}
const tools = dealBalancedTools(players.length, random);
for (let i = 0; i < players.length; i++) {
const tool = world.spawn();
world.add(tool, Tool, { owner: players[i], kind: tools[i], water: 0 });
}
const holder = players[Math.floor(random() * players.length)];
world.addSingleton(Table, { centralWater: 0, round: 1 });
world.addSingleton(WoodenFishMarker, { holder });
world.addSingleton(GameState, {
phase: "selecting",
winner: 0,
message: "Choose an action card.",
});
return players;
}
export function getPlayersInSeatOrder(world: World): Entity[] {
return [...world.query(query(Player))].sort(
(a, b) => world.get(a, Player).seat - world.get(b, Player).seat,
);
}
export function getPlayersFromMarker(world: World): Entity[] {
const players = getPlayersInSeatOrder(world);
if (players.length === 0) return [];
const holder = world.getSingleton(WoodenFishMarker).holder;
const index = Math.max(0, players.indexOf(holder));
return [...players.slice(index), ...players.slice(0, index)];
}
export function getLeftPlayer(world: World, player: Entity): Entity {
const players = getPlayersInSeatOrder(world);
const index = players.indexOf(player);
if (index < 0) throw new Error("Player is not seated");
return players[(index + 1) % players.length];
}
export function getRightPlayer(world: World, player: Entity): Entity {
const players = getPlayersInSeatOrder(world);
const index = players.indexOf(player);
if (index < 0) throw new Error("Player is not seated");
return players[(index - 1 + players.length) % players.length];
}
export function getToolOf(world: World, player: Entity): Entity {
for (const tool of world.query(query(Tool))) {
if (world.get(tool, Tool).owner === player) return tool;
}
throw new Error("Player does not have a tool");
}
export function getActionCard(
world: World,
player: Entity,
kind: ActionKind,
): Entity | null {
for (const card of world.query(query(ActionCard))) {
const data = world.get(card, ActionCard);
if (data.owner === player && data.kind === kind) return card;
}
return null;
}
export function getSelectedAction(
world: World,
player: Entity,
): ActionKind | null {
for (const card of world.query(query(ActionCard))) {
const data = world.get(card, ActionCard);
if (data.owner === player && data.zone === "selected") return data.kind;
}
return null;
}
export function allPlayersSelected(world: World): boolean {
return getPlayersInSeatOrder(world).every(
(player) => getSelectedAction(world, player) !== null,
);
}
export function hasWinner(world: World): boolean {
return world.getSingleton(GameState).winner !== 0;
}
function dealBalancedTools(playerCount: number, random: RandomFn): ToolKind[] {
const carrying = shuffle(
TOOL_KINDS.filter((kind) => CARRYING_TOOLS.has(kind)),
random,
);
const nonCarrying = shuffle(
TOOL_KINDS.filter((kind) => !CARRYING_TOOLS.has(kind)),
random,
);
const carryingCount = Math.ceil(playerCount / 2);
const tools = [
...carrying.slice(0, carryingCount),
...nonCarrying.slice(0, playerCount - carryingCount),
];
return shuffle(tools, random);
}
function shuffle<T>(items: T[], random: RandomFn): T[] {
for (let i = items.length - 1; i > 0; i--) {
const j = Math.floor(random() * (i + 1));
[items[i], items[j]] = [items[j], items[i]];
}
return items;
}
+78
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@@ -0,0 +1,78 @@
# 三个和尚
三个和尚是 3-8 人进行的卡牌游戏。
玩家在游戏中扮演挑水生活的和尚。但是挑水的人越多,挑到的水却越少。
首先喝到 10 口水的玩家赢得游戏胜利。
## 游戏流程
游戏按轮进行。
每轮游戏进行以下阶段:
- 出牌阶段:每名玩家各选择一张手牌扣下,同时翻开。将上一轮打出的牌收回手牌。
- 行动阶段:依次进行有玩家提议进行的行动阶段。
- 念经阶段:
- 参与玩家:提议念经的玩家。
- 将木鱼标记交给最后一名念经的玩家。
- 挑水阶段:
- 参与玩家:持有挑水道具,且没有休息的玩家。
- 每名参与玩家将 2 个自己的水标记放在挑水道具上;若水不足,则不放。
- 从供应堆拿取玩家人数减去参与玩家数的水标记,放入桌面中央。
- 交换阶段:
- 参与玩家:没有提议念经的玩家。
- 每名参与玩家将自己的道具交换给左侧参与玩家。
- 道具上的水标记一同交换。
- 喝水阶段:
- 参与玩家:所有玩家。
- 每名参与玩家依次从桌面中央获得 1 个水标记。
- 喝水时,可以从自己面前的道具上获得最多 2 个水标记。
游戏开始时,每名玩家获得 2 个水标记,然后随机挑选一名玩家获得木鱼标记。
所有的结算从持有木鱼标记的玩家开始顺时针依次进行。
## 规则细化
- 行动阶段按固定顺序结算:念经 → 挑水 → 交换 → 喝水。只要任意玩家提议某阶段,该阶段本轮会结算一次。
- 出牌时,上一轮打出的行动牌本轮不可选择;所有玩家完成本轮选择后,上一轮行动牌回到手牌,本轮行动牌成为下一轮不可选择的牌。
- 游戏开始时洗混 10 张道具牌,每名玩家随机获得 1 张;未使用的道具牌不进入本局。发给玩家的道具牌中,挑水道具始终占一半;玩家人数为奇数时,挑水道具数量向上取整。
- 喝水阶段中,玩家按木鱼标记开始的顺时针顺序逐个结算。玩家喝水后若达到 10 口水,立即获胜;若多人同阶段可能达到 10,结算顺序靠前者先胜利。
- 木鱼道具在一轮结束时将木鱼标记交给其拥有者,会覆盖本轮念经阶段得到的木鱼标记。
- 挑水时,水从参与玩家已喝到的水移动到其挑水道具上;若玩家的水不足以支付需要放置的数量,则本次不移动水,因此该玩家和其道具上的水总量不变。
- 净瓶的水来自供应堆。
- 老鼠在念经时总共移动 1 个水标记:从左右相邻玩家任一有水的道具上移动 1 个水到老鼠上。
- 大碗在其拥有者喝水时,若本次没有从大碗上喝到水,则可从桌面中央将 1 个水标记放到大碗上。
- 水缸拥有者只有自己提议喝水时才参与喝水阶段;参与时从供应堆额外获得 1 口水。
## 游戏配件
玩家配件(8 组)
- 5x 行动牌:
- 提议挑水/交换/喝水/念经:若有任何玩家打出,本轮会进行此阶段。
- 休息:不参与挑水阶段。
公共配件:
- 若干水标记物
- 木鱼标记
- 10x 道具牌
- 木鱼:一轮结束时,获得木鱼标记。
- 水桶:挑水道具。挑水时只需将 1 个自己的水放在桶里。
- 净瓶:念经时,在净瓶上放一个水标记。
- 木桶:挑水道具。若有其他玩家参与挑水,无需将水放在桶里。
- 大碗:喝水时若未从大碗里喝到水,可从桌面中央将 1 个水标记放在大碗上。
- 大桶:挑水道具。喝水时可从桶里喝任意口水。
- 老鼠:念经时,可从两侧玩家的道具上将一个水移动到老鼠上。
- 扁担:挑水道具。被交换时,将扁担上的水放回桌面中央。
- 水缸:喝水时从供应堆额外获得一口水。必须自己提议喝水才能参与喝水。
- 水瓢:挑水道具。挑水后,从中央将一个水放在瓢里。
## 设计实现
- `components.ts`: 游戏数据与状态
- `gameflow.ts`: 规则流程行为树
- `rules.ts`: 规则引擎(阶段包装器 + 核心结算函数)
- `logging.ts`: 日志输出
- `simulate.ts`: 对局模拟与统计
- `random-playthrough.ts`: 单局详细回放
+71
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@@ -0,0 +1,71 @@
import type { World } from "../../src/index";
import {
action,
buildTree,
sequential,
wait,
whilst,
type TaskControl,
type TaskRunner,
} from "../../src/bt/index";
import { allPlayersSelected, hasWinner } from "./components";
import {
beginSelectionPhase,
chantPhase,
exchangePhase,
fetchWaterPhase,
drinkPhase,
endOfRoundPhase,
prepareNextRound,
} from "./rules";
export interface ThreeMonksFlow {
runner: TaskRunner;
start(): void;
notifySelectionChanged(): void;
}
export function createThreeMonksFlow(world: World): ThreeMonksFlow {
let selectionControl: TaskControl | null = null;
const completeSelectionIfReady = () => {
if (selectionControl && allPlayersSelected(world)) {
const control = selectionControl;
selectionControl = null;
control.succeed();
}
};
const runner = buildTree(
world,
whilst(
(world) => !hasWinner(world),
sequential([
action((world) => beginSelectionPhase(world)),
wait((world, _entity, control) => {
selectionControl = control;
if (allPlayersSelected(world)) {
selectionControl = null;
control.succeed();
}
}),
action((world) => chantPhase(world)),
action((world) => fetchWaterPhase(world)),
action((world) => exchangePhase(world)),
action((world) => drinkPhase(world)),
action((world) => endOfRoundPhase(world)),
action((world) => prepareNextRound(world)),
]),
),
);
return {
runner,
start() {
runner.schedule(runner.root!);
},
notifySelectionChanged() {
completeSelectionIfReady();
},
};
}
+208
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@@ -0,0 +1,208 @@
import { query, type Entity, type World } from "../../src/index";
import {
ActionCard,
GameState,
Player,
Table,
Tool,
WoodenFishMarker,
getPlayersInSeatOrder,
getSelectedAction,
getToolOf,
type ActionKind,
type ToolKind,
} from "./components";
import type { RoundProposals } from "./rules";
export const ACTION_LABELS: Record<ActionKind, string> = {
fetchWater: "挑水",
exchange: "交换",
drink: "喝水",
chant: "念经",
rest: "休息",
};
export const TOOL_LABELS: Record<ToolKind, string> = {
woodenFish: "木鱼",
bucket: "水桶",
bottle: "净瓶",
woodenBucket: "木桶",
bigBowl: "大碗",
bigBucket: "大桶",
mouse: "老鼠",
shoulderPole: "扁担",
waterJar: "水缸",
ladle: "水瓢",
};
export interface PlayerSnapshot {
entity: Entity;
name: string;
seat: number;
water: number;
action: ActionKind | null;
tool: ToolKind;
toolWater: number;
hasMarker: boolean;
}
export interface GameSnapshot {
round: number;
centralWater: number;
phase: string;
winner: Entity | 0;
players: PlayerSnapshot[];
}
export class GameLog {
private readonly lines: string[] = [];
add(line = ""): void {
this.lines.push(line);
}
section(title: string): void {
if (this.lines.length > 0) this.lines.push("");
this.lines.push(title);
}
entries(): readonly string[] {
return this.lines;
}
toString(): string {
return this.lines.join("\n");
}
}
export function snapshotGame(world: World): GameSnapshot {
const table = world.getSingleton(Table);
const marker = world.getSingleton(WoodenFishMarker).holder;
const state = world.getSingleton(GameState);
return {
round: table.round,
centralWater: table.centralWater,
phase: state.phase,
winner: state.winner,
players: getPlayersInSeatOrder(world).map((player) => {
const playerData = world.get(player, Player);
const toolData = world.get(getToolOf(world, player), Tool);
return {
entity: player,
name: playerData.name,
seat: playerData.seat,
water: playerData.water,
action: getSelectedAction(world, player),
tool: toolData.kind,
toolWater: toolData.water,
hasMarker: player === marker,
};
}),
};
}
export function formatSnapshot(snapshot: GameSnapshot): string[] {
return [
`${snapshot.round} 轮 | 中央水=${snapshot.centralWater} | 阶段=${formatPhase(snapshot.phase)}`,
...snapshot.players.map(formatPlayerSnapshot),
];
}
export function formatPlayerSnapshot(player: PlayerSnapshot): string {
const marker = player.hasMarker ? " 🪵" : "";
const action = player.action ? ` | 行动=${ACTION_LABELS[player.action]}` : "";
return `${player.name}${marker}: 已喝=${player.water}, 道具=${TOOL_LABELS[player.tool]}(${player.toolWater})${action}`;
}
export function formatProposals(proposals: RoundProposals): string {
const phases: string[] = [];
if (proposals.chant) phases.push("念经");
if (proposals.fetchWater) phases.push("挑水");
if (proposals.exchange) phases.push("交换");
if (proposals.drink) phases.push("喝水");
return phases.length > 0 ? phases.join(" → ") : "无行动阶段";
}
export function formatAvailableActions(world: World, player: Entity): string {
const actions: ActionKind[] = [];
for (const card of world.query(query(ActionCard))) {
const data = world.get(card, ActionCard);
if (data.owner === player && data.zone === "hand") actions.push(data.kind);
}
return actions.map((action) => ACTION_LABELS[action]).join("、");
}
export function logSnapshot(log: GameLog, world: World): void {
for (const line of formatSnapshot(snapshotGame(world))) {
log.add(line);
}
}
export function logPhaseDelta(
log: GameLog,
label: string,
before: GameSnapshot,
after: GameSnapshot,
): void {
const changes: string[] = [];
if (before.centralWater !== after.centralWater) {
changes.push(`中央水 ${before.centralWater}${after.centralWater}`);
}
for (const beforePlayer of before.players) {
const afterPlayer = after.players.find(
(p) => p.entity === beforePlayer.entity,
)!;
const playerChanges: string[] = [];
if (beforePlayer.water !== afterPlayer.water) {
playerChanges.push(`已喝 ${beforePlayer.water}${afterPlayer.water}`);
}
if (
beforePlayer.tool !== afterPlayer.tool ||
beforePlayer.toolWater !== afterPlayer.toolWater
) {
playerChanges.push(
`道具 ${TOOL_LABELS[beforePlayer.tool]}(${beforePlayer.toolWater})→${TOOL_LABELS[afterPlayer.tool]}(${afterPlayer.toolWater})`,
);
}
if (beforePlayer.hasMarker !== afterPlayer.hasMarker) {
playerChanges.push(
afterPlayer.hasMarker ? "获得木鱼标记" : "失去木鱼标记",
);
}
if (playerChanges.length > 0) {
changes.push(`${afterPlayer.name}: ${playerChanges.join("")}`);
}
}
if (changes.length === 0) {
log.add(` ${label}: 无变化`);
} else {
log.add(` ${label}: ${changes.join("")}`);
}
}
export function formatPhase(phase: string): string {
switch (phase) {
case "setup":
return "设置";
case "selecting":
return "出牌";
case "resolving":
return "结算";
case "gameOver":
return "游戏结束";
default:
return phase;
}
}
export function winnerName(world: World): string | null {
const winner = world.getSingleton(GameState).winner;
if (winner === 0) return null;
return world.get(winner, Player).name;
}
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三个和尚随机对局(种子=20260701)
玩家:慧空、明心、了尘、净远
初始状态:
第 1 轮 | 中央水=0 | 阶段=出牌
慧空: 已喝=2, 道具=老鼠(0)
明心: 已喝=2, 道具=水瓢(0)
了尘: 已喝=2, 道具=木桶(0)
净远 🪵: 已喝=2, 道具=水缸(0)
第 1 轮
慧空 选择 挑水(可选:挑水、交换、喝水、念经、休息)
明心 选择 休息(可选:挑水、交换、喝水、念经、休息)
了尘 选择 交换(可选:挑水、交换、喝水、念经、休息)
净远 选择 喝水(可选:挑水、交换、喝水、念经、休息)
本轮行动阶段:挑水 → 交换 → 喝水
挑水: 中央水 0→3;了尘: 已喝 2→0,道具 木桶(0)→木桶(2)
交换: 慧空: 道具 老鼠(0)→水缸(0);明心: 道具 水瓢(0)→老鼠(0);了尘: 道具 木桶(2)→水瓢(0);净远: 道具 水缸(0)→木桶(2)
喝水: 中央水 3→0;明心: 已喝 2→3;了尘: 已喝 0→1;净远: 已喝 2→5,道具 木桶(2)→木桶(0)
轮末道具: 无变化
轮末状态:
第 2 轮 | 中央水=0 | 阶段=出牌
慧空: 已喝=2, 道具=水缸(0)
明心: 已喝=3, 道具=老鼠(0)
了尘: 已喝=1, 道具=水瓢(0)
净远 🪵: 已喝=5, 道具=木桶(0)
第 2 轮
慧空 选择 念经(可选:交换、喝水、念经、休息)
明心 选择 交换(可选:挑水、交换、喝水、念经)
了尘 选择 休息(可选:挑水、喝水、念经、休息)
净远 选择 交换(可选:挑水、交换、念经、休息)
本轮行动阶段:念经 → 交换
念经: 慧空: 获得木鱼标记;净远: 失去木鱼标记
交换: 明心: 道具 老鼠(0)→木桶(0);了尘: 道具 水瓢(0)→老鼠(0);净远: 道具 木桶(0)→水瓢(0)
轮末道具: 无变化
轮末状态:
第 3 轮 | 中央水=0 | 阶段=出牌
慧空 🪵: 已喝=2, 道具=水缸(0)
明心: 已喝=3, 道具=木桶(0)
了尘: 已喝=1, 道具=老鼠(0)
净远: 已喝=5, 道具=水瓢(0)
第 3 轮
慧空 选择 交换(可选:挑水、交换、喝水、休息)
明心 选择 喝水(可选:挑水、喝水、念经、休息)
了尘 选择 交换(可选:挑水、交换、喝水、念经)
净远 选择 挑水(可选:挑水、喝水、念经、休息)
本轮行动阶段:挑水 → 交换 → 喝水
挑水: 中央水 0→1;净远: 已喝 5→3,道具 水瓢(0)→水瓢(3)
交换: 慧空: 道具 水缸(0)→水瓢(3);明心: 道具 木桶(0)→水缸(0);了尘: 道具 老鼠(0)→木桶(0);净远: 道具 水瓢(3)→老鼠(0)
喝水: 中央水 1→0;慧空: 已喝 2→5,道具 水瓢(3)→水瓢(1);明心: 已喝 3→4
轮末道具: 无变化
轮末状态:
第 4 轮 | 中央水=0 | 阶段=出牌
慧空 🪵: 已喝=5, 道具=水瓢(1)
明心: 已喝=4, 道具=水缸(0)
了尘: 已喝=1, 道具=木桶(0)
净远: 已喝=3, 道具=老鼠(0)
第 4 轮
慧空 选择 念经(可选:挑水、喝水、念经、休息)
明心 选择 挑水(可选:挑水、交换、念经、休息)
了尘 选择 休息(可选:挑水、喝水、念经、休息)
净远 选择 休息(可选:交换、喝水、念经、休息)
本轮行动阶段:念经 → 挑水
念经: 无变化
挑水: 中央水 0→2;慧空: 已喝 5→3,道具 水瓢(1)→水瓢(4)
轮末道具: 无变化
轮末状态:
第 5 轮 | 中央水=2 | 阶段=出牌
慧空 🪵: 已喝=3, 道具=水瓢(4)
明心: 已喝=4, 道具=水缸(0)
了尘: 已喝=1, 道具=木桶(0)
净远: 已喝=3, 道具=老鼠(0)
第 5 轮
慧空 选择 休息(可选:挑水、交换、喝水、休息)
明心 选择 喝水(可选:交换、喝水、念经、休息)
了尘 选择 挑水(可选:挑水、交换、喝水、念经)
净远 选择 念经(可选:挑水、交换、喝水、念经)
本轮行动阶段:念经 → 挑水 → 喝水
念经: 慧空: 道具 水瓢(4)→水瓢(3),失去木鱼标记;净远: 道具 老鼠(0)→老鼠(1),获得木鱼标记
挑水: 中央水 2→5
喝水: 中央水 5→1;慧空: 已喝 3→6,道具 水瓢(3)→水瓢(1);明心: 已喝 4→6;了尘: 已喝 1→2;净远: 已喝 3→5,道具 老鼠(1)→老鼠(0)
轮末道具: 无变化
轮末状态:
第 6 轮 | 中央水=1 | 阶段=出牌
慧空: 已喝=6, 道具=水瓢(1)
明心: 已喝=6, 道具=水缸(0)
了尘: 已喝=2, 道具=木桶(0)
净远 🪵: 已喝=5, 道具=老鼠(0)
第 6 轮
慧空 选择 念经(可选:挑水、交换、喝水、念经)
明心 选择 挑水(可选:挑水、交换、念经、休息)
了尘 选择 交换(可选:交换、喝水、念经、休息)
净远 选择 挑水(可选:挑水、交换、喝水、休息)
本轮行动阶段:念经 → 挑水 → 交换
念经: 慧空: 获得木鱼标记;净远: 失去木鱼标记
挑水: 中央水 1→2;慧空: 已喝 6→4,道具 水瓢(1)→水瓢(4)
交换: 明心: 道具 水缸(0)→老鼠(0);了尘: 道具 木桶(0)→水缸(0);净远: 道具 老鼠(0)→木桶(0)
轮末道具: 无变化
轮末状态:
第 7 轮 | 中央水=2 | 阶段=出牌
慧空 🪵: 已喝=4, 道具=水瓢(4)
明心: 已喝=6, 道具=老鼠(0)
了尘: 已喝=2, 道具=水缸(0)
净远: 已喝=5, 道具=木桶(0)
第 7 轮
慧空 选择 喝水(可选:挑水、交换、喝水、休息)
明心 选择 休息(可选:交换、喝水、念经、休息)
了尘 选择 休息(可选:挑水、喝水、念经、休息)
净远 选择 休息(可选:交换、喝水、念经、休息)
本轮行动阶段:喝水
喝水: 中央水 2→0;慧空: 已喝 4→7,道具 水瓢(4)→水瓢(2);明心: 已喝 6→7
轮末道具: 无变化
轮末状态:
第 8 轮 | 中央水=0 | 阶段=出牌
慧空 🪵: 已喝=7, 道具=水瓢(2)
明心: 已喝=7, 道具=老鼠(0)
了尘: 已喝=2, 道具=水缸(0)
净远: 已喝=5, 道具=木桶(0)
第 8 轮
慧空 选择 休息(可选:挑水、交换、念经、休息)
明心 选择 挑水(可选:挑水、交换、喝水、念经)
了尘 选择 挑水(可选:挑水、交换、喝水、念经)
净远 选择 挑水(可选:挑水、交换、喝水、念经)
本轮行动阶段:挑水
挑水: 中央水 0→3;净远: 已喝 5→3,道具 木桶(0)→木桶(2)
轮末道具: 无变化
轮末状态:
第 9 轮 | 中央水=3 | 阶段=出牌
慧空 🪵: 已喝=7, 道具=水瓢(2)
明心: 已喝=7, 道具=老鼠(0)
了尘: 已喝=2, 道具=水缸(0)
净远: 已喝=3, 道具=木桶(2)
第 9 轮
慧空 选择 交换(可选:挑水、交换、喝水、念经)
明心 选择 休息(可选:交换、喝水、念经、休息)
了尘 选择 交换(可选:交换、喝水、念经、休息)
净远 选择 交换(可选:交换、喝水、念经、休息)
本轮行动阶段:交换
交换: 慧空: 道具 水瓢(2)→木桶(2);明心: 道具 老鼠(0)→水瓢(2);了尘: 道具 水缸(0)→老鼠(0);净远: 道具 木桶(2)→水缸(0)
轮末道具: 无变化
轮末状态:
第 10 轮 | 中央水=3 | 阶段=出牌
慧空 🪵: 已喝=7, 道具=木桶(2)
明心: 已喝=7, 道具=水瓢(2)
了尘: 已喝=2, 道具=老鼠(0)
净远: 已喝=3, 道具=水缸(0)
第 10 轮
慧空 选择 喝水(可选:挑水、喝水、念经、休息)
明心 选择 交换(可选:挑水、交换、喝水、念经)
了尘 选择 念经(可选:挑水、喝水、念经、休息)
净远 选择 挑水(可选:挑水、喝水、念经、休息)
本轮行动阶段:念经 → 挑水 → 交换 → 喝水
念经: 慧空: 失去木鱼标记;明心: 道具 水瓢(2)→水瓢(1);了尘: 道具 老鼠(0)→老鼠(1),获得木鱼标记
挑水: 中央水 3→4;明心: 已喝 7→5,道具 水瓢(1)→水瓢(4)
交换: 慧空: 道具 木桶(2)→水缸(0);明心: 道具 水瓢(4)→木桶(2);净远: 道具 水缸(0)→水瓢(4)
喝水: 中央水 4→0;慧空: 已喝 7→9;明心: 已喝 5→8,道具 木桶(2)→木桶(0);了尘: 已喝 2→4,道具 老鼠(1)→老鼠(0);净远: 已喝 3→6,道具 水瓢(4)→水瓢(2)
轮末道具: 无变化
轮末状态:
第 11 轮 | 中央水=0 | 阶段=出牌
慧空: 已喝=9, 道具=水缸(0)
明心: 已喝=8, 道具=木桶(0)
了尘 🪵: 已喝=4, 道具=老鼠(0)
净远: 已喝=6, 道具=水瓢(2)
第 11 轮
慧空 选择 挑水(可选:挑水、交换、念经、休息)
明心 选择 喝水(可选:挑水、喝水、念经、休息)
了尘 选择 休息(可选:挑水、交换、喝水、休息)
净远 选择 休息(可选:交换、喝水、念经、休息)
本轮行动阶段:挑水 → 喝水
挑水: 中央水 0→3;明心: 已喝 8→6,道具 木桶(0)→木桶(2)
喝水: 中央水 3→0;明心: 已喝 6→9,道具 木桶(2)→木桶(0);了尘: 已喝 4→5;净远: 已喝 6→9,道具 水瓢(2)→水瓢(0)
轮末道具: 无变化
轮末状态:
第 12 轮 | 中央水=0 | 阶段=出牌
慧空: 已喝=9, 道具=水缸(0)
明心: 已喝=9, 道具=木桶(0)
了尘 🪵: 已喝=5, 道具=老鼠(0)
净远: 已喝=9, 道具=水瓢(0)
第 12 轮
慧空 选择 休息(可选:交换、喝水、念经、休息)
明心 选择 挑水(可选:挑水、交换、念经、休息)
了尘 选择 挑水(可选:挑水、交换、喝水、念经)
净远 选择 念经(可选:挑水、交换、喝水、念经)
本轮行动阶段:念经 → 挑水
念经: 了尘: 失去木鱼标记;净远: 获得木鱼标记
挑水: 中央水 0→1;净远: 已喝 9→7,道具 水瓢(0)→水瓢(3)
轮末道具: 无变化
轮末状态:
第 13 轮 | 中央水=1 | 阶段=出牌
慧空: 已喝=9, 道具=水缸(0)
明心: 已喝=9, 道具=木桶(0)
了尘: 已喝=5, 道具=老鼠(0)
净远 🪵: 已喝=7, 道具=水瓢(3)
第 13 轮
慧空 选择 交换(可选:挑水、交换、喝水、念经)
明心 选择 交换(可选:交换、喝水、念经、休息)
了尘 选择 念经(可选:交换、喝水、念经、休息)
净远 选择 交换(可选:挑水、交换、喝水、休息)
本轮行动阶段:念经 → 交换
念经: 了尘: 道具 老鼠(0)→老鼠(1),获得木鱼标记;净远: 道具 水瓢(3)→水瓢(2),失去木鱼标记
交换: 慧空: 道具 水缸(0)→水瓢(2);明心: 道具 木桶(0)→水缸(0);净远: 道具 水瓢(2)→木桶(0)
轮末道具: 无变化
轮末状态:
第 14 轮 | 中央水=1 | 阶段=出牌
慧空: 已喝=9, 道具=水瓢(2)
明心: 已喝=9, 道具=水缸(0)
了尘 🪵: 已喝=5, 道具=老鼠(1)
净远: 已喝=7, 道具=木桶(0)
第 14 轮
慧空 选择 喝水(可选:挑水、喝水、念经、休息)
明心 选择 喝水(可选:挑水、喝水、念经、休息)
了尘 选择 休息(可选:挑水、交换、喝水、休息)
净远 选择 休息(可选:挑水、喝水、念经、休息)
本轮行动阶段:喝水
喝水: 中央水 1→0;慧空: 已喝 9→11,道具 水瓢(2)→水瓢(0);了尘: 已喝 5→7,道具 老鼠(1)→老鼠(0)
游戏结束
胜者:慧空
第 14 轮 | 中央水=0 | 阶段=游戏结束
慧空: 已喝=11, 道具=水瓢(0) | 行动=喝水
明心: 已喝=9, 道具=水缸(0) | 行动=喝水
了尘 🪵: 已喝=7, 道具=老鼠(0) | 行动=休息
净远: 已喝=7, 道具=木桶(0) | 行动=休息
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import { World, query, type Entity } from "../../src/index";
import {
ActionCard,
GameState,
Player,
Table,
setupGame,
type ActionKind,
} from "./components";
import {
beginSelectionPhase,
collectProposals,
prepareNextRound,
selectAction,
chantPhase,
fetchWaterPhase,
exchangePhase,
drinkPhase,
endOfRoundPhase,
} from "./rules";
import {
ACTION_LABELS,
GameLog,
formatAvailableActions,
formatProposals,
logPhaseDelta,
logSnapshot,
snapshotGame,
winnerName,
} from "./logging";
export interface RandomPlaythroughOptions {
seed?: number;
playerNames?: readonly string[];
maxRounds?: number;
}
export interface RandomPlaythroughResult {
world: World;
log: string;
roundsPlayed: number;
}
export function generateRandomPlayLog(
options: RandomPlaythroughOptions = {},
): RandomPlaythroughResult {
const seed = options.seed ?? 20260701;
const random = mulberry32(seed);
const playerNames = options.playerNames ?? ["慧空", "明心", "了尘", "净远"];
const maxRounds = options.maxRounds ?? 200;
const world = new World();
const players = setupGame(world, playerNames, random);
const log = new GameLog();
log.section(`三个和尚随机对局(种子=${seed}`);
log.add(`玩家:${playerNames.join("、")}`);
log.add("初始状态:");
logSnapshot(log, world);
let roundsPlayed = 0;
while (world.getSingleton(GameState).phase !== "gameOver") {
if (roundsPlayed >= maxRounds) {
throw new Error(`随机对局未能在 ${maxRounds} 轮内结束`);
}
const round = world.getSingleton(Table).round;
log.section(`${round}`);
beginSelectionPhase(world);
for (const player of players) {
const action = pickRandom(availableActions(world, player), random);
const playerName = world.get(player, Player).name;
log.add(
` ${playerName} 选择 ${ACTION_LABELS[action]}(可选:${formatAvailableActions(world, player)}`,
);
selectAction(world, player, action);
}
const proposals = collectProposals(world);
log.add(` 本轮行动阶段:${formatProposals(proposals)}`);
applyLoggedPhase(log, world, "念经", () => chantPhase(world));
applyLoggedPhase(log, world, "挑水", () => fetchWaterPhase(world));
applyLoggedPhase(log, world, "交换", () => exchangePhase(world));
applyLoggedPhase(log, world, "喝水", () => drinkPhase(world));
if (world.getSingleton(GameState).phase === "gameOver") break;
applyLoggedPhase(log, world, "轮末道具", () => endOfRoundPhase(world));
if (world.getSingleton(GameState).phase === "gameOver") break;
prepareNextRound(world);
log.add(" 轮末状态:");
logSnapshot(log, world);
roundsPlayed++;
}
roundsPlayed++;
log.section("游戏结束");
log.add(`胜者:${winnerName(world)}`);
logSnapshot(log, world);
return { world, log: log.toString(), roundsPlayed };
}
function applyLoggedPhase(
log: GameLog,
world: World,
label: string,
phase: () => void,
): void {
const before = snapshotGame(world);
phase();
const after = snapshotGame(world);
logPhaseDelta(log, label, before, after);
}
function availableActions(world: World, player: Entity): ActionKind[] {
const actions: ActionKind[] = [];
for (const card of world.query(query(ActionCard))) {
const data = world.get(card, ActionCard);
if (data.owner === player && data.zone === "hand") {
actions.push(data.kind);
}
}
if (actions.length === 0) {
throw new Error(`${world.get(player, Player).name} 没有可选行动牌`);
}
return actions;
}
function pickRandom<T>(items: readonly T[], random: () => number): T {
return items[Math.floor(random() * items.length)];
}
function mulberry32(seed: number): () => number {
let state = seed >>> 0;
return () => {
state += 0x6d2b79f5;
let t = state;
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
if (process.argv[1]?.endsWith("random-playthrough.ts")) {
const result = generateRandomPlayLog();
console.log(result.log);
}
+372
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@@ -0,0 +1,372 @@
import type { Entity, World } from "../../src/index";
import { query } from "../../src/query";
import type { ToolEffectRecorder } from "./stats";
import {
ActionCard,
CARRYING_TOOLS,
GameState,
Player,
Table,
Tool,
WoodenFishMarker,
allPlayersSelected,
getActionCard,
getLeftPlayer,
getPlayersFromMarker,
getPlayersInSeatOrder,
getRightPlayer,
getSelectedAction,
getToolOf,
type ActionKind,
} from "./components";
export interface RoundProposals {
fetchWater: boolean;
exchange: boolean;
drink: boolean;
chant: boolean;
}
export function beginSelectionPhase(world: World): void {
const state = world.getSingleton(GameState);
if (state.phase !== "gameOver") {
state.phase = "selecting";
state.message = `Round ${world.getSingleton(Table).round}: choose an action card.`;
}
}
export function selectAction(
world: World,
player: Entity,
kind: ActionKind,
): void {
const state = world.getSingleton(GameState);
if (state.phase !== "selecting") return;
if (!world.has(player, Player)) throw new Error("Invalid player");
const card = getActionCard(world, player, kind);
if (!card) throw new Error("Player does not have that action card");
const cardData = world.get(card, ActionCard);
if (cardData.zone === "cooldown") {
throw new Error("Cannot select the action card played last round");
}
for (const other of world.query(query(ActionCard))) {
const data = world.get(other, ActionCard);
if (data.owner === player && data.zone === "selected") {
data.zone = "hand";
}
}
cardData.zone = "selected";
if (allPlayersSelected(world)) {
state.message = "All players selected. Resolving round.";
}
}
export function collectProposals(world: World): RoundProposals {
const proposals: RoundProposals = {
fetchWater: false,
exchange: false,
drink: false,
chant: false,
};
for (const player of getPlayersInSeatOrder(world)) {
const action = getSelectedAction(world, player);
if (!action || action === "rest") continue;
proposals[action] = true;
}
return proposals;
}
function isProposed(world: World, kind: ActionKind): boolean {
for (const player of getPlayersInSeatOrder(world)) {
if (getSelectedAction(world, player) === kind) return true;
}
return false;
}
function isGameOver(world: World): boolean {
return world.getSingleton(GameState).phase === "gameOver";
}
// ── Phase wrappers (each checks proposal + gameOver, then delegates) ──
export function chantPhase(world: World, stats?: ToolEffectRecorder): void {
if (isGameOver(world) || !isProposed(world, "chant")) return;
resolveChant(world, stats);
}
export function fetchWaterPhase(
world: World,
stats?: ToolEffectRecorder,
): void {
if (isGameOver(world) || !isProposed(world, "fetchWater")) return;
resolveFetchWater(world, stats);
}
export function exchangePhase(world: World, stats?: ToolEffectRecorder): void {
if (isGameOver(world) || !isProposed(world, "exchange")) return;
resolveExchange(world, stats);
}
export function drinkPhase(world: World, stats?: ToolEffectRecorder): void {
if (isGameOver(world) || !isProposed(world, "drink")) return;
resolveDrink(world, stats);
}
export function endOfRoundPhase(
world: World,
stats?: ToolEffectRecorder,
): void {
if (isGameOver(world)) return;
resolveEndOfRoundTools(world, stats);
checkWinner(world);
}
export function prepareNextRound(world: World): void {
const state = world.getSingleton(GameState);
if (state.phase === "gameOver") return;
for (const card of world.query(query(ActionCard))) {
const data = world.get(card, ActionCard);
if (data.zone === "cooldown") data.zone = "hand";
}
for (const card of world.query(query(ActionCard))) {
const data = world.get(card, ActionCard);
if (data.zone === "selected") data.zone = "cooldown";
}
world.getSingleton(Table).round++;
state.phase = "selecting";
state.message = `Round ${world.getSingleton(Table).round}: choose an action card.`;
}
export function resolveFetchWater(
world: World,
stats?: ToolEffectRecorder,
): void {
const table = world.getSingleton(Table);
const players = getPlayersInSeatOrder(world);
const participants = players.filter((player) => {
const action = getSelectedAction(world, player);
const tool = world.get(getToolOf(world, player), Tool);
return (
action !== null && action !== "rest" && CARRYING_TOOLS.has(tool.kind)
);
});
for (const player of participants) {
const toolEntity = getToolOf(world, player);
const tool = world.get(toolEntity, Tool);
let placed = 2;
if (tool.kind === "bucket") placed = 1;
if (tool.kind === "woodenBucket" && participants.length > 1) placed = 0;
const playerData = world.get(player, Player);
if (playerData.water >= placed) {
playerData.water -= placed;
tool.water += placed;
stats?.record(tool.kind, "挑水", {
playerWaterDelta: -placed,
ownToolWaterDelta: placed,
});
} else {
stats?.record(tool.kind, "挑水", {}, "水不足,未放水");
}
}
table.centralWater += players.length - participants.length;
for (const player of participants) {
const tool = world.get(getToolOf(world, player), Tool);
if (tool.kind === "ladle" && table.centralWater > 0) {
table.centralWater--;
tool.water++;
stats?.record(tool.kind, "挑水", {
ownToolWaterDelta: 1,
centralWaterDelta: -1,
});
}
}
}
export function resolveExchange(
world: World,
stats?: ToolEffectRecorder,
): void {
const participants = getPlayersInSeatOrder(world).filter(
(player) => getSelectedAction(world, player) !== "chant",
);
if (participants.length <= 1) return;
const table = world.getSingleton(Table);
const tools = participants.map((player) => getToolOf(world, player));
for (const toolEntity of tools) {
const tool = world.get(toolEntity, Tool);
if (tool.kind === "shoulderPole" && tool.water > 0) {
const dumped = tool.water;
table.centralWater += dumped;
tool.water = 0;
stats?.record(tool.kind, "交换", {
ownToolWaterDelta: -dumped,
centralWaterDelta: dumped,
});
}
}
for (let i = 0; i < participants.length; i++) {
const giverTool = tools[i];
const receiver = participants[(i + 1) % participants.length];
world.get(giverTool, Tool).owner = receiver;
}
}
export function resolveDrink(world: World, stats?: ToolEffectRecorder): void {
for (const player of getPlayersFromMarker(world)) {
if (!canParticipateInDrink(world, player)) continue;
const table = world.getSingleton(Table);
const playerData = world.get(player, Player);
const tool = world.get(getToolOf(world, player), Tool);
let drankFromTool = 0;
if (table.centralWater > 0) {
table.centralWater--;
playerData.water++;
}
const maxFromTool =
tool.kind === "bigBucket" ? tool.water : Math.min(2, tool.water);
if (maxFromTool > 0) {
tool.water -= maxFromTool;
playerData.water += maxFromTool;
drankFromTool = maxFromTool;
stats?.record(tool.kind, "喝水", {
playerWaterDelta: maxFromTool,
ownToolWaterDelta: -maxFromTool,
});
}
if (tool.kind === "waterJar") {
playerData.water++;
stats?.record(tool.kind, "喝水", {
playerWaterDelta: 1,
});
}
if (
tool.kind === "bigBowl" &&
drankFromTool === 0 &&
table.centralWater > 0
) {
table.centralWater--;
tool.water++;
stats?.record(tool.kind, "喝水", {
ownToolWaterDelta: 1,
centralWaterDelta: -1,
});
}
if (playerData.water >= 10) {
setWinner(world, player);
return;
}
}
}
export function resolveChant(world: World, stats?: ToolEffectRecorder): void {
const chanters = getPlayersFromMarker(world).filter(
(player) => getSelectedAction(world, player) === "chant",
);
if (chanters.length === 0) return;
world.getSingleton(WoodenFishMarker).holder = chanters[chanters.length - 1];
for (const player of chanters) {
const toolEntity = getToolOf(world, player);
const tool = world.get(toolEntity, Tool);
if (tool.kind === "bottle") {
tool.water++;
stats?.record(tool.kind, "念经", {
ownToolWaterDelta: 1,
});
} else if (tool.kind === "mouse") {
const moved = moveOneNeighborWaterTo(world, player, toolEntity);
if (moved) {
stats?.record(tool.kind, "念经", {
ownToolWaterDelta: 1,
otherToolWaterDelta: -1,
});
} else {
stats?.record(tool.kind, "念经", {}, "相邻道具无水可偷");
}
}
}
}
export function resolveEndOfRoundTools(
world: World,
stats?: ToolEffectRecorder,
): void {
for (const toolEntity of world.query(query(Tool))) {
const tool = world.get(toolEntity, Tool);
if (tool.kind === "woodenFish") {
world.getSingleton(WoodenFishMarker).holder = tool.owner;
stats?.record(tool.kind, "轮末", {}, "获得木鱼标记");
return;
}
}
}
export function checkWinner(world: World): Entity | null {
for (const player of getPlayersFromMarker(world)) {
if (world.get(player, Player).water >= 10) {
setWinner(world, player);
return player;
}
}
return null;
}
function canParticipateInDrink(world: World, player: Entity): boolean {
const tool = world.get(getToolOf(world, player), Tool);
if (tool.kind !== "waterJar") return true;
return getSelectedAction(world, player) === "drink";
}
function moveOneNeighborWaterTo(
world: World,
player: Entity,
destinationTool: Entity,
): boolean {
const neighbors = [
getLeftPlayer(world, player),
getRightPlayer(world, player),
];
for (const neighbor of neighbors) {
const neighborToolEntity = getToolOf(world, neighbor);
const neighborTool = world.get(neighborToolEntity, Tool);
if (neighborTool.water > 0) {
neighborTool.water--;
world.get(destinationTool, Tool).water++;
return true;
}
}
return false;
}
function setWinner(world: World, player: Entity): void {
const state = world.getSingleton(GameState);
state.phase = "gameOver";
state.winner = player;
state.message = `${world.get(player, Player).name} wins!`;
}
+129
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@@ -0,0 +1,129 @@
import { World, query, type Entity } from "../../src/index";
import {
ActionCard,
GameState,
Player,
Table,
setupGame,
type ActionKind,
} from "./components";
import { ToolEffectStats, formatToolEffectSummaries } from "./stats";
import {
beginSelectionPhase,
prepareNextRound,
selectAction,
chantPhase,
fetchWaterPhase,
exchangePhase,
drinkPhase,
endOfRoundPhase,
} from "./rules";
function mulberry32(seed: number): () => number {
let state = seed >>> 0;
return () => {
state += 0x6d2b79f5;
let t = state;
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
function availableActions(world: World, player: Entity): ActionKind[] {
const actions: ActionKind[] = [];
for (const card of world.query(query(ActionCard))) {
const data = world.get(card, ActionCard);
if (data.owner === player && data.zone === "hand") {
actions.push(data.kind);
}
}
return actions;
}
function pickRandom<T>(items: readonly T[], random: () => number): T {
return items[Math.floor(random() * items.length)];
}
interface GameStats {
rounds: number;
waterDiff: number;
}
function runSingleGame(seed: number, stats?: ToolEffectStats): GameStats {
const random = mulberry32(seed);
const world = new World();
const playerNames = ["慧空", "明心", "了尘", "净远"];
const players = setupGame(world, playerNames, random);
let roundsPlayed = 0;
const maxRounds = 1000;
while (world.getSingleton(GameState).phase !== "gameOver") {
if (roundsPlayed >= maxRounds) {
throw new Error(`Game did not finish within ${maxRounds} rounds`);
}
beginSelectionPhase(world);
for (const player of players) {
const actions = availableActions(world, player);
const action = pickRandom(actions, random);
selectAction(world, player, action);
}
chantPhase(world, stats);
fetchWaterPhase(world, stats);
exchangePhase(world, stats);
drinkPhase(world, stats);
if (world.getSingleton(GameState).phase === "gameOver") break;
endOfRoundPhase(world, stats);
if (world.getSingleton(GameState).phase === "gameOver") break;
prepareNextRound(world);
roundsPlayed++;
}
const finalRound = world.getSingleton(Table).round;
const waterCounts = players.map((p) => world.get(p, Player).water);
const maxWater = Math.max(...waterCounts);
const minWater = Math.min(...waterCounts);
return {
rounds: finalRound,
waterDiff: maxWater - minWater,
};
}
export function runSimulation(gameCount = 100, startSeed = 20260701): void {
let totalRounds = 0;
let totalWaterDiff = 0;
const toolStats = new ToolEffectStats();
console.log(`开始模拟 ${gameCount} 局游戏...`);
for (let i = 0; i < gameCount; i++) {
const seed = startSeed + i;
const stats = runSingleGame(seed, toolStats);
totalRounds += stats.rounds;
totalWaterDiff += stats.waterDiff;
}
const avgRounds = totalRounds / gameCount;
const avgWaterDiff = totalWaterDiff / gameCount;
console.log("\n================ 统计结果 ================");
console.log(`模拟总局数: ${gameCount}`);
console.log(`结束时平均轮数: ${avgRounds.toFixed(2)}`);
console.log(`结束时首尾玩家平均水差距: ${avgWaterDiff.toFixed(2)} 口水`);
console.log("==========================================");
console.log("\n道具效果统计(总变化量):");
for (const line of formatToolEffectSummaries(toolStats)) {
console.log(line);
}
}
if (process.argv[1]?.endsWith("simulate.ts")) {
runSimulation();
}
+94
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@@ -0,0 +1,94 @@
import type { ToolKind } from "./components";
import { TOOL_LABELS } from "./logging";
export interface ToolEffectDelta {
playerWaterDelta?: number;
ownToolWaterDelta?: number;
otherToolWaterDelta?: number;
centralWaterDelta?: number;
}
export interface ToolEffectRecord extends Required<ToolEffectDelta> {
tool: ToolKind;
phase: string;
description?: string;
}
export interface ToolEffectSummary extends Required<ToolEffectDelta> {
tool: ToolKind;
activations: number;
}
export interface ToolEffectRecorder {
record(tool: ToolKind, phase: string, delta?: ToolEffectDelta, description?: string): void;
}
export class ToolEffectStats implements ToolEffectRecorder {
private readonly summaries = new Map<ToolKind, ToolEffectSummary>();
private readonly records: ToolEffectRecord[] = [];
record(
tool: ToolKind,
phase: string,
delta: ToolEffectDelta = {},
description?: string,
): void {
const record: ToolEffectRecord = {
tool,
phase,
description,
playerWaterDelta: delta.playerWaterDelta ?? 0,
ownToolWaterDelta: delta.ownToolWaterDelta ?? 0,
otherToolWaterDelta: delta.otherToolWaterDelta ?? 0,
centralWaterDelta: delta.centralWaterDelta ?? 0,
};
this.records.push(record);
const summary = this.summaries.get(tool) ?? {
tool,
activations: 0,
playerWaterDelta: 0,
ownToolWaterDelta: 0,
otherToolWaterDelta: 0,
centralWaterDelta: 0,
};
summary.activations++;
summary.playerWaterDelta += record.playerWaterDelta;
summary.ownToolWaterDelta += record.ownToolWaterDelta;
summary.otherToolWaterDelta += record.otherToolWaterDelta;
summary.centralWaterDelta += record.centralWaterDelta;
this.summaries.set(tool, summary);
}
getRecords(): readonly ToolEffectRecord[] {
return this.records;
}
getSummaries(): ToolEffectSummary[] {
return [...this.summaries.values()].sort((a, b) =>
TOOL_LABELS[a.tool].localeCompare(TOOL_LABELS[b.tool], "zh-Hans-CN"),
);
}
}
export function formatToolEffectSummaries(stats: ToolEffectStats): string[] {
const summaries = stats.getSummaries();
if (summaries.length === 0) return ["无道具效果记录"];
return [
"道具 | 触发次数 | 玩家水变化 | 自身道具水变化 | 其他道具水变化 | 中央水变化",
"--- | ---: | ---: | ---: | ---: | ---:",
...summaries.map((summary) =>
[
TOOL_LABELS[summary.tool],
summary.activations,
summary.playerWaterDelta,
summary.ownToolWaterDelta,
summary.otherToolWaterDelta,
summary.centralWaterDelta,
].join(" | "),
),
];
}
+19 -4
View File
@@ -11,16 +11,31 @@ export {
export type { TaskKind } from "./task";
export { TaskRunner } from "./runner";
export type { LeafHandler, TerminalHandler } from "./runner";
export type {
ActionHandler,
WaitHandler,
ConditionHandler,
TaskControl,
TerminalHandler,
} from "./runner";
export {
buildTree,
Cancel,
leaf,
action,
wait,
whilst,
sequential,
parallel,
selector,
random,
repeat,
cycle,
} from "./tree-def";
export type {
TreeDef,
TaskEntityDef,
TaskMeta,
ActionFn,
WaitFn,
ConditionFn,
} from "./tree-def";
export type { TreeDef, TaskEntityDef, LeafTaskMeta, LeafFn } from "./tree-def";
+242 -119
View File
@@ -9,11 +9,34 @@ import {
Cancelled,
TERMINAL_TAGS,
ChildOf,
Cancel,
} from "./task";
// ── Types ─────────────────────────────────────────────
/** Callback invoked for each leaf task that becomes Scheduled. */
export type LeafHandler = (world: World, entity: Entity, dt: number) => void;
/** Control object passed to wait tasks so they can complete themselves. */
export interface TaskControl {
succeed(): void;
fail(): void;
cancel(): void;
}
/** Callback invoked when an action task starts executing. */
export type ActionHandler = (world: World, entity: Entity, dt: number) => void;
/** Callback invoked when a wait task starts executing. */
export type WaitHandler = (
world: World,
entity: Entity,
control: TaskControl,
dt: number,
) => void;
/** Callback invoked by whilst tasks before each iteration. */
export type ConditionHandler = (
world: World,
entity: Entity,
dt: number,
) => boolean;
/** Callback invoked when a task reaches a terminal status. */
export type TerminalHandler = (
@@ -68,34 +91,29 @@ function parentOf(world: World, child: Entity): Entity | null {
/**
* Push-based behaviour-tree runner.
*
* Only tasks tagged with `Scheduled` are processed each tick.
* When a task finishes, it notifies its parent, which may schedule
* the next child (sequential), aggregate results (parallel), or
* propagate upward.
* Tasks tagged with `Scheduled` define tick boundaries. Once a scheduled
* task starts, child/parent propagation is immediate until a running wait task
* or an explicit scheduling boundary (`cycle`, `whilst`) yields to a future tick.
*
* Leaves are dispatched to a user-provided `onLeaf` callback.
* Terminal results are dispatched to a user-provided `onTerminal` callback.
*
* @example
* ```ts
* const runner = new TaskRunner(world);
* runner.onLeaf = (world, entity) => {
* // do the leaf's work, then call:
* runner.succeed(entity);
* };
*
* // Each frame:
* runner.tick();
* ```
* Action, wait, and whilst condition callbacks are supplied by `buildTree` or
* assigned directly when using `TaskRunner` manually.
*/
export class TaskRunner {
private _world: World;
private _executing = new Set<Entity>();
private _currentDt = 0;
/** Root task entity, set by `buildTree` for convenience. */
root?: Entity;
/** Called when a leaf task becomes Scheduled. */
onLeaf: LeafHandler = () => {};
/** Called when an action task starts executing. */
onAction: ActionHandler = () => {};
/** Called when a wait task starts executing. */
onWait: WaitHandler = () => {};
/** Called by whilst tasks before each iteration. */
onCondition: ConditionHandler = () => false;
/** Called when any task reaches a terminal status. */
onTerminal: TerminalHandler = () => {};
@@ -107,36 +125,46 @@ export class TaskRunner {
// ── Public API ────────────────────────────────────
/**
* Process all Scheduled tasks.
* Process tasks scheduled for this tick.
*
* Call once per frame. Only entities with `Scheduled` are touched.
* Call once per frame. Tasks scheduled while a tick is already in progress are
* deferred until the next tick boundary, but parent/child propagation caused
* by terminal status changes is immediate.
*
* @param dt Delta time in milliseconds since last tick.
*/
tick(dt: number = 0): void {
const previousDt = this._currentDt;
this._currentDt = dt;
try {
const scheduled = [...this._world.query(query(Task, Scheduled))];
for (const entity of scheduled) {
if (!this._world.has(entity, Scheduled)) continue;
this._world.remove(entity, Scheduled);
this._execute(entity, dt);
}
} finally {
this._currentDt = previousDt;
}
}
/** Mark a leaf task as succeeded and propagate upward. */
/** Mark a task as succeeded and propagate upward. */
succeed(entity: Entity): void {
this._finish(entity, Succeeded);
}
/** Mark a leaf task as failed and propagate upward. */
/** Mark a task as failed and propagate upward. */
fail(entity: Entity): void {
this._finish(entity, Failed);
}
/** Cancel a task and all its descendants. */
cancel(entity: Entity): void {
this._cancelTree(entity);
this._cancelTree(entity, true);
}
/** Schedule a task for execution next tick. */
/** Schedule a task for execution at the next tick boundary. */
schedule(entity: Entity): void {
if (this._world.has(entity, Task)) {
this._world.add(entity, Scheduled);
@@ -152,83 +180,131 @@ export class TaskRunner {
// ── Internal execution ────────────────────────────
private _execute(entity: Entity, dt: number): void {
const t = this._world.get(entity, Task);
if (!this._world.has(entity, Task) || this._executing.has(entity)) return;
const t = this._world.get(entity, Task);
this._executing.add(entity);
try {
switch (t.kind) {
case "leaf":
this._executeLeaf(entity, dt);
case "action":
this._executeAction(entity, dt);
break;
case "wait":
this._executeWait(entity, dt);
break;
case "sequential":
this._executeSequential(entity);
this._executeSequential(entity, dt);
break;
case "parallel":
this._executeParallel(entity);
this._executeParallel(entity, dt);
break;
case "random":
this._executeRandom(entity);
this._executeRandom(entity, dt);
break;
case "repeat":
this._executeRepeat(entity);
case "cycle":
this._executeCycle(entity, dt);
break;
case "whilst":
this._executeWhilst(entity, dt);
break;
case "selector":
this._executeSelector(entity);
this._executeSelector(entity, dt);
break;
}
} finally {
this._executing.delete(entity);
}
}
private _executeLeaf(entity: Entity, dt: number): void {
private _executeChild(entity: Entity, dt: number): void {
if (
!this._world.has(entity, Task) ||
isTerminal(this._world, entity) ||
this._world.has(entity, Running)
) {
return;
}
if (this._world.has(entity, Scheduled)) {
this._world.remove(entity, Scheduled);
}
this._execute(entity, dt);
}
private _executeAction(entity: Entity, dt: number): void {
this._world.add(entity, Running);
this.onLeaf(this._world, entity, dt);
try {
this.onAction(this._world, entity, dt);
if (!isTerminal(this._world, entity)) {
this.succeed(entity);
}
} catch (err) {
this._finishFromThrown(entity, err);
}
}
private _executeSequential(entity: Entity): void {
const children = childrenOf(this._world, entity);
private _executeWait(entity: Entity, dt: number): void {
this._world.add(entity, Running);
const control: TaskControl = {
succeed: () => this.succeed(entity),
fail: () => this.fail(entity),
cancel: () => this.cancel(entity),
};
// Find the first non-terminal child
for (const child of children) {
if (isTerminal(this._world, child)) {
const status = terminalStatus(this._world, child)!;
try {
this.onWait(this._world, entity, control, dt);
} catch (err) {
this._finishFromThrown(entity, err);
}
}
private _executeSequential(entity: Entity, dt: number): void {
for (const child of childrenOf(this._world, entity)) {
let status = terminalStatus(this._world, child);
if (status === "failed" || status === "cancelled") {
this._finish(entity, status === "cancelled" ? Cancelled : Failed);
return;
}
// succeeded — continue to next child
continue;
if (status === "succeeded") continue;
this._executeChild(child, dt);
status = terminalStatus(this._world, child);
if (status === "failed" || status === "cancelled") {
this._finish(entity, status === "cancelled" ? Cancelled : Failed);
return;
}
if (status === "succeeded") continue;
// Found a child that hasn't run yet — schedule it
this._world.add(child, Scheduled);
return;
}
// All children succeeded
this._finish(entity, Succeeded);
}
private _executeParallel(entity: Entity): void {
const children = childrenOf(this._world, entity);
private _executeParallel(entity: Entity, dt: number): void {
let allDone = true;
for (const child of children) {
if (isTerminal(this._world, child)) {
const status = terminalStatus(this._world, child)!;
for (const child of childrenOf(this._world, entity)) {
let status = terminalStatus(this._world, child);
if (status === "failed" || status === "cancelled") {
this._finish(entity, status === "cancelled" ? Cancelled : Failed);
return;
}
// succeeded — this child is done
continue;
if (status === "succeeded") continue;
this._executeChild(child, dt);
status = terminalStatus(this._world, child);
if (status === "failed" || status === "cancelled") {
this._finish(entity, status === "cancelled" ? Cancelled : Failed);
return;
}
if (status === "succeeded") continue;
allDone = false;
// Schedule if not already running or scheduled
if (
!this._world.has(child, Running) &&
!this._world.has(child, Scheduled)
) {
this._world.add(child, Scheduled);
}
}
if (allDone) {
@@ -236,12 +312,12 @@ export class TaskRunner {
}
}
private _executeRandom(entity: Entity): void {
// Single pass: check terminals and collect eligible children
private _executeRandom(entity: Entity, dt: number): void {
const eligible: Entity[] = [];
for (const child of childrenOf(this._world, entity)) {
if (isTerminal(this._world, child)) {
const status = terminalStatus(this._world, child)!;
const status = terminalStatus(this._world, child);
if (status) {
this._finish(
entity,
status === "succeeded"
@@ -252,73 +328,116 @@ export class TaskRunner {
);
return;
}
if (
!this._world.has(child, Running) &&
!this._world.has(child, Scheduled)
) {
if (!this._world.has(child, Running)) {
eligible.push(child);
}
}
if (eligible.length > 0) {
if (eligible.length === 0) return;
const pick = eligible[Math.floor(Math.random() * eligible.length)];
this._world.add(pick, Scheduled);
this._executeChild(pick, dt);
const status = terminalStatus(this._world, pick);
if (status) {
this._finish(
entity,
status === "succeeded"
? Succeeded
: status === "cancelled"
? Cancelled
: Failed,
);
}
// If no eligible children (all running), wait for one to finish
}
private _executeRepeat(entity: Entity): void {
const children = [...childrenOf(this._world, entity)];
private _executeCycle(entity: Entity, dt: number): void {
const child = this._firstTaskChild(entity);
if (!child) return;
// Repeat expects exactly one child
if (children.length === 0) return;
this._executeChild(child, dt);
const child = children[0];
// If child reached a terminal, reset the entire subtree and schedule again
if (isTerminal(this._world, child)) {
clearSubtree(this._world, child);
this._world.add(child, Scheduled);
this._world.add(entity, Scheduled);
}
// Cycle itself never terminates — it just creates tick-boundary cycles.
}
private _executeWhilst(entity: Entity, dt: number): void {
let condition: boolean;
try {
condition = this.onCondition(this._world, entity, dt);
} catch (err) {
this._finishFromThrown(entity, err);
return;
}
// Schedule child if not already running or scheduled
if (
!this._world.has(child, Running) &&
!this._world.has(child, Scheduled)
) {
this._world.add(child, Scheduled);
}
// Repeat itself never terminates — it just keeps the child going
}
private _executeSelector(entity: Entity): void {
const children = childrenOf(this._world, entity);
// Find the first non-terminal child
for (const child of children) {
if (isTerminal(this._world, child)) {
const status = terminalStatus(this._world, child)!;
if (status === "succeeded") {
// First success — selector succeeds
if (!condition) {
this._finish(entity, Succeeded);
return;
}
// failed or cancelled — continue to next child
continue;
}
// Found a child that hasn't run yet — schedule it
this._world.add(child, Scheduled);
const child = this._firstTaskChild(entity);
if (!child) {
this._finish(entity, Succeeded);
return;
}
this._executeChild(child, dt);
const status = terminalStatus(this._world, child);
if (status === "succeeded") {
clearSubtree(this._world, child);
this._world.add(entity, Scheduled);
} else if (status === "failed") {
this._finish(entity, Failed);
} else if (status === "cancelled") {
this._finish(entity, Cancelled);
}
}
private _executeSelector(entity: Entity, dt: number): void {
for (const child of childrenOf(this._world, entity)) {
let status = terminalStatus(this._world, child);
if (status === "succeeded") {
this._finish(entity, Succeeded);
return;
}
if (status === "failed" || status === "cancelled") continue;
this._executeChild(child, dt);
status = terminalStatus(this._world, child);
if (status === "succeeded") {
this._finish(entity, Succeeded);
return;
}
if (status === "failed" || status === "cancelled") continue;
return;
}
// All children failed
this._finish(entity, Failed);
}
private _firstTaskChild(entity: Entity): Entity | null {
for (const child of childrenOf(this._world, entity)) {
return child;
}
return null;
}
// ── Completion propagation ────────────────────────
private _finishFromThrown(entity: Entity, err: unknown): void {
if (err === Cancel) {
this.cancel(entity);
} else {
this.fail(entity);
}
}
private _finish(
entity: Entity,
tag: typeof Succeeded | typeof Failed | typeof Cancelled,
@@ -331,30 +450,34 @@ export class TaskRunner {
const status = terminalStatus(this._world, entity)!;
this.onTerminal(this._world, entity, status);
// Notify parent
const parent = parentOf(this._world, entity);
if (parent) {
this._world.add(parent, Scheduled);
if (parent && !this._executing.has(parent)) {
if (this._world.has(parent, Scheduled)) {
this._world.remove(parent, Scheduled);
}
this._execute(parent, this._currentDt);
}
}
private _cancelTree(entity: Entity): void {
private _cancelTree(entity: Entity, notifyParent: boolean): void {
if (!this._world.has(entity, Task)) return;
// Cancel children first
// Cancel children first without repeatedly waking this node while its
// subtree is still being cancelled.
for (const child of childrenOf(this._world, entity)) {
this._cancelTree(child);
this._cancelTree(child, false);
}
// Cancel this node
clearStatus(this._world, entity);
this._world.add(entity, Cancelled);
this.onTerminal(this._world, entity, "cancelled");
// Notify parent
const parent = parentOf(this._world, entity);
if (parent) {
this._world.add(parent, Scheduled);
if (notifyParent && parent && !this._executing.has(parent)) {
if (this._world.has(parent, Scheduled)) {
this._world.remove(parent, Scheduled);
}
this._execute(parent, this._currentDt);
}
}
}
+21 -10
View File
@@ -1,30 +1,41 @@
import { defineComponent } from "../component";
import { defineRelationship } from "../relationship";
// ── Cancel ────────────────────────────────────────────
/** Throw from an action or wait starter to cancel that task and its subtree. */
export const Cancel: unique symbol = Symbol("task.cancel");
// ── Task component ────────────────────────────────────
/**
* Core component for behaviour-tree tasks.
*
* `kind` determines how the task evaluates its children:
* - `"leaf"` terminal node; external logic drives it to completion.
* `kind` determines how the task evaluates:
* - `"action"` runs immediately and succeeds when its function returns.
* - `"wait"` starts once and remains running until external code completes it.
* - `"sequential"` runs children one at a time, left to right.
* Succeeds when all children succeed; fails when any child fails.
* - `"parallel"` schedules all children at once.
* - `"parallel"` starts all children at once.
* Succeeds when all children succeed; fails when any child fails.
* - `"random"` picks one child at random each time it's scheduled.
* - `"random"` picks one child at random each time it runs.
* Succeeds/fails with that child's result.
* - `"repeat"` runs its single child. When the child finishes, resets it
* and runs again. Never terminates on its own (only via cancel).
* - `"cycle"` runs its single child. When the child finishes, resets it
* and schedules the next run for a future tick boundary. Never terminates
* on its own (only via cancel).
* - `"whilst"` runs its single child while its condition is true.
* Succeeds when the condition becomes false; fails/cancels with its child.
* - `"selector"` runs children left to right. Succeeds on the first
* child that succeeds; fails only if all children fail.
*/
export const Task = defineComponent("task", {
kind: "leaf" as
| "leaf"
kind: "action" as
| "action"
| "wait"
| "sequential"
| "parallel"
| "random"
| "repeat"
| "cycle"
| "whilst"
| "selector",
});
@@ -34,7 +45,7 @@ export type TaskKind = (typeof Task.type)["kind"];
/** A task that should be executed this tick. */
export const Scheduled = defineComponent("scheduled", {});
/** A task that is currently executing (multi-frame leaves). */
/** A task that is currently executing or waiting for completion. */
export const Running = defineComponent("running", {});
/** The task completed successfully. */
+112 -102
View File
@@ -1,35 +1,32 @@
import type { World, Entity } from "../index";
import type { EntityDef, EntityDefChild } from "../entity-tree";
import { Task, ChildOf } from "./task";
import { TaskRunner } from "./runner";
import { Task, ChildOf, Cancel } from "./task";
import { TaskRunner, type TaskControl } from "./runner";
// ── Cancel ────────────────────────────────────────────
export { Cancel };
/**
* Throw this inside a leaf `run` function to cancel the leaf and its subtree.
*
* @example
* ```ts
* leaf(() => { throw Cancel; })
* ```
*/
export const Cancel: unique symbol = Symbol("leaf.cancel");
// ── Task callback types ───────────────────────────────
// ── Tree definition ───────────────────────────────────
/** Runs immediately. Return = success, throw = failure, throw Cancel = cancel. */
export type ActionFn = (world: World, entity: Entity, dt: number) => void;
/** A leaf function — plain or generator. */
export type LeafFn =
| ((world: World, dt: number) => void)
| (() => Generator<number | void, void, number>);
/** Starts a task that remains Running until completed by the supplied control. */
export type WaitFn = (
world: World,
entity: Entity,
control: TaskControl,
dt: number,
) => void;
export interface LeafTaskMeta {
readonly run: LeafFn;
}
/** Controls a `whilst` task. False means the loop has completed successfully. */
export type ConditionFn = (world: World, entity: Entity, dt: number) => boolean;
export type TaskEntityDef = EntityDef<
typeof Task.type,
LeafTaskMeta | undefined
>;
export type TaskMeta =
| { readonly mode: "action"; readonly run: ActionFn }
| { readonly mode: "wait"; readonly start?: WaitFn }
| { readonly mode: "whilst"; readonly condition: ConditionFn };
export type TaskEntityDef = EntityDef<typeof Task.type, TaskMeta | undefined>;
/** Behaviour-tree definition accepted by `buildTree`. */
export type TreeDef = TaskEntityDef;
@@ -43,7 +40,7 @@ function compactChildren(children: readonly EntityDefChild[]): EntityDef[] {
function task(
kind: typeof Task.type.kind,
children: readonly EntityDefChild[] = [],
meta?: LeafTaskMeta,
meta?: TaskMeta,
): TaskEntityDef {
return {
kind: "entity",
@@ -54,12 +51,38 @@ function task(
};
}
/** Create a leaf task entity definition. */
export function leaf(
run: LeafFn,
/** Create an action task entity definition. */
export function action(
run: ActionFn,
children: readonly EntityDefChild[] = [],
): TaskEntityDef {
return task("leaf", children, { run });
return task("action", children, { mode: "action", run });
}
/**
* Create a wait task entity definition.
*
* `wait()` creates a task that simply becomes Running. External systems can
* complete it with `runner.succeed(entity)`, `runner.fail(entity)`, or
* `runner.cancel(entity)`.
*/
export function wait(children?: readonly EntityDefChild[]): TaskEntityDef;
export function wait(
start: WaitFn,
children?: readonly EntityDefChild[],
): TaskEntityDef;
export function wait(
startOrChildren?: WaitFn | readonly EntityDefChild[],
children: readonly EntityDefChild[] = [],
): TaskEntityDef {
const hasChildrenAsFirstArg = Array.isArray(startOrChildren);
const start = hasChildrenAsFirstArg
? undefined
: (startOrChildren as WaitFn | undefined);
return task("wait", hasChildrenAsFirstArg ? startOrChildren : children, {
mode: "wait",
start,
});
}
/** Create a sequential task entity definition. */
@@ -91,44 +114,60 @@ export function random(
}
/**
* Create a repeat task entity definition.
* Create a cycle task entity definition.
*
* `repeat(child)` and `repeat([child, metadataEntity])` are both supported.
* `cycle(child)` and `cycle([child, metadataEntity])` are both supported.
* The runner operates only on child entities that have the `Task` component.
*/
export function repeat(child: EntityDef): TaskEntityDef;
export function repeat(children?: readonly EntityDefChild[]): TaskEntityDef;
export function repeat(
export function cycle(child: EntityDef): TaskEntityDef;
export function cycle(children?: readonly EntityDefChild[]): TaskEntityDef;
export function cycle(
childOrChildren: EntityDef | readonly EntityDefChild[] = [],
): TaskEntityDef {
return task(
"repeat",
"cycle",
Array.isArray(childOrChildren) ? childOrChildren : [childOrChildren],
);
}
/**
* Create a conditional loop task entity definition.
*
* Runs its child while `condition` returns true. When the child succeeds, the
* child subtree is reset and `whilst` schedules itself for the next tick
* boundary. When `condition` returns false, `whilst` succeeds.
*/
export function whilst(condition: ConditionFn, child: EntityDef): TaskEntityDef;
export function whilst(
condition: ConditionFn,
children?: readonly EntityDefChild[],
): TaskEntityDef;
export function whilst(
condition: ConditionFn,
childOrChildren: EntityDef | readonly EntityDefChild[] = [],
): TaskEntityDef {
return task(
"whilst",
Array.isArray(childOrChildren) ? childOrChildren : [childOrChildren],
{ mode: "whilst", condition },
);
}
// ── Builder ───────────────────────────────────────────
/**
* Materialize a behaviour-tree definition into ECS entities and return a
* fully-wired `TaskRunner`.
*
* Definitions are `EntityDef` trees produced by the task factories (`leaf`,
* `sequential`, `parallel`, `selector`, `random`, `repeat`) and generic
* single-component entity factories. Non-task child entities are materialized
* into the ECS tree but ignored by `TaskRunner` execution.
*
* Leaf `run` functions:
* - **Plain function** runs once per tick. `return` = success. `throw` = fail.
* `throw Cancel` = cancel.
* - **Generator function** each `yield` suspends until next tick. The value
* yielded is the desired delay in ms (or `undefined` for next frame).
* Generator completion = success. `throw` = fail. `throw Cancel` = cancel.
* Definitions are `EntityDef` trees produced by the task factories (`action`,
* `wait`, `sequential`, `parallel`, `selector`, `random`, `cycle`, `whilst`)
* and generic single-component entity factories. Non-task child entities are
* materialized into the ECS tree but ignored by `TaskRunner` execution.
*/
export function buildTree(world: World, def: TreeDef): TaskRunner {
const leafHandlers = new Map<Entity, LeafFn>();
// Track generator iterators for multi-frame leaves
const generators = new Map<Entity, Generator<number | void, void, number>>();
const actions = new Map<Entity, ActionFn>();
const waits = new Map<Entity, WaitFn>();
const conditions = new Map<Entity, ConditionFn>();
function build(def: EntityDef, parent?: Entity): Entity {
const entity = world.spawn();
@@ -140,12 +179,22 @@ export function buildTree(world: World, def: TreeDef): TaskRunner {
if (def.component === Task) {
const taskData = world.get(entity, Task);
if (taskData.kind === "leaf") {
const run = (def.meta as LeafTaskMeta | undefined)?.run;
if (!run) {
throw new Error("Leaf task entity is missing a run function");
const meta = def.meta as TaskMeta | undefined;
if (taskData.kind === "action") {
if (meta?.mode !== "action") {
throw new Error("Action task entity is missing an action function");
}
leafHandlers.set(entity, run);
actions.set(entity, meta.run);
} else if (taskData.kind === "wait") {
if (meta?.mode === "wait" && meta.start) {
waits.set(entity, meta.start);
}
} else if (taskData.kind === "whilst") {
if (meta?.mode !== "whilst") {
throw new Error("Whilst task entity is missing a condition function");
}
conditions.set(entity, meta.condition);
}
}
@@ -165,56 +214,17 @@ export function buildTree(world: World, def: TreeDef): TaskRunner {
const runner = new TaskRunner(world);
runner.root = root;
runner.onLeaf = (_w, entity, dt) => {
const handler = leafHandlers.get(entity);
if (!handler) return;
try {
// Check if this leaf has an active generator
let gen = generators.get(entity);
if (gen) {
// Resume existing generator
const result = gen.next(dt);
if (result.done) {
generators.delete(entity);
runner.succeed(entity);
}
// If not done, leaf stays Running — nothing to do
} else {
// First invocation — call the handler
const ret = handler(_w, dt);
// Check if it returned a generator
if (ret != null && typeof (ret as any).next === "function") {
const gen = ret as Generator<number | void, void, number>;
generators.set(entity, gen);
const result = gen.next(dt);
if (result.done) {
generators.delete(entity);
runner.succeed(entity);
}
// Not done → leaf stays Running
} else {
// Plain function — returned undefined → success
runner.succeed(entity);
}
}
} catch (err) {
// Clean up generator if one was active
generators.delete(entity);
if (err === Cancel) {
runner.cancel(entity);
} else {
runner.fail(entity);
}
}
runner.onAction = (world, entity, dt) => {
actions.get(entity)?.(world, entity, dt);
};
runner.onTerminal = (_w, entity) => {
// Clean up generator when a leaf reaches terminal by external means
generators.delete(entity);
runner.onWait = (world, entity, control, dt) => {
waits.get(entity)?.(world, entity, control, dt);
};
runner.onCondition = (world, entity, dt) => {
const condition = conditions.get(entity);
return condition ? condition(world, entity, dt) : false;
};
return runner;
+316 -244
View File
@@ -10,15 +10,18 @@ import {
ChildOf,
TaskRunner,
buildTree,
leaf,
repeat,
Cancel,
action,
wait,
cycle,
whilst,
sequential,
} from "../src/bt/index";
// ── Helpers ─────────────────────────────────────────
function makeLeaf(world: World, parent?: Entity): Entity {
function makeWait(world: World, parent?: Entity): Entity {
const e = world.spawn();
world.add(e, Task, { kind: "leaf" });
world.add(e, Task, { kind: "wait" });
if (parent) world.relate(e, ChildOf, parent);
return e;
}
@@ -44,9 +47,9 @@ function makeRandom(world: World, parent?: Entity): Entity {
return e;
}
function makeRepeat(world: World, parent?: Entity): Entity {
function makeCycle(world: World, parent?: Entity): Entity {
const e = world.spawn();
world.add(e, Task, { kind: "repeat" });
world.add(e, Task, { kind: "cycle" });
if (parent) world.relate(e, ChildOf, parent);
return e;
}
@@ -69,9 +72,9 @@ describe("Entity task factories", () => {
world,
sequential([
entity(Label, { value: "sequence metadata" }),
leaf(() => calls.push("a")),
action(() => calls.push("a")),
entity(Label, { value: "between leaves" }),
leaf(() => calls.push("b")),
action(() => calls.push("b")),
]),
);
@@ -90,16 +93,132 @@ describe("Entity task factories", () => {
expect(world.has(root, Succeeded)).toBe(true);
});
it("repeat works with component child entities beside its task child", () => {
const Label = defineComponent("repeatLabel", { value: "" });
it("action succeeds immediately when it returns", () => {
const world = new World();
let receivedDt = 0;
let receivedEntity: Entity | undefined;
const runner = buildTree(
world,
action((_world, entity, dt) => {
receivedEntity = entity;
receivedDt = dt;
}),
);
runner.schedule(runner.root!);
runner.tick(16);
expect(receivedEntity).toBe(runner.root);
expect(receivedDt).toBe(16);
expect(world.has(runner.root!, Succeeded)).toBe(true);
});
it("action fails or cancels when it throws", () => {
const world = new World();
const failed = buildTree(
world,
action(() => {
throw new Error("bad");
}),
);
const cancelled = buildTree(
world,
action(() => {
throw Cancel;
}),
);
failed.schedule(failed.root!);
failed.tick();
cancelled.schedule(cancelled.root!);
cancelled.tick();
expect(world.has(failed.root!, Failed)).toBe(true);
expect(world.has(cancelled.root!, Cancelled)).toBe(true);
});
it("wait can complete itself through task control", () => {
const world = new World();
const runner = buildTree(
world,
wait((_world, _entity, task) => {
task.succeed();
}),
);
runner.schedule(runner.root!);
runner.tick();
expect(world.has(runner.root!, Succeeded)).toBe(true);
});
it("wait without a starter remains running", () => {
const world = new World();
const runner = buildTree(world, wait());
runner.schedule(runner.root!);
runner.tick();
expect(world.has(runner.root!, Running)).toBe(true);
});
it("whilst loops at tick boundaries until its condition is false", () => {
const world = new World();
let count = 0;
const runner = buildTree(
world,
whilst(
() => count < 3,
action(() => {
count++;
}),
),
);
runner.schedule(runner.root!);
runner.tick();
expect(count).toBe(1);
expect(world.has(runner.root!, Scheduled)).toBe(true);
runner.tick();
expect(count).toBe(2);
runner.tick();
expect(count).toBe(3);
runner.tick();
expect(world.has(runner.root!, Succeeded)).toBe(true);
});
it("whilst propagates child failure", () => {
const world = new World();
const runner = buildTree(
world,
whilst(
() => true,
action(() => {
throw new Error("bad");
}),
),
);
runner.schedule(runner.root!);
runner.tick();
expect(world.has(runner.root!, Failed)).toBe(true);
});
it("cycle works with component child entities beside its task child", () => {
const Label = defineComponent("cycleLabel", { value: "" });
const world = new World();
let calls = 0;
const runner = buildTree(
world,
repeat([
entity(Label, { value: "repeat metadata" }),
leaf(() => {
cycle([
entity(Label, { value: "cycle metadata" }),
action(() => {
calls++;
}),
]),
@@ -112,8 +231,8 @@ describe("Entity task factories", () => {
});
});
// ── Leaf tasks ──────────────────────────────────────
describe("Leaf tasks", () => {
// ── Wait tasks ──────────────────────────────────────
describe("Wait tasks", () => {
let world: World;
let runner: TaskRunner;
@@ -122,79 +241,79 @@ describe("Leaf tasks", () => {
runner = new TaskRunner(world);
});
it("calls onLeaf when a leaf is scheduled and ticked", () => {
const leaf = makeLeaf(world);
it("calls onWait when a wait task is scheduled and ticked", () => {
const action = makeWait(world);
const calls: Entity[] = [];
runner.onLeaf = (_w, e) => calls.push(e);
runner.schedule(leaf);
runner.onWait = (_w, e) => calls.push(e);
runner.schedule(action);
runner.tick();
expect(calls).toEqual([leaf]);
expect(calls).toEqual([action]);
});
it("marks leaf as Running after tick", () => {
const leaf = makeLeaf(world);
runner.schedule(leaf);
it("marks wait task as Running after tick", () => {
const action = makeWait(world);
runner.schedule(action);
runner.tick();
expect(world.has(leaf, Running)).toBe(true);
expect(world.has(leaf, Scheduled)).toBe(false);
expect(world.has(action, Running)).toBe(true);
expect(world.has(action, Scheduled)).toBe(false);
});
it("succeed() marks leaf as Succeeded", () => {
const leaf = makeLeaf(world);
runner.schedule(leaf);
it("succeed() marks wait task as Succeeded", () => {
const action = makeWait(world);
runner.schedule(action);
runner.tick();
runner.succeed(leaf);
runner.succeed(action);
expect(world.has(leaf, Succeeded)).toBe(true);
expect(world.has(leaf, Running)).toBe(false);
expect(world.has(action, Succeeded)).toBe(true);
expect(world.has(action, Running)).toBe(false);
});
it("fail() marks leaf as Failed", () => {
const leaf = makeLeaf(world);
runner.schedule(leaf);
it("fail() marks wait task as Failed", () => {
const action = makeWait(world);
runner.schedule(action);
runner.tick();
runner.fail(leaf);
runner.fail(action);
expect(world.has(leaf, Failed)).toBe(true);
expect(world.has(leaf, Running)).toBe(false);
expect(world.has(action, Failed)).toBe(true);
expect(world.has(action, Running)).toBe(false);
});
it("cancel() marks leaf as Cancelled", () => {
const leaf = makeLeaf(world);
runner.schedule(leaf);
it("cancel() marks wait task as Cancelled", () => {
const action = makeWait(world);
runner.schedule(action);
runner.tick();
runner.cancel(leaf);
runner.cancel(action);
expect(world.has(leaf, Cancelled)).toBe(true);
expect(world.has(leaf, Running)).toBe(false);
expect(world.has(action, Cancelled)).toBe(true);
expect(world.has(action, Running)).toBe(false);
});
it("onTerminal is called when leaf finishes", () => {
const leaf = makeLeaf(world);
it("onTerminal is called when wait task finishes", () => {
const action = makeWait(world);
const terminals: { entity: Entity; status: string }[] = [];
runner.onTerminal = (_w, e, s) => terminals.push({ entity: e, status: s });
runner.schedule(leaf);
runner.schedule(action);
runner.tick();
runner.succeed(leaf);
runner.succeed(action);
expect(terminals).toEqual([{ entity: leaf, status: "succeeded" }]);
expect(terminals).toEqual([{ entity: action, status: "succeeded" }]);
});
it("reset() clears all status tags", () => {
const leaf = makeLeaf(world);
runner.schedule(leaf);
const action = makeWait(world);
runner.schedule(action);
runner.tick();
runner.succeed(leaf);
runner.succeed(action);
runner.reset(leaf);
runner.reset(action);
expect(world.has(leaf, Succeeded)).toBe(false);
expect(world.has(leaf, Running)).toBe(false);
expect(world.has(leaf, Scheduled)).toBe(false);
expect(world.has(action, Succeeded)).toBe(false);
expect(world.has(action, Running)).toBe(false);
expect(world.has(action, Scheduled)).toBe(false);
});
});
@@ -210,44 +329,34 @@ describe("Sequential tasks", () => {
it("runs children one at a time in order", () => {
const seq = makeSequential(world);
const a = makeLeaf(world, seq);
const b = makeLeaf(world, seq);
const c = makeLeaf(world, seq);
const a = makeWait(world, seq);
const b = makeWait(world, seq);
const c = makeWait(world, seq);
const leafCalls: Entity[] = [];
runner.onLeaf = (_w, e) => leafCalls.push(e);
runner.onWait = (_w, e) => leafCalls.push(e);
runner.schedule(seq);
runner.tick(); // schedules first child
expect(world.has(a, Scheduled)).toBe(true);
expect(world.has(b, Scheduled)).toBe(false);
expect(world.has(c, Scheduled)).toBe(false);
runner.tick(); // runs a
runner.succeed(a);
// parent should be re-scheduled
runner.tick(); // schedules next child
expect(world.has(b, Scheduled)).toBe(true);
runner.tick(); // runs b
runner.succeed(b);
runner.tick(); // schedules c
expect(world.has(c, Scheduled)).toBe(true);
runner.tick(); // runs c
runner.succeed(c);
// parent should now be scheduled and succeed
runner.tick();
expect(world.has(a, Running)).toBe(true);
expect(world.has(b, Running)).toBe(false);
expect(world.has(c, Running)).toBe(false);
runner.succeed(a);
expect(world.has(b, Running)).toBe(true);
runner.succeed(b);
expect(world.has(c, Running)).toBe(true);
runner.succeed(c);
expect(world.has(seq, Succeeded)).toBe(true);
expect(leafCalls).toEqual([a, b, c]);
});
it("fails immediately when a child fails", () => {
const seq = makeSequential(world);
const a = makeLeaf(world, seq);
const b = makeLeaf(world, seq);
const a = makeWait(world, seq);
const b = makeWait(world, seq);
runner.schedule(seq);
runner.tick(); // schedules a
@@ -264,8 +373,8 @@ describe("Sequential tasks", () => {
it("succeeds when all children succeed", () => {
const seq = makeSequential(world);
const a = makeLeaf(world, seq);
const b = makeLeaf(world, seq);
const a = makeWait(world, seq);
const b = makeWait(world, seq);
runner.schedule(seq);
runner.tick(); // schedules a
@@ -282,20 +391,20 @@ describe("Sequential tasks", () => {
it("propagates terminal to grandparent", () => {
const root = makeSequential(world);
const child = makeSequential(world, root);
const leaf = makeLeaf(world, child);
const action = makeWait(world, child);
const terminals: Entity[] = [];
runner.onTerminal = (_w, e) => terminals.push(e);
runner.schedule(root);
runner.tick(); // schedules child
runner.tick(); // schedules leaf
runner.tick(); // runs leaf
runner.succeed(leaf);
runner.tick(); // schedules action
runner.tick(); // runs action
runner.succeed(action);
runner.tick(); // child succeeds
runner.tick(); // root succeeds
expect(terminals).toEqual([leaf, child, root]);
expect(terminals).toEqual([action, child, root]);
expect(world.has(root, Succeeded)).toBe(true);
});
@@ -319,24 +428,24 @@ describe("Parallel tasks", () => {
runner = new TaskRunner(world);
});
it("schedules all children at once", () => {
it("starts all children at once", () => {
const par = makeParallel(world);
const a = makeLeaf(world, par);
const b = makeLeaf(world, par);
const c = makeLeaf(world, par);
const a = makeWait(world, par);
const b = makeWait(world, par);
const c = makeWait(world, par);
runner.schedule(par);
runner.tick();
expect(world.has(a, Scheduled)).toBe(true);
expect(world.has(b, Scheduled)).toBe(true);
expect(world.has(c, Scheduled)).toBe(true);
expect(world.has(a, Running)).toBe(true);
expect(world.has(b, Running)).toBe(true);
expect(world.has(c, Running)).toBe(true);
});
it("succeeds when all children succeed", () => {
const par = makeParallel(world);
const a = makeLeaf(world, par);
const b = makeLeaf(world, par);
const a = makeWait(world, par);
const b = makeWait(world, par);
runner.schedule(par);
runner.tick(); // schedules both
@@ -365,8 +474,8 @@ describe("Parallel tasks", () => {
it("fails immediately when any child fails", () => {
const par = makeParallel(world);
const a = makeLeaf(world, par);
const b = makeLeaf(world, par);
const a = makeWait(world, par);
const b = makeWait(world, par);
runner.schedule(par);
runner.tick(); // schedules both
@@ -401,27 +510,25 @@ describe("Random tasks", () => {
it("picks one child and succeeds/fails with it", () => {
const rand = makeRandom(world);
const a = makeLeaf(world, rand);
const b = makeLeaf(world, rand);
const a = makeWait(world, rand);
const b = makeWait(world, rand);
runner.schedule(rand);
runner.tick();
// Exactly one child should be scheduled
const scheduled = [world.has(a, Scheduled), world.has(b, Scheduled)];
expect(scheduled.filter(Boolean)).toHaveLength(1);
// Exactly one child should be running
const running = [world.has(a, Running), world.has(b, Running)];
expect(running.filter(Boolean)).toHaveLength(1);
const picked = world.has(a, Scheduled) ? a : b;
runner.tick(); // runs picked leaf
const picked = world.has(a, Running) ? a : b;
runner.succeed(picked);
runner.tick(); // random sees child done → succeeds
expect(world.has(rand, Succeeded)).toBe(true);
});
it("fails when picked child fails", () => {
const rand = makeRandom(world);
const a = makeLeaf(world, rand);
const a = makeWait(world, rand);
runner.schedule(rand);
runner.tick(); // schedules a (only child)
@@ -444,8 +551,8 @@ describe("Random tasks", () => {
});
});
// ── Repeat ──────────────────────────────────────────
describe("Repeat tasks", () => {
// ── Cycle ──────────────────────────────────────────
describe("Cycle tasks", () => {
let world: World;
let runner: TaskRunner;
@@ -455,110 +562,98 @@ describe("Repeat tasks", () => {
});
it("re-runs child after it succeeds", () => {
const rep = makeRepeat(world);
const leaf = makeLeaf(world, rep);
const cyc = makeCycle(world);
const action = makeWait(world, cyc);
let leafCount = 0;
runner.onLeaf = () => leafCount++;
let waitCount = 0;
runner.onWait = () => waitCount++;
runner.schedule(rep);
runner.schedule(cyc);
// First run
runner.tick(); // repeat schedules leaf
runner.tick(); // leaf runs
expect(leafCount).toBe(1);
runner.succeed(leaf);
runner.tick();
expect(waitCount).toBe(1);
runner.succeed(action);
// Repeat re-scheduled
runner.tick(); // repeat sees leaf done, resets and schedules again
runner.tick(); // leaf runs again
expect(leafCount).toBe(2);
runner.succeed(leaf);
// Completion schedules the cycle node at a tick boundary.
expect(world.has(cyc, Scheduled)).toBe(true);
runner.tick();
expect(waitCount).toBe(2);
runner.succeed(action);
// And again
runner.tick(); // repeat resets
runner.tick(); // leaf runs
expect(leafCount).toBe(3);
runner.tick();
expect(waitCount).toBe(3);
});
it("re-runs child after it fails", () => {
const rep = makeRepeat(world);
const leaf = makeLeaf(world, rep);
const cyc = makeCycle(world);
const action = makeWait(world, cyc);
let leafCount = 0;
runner.onLeaf = () => leafCount++;
let waitCount = 0;
runner.onWait = () => waitCount++;
runner.schedule(rep);
runner.tick(); // repeat schedules leaf
runner.tick(); // leaf runs
runner.fail(leaf);
runner.schedule(cyc);
runner.tick();
runner.fail(action);
// Repeat re-scheduled, resets leaf
runner.tick(); // repeat resets leaf
runner.tick(); // leaf runs again
expect(leafCount).toBe(2);
expect(world.has(cyc, Scheduled)).toBe(true);
runner.tick();
expect(waitCount).toBe(2);
});
it("never terminates on its own", () => {
const rep = makeRepeat(world);
const leaf = makeLeaf(world, rep);
const cyc = makeCycle(world);
const action = makeWait(world, cyc);
runner.schedule(rep);
runner.tick(); // schedules leaf
runner.tick(); // runs leaf
runner.succeed(leaf);
runner.schedule(cyc);
runner.tick();
runner.succeed(action);
// After many cycles, repeat is still not terminal
// After many cycles, cycle is still not terminal
for (let i = 0; i < 5; i++) {
runner.tick(); // repeat resets + schedules leaf
runner.tick(); // leaf runs
runner.succeed(leaf);
runner.tick();
runner.succeed(action);
}
expect(world.has(rep, Succeeded)).toBe(false);
expect(world.has(rep, Failed)).toBe(false);
expect(world.has(rep, Cancelled)).toBe(false);
expect(world.has(cyc, Succeeded)).toBe(false);
expect(world.has(cyc, Failed)).toBe(false);
expect(world.has(cyc, Cancelled)).toBe(false);
});
it("can be cancelled", () => {
const rep = makeRepeat(world);
const leaf = makeLeaf(world, rep);
const cyc = makeCycle(world);
const action = makeWait(world, cyc);
runner.schedule(rep);
runner.tick(); // schedules leaf
runner.tick(); // runs leaf
runner.schedule(cyc);
runner.tick();
runner.cancel(rep);
runner.cancel(cyc);
expect(world.has(rep, Cancelled)).toBe(true);
expect(world.has(leaf, Cancelled)).toBe(true);
expect(world.has(cyc, Cancelled)).toBe(true);
expect(world.has(action, Cancelled)).toBe(true);
});
it("empty repeat does nothing", () => {
const rep = makeRepeat(world);
it("empty cycle does nothing", () => {
const cyc = makeCycle(world);
runner.schedule(rep);
runner.schedule(cyc);
runner.tick();
// No child, so nothing happens
expect(world.has(rep, Succeeded)).toBe(false);
expect(world.has(rep, Failed)).toBe(false);
expect(world.has(cyc, Succeeded)).toBe(false);
expect(world.has(cyc, Failed)).toBe(false);
});
it("repeat inside sequential advances parent when cancelled", () => {
it("cycle inside sequential advances parent when cancelled", () => {
const seq = makeSequential(world);
const rep = makeRepeat(world, seq);
const leaf = makeLeaf(world, rep);
const after = makeLeaf(world, seq);
const cyc = makeCycle(world, seq);
const action = makeWait(world, cyc);
const after = makeWait(world, seq);
runner.schedule(seq);
runner.tick(); // seq schedules rep
runner.tick(); // rep schedules leaf
runner.tick(); // leaf runs
runner.tick();
// Cancel the repeat
runner.cancel(rep);
runner.tick(); // seq sees rep cancelled, seq becomes cancelled
// Cancel the cycle
runner.cancel(cyc);
expect(world.has(seq, Cancelled)).toBe(true);
expect(world.has(after, Scheduled)).toBe(false);
@@ -577,8 +672,8 @@ describe("Selector tasks", () => {
it("succeeds on first child that succeeds", () => {
const sel = makeSelector(world);
const a = makeLeaf(world, sel);
const b = makeLeaf(world, sel);
const a = makeWait(world, sel);
const b = makeWait(world, sel);
runner.schedule(sel);
runner.tick(); // schedules a
@@ -595,35 +690,28 @@ describe("Selector tasks", () => {
it("tries next child when previous fails", () => {
const sel = makeSelector(world);
const a = makeLeaf(world, sel);
const b = makeLeaf(world, sel);
const c = makeLeaf(world, sel);
const a = makeWait(world, sel);
const b = makeWait(world, sel);
const c = makeWait(world, sel);
runner.schedule(sel);
runner.tick(); // schedules a
runner.tick(); // runs a
runner.fail(a);
runner.tick(); // selector schedules b
expect(world.has(b, Scheduled)).toBe(true);
expect(world.has(b, Running)).toBe(true);
runner.tick(); // runs b
runner.fail(b);
expect(world.has(c, Running)).toBe(true);
runner.tick(); // selector schedules c
expect(world.has(c, Scheduled)).toBe(true);
runner.tick(); // runs c
runner.succeed(c);
runner.tick(); // selector succeeds
expect(world.has(sel, Succeeded)).toBe(true);
});
it("fails when all children fail", () => {
const sel = makeSelector(world);
const a = makeLeaf(world, sel);
const b = makeLeaf(world, sel);
const a = makeWait(world, sel);
const b = makeWait(world, sel);
runner.schedule(sel);
runner.tick(); // schedules a
@@ -648,16 +736,15 @@ describe("Selector tasks", () => {
it("skips cancelled children and continues", () => {
const sel = makeSelector(world);
const a = makeLeaf(world, sel);
const b = makeLeaf(world, sel);
const a = makeWait(world, sel);
const b = makeWait(world, sel);
runner.schedule(sel);
runner.tick(); // schedules a
runner.tick(); // runs a
runner.cancel(a);
runner.tick(); // selector sees a cancelled, tries b
expect(world.has(b, Scheduled)).toBe(true);
expect(world.has(b, Running)).toBe(true);
});
});
@@ -674,8 +761,8 @@ describe("Cancel", () => {
it("cancels all descendants", () => {
const root = makeSequential(world);
const child = makeParallel(world, root);
const a = makeLeaf(world, child);
const b = makeLeaf(world, child);
const a = makeWait(world, child);
const b = makeWait(world, child);
runner.schedule(root);
runner.tick(); // schedules child
@@ -694,17 +781,17 @@ describe("Cancel", () => {
it("cancel propagates to parent", () => {
const root = makeSequential(world);
const child = makeSequential(world, root);
const leaf = makeLeaf(world, child);
const action = makeWait(world, child);
runner.schedule(root);
runner.tick(); // schedules child
runner.tick(); // schedules leaf
runner.tick(); // runs leaf
runner.tick(); // schedules action
runner.tick(); // runs action
runner.cancel(leaf);
runner.cancel(action);
// leaf cancelled → child re-scheduled → child sees leaf cancelled → child cancelled
runner.tick(); // child processes cancelled leaf
// action cancelled → child re-scheduled → child sees action cancelled → child cancelled
runner.tick(); // child processes cancelled action
expect(world.has(child, Cancelled)).toBe(true);
// child cancelled → root re-scheduled → root sees child cancelled → root cancelled
@@ -713,8 +800,8 @@ describe("Cancel", () => {
});
});
// ── Multi-frame leaves ──────────────────────────────
describe("Multi-frame leaves", () => {
// ── Multi-frame wait tasks ──────────────────────────────
describe("Multi-frame wait tasks", () => {
let world: World;
let runner: TaskRunner;
@@ -723,28 +810,28 @@ describe("Multi-frame leaves", () => {
runner = new TaskRunner(world);
});
it("leaf stays Running across ticks until explicitly finished", () => {
const leaf = makeLeaf(world);
it("wait task stays Running across ticks until explicitly finished", () => {
const action = makeWait(world);
runner.schedule(leaf);
runner.schedule(action);
runner.tick();
expect(world.has(leaf, Running)).toBe(true);
expect(world.has(action, Running)).toBe(true);
// Tick again — leaf is Running, not Scheduled, so nothing happens
// Tick again — action is Running, not Scheduled, so nothing happens
runner.tick();
expect(world.has(leaf, Running)).toBe(true);
expect(world.has(action, Running)).toBe(true);
// External system finishes it
runner.succeed(leaf);
expect(world.has(leaf, Succeeded)).toBe(true);
expect(world.has(leaf, Running)).toBe(false);
runner.succeed(action);
expect(world.has(action, Succeeded)).toBe(true);
expect(world.has(action, Running)).toBe(false);
});
it("sequential waits for multi-frame leaf before advancing", () => {
it("sequential waits for multi-frame wait before advancing", () => {
const seq = makeSequential(world);
const a = makeLeaf(world, seq);
const b = makeLeaf(world, seq);
const a = makeWait(world, seq);
const b = makeWait(world, seq);
runner.schedule(seq);
runner.tick(); // schedules a
@@ -756,10 +843,9 @@ describe("Multi-frame leaves", () => {
expect(world.has(b, Scheduled)).toBe(false);
expect(world.has(b, Running)).toBe(false);
// Finish a
// Finish a; parent propagation starts b immediately.
runner.succeed(a);
runner.tick(); // seq schedules b
expect(world.has(b, Scheduled)).toBe(true);
expect(world.has(b, Running)).toBe(true);
});
});
@@ -787,11 +873,11 @@ describe("Edge cases", () => {
it("tick is a no-op when nothing is scheduled", () => {
const world = new World();
const runner = new TaskRunner(world);
const leaf = makeLeaf(world);
const action = makeWait(world);
// Leaf exists but is not Scheduled
// Wait task exists but is not Scheduled
expect(() => runner.tick()).not.toThrow();
expect(world.has(leaf, Running)).toBe(false);
expect(world.has(action, Running)).toBe(false);
});
it("deeply nested tree works correctly", () => {
@@ -800,29 +886,15 @@ describe("Edge cases", () => {
const root = makeSequential(world);
const mid = makeSequential(world, root);
const leaf = makeLeaf(world, mid);
const action = makeWait(world, mid);
runner.schedule(root);
// Tick 1: root schedules mid
runner.tick();
expect(world.has(mid, Scheduled)).toBe(true);
expect(world.has(action, Running)).toBe(true);
// Tick 2: mid schedules leaf
runner.tick();
expect(world.has(leaf, Scheduled)).toBe(true);
// Tick 3: leaf runs
runner.tick();
expect(world.has(leaf, Running)).toBe(true);
runner.succeed(leaf);
// leaf done → mid scheduled
runner.tick(); // mid sees leaf done → mid succeeds
runner.succeed(action);
expect(world.has(mid, Succeeded)).toBe(true);
runner.tick(); // root sees mid done → root succeeds
expect(world.has(root, Succeeded)).toBe(true);
});
});
+268
View File
@@ -0,0 +1,268 @@
import { describe, expect, it } from "vitest";
import { World, query, type Entity } from "../src/index";
import { generateRandomPlayLog } from "../examples/three-monks/random-playthrough";
import {
ActionCard,
CARRYING_TOOLS,
GameState,
Player,
Table,
Tool,
WoodenFishMarker,
getActionCard,
getPlayersInSeatOrder,
getSelectedAction,
getToolOf,
setupGame,
type ActionKind,
type ToolKind,
} from "../examples/three-monks/components";
import { createThreeMonksFlow } from "../examples/three-monks/gameflow";
import {
prepareNextRound,
resolveChant,
resolveEndOfRoundTools,
resolveDrink,
resolveExchange,
resolveFetchWater,
selectAction,
} from "../examples/three-monks/rules";
function setup(names = ["A", "B", "C"]): { world: World; players: Entity[] } {
const world = new World();
const players = setupGame(world, names);
return { world, players };
}
function setTool(
world: World,
player: Entity,
kind: ToolKind,
water = 0,
): Entity {
const tool = getToolOf(world, player);
world.set(tool, Tool, { owner: player, kind, water });
return tool;
}
function selectAll(world: World, actions: readonly ActionKind[]): void {
const players = getPlayersInSeatOrder(world);
for (let i = 0; i < players.length; i++) {
selectAction(world, players[i], actions[i]);
}
}
describe("Three Monks random logging", () => {
it("generates a complete deterministic random playthrough log", () => {
const result = generateRandomPlayLog({ seed: 20260701 });
expect(result.log).toContain("三个和尚随机对局");
expect(result.log).toContain("游戏结束");
expect(result.log).toContain("胜者:慧空");
expect(result.roundsPlayed).toBe(14);
});
});
describe("Three Monks setup", () => {
it("requires 3-8 players", () => {
expect(() => setupGame(new World(), ["A", "B"])).toThrow();
expect(() =>
setupGame(new World(), ["1", "2", "3", "4", "5", "6", "7", "8", "9"]),
).toThrow();
});
it("creates players, action cards, tools, table state, and wooden fish marker", () => {
const { world, players } = setup();
expect(players).toHaveLength(3);
expect([...world.query(query(Player))]).toHaveLength(3);
expect(players.map((player) => world.get(player, Player).water)).toEqual([
2, 2, 2,
]);
expect([...world.query(query(ActionCard))]).toHaveLength(15);
const tools = [...world.query(query(Tool))].map(
(tool) => world.get(tool, Tool).kind,
);
expect(tools).toHaveLength(3);
expect(tools.filter((kind) => CARRYING_TOOLS.has(kind))).toHaveLength(2);
expect(world.hasSingleton(Table)).toBe(true);
expect(world.hasSingleton(GameState)).toBe(true);
expect(players).toContain(world.getSingleton(WoodenFishMarker).holder);
});
});
describe("Three Monks action selection", () => {
it("selects an available card and prevents selecting cooldown", () => {
const { world, players } = setup();
selectAction(world, players[0], "fetchWater");
expect(getSelectedAction(world, players[0])).toBe("fetchWater");
prepareNextRound(world);
const card = getActionCard(world, players[0], "fetchWater")!;
expect(world.get(card, ActionCard).zone).toBe("cooldown");
expect(() => selectAction(world, players[0], "fetchWater")).toThrow();
selectAction(world, players[0], "rest");
expect(getSelectedAction(world, players[0])).toBe("rest");
});
it("behavior tree completes a round after all players select", () => {
const { world, players } = setup();
const flow = createThreeMonksFlow(world);
flow.start();
flow.runner.tick();
for (const player of players) {
selectAction(world, player, "rest");
flow.notifySelectionChanged();
flow.runner.tick();
}
for (const player of players) {
const rest = getActionCard(world, player, "rest")!;
expect(world.get(rest, ActionCard).zone).toBe("cooldown");
}
expect(world.getSingleton(Table).round).toBe(2);
});
});
describe("Three Monks phase rules", () => {
it("fetch water moves player water to carrying tools and applies modifiers", () => {
const { world, players } = setup();
world.get(players[0], Player).water = 1;
setTool(world, players[0], "bucket");
setTool(world, players[1], "woodenBucket");
setTool(world, players[2], "ladle");
selectAll(world, ["fetchWater", "fetchWater", "rest"]);
resolveFetchWater(world);
expect(world.get(players[0], Player).water).toBe(0);
expect(world.get(getToolOf(world, players[0]), Tool).water).toBe(1);
expect(world.get(getToolOf(world, players[1]), Tool).water).toBe(0);
expect(world.get(getToolOf(world, players[2]), Tool).water).toBe(0);
expect(world.getSingleton(Table).centralWater).toBe(1);
});
it("fetch water does not move water when the player cannot pay", () => {
const { world, players } = setup();
world.get(players[0], Player).water = 0;
setTool(world, players[0], "bucket");
selectAll(world, ["fetchWater", "rest", "rest"]);
resolveFetchWater(world);
expect(world.get(players[0], Player).water).toBe(0);
expect(world.get(getToolOf(world, players[0]), Tool).water).toBe(0);
expect(world.getSingleton(Table).centralWater).toBe(2);
});
it("ladle moves one central water after fetching", () => {
const { world, players } = setup();
world.get(players[0], Player).water = 2;
setTool(world, players[0], "ladle");
setTool(world, players[1], "woodenFish");
setTool(world, players[2], "bottle");
selectAll(world, ["fetchWater", "rest", "rest"]);
resolveFetchWater(world);
expect(world.get(players[0], Player).water).toBe(0);
expect(world.get(getToolOf(world, players[0]), Tool).water).toBe(3);
expect(world.getSingleton(Table).centralWater).toBe(1);
});
it("exchange excludes chant proposers and shoulder pole dumps water", () => {
const { world, players } = setup();
const shoulderPole = setTool(world, players[0], "shoulderPole", 3);
const bottle = setTool(world, players[1], "bottle");
const bucket = setTool(world, players[2], "bucket");
selectAll(world, ["exchange", "chant", "exchange"]);
resolveExchange(world);
expect(world.getSingleton(Table).centralWater).toBe(3);
expect(world.get(shoulderPole, Tool).water).toBe(0);
expect(world.get(shoulderPole, Tool).owner).toBe(players[2]);
expect(world.get(bucket, Tool).owner).toBe(players[0]);
expect(world.get(bottle, Tool).owner).toBe(players[1]);
});
it("drink resolves in wooden fish order and first player to 10 wins immediately", () => {
const { world, players } = setup();
world.setSingleton(WoodenFishMarker, { holder: players[1] });
world.getSingleton(Table).centralWater = 3;
world.get(players[1], Player).water = 9;
setTool(world, players[0], "bucket");
setTool(world, players[1], "bucket");
setTool(world, players[2], "bucket");
selectAll(world, ["drink", "drink", "drink"]);
resolveDrink(world);
expect(world.getSingleton(GameState).winner).toBe(players[1]);
expect(world.get(players[2], Player).water).toBe(2);
});
it("water jar participates in drink only when its owner proposed drink", () => {
const { world, players } = setup();
world.getSingleton(Table).centralWater = 3;
setTool(world, players[0], "waterJar");
setTool(world, players[1], "bucket");
setTool(world, players[2], "bucket");
selectAll(world, ["rest", "drink", "drink"]);
resolveDrink(world);
expect(world.get(players[0], Player).water).toBe(2);
expect(world.get(players[1], Player).water).toBe(3);
});
it("big bowl stores central water if the owner did not drink from it", () => {
const { world, players } = setup();
world.setSingleton(WoodenFishMarker, { holder: players[0] });
world.getSingleton(Table).centralWater = 2;
setTool(world, players[0], "bigBowl", 0);
setTool(world, players[1], "bucket");
setTool(world, players[2], "bucket");
selectAll(world, ["drink", "drink", "drink"]);
resolveDrink(world);
expect(world.get(players[0], Player).water).toBe(3);
expect(world.get(getToolOf(world, players[0]), Tool).water).toBe(1);
expect(world.getSingleton(Table).centralWater).toBe(0);
});
it("chant gives marker to last chanter and applies bottle/mouse effects", () => {
const { world, players } = setup(["A", "B", "C", "D"]);
world.setSingleton(WoodenFishMarker, { holder: players[0] });
setTool(world, players[0], "bucket", 1);
setTool(world, players[1], "bottle", 0);
const mouse = setTool(world, players[2], "mouse", 0);
setTool(world, players[3], "bucket", 1);
selectAll(world, ["rest", "chant", "chant", "rest"]);
resolveChant(world);
expect(world.getSingleton(WoodenFishMarker).holder).toBe(players[2]);
expect(world.get(getToolOf(world, players[1]), Tool).water).toBe(1);
expect(world.get(mouse, Tool).water).toBe(1);
});
it("wooden fish tool overrides chant marker at end of round", () => {
const { world, players } = setup();
setTool(world, players[0], "woodenFish");
setTool(world, players[1], "bottle");
setTool(world, players[2], "bucket");
selectAll(world, ["rest", "chant", "rest"]);
resolveChant(world);
expect(world.getSingleton(WoodenFishMarker).holder).toBe(players[1]);
resolveEndOfRoundTools(world);
expect(world.getSingleton(WoodenFishMarker).holder).toBe(players[0]);
});
});