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@@ -10,12 +10,15 @@ Entity-Component-System with an observable-style API for TypeScript. Built for g
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|||||||
- [API](#api)
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- [API](#api)
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||||||
- [World](#world)
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- [World](#world)
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- [Components](#components)
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- [Components](#components)
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||||||
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- [Singleton Components](#singleton-components)
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||||||
- [Queries](#queries)
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- [Queries](#queries)
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||||||
- [Observable Queries](#observable-queries)
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- [Observable Queries](#observable-queries)
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- [Change Tracking](#change-tracking)
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- [Change Tracking](#change-tracking)
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- [Relationships](#relationships)
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- [Relationships](#relationships)
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- [Events](#events)
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- [Events](#events)
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- [Serialization](#serialization)
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- [Serialization](#serialization)
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- [Commands](#commands)
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||||||
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- [Behaviour Trees](#behaviour-trees)
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||||||
- [TypeScript Inference](#typescript-inference)
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- [TypeScript Inference](#typescript-inference)
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||||||
|
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||||||
## Installation
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## Installation
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@@ -132,6 +135,33 @@ Get returns a **live mutable reference** — no defensive copies. Mutations are
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---
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---
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### Singleton Components
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For global state (score, board, config) that doesn't need per-entity tracking. A single internal entity is created lazily and reused for all singleton components.
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```ts
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const Score = defineComponent("score", { points: 0, level: 1 });
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// Add (auto-creates the backing entity on first call)
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world.addSingleton(Score);
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// Get / set / check — no entity argument needed
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world.getSingleton(Score).points += 100;
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world.hasSingleton(Score); // true
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world.setSingleton(Score, { points: 0, level: 2 });
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// Try-get
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const s = world.tryGetSingleton(Score); // Score | undefined
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// Mark dirty for change tracking
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world.markDirtySingleton(Score);
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// Remove (destroys the backing entity if it becomes bare)
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world.removeSingleton(Score);
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```
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|
---
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|
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### Queries
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### Queries
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Create filters with `query()`. Chain `.without()` to exclude components.
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Create filters with `query()`. Chain `.without()` to exclude components.
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@@ -324,6 +354,142 @@ world2.get(e2, Health); // { current: 75, max: 100 }
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---
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---
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### Commands
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Decouple input from game logic. Define command components, register handlers, spawn command entities from input — the `CommandQueue` drains and dispatches them each frame.
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```ts
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import { CommandQueue } from "ecs-observable/commands";
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const MoveLeft = defineComponent("moveLeft", {});
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const MoveRight = defineComponent("moveRight", {});
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const queue = new CommandQueue(world);
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// Register handlers
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queue.handle(MoveLeft, () => {
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player.x -= 1;
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});
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queue.handle(MoveRight, () => {
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player.x += 1;
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});
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// Input → spawn command entities
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onKey("ArrowLeft", () => {
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const cmd = world.spawn();
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world.add(cmd, MoveLeft);
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});
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// Each frame — drain and dispatch
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queue.execute();
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```
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Command entities are automatically destroyed after processing if they become bare.
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|
---
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|
### Behaviour Trees
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|
Behaviour trees control game flow by composing tasks into a tree. Each node in the tree is an ECS entity with a `Task` component. Parent-child relationships are `ChildOf` edges. This means you can query, observe, and serialize the tree just like any other ECS data.
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`buildTree()` takes a task entity definition and materializes it into entities, returning a fully-wired `TaskRunner`. Task definitions are created with factories, and non-task child entities can be mixed in as metadata; the runner ignores those non-task children during execution.
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||||||
|
```ts
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import { defineComponent, entity } from "ecs-observable";
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import { buildTree, Cancel, action, wait, parallel, cycle, whilst, sequential } from "ecs-observable/bt";
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```
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#### Task patterns
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**Action** — runs immediately. Normal return = success.
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```ts
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action(() => { doWork(); })
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```
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**Fail** — throw any error.
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```ts
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action(() => { throw new Error("bad"); })
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```
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**Cancel** — throw the `Cancel` symbol.
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```ts
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action(() => { throw Cancel; })
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```
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**Wait** — starts once and stays running until external code completes it.
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```ts
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wait((world, entity, task) => {
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startAnimation(() => task.succeed());
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})
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```
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**Whilst** — runs its child while a condition is true, yielding at tick boundaries between successful iterations.
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```ts
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whilst(
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() => true,
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action((_world, _entity, dt) => {
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timer.accumulator += dt;
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if (timer.accumulator >= timer.interval) {
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||||||
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// ... act ...
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||||||
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}
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||||||
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}),
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||||||
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)
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||||||
|
```
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||||||
|
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||||||
|
#### Composite nodes
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||||||
|
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||||||
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```ts
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sequential([a, b, c]) // left-to-right, all must succeed
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selector([a, b, c]) // left-to-right, first success wins
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parallel([a, b, c]) // all at once, all must succeed
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random([a, b, c]) // pick one child each activation
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cycle(a) // scheduling boundary — re-run child on future ticks
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whilst(test, a) // conditional scheduling boundary
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```
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Non-task entity children are materialized but ignored by the runner:
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|
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||||||
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```ts
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const Label = defineComponent("label", { value: "" });
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sequential([
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entity(Label, { value: "main sequence" }),
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action(handleInput),
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action(render),
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])
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```
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#### Full example
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||||||
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||||||
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```ts
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const runner = buildTree(
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world,
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parallel([
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whilst(
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() => true,
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action((_world, _entity, dt) => {
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updatePhysics(dt);
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}),
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),
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cycle(
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sequential([
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action(() => { handleInput(); }),
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action(() => { render(); }),
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]),
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),
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]),
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);
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// Kick off
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runner.schedule(runner.root!);
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// Game loop
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setInterval(() => runner.tick(16), 16);
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|
```
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||||||
|
|
||||||
|
---
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||||||
|
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||||||
## TypeScript Inference
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## TypeScript Inference
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||||||
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|
||||||
Components infer their type from the defaults object — no separate type declaration needed.
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Components infer their type from the defaults object — no separate type declaration needed.
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|||||||
@@ -0,0 +1,147 @@
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import { defineComponent } from "../../src/component";
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import type { World, Entity } from "../../src/index";
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|
import { query } from "../../src/query";
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import type { CommandQueue } from "../../src/commands/index";
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||||||
|
import {
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Card,
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InDeck,
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InPlayerHand,
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InDealerHand,
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HoleHidden,
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Score,
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Bet,
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GamePhase,
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|
} from "./components";
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||||||
|
import {
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handValue,
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|
isBust,
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isBlackjack,
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|
determineOutcome,
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|
payout,
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||||||
|
} from "./game";
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||||||
|
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||||||
|
// ── Command definitions ──────────────────────────────
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|
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/** Player takes another card. */
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export const Hit = defineComponent("hit", {});
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/** Player stands (ends their turn). */
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export const Stand = defineComponent("stand", {});
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|
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/** Start a new round. */
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export const NewRound = defineComponent("newRound", {});
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|
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/** Increase the bet. */
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export const BetMore = defineComponent("betMore", {});
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|
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/** Decrease the bet. */
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export const BetLess = defineComponent("betLess", {});
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|
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|
// ── Command handlers ─────────────────────────────────
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|
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||||||
|
export function registerCommands(
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|
world: World,
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||||||
|
commands: CommandQueue,
|
||||||
|
helpers: ReturnType<typeof import("./components").createCardHelpers>,
|
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|
): void {
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|
commands.handle(Hit, () => {
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const phase = world.getSingleton(GamePhase);
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|
if (phase.phase !== "playerTurn") return;
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|
|
||||||
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const cardEntity = helpers.drawCard();
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|
if (cardEntity) {
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|
helpers.dealTo(cardEntity, InPlayerHand);
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|
}
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|
if (isBust(helpers.getHand(InPlayerHand))) {
|
||||||
|
world.removeSingleton(HoleHidden);
|
||||||
|
resolveRound(world, helpers);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
commands.handle(Stand, () => {
|
||||||
|
const phase = world.getSingleton(GamePhase);
|
||||||
|
if (phase.phase !== "playerTurn") return;
|
||||||
|
|
||||||
|
world.removeSingleton(HoleHidden);
|
||||||
|
world.setSingleton(GamePhase, {
|
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|
phase: "dealerTurn",
|
||||||
|
message: "Dealer's turn...",
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
commands.handle(NewRound, () => {
|
||||||
|
const phase = world.getSingleton(GamePhase);
|
||||||
|
if (phase.phase !== "roundOver" && phase.phase !== "betting") return;
|
||||||
|
|
||||||
|
const score = world.getSingleton(Score);
|
||||||
|
if (score.chips <= 0) {
|
||||||
|
world.setSingleton(GamePhase, {
|
||||||
|
phase: "roundOver",
|
||||||
|
message: "You're out of chips! Restart the program to play again.",
|
||||||
|
});
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
helpers.startRound();
|
||||||
|
});
|
||||||
|
|
||||||
|
commands.handle(BetMore, () => {
|
||||||
|
const phase = world.getSingleton(GamePhase);
|
||||||
|
if (phase.phase !== "betting" && phase.phase !== "roundOver") return;
|
||||||
|
|
||||||
|
const bet = world.getSingleton(Bet);
|
||||||
|
const score = world.getSingleton(Score);
|
||||||
|
bet.amount = Math.min(bet.amount + 10, score.chips);
|
||||||
|
});
|
||||||
|
|
||||||
|
commands.handle(BetLess, () => {
|
||||||
|
const phase = world.getSingleton(GamePhase);
|
||||||
|
if (phase.phase !== "betting" && phase.phase !== "roundOver") return;
|
||||||
|
|
||||||
|
const bet = world.getSingleton(Bet);
|
||||||
|
bet.amount = Math.max(bet.amount - 10, 10);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Internal ─────────────────────────────────────────
|
||||||
|
|
||||||
|
export function resolveRound(
|
||||||
|
world: World,
|
||||||
|
helpers: ReturnType<typeof import("./components").createCardHelpers>,
|
||||||
|
): void {
|
||||||
|
const playerCards = helpers.getHand(InPlayerHand);
|
||||||
|
const dealerCards = helpers.getHand(InDealerHand);
|
||||||
|
const score = world.getSingleton(Score);
|
||||||
|
const bet = world.getSingleton(Bet);
|
||||||
|
|
||||||
|
const outcome = determineOutcome(playerCards, dealerCards);
|
||||||
|
const winnings = payout(outcome, bet.amount);
|
||||||
|
|
||||||
|
score.chips += bet.amount + winnings;
|
||||||
|
|
||||||
|
switch (outcome) {
|
||||||
|
case "blackjack":
|
||||||
|
case "win":
|
||||||
|
score.wins++;
|
||||||
|
break;
|
||||||
|
case "lose":
|
||||||
|
score.losses++;
|
||||||
|
break;
|
||||||
|
case "push":
|
||||||
|
score.pushes++;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
const messages: Record<string, string> = {
|
||||||
|
win: "You win!",
|
||||||
|
lose: "Dealer wins.",
|
||||||
|
push: "Push — tie!",
|
||||||
|
blackjack: "Blackjack! You win 3:2!",
|
||||||
|
};
|
||||||
|
|
||||||
|
world.setSingleton(GamePhase, {
|
||||||
|
phase: "roundOver",
|
||||||
|
message: `${messages[outcome]} Press N for new round.`,
|
||||||
|
});
|
||||||
|
}
|
||||||
@@ -0,0 +1,203 @@
|
|||||||
|
import { defineComponent } from "../../src/component";
|
||||||
|
import type { World, Entity } from "../../src/index";
|
||||||
|
import { query } from "../../src/query";
|
||||||
|
import { SUITS, RANKS, isBlackjack, type CardData } from "./game";
|
||||||
|
|
||||||
|
// ── Component definitions ────────────────────────────
|
||||||
|
|
||||||
|
/** Each card is its own entity. `order` tracks position within its collection. */
|
||||||
|
export const Card = defineComponent("card", {
|
||||||
|
rank: "A",
|
||||||
|
suit: "♠",
|
||||||
|
order: 0,
|
||||||
|
});
|
||||||
|
|
||||||
|
// ── Tag components — mark which collection a card belongs to ─
|
||||||
|
export const InDeck = defineComponent("inDeck", {});
|
||||||
|
export const InPlayerHand = defineComponent("inPlayerHand", {});
|
||||||
|
export const InDealerHand = defineComponent("inDealerHand", {});
|
||||||
|
|
||||||
|
// ── Dealer state ─────────────────────────────────────
|
||||||
|
/** When present (as singleton), the dealer's hole card is hidden. */
|
||||||
|
export const HoleHidden = defineComponent("holeHidden", {});
|
||||||
|
|
||||||
|
// ── Score / state ────────────────────────────────────
|
||||||
|
export const Score = defineComponent("score", {
|
||||||
|
wins: 0,
|
||||||
|
losses: 0,
|
||||||
|
pushes: 0,
|
||||||
|
chips: 100,
|
||||||
|
});
|
||||||
|
|
||||||
|
export const Bet = defineComponent("bet", {
|
||||||
|
amount: 10,
|
||||||
|
});
|
||||||
|
|
||||||
|
/** Current phase of the game. */
|
||||||
|
export type Phase = "betting" | "playerTurn" | "dealerTurn" | "roundOver";
|
||||||
|
|
||||||
|
export const GamePhase = defineComponent("gamePhase", {
|
||||||
|
phase: "betting" as Phase,
|
||||||
|
message: "",
|
||||||
|
});
|
||||||
|
|
||||||
|
// ── Card helpers ─────────────────────────────────────
|
||||||
|
|
||||||
|
export function createCardHelpers(world: World) {
|
||||||
|
return {
|
||||||
|
/** Create all 52 card entities with the InDeck tag. */
|
||||||
|
buildDeck(): void {
|
||||||
|
let order = 0;
|
||||||
|
for (const suit of SUITS) {
|
||||||
|
for (const rank of RANKS) {
|
||||||
|
const e = world.spawn();
|
||||||
|
world.add(e, Card, { rank, suit, order });
|
||||||
|
world.add(e, InDeck);
|
||||||
|
order++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
/** Shuffle the deck: collect all InDeck entities, shuffle, reassign order. */
|
||||||
|
shuffleDeck(): void {
|
||||||
|
const entities = [...world.query(query(Card, InDeck))];
|
||||||
|
for (let i = entities.length - 1; i > 0; i--) {
|
||||||
|
const j = Math.floor(Math.random() * (i + 1));
|
||||||
|
[entities[i], entities[j]] = [entities[j], entities[i]];
|
||||||
|
}
|
||||||
|
for (let i = 0; i < entities.length; i++) {
|
||||||
|
world.get(entities[i], Card).order = i;
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
/** Draw the top card from the deck (highest order). Returns entity or null. */
|
||||||
|
drawCard(): Entity | null {
|
||||||
|
const cards = [...world.query(query(Card, InDeck))];
|
||||||
|
if (cards.length === 0) return null;
|
||||||
|
let top = cards[0];
|
||||||
|
let topOrder = world.get(top, Card).order;
|
||||||
|
for (let i = 1; i < cards.length; i++) {
|
||||||
|
const o = world.get(cards[i], Card).order;
|
||||||
|
if (o > topOrder) {
|
||||||
|
top = cards[i];
|
||||||
|
topOrder = o;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
world.remove(top, InDeck);
|
||||||
|
return top;
|
||||||
|
},
|
||||||
|
|
||||||
|
/** Move a card entity to a hand tag, assigning the next order. */
|
||||||
|
dealTo(cardEntity: Entity, tag: typeof InPlayerHand): void {
|
||||||
|
const existing = [...world.query(query(Card, tag))];
|
||||||
|
const nextOrder =
|
||||||
|
existing.length === 0
|
||||||
|
? 0
|
||||||
|
: Math.max(...existing.map((e) => world.get(e, Card).order)) + 1;
|
||||||
|
world.add(cardEntity, tag);
|
||||||
|
world.get(cardEntity, Card).order = nextOrder;
|
||||||
|
},
|
||||||
|
|
||||||
|
/** Collect CardData from a hand tag, sorted by order. */
|
||||||
|
getHand(tag: typeof InPlayerHand): CardData[] {
|
||||||
|
return [...world.query(query(Card, tag))]
|
||||||
|
.map((e) => {
|
||||||
|
const c = world.get(e, Card);
|
||||||
|
return { rank: c.rank, suit: c.suit, order: c.order };
|
||||||
|
})
|
||||||
|
.sort((a, b) => a.order - b.order)
|
||||||
|
.map(({ rank, suit }) => ({ rank, suit }));
|
||||||
|
},
|
||||||
|
|
||||||
|
/** Remove all cards from a hand tag (destroy the card entities). */
|
||||||
|
clearHand(tag: typeof InPlayerHand): void {
|
||||||
|
for (const e of world.query(query(Card, tag))) {
|
||||||
|
world.destroy(e);
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
/** Count cards remaining in the deck. */
|
||||||
|
deckCount(): number {
|
||||||
|
return [...world.query(query(Card, InDeck))].length;
|
||||||
|
},
|
||||||
|
|
||||||
|
/** Deal initial 4 cards and start a round. */
|
||||||
|
startRound(): void {
|
||||||
|
const bet = world.getSingleton(Bet);
|
||||||
|
const score = world.getSingleton(Score);
|
||||||
|
|
||||||
|
score.chips -= bet.amount;
|
||||||
|
|
||||||
|
if (this.deckCount() < 15) {
|
||||||
|
const remaining = [...world.query(query(Card, InDeck))];
|
||||||
|
for (const e of remaining) {
|
||||||
|
world.remove(e, InDeck);
|
||||||
|
}
|
||||||
|
for (const e of remaining) {
|
||||||
|
world.add(e, InDeck);
|
||||||
|
}
|
||||||
|
this.shuffleDeck();
|
||||||
|
}
|
||||||
|
|
||||||
|
this.clearHand(InPlayerHand);
|
||||||
|
this.clearHand(InDealerHand);
|
||||||
|
world.removeSingleton(HoleHidden);
|
||||||
|
|
||||||
|
const c1 = this.drawCard();
|
||||||
|
const c2 = this.drawCard();
|
||||||
|
const c3 = this.drawCard();
|
||||||
|
const c4 = this.drawCard();
|
||||||
|
if (c1) this.dealTo(c1, InPlayerHand);
|
||||||
|
if (c2) this.dealTo(c2, InDealerHand);
|
||||||
|
if (c3) this.dealTo(c3, InPlayerHand);
|
||||||
|
if (c4) this.dealTo(c4, InDealerHand);
|
||||||
|
|
||||||
|
const playerCards = this.getHand(InPlayerHand);
|
||||||
|
const dealerCards = this.getHand(InDealerHand);
|
||||||
|
|
||||||
|
if (isBlackjack(playerCards)) {
|
||||||
|
world.removeSingleton(HoleHidden);
|
||||||
|
|
||||||
|
if (isBlackjack(dealerCards)) {
|
||||||
|
score.chips += bet.amount;
|
||||||
|
score.pushes++;
|
||||||
|
world.setSingleton(GamePhase, {
|
||||||
|
phase: "roundOver",
|
||||||
|
message: "Both have Blackjack — Push! Press N for new round.",
|
||||||
|
});
|
||||||
|
} else {
|
||||||
|
const winnings = payout("blackjack", bet.amount);
|
||||||
|
score.chips += bet.amount + winnings;
|
||||||
|
score.wins++;
|
||||||
|
world.setSingleton(GamePhase, {
|
||||||
|
phase: "roundOver",
|
||||||
|
message: "Blackjack! You win 3:2! Press N for new round.",
|
||||||
|
});
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
world.addSingleton(HoleHidden);
|
||||||
|
world.setSingleton(GamePhase, {
|
||||||
|
phase: "playerTurn",
|
||||||
|
message: "Your turn — H to hit, S to stand.",
|
||||||
|
});
|
||||||
|
}
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Internal ─────────────────────────────────────────
|
||||||
|
|
||||||
|
function payout(outcome: string, bet: number): number {
|
||||||
|
switch (outcome) {
|
||||||
|
case "blackjack":
|
||||||
|
return Math.floor(bet * 1.5);
|
||||||
|
case "win":
|
||||||
|
return bet;
|
||||||
|
case "push":
|
||||||
|
return 0;
|
||||||
|
case "lose":
|
||||||
|
return -bet;
|
||||||
|
default:
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,104 @@
|
|||||||
|
// ── Blackjack game logic (pure functions, no ECS dependency) ──
|
||||||
|
|
||||||
|
export const SUITS = ["♠", "♥", "♦", "♣"] as const;
|
||||||
|
export const RANKS = [
|
||||||
|
"A",
|
||||||
|
"2",
|
||||||
|
"3",
|
||||||
|
"4",
|
||||||
|
"5",
|
||||||
|
"6",
|
||||||
|
"7",
|
||||||
|
"8",
|
||||||
|
"9",
|
||||||
|
"10",
|
||||||
|
"J",
|
||||||
|
"Q",
|
||||||
|
"K",
|
||||||
|
] as const;
|
||||||
|
|
||||||
|
export interface CardData {
|
||||||
|
rank: string;
|
||||||
|
suit: string;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Hand evaluation ──────────────────────────────────
|
||||||
|
/** Numeric value of a single card rank. */
|
||||||
|
export function rankValue(rank: string): number {
|
||||||
|
if (rank === "A") return 11;
|
||||||
|
if (rank === "K" || rank === "Q" || rank === "J") return 10;
|
||||||
|
return parseInt(rank, 10);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Best total for a hand (aces count as 1 or 11). */
|
||||||
|
export function handValue(cards: CardData[]): number {
|
||||||
|
let total = 0;
|
||||||
|
let aces = 0;
|
||||||
|
for (const c of cards) {
|
||||||
|
total += rankValue(c.rank);
|
||||||
|
if (c.rank === "A") aces++;
|
||||||
|
}
|
||||||
|
while (total > 21 && aces > 0) {
|
||||||
|
total -= 10;
|
||||||
|
aces--;
|
||||||
|
}
|
||||||
|
return total;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function isBust(cards: CardData[]): boolean {
|
||||||
|
return handValue(cards) > 21;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function isBlackjack(cards: CardData[]): boolean {
|
||||||
|
return cards.length === 2 && handValue(cards) === 21;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function isSoft(cards: CardData[]): boolean {
|
||||||
|
let total = 0;
|
||||||
|
let aces = 0;
|
||||||
|
for (const c of cards) {
|
||||||
|
total += rankValue(c.rank);
|
||||||
|
if (c.rank === "A") aces++;
|
||||||
|
}
|
||||||
|
return aces > 0 && total <= 21;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Dealer logic ─────────────────────────────────────
|
||||||
|
/** Dealer must hit on soft 17 in this variant. */
|
||||||
|
export function dealerShouldHit(cards: CardData[]): boolean {
|
||||||
|
const val = handValue(cards);
|
||||||
|
if (val < 17) return true;
|
||||||
|
if (val === 17 && isSoft(cards)) return true;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Outcome ──────────────────────────────────────────
|
||||||
|
export type Outcome = "win" | "lose" | "push" | "blackjack";
|
||||||
|
|
||||||
|
export function determineOutcome(
|
||||||
|
playerCards: CardData[],
|
||||||
|
dealerCards: CardData[],
|
||||||
|
): Outcome {
|
||||||
|
if (isBust(playerCards)) return "lose";
|
||||||
|
if (isBust(dealerCards)) return "win";
|
||||||
|
if (isBlackjack(playerCards) && !isBlackjack(dealerCards)) return "blackjack";
|
||||||
|
const pv = handValue(playerCards);
|
||||||
|
const dv = handValue(dealerCards);
|
||||||
|
if (pv > dv) return "win";
|
||||||
|
if (pv < dv) return "lose";
|
||||||
|
return "push";
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Payout multiplier. Blackjack pays 3:2, win pays 1:1. */
|
||||||
|
export function payout(outcome: Outcome, bet: number): number {
|
||||||
|
switch (outcome) {
|
||||||
|
case "blackjack":
|
||||||
|
return Math.floor(bet * 1.5);
|
||||||
|
case "win":
|
||||||
|
return bet;
|
||||||
|
case "push":
|
||||||
|
return 0;
|
||||||
|
case "lose":
|
||||||
|
return -bet;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,27 @@
|
|||||||
|
// ── Keyboard input via blessed ────────────────────────
|
||||||
|
import type blessed from "blessed";
|
||||||
|
|
||||||
|
export type Key =
|
||||||
|
| "h"
|
||||||
|
| "s"
|
||||||
|
| "n"
|
||||||
|
| "up"
|
||||||
|
| "down"
|
||||||
|
| "q";
|
||||||
|
|
||||||
|
/** Wire blessed screen key events to a callback. */
|
||||||
|
export function startInput(
|
||||||
|
screen: blessed.Widgets.Screen,
|
||||||
|
onKey: (key: Key) => void,
|
||||||
|
): void {
|
||||||
|
screen.key(
|
||||||
|
["h", "s", "n", "up", "down", "q", "C-c"],
|
||||||
|
(_ch, key) => {
|
||||||
|
if (key.name === "q" || key.name === "C-c") {
|
||||||
|
screen.destroy();
|
||||||
|
process.exit(0);
|
||||||
|
}
|
||||||
|
onKey(key.name as Key);
|
||||||
|
},
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,141 @@
|
|||||||
|
// ── Blackjack: BT-driven game loop with command-based input ──
|
||||||
|
//
|
||||||
|
// Architecture:
|
||||||
|
// Behaviour Tree (buildTree) — controls game flow:
|
||||||
|
// parallel
|
||||||
|
// ├── dealerPlay (action) — generator loop, auto-plays dealer hand
|
||||||
|
// └── cycle
|
||||||
|
// └── seq (sequential)
|
||||||
|
// ├── handleInput (action) — reads queued commands
|
||||||
|
// └── render (action) — draws via blessed
|
||||||
|
//
|
||||||
|
// CommandQueue — processes input:
|
||||||
|
// Keyboard → spawn command entities → CommandQueue.execute()
|
||||||
|
// → handlers mutate game state
|
||||||
|
//
|
||||||
|
// Cards as entities with tag components:
|
||||||
|
// Each card is an entity with a Card component ({ rank, suit, order }).
|
||||||
|
// Tag components (InDeck, InPlayerHand, InDealerHand) mark which
|
||||||
|
// collection the card belongs to. Queries find cards by tag.
|
||||||
|
// Order is tracked via the `order` field on Card.
|
||||||
|
//
|
||||||
|
// Usage:
|
||||||
|
// npx tsx examples/blackjack/main.ts
|
||||||
|
|
||||||
|
import { World } from "../../src/index";
|
||||||
|
import {
|
||||||
|
buildTree,
|
||||||
|
action,
|
||||||
|
parallel,
|
||||||
|
cycle,
|
||||||
|
sequential,
|
||||||
|
whilst,
|
||||||
|
} from "../../src/bt/index";
|
||||||
|
import { CommandQueue } from "../../src/commands/index";
|
||||||
|
|
||||||
|
import {
|
||||||
|
Score,
|
||||||
|
Bet,
|
||||||
|
GamePhase,
|
||||||
|
InDealerHand,
|
||||||
|
createCardHelpers,
|
||||||
|
} from "./components";
|
||||||
|
|
||||||
|
import {
|
||||||
|
registerCommands,
|
||||||
|
resolveRound,
|
||||||
|
Hit,
|
||||||
|
Stand,
|
||||||
|
NewRound,
|
||||||
|
BetMore,
|
||||||
|
BetLess,
|
||||||
|
} from "./commands";
|
||||||
|
|
||||||
|
import { dealerShouldHit } from "./game";
|
||||||
|
|
||||||
|
import { createUI, render } from "./render";
|
||||||
|
import { startInput, type Key } from "./input";
|
||||||
|
|
||||||
|
// ── Setup ────────────────────────────────────────────
|
||||||
|
const world = new World();
|
||||||
|
|
||||||
|
world.addSingleton(Score);
|
||||||
|
world.addSingleton(Bet);
|
||||||
|
world.addSingleton(GamePhase);
|
||||||
|
|
||||||
|
const ui = createUI();
|
||||||
|
const cards = createCardHelpers(world);
|
||||||
|
const commands = new CommandQueue(world);
|
||||||
|
|
||||||
|
registerCommands(world, commands, cards);
|
||||||
|
|
||||||
|
// ── Behaviour Tree ───────────────────────────────────
|
||||||
|
const runner = buildTree(
|
||||||
|
world,
|
||||||
|
parallel([
|
||||||
|
whilst(
|
||||||
|
() => true,
|
||||||
|
action(() => {
|
||||||
|
const phase = world.getSingleton(GamePhase);
|
||||||
|
if (phase.phase !== "dealerTurn") return;
|
||||||
|
|
||||||
|
if (dealerShouldHit(cards.getHand(InDealerHand))) {
|
||||||
|
const cardEntity = cards.drawCard();
|
||||||
|
if (cardEntity) {
|
||||||
|
cards.dealTo(cardEntity, InDealerHand);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
resolveRound(world, cards);
|
||||||
|
}
|
||||||
|
}),
|
||||||
|
),
|
||||||
|
cycle(
|
||||||
|
sequential([
|
||||||
|
action(() => {
|
||||||
|
commands.execute();
|
||||||
|
}),
|
||||||
|
action(() => {
|
||||||
|
render(world, ui);
|
||||||
|
}),
|
||||||
|
]),
|
||||||
|
),
|
||||||
|
]),
|
||||||
|
);
|
||||||
|
|
||||||
|
// ── Input → Command mapping ──────────────────────────
|
||||||
|
const keyToCommand: Partial<Record<Key, typeof Hit>> = {
|
||||||
|
h: Hit,
|
||||||
|
s: Stand,
|
||||||
|
n: NewRound,
|
||||||
|
up: BetMore,
|
||||||
|
down: BetLess,
|
||||||
|
};
|
||||||
|
|
||||||
|
startInput(ui.screen, (key) => {
|
||||||
|
const cmd = keyToCommand[key];
|
||||||
|
if (cmd) {
|
||||||
|
const cmdEntity = world.spawn();
|
||||||
|
world.add(cmdEntity, cmd);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// ── Game loop ────────────────────────────────────────
|
||||||
|
world.setSingleton(GamePhase, {
|
||||||
|
phase: "betting",
|
||||||
|
message: "Welcome to Blackjack! Press N to start.",
|
||||||
|
});
|
||||||
|
|
||||||
|
cards.buildDeck();
|
||||||
|
cards.shuffleDeck();
|
||||||
|
runner.schedule((runner as any).root);
|
||||||
|
|
||||||
|
const TICK_MS = 16;
|
||||||
|
const interval = setInterval(() => {
|
||||||
|
runner.tick(TICK_MS);
|
||||||
|
}, TICK_MS);
|
||||||
|
|
||||||
|
process.on("SIGINT", () => {
|
||||||
|
clearInterval(interval);
|
||||||
|
ui.screen.destroy();
|
||||||
|
process.exit(0);
|
||||||
|
});
|
||||||
@@ -0,0 +1,173 @@
|
|||||||
|
// ── Terminal rendering via blessed ────────────────────
|
||||||
|
import blessed from "blessed";
|
||||||
|
import type { World } from "../../src/index";
|
||||||
|
import { query } from "../../src/query";
|
||||||
|
import {
|
||||||
|
Card,
|
||||||
|
InPlayerHand,
|
||||||
|
InDealerHand,
|
||||||
|
HoleHidden,
|
||||||
|
Score,
|
||||||
|
Bet,
|
||||||
|
GamePhase,
|
||||||
|
} from "./components";
|
||||||
|
import { handValue, isBust, isBlackjack } from "./game";
|
||||||
|
|
||||||
|
const SUIT_SYMBOLS: Record<string, string> = {
|
||||||
|
"♠": "\x1b[37m♠\x1b[0m",
|
||||||
|
"♥": "\x1b[31m♥\x1b[0m",
|
||||||
|
"♦": "\x1b[31m♦\x1b[0m",
|
||||||
|
"♣": "\x1b[37m♣\x1b[0m",
|
||||||
|
};
|
||||||
|
|
||||||
|
export function createUI(): {
|
||||||
|
screen: blessed.Widgets.Screen;
|
||||||
|
dealerBox: blessed.Widgets.BoxElement;
|
||||||
|
playerBox: blessed.Widgets.BoxElement;
|
||||||
|
infoText: blessed.Widgets.TextElement;
|
||||||
|
controlsText: blessed.Widgets.TextElement;
|
||||||
|
} {
|
||||||
|
const screen = blessed.screen({
|
||||||
|
smartCSR: true,
|
||||||
|
title: "Blackjack",
|
||||||
|
});
|
||||||
|
|
||||||
|
const dealerBox = blessed.box({
|
||||||
|
parent: screen,
|
||||||
|
top: 2,
|
||||||
|
left: "center",
|
||||||
|
width: 50,
|
||||||
|
height: 8,
|
||||||
|
border: { type: "line" },
|
||||||
|
label: " Dealer ",
|
||||||
|
style: { border: { fg: "white" } },
|
||||||
|
});
|
||||||
|
|
||||||
|
const playerBox = blessed.box({
|
||||||
|
parent: screen,
|
||||||
|
top: 12,
|
||||||
|
left: "center",
|
||||||
|
width: 50,
|
||||||
|
height: 8,
|
||||||
|
border: { type: "line" },
|
||||||
|
label: " Player ",
|
||||||
|
style: { border: { fg: "white" } },
|
||||||
|
});
|
||||||
|
|
||||||
|
const infoText = blessed.text({
|
||||||
|
parent: screen,
|
||||||
|
top: 22,
|
||||||
|
left: "center",
|
||||||
|
width: 50,
|
||||||
|
height: 5,
|
||||||
|
style: { fg: "white" },
|
||||||
|
});
|
||||||
|
|
||||||
|
const controlsText = blessed.text({
|
||||||
|
parent: screen,
|
||||||
|
bottom: 0,
|
||||||
|
left: "center",
|
||||||
|
width: 60,
|
||||||
|
height: 1,
|
||||||
|
style: { fg: "gray" },
|
||||||
|
});
|
||||||
|
|
||||||
|
return { screen, dealerBox, playerBox, infoText, controlsText };
|
||||||
|
}
|
||||||
|
|
||||||
|
function formatCard(rank: string, suit: string): string {
|
||||||
|
return `${rank}${SUIT_SYMBOLS[suit] ?? suit}`;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Collect cards from a hand tag, sorted by order. */
|
||||||
|
function collectHand(
|
||||||
|
world: World,
|
||||||
|
tag: typeof InPlayerHand,
|
||||||
|
): { rank: string; suit: string }[] {
|
||||||
|
return [...world.query(query(Card, tag))]
|
||||||
|
.map((e) => {
|
||||||
|
const c = world.get(e, Card);
|
||||||
|
return { rank: c.rank, suit: c.suit, order: c.order };
|
||||||
|
})
|
||||||
|
.sort((a, b) => a.order - b.order)
|
||||||
|
.map(({ rank, suit }) => ({ rank, suit }));
|
||||||
|
}
|
||||||
|
|
||||||
|
function formatHand(
|
||||||
|
cards: { rank: string; suit: string }[],
|
||||||
|
hideHole: boolean,
|
||||||
|
): string {
|
||||||
|
if (cards.length === 0) return " (empty)";
|
||||||
|
|
||||||
|
const lines: string[] = [];
|
||||||
|
|
||||||
|
if (hideHole && cards.length >= 2) {
|
||||||
|
lines.push(` ${formatCard(cards[0].rank, cards[0].suit)} ██`);
|
||||||
|
lines.push(` Value: ${handValue([cards[0]])}`);
|
||||||
|
} else {
|
||||||
|
const cardStr = cards.map((c) => formatCard(c.rank, c.suit)).join(" ");
|
||||||
|
lines.push(` ${cardStr}`);
|
||||||
|
const val = handValue(cards);
|
||||||
|
const extra = isBlackjack(cards)
|
||||||
|
? " — BLACKJACK!"
|
||||||
|
: isBust(cards)
|
||||||
|
? " — BUST!"
|
||||||
|
: "";
|
||||||
|
lines.push(` Value: ${val}${extra}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
return lines.join("\n");
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Render the full game state into the blessed UI. */
|
||||||
|
export function render(world: World, ui: ReturnType<typeof createUI>): void {
|
||||||
|
const score = world.tryGetSingleton(Score);
|
||||||
|
const bet = world.tryGetSingleton(Bet);
|
||||||
|
const phase = world.tryGetSingleton(GamePhase);
|
||||||
|
const holeHidden = world.hasSingleton(HoleHidden);
|
||||||
|
|
||||||
|
// Dealer
|
||||||
|
const dealerCards = collectHand(world, InDealerHand);
|
||||||
|
ui.dealerBox.setContent(formatHand(dealerCards, holeHidden));
|
||||||
|
|
||||||
|
// Player
|
||||||
|
const playerCards = collectHand(world, InPlayerHand);
|
||||||
|
ui.playerBox.setContent(formatHand(playerCards, false));
|
||||||
|
|
||||||
|
// Info
|
||||||
|
let info = "";
|
||||||
|
if (score) {
|
||||||
|
info += `Chips: ${score.chips} Wins: ${score.wins} Losses: ${score.losses} Pushes: ${score.pushes}\n`;
|
||||||
|
}
|
||||||
|
if (bet) {
|
||||||
|
info += `Bet: ${bet.amount}\n`;
|
||||||
|
}
|
||||||
|
if (phase) {
|
||||||
|
info += `\n${phase.message}`;
|
||||||
|
}
|
||||||
|
ui.infoText.setContent(info);
|
||||||
|
|
||||||
|
// Dynamic controls based on phase
|
||||||
|
if (phase) {
|
||||||
|
switch (phase.phase) {
|
||||||
|
case "betting":
|
||||||
|
ui.controlsText.setContent(
|
||||||
|
"N : new round ↑↓ : adjust bet Q : quit",
|
||||||
|
);
|
||||||
|
break;
|
||||||
|
case "playerTurn":
|
||||||
|
ui.controlsText.setContent("H : hit S : stand Q : quit");
|
||||||
|
break;
|
||||||
|
case "dealerTurn":
|
||||||
|
ui.controlsText.setContent("Dealer is playing...");
|
||||||
|
break;
|
||||||
|
case "roundOver":
|
||||||
|
ui.controlsText.setContent(
|
||||||
|
"N : new round ↑↓ : adjust bet Q : quit",
|
||||||
|
);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ui.screen.render();
|
||||||
|
}
|
||||||
@@ -0,0 +1,124 @@
|
|||||||
|
import { defineComponent } from "../../src/component";
|
||||||
|
import type { World } from "../../src/index";
|
||||||
|
import type { CommandQueue } from "../../src/commands/index";
|
||||||
|
import {
|
||||||
|
Board,
|
||||||
|
Piece,
|
||||||
|
Score,
|
||||||
|
GameOver,
|
||||||
|
Paused,
|
||||||
|
TickTimer,
|
||||||
|
createPieceHelpers,
|
||||||
|
} from "./components";
|
||||||
|
import {
|
||||||
|
collides,
|
||||||
|
lockPiece,
|
||||||
|
clearLines,
|
||||||
|
scoreForLines,
|
||||||
|
tryRotate,
|
||||||
|
} from "./game";
|
||||||
|
|
||||||
|
// ── Command definitions ──────────────────────────────
|
||||||
|
|
||||||
|
/** Move the active piece left. */
|
||||||
|
export const MoveLeft = defineComponent("moveLeft", {});
|
||||||
|
|
||||||
|
/** Move the active piece right. */
|
||||||
|
export const MoveRight = defineComponent("moveRight", {});
|
||||||
|
|
||||||
|
/** Rotate the active piece clockwise. */
|
||||||
|
export const Rotate = defineComponent("rotate", {});
|
||||||
|
|
||||||
|
/** Soft drop — move piece down one row immediately. */
|
||||||
|
export const SoftDrop = defineComponent("softDrop", {});
|
||||||
|
|
||||||
|
/** Hard drop — slam piece to the bottom instantly. */
|
||||||
|
export const HardDrop = defineComponent("hardDrop", {});
|
||||||
|
|
||||||
|
/** Pause / unpause the game. */
|
||||||
|
export const TogglePause = defineComponent("togglePause", {});
|
||||||
|
|
||||||
|
/** Restart after game over. */
|
||||||
|
export const Restart = defineComponent("restart", {});
|
||||||
|
|
||||||
|
// ── Command handlers ─────────────────────────────────
|
||||||
|
|
||||||
|
export function registerCommands(
|
||||||
|
world: World,
|
||||||
|
commands: CommandQueue,
|
||||||
|
pieces: ReturnType<typeof createPieceHelpers>,
|
||||||
|
): void {
|
||||||
|
const hasActivePiece = () => world.hasSingleton(Piece);
|
||||||
|
const isBlocked = () =>
|
||||||
|
world.hasSingleton(GameOver) || world.hasSingleton(Paused);
|
||||||
|
|
||||||
|
commands.handle(MoveLeft, () => {
|
||||||
|
if (!hasActivePiece() || isBlocked()) return;
|
||||||
|
const piece = world.getSingleton(Piece);
|
||||||
|
const board = world.getSingleton(Board);
|
||||||
|
if (!collides(board.grid, piece.shape, piece.x - 1, piece.y)) {
|
||||||
|
piece.x--;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
commands.handle(MoveRight, () => {
|
||||||
|
if (!hasActivePiece() || isBlocked()) return;
|
||||||
|
const piece = world.getSingleton(Piece);
|
||||||
|
const board = world.getSingleton(Board);
|
||||||
|
if (!collides(board.grid, piece.shape, piece.x + 1, piece.y)) {
|
||||||
|
piece.x++;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
commands.handle(Rotate, () => {
|
||||||
|
if (!hasActivePiece() || isBlocked()) return;
|
||||||
|
const piece = world.getSingleton(Piece);
|
||||||
|
const board = world.getSingleton(Board);
|
||||||
|
const result = tryRotate(board.grid, piece.shape, piece.x, piece.y);
|
||||||
|
if (result) {
|
||||||
|
piece.shape = result.shape;
|
||||||
|
piece.x = result.x;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
commands.handle(SoftDrop, () => {
|
||||||
|
if (!hasActivePiece() || isBlocked()) return;
|
||||||
|
const piece = world.getSingleton(Piece);
|
||||||
|
const board = world.getSingleton(Board);
|
||||||
|
if (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
|
||||||
|
piece.y++;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
commands.handle(HardDrop, () => {
|
||||||
|
if (!hasActivePiece() || isBlocked()) return;
|
||||||
|
const piece = world.getSingleton(Piece);
|
||||||
|
const board = world.getSingleton(Board);
|
||||||
|
while (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
|
||||||
|
piece.y++;
|
||||||
|
}
|
||||||
|
pieces.lockAndSpawn();
|
||||||
|
});
|
||||||
|
|
||||||
|
commands.handle(TogglePause, () => {
|
||||||
|
if (world.hasSingleton(GameOver)) return;
|
||||||
|
if (world.hasSingleton(Paused)) {
|
||||||
|
world.removeSingleton(Paused);
|
||||||
|
} else {
|
||||||
|
world.addSingleton(Paused);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
commands.handle(Restart, () => {
|
||||||
|
if (!world.hasSingleton(GameOver)) return;
|
||||||
|
const board = world.getSingleton(Board);
|
||||||
|
for (let r = 0; r < board.grid.length; r++) {
|
||||||
|
board.grid[r].fill(0);
|
||||||
|
}
|
||||||
|
world.setSingleton(Score, { points: 0, lines: 0, level: 1 });
|
||||||
|
world.setSingleton(TickTimer, { accumulator: 0, interval: 800 });
|
||||||
|
world.removeSingleton(GameOver);
|
||||||
|
if (world.hasSingleton(Piece)) world.removeSingleton(Piece);
|
||||||
|
pieces.spawnPiece();
|
||||||
|
});
|
||||||
|
}
|
||||||
@@ -0,0 +1,83 @@
|
|||||||
|
import { defineComponent } from "../../src/component";
|
||||||
|
import type { World } from "../../src/index";
|
||||||
|
import {
|
||||||
|
randomPiece,
|
||||||
|
collides,
|
||||||
|
lockPiece,
|
||||||
|
clearLines,
|
||||||
|
scoreForLines,
|
||||||
|
BOARD_W,
|
||||||
|
} from "./game";
|
||||||
|
|
||||||
|
// ── Component definitions ────────────────────────────
|
||||||
|
|
||||||
|
/** The playfield grid (20 rows × 10 cols). 0 = empty, non-zero = color index. */
|
||||||
|
export const Board = defineComponent("board", {
|
||||||
|
grid: Array.from({ length: 20 }, () => new Uint8Array(10)) as Uint8Array[],
|
||||||
|
});
|
||||||
|
|
||||||
|
// ── Active piece ─────────────────────────────────────
|
||||||
|
export const Piece = defineComponent("piece", {
|
||||||
|
shape: [] as number[][],
|
||||||
|
color: 1,
|
||||||
|
x: 3,
|
||||||
|
y: 0,
|
||||||
|
});
|
||||||
|
|
||||||
|
// ── Score / state ────────────────────────────────────
|
||||||
|
export const Score = defineComponent("score", {
|
||||||
|
points: 0,
|
||||||
|
lines: 0,
|
||||||
|
level: 1,
|
||||||
|
});
|
||||||
|
|
||||||
|
export const GameOver = defineComponent("gameOver", {});
|
||||||
|
export const Paused = defineComponent("paused", {});
|
||||||
|
|
||||||
|
// ── Timing ───────────────────────────────────────────
|
||||||
|
export const TickTimer = defineComponent("tickTimer", {
|
||||||
|
accumulator: 0,
|
||||||
|
interval: 800, // ms between gravity ticks
|
||||||
|
});
|
||||||
|
|
||||||
|
// ── Piece helpers ────────────────────────────────────
|
||||||
|
|
||||||
|
export function createPieceHelpers(world: World) {
|
||||||
|
return {
|
||||||
|
spawnPiece(): void {
|
||||||
|
const p = randomPiece();
|
||||||
|
world.addSingleton(Piece, {
|
||||||
|
shape: p.shape,
|
||||||
|
color: p.color,
|
||||||
|
x: Math.floor((BOARD_W - p.shape[0].length) / 2),
|
||||||
|
y: 0,
|
||||||
|
});
|
||||||
|
},
|
||||||
|
|
||||||
|
lockAndSpawn(): void {
|
||||||
|
const piece = world.getSingleton(Piece);
|
||||||
|
const board = world.getSingleton(Board);
|
||||||
|
|
||||||
|
lockPiece(board.grid, piece.shape, piece.color, piece.x, piece.y);
|
||||||
|
world.removeSingleton(Piece);
|
||||||
|
|
||||||
|
const cleared = clearLines(board.grid);
|
||||||
|
if (cleared > 0) {
|
||||||
|
const score = world.getSingleton(Score);
|
||||||
|
score.lines += cleared;
|
||||||
|
score.points += scoreForLines(cleared, score.level);
|
||||||
|
score.level = Math.floor(score.lines / 10) + 1;
|
||||||
|
const timer = world.getSingleton(TickTimer);
|
||||||
|
timer.interval = Math.max(100, 800 - (score.level - 1) * 70);
|
||||||
|
}
|
||||||
|
|
||||||
|
this.spawnPiece();
|
||||||
|
|
||||||
|
const newPiece = world.getSingleton(Piece);
|
||||||
|
if (collides(board.grid, newPiece.shape, newPiece.x, newPiece.y)) {
|
||||||
|
world.removeSingleton(Piece);
|
||||||
|
world.addSingleton(GameOver);
|
||||||
|
}
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -0,0 +1,131 @@
|
|||||||
|
// ── Tetris game logic (pure functions, no ECS dependency) ──
|
||||||
|
|
||||||
|
export const BOARD_W = 10;
|
||||||
|
export const BOARD_H = 20;
|
||||||
|
|
||||||
|
// ── Tetrominoes ──────────────────────────────────────
|
||||||
|
export const PIECES: { shape: number[][]; color: number }[] = [
|
||||||
|
{ shape: [[1, 1, 1, 1]], color: 1 }, // I
|
||||||
|
{ shape: [[1, 1], [1, 1]], color: 2 }, // O
|
||||||
|
{ shape: [[0, 1, 0], [1, 1, 1]], color: 3 }, // T
|
||||||
|
{ shape: [[1, 0, 0], [1, 1, 1]], color: 4 }, // J
|
||||||
|
{ shape: [[0, 0, 1], [1, 1, 1]], color: 5 }, // L
|
||||||
|
{ shape: [[0, 1, 1], [1, 1, 0]], color: 6 }, // S
|
||||||
|
{ shape: [[1, 1, 0], [0, 1, 1]], color: 7 }, // Z
|
||||||
|
];
|
||||||
|
|
||||||
|
export function randomPiece(): { shape: number[][]; color: number } {
|
||||||
|
const p = PIECES[Math.floor(Math.random() * PIECES.length)];
|
||||||
|
return { shape: p.shape.map((r) => [...r]), color: p.color };
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Collision ────────────────────────────────────────
|
||||||
|
export function collides(
|
||||||
|
grid: Uint8Array[],
|
||||||
|
shape: number[][],
|
||||||
|
px: number,
|
||||||
|
py: number,
|
||||||
|
): boolean {
|
||||||
|
for (let r = 0; r < shape.length; r++) {
|
||||||
|
for (let c = 0; c < shape[r].length; c++) {
|
||||||
|
if (!shape[r][c]) continue;
|
||||||
|
const bx = px + c;
|
||||||
|
const by = py + r;
|
||||||
|
if (bx < 0 || bx >= BOARD_W || by >= BOARD_H) return true;
|
||||||
|
if (by < 0) continue; // above the board is ok
|
||||||
|
if (grid[by][bx]) return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Lock piece onto the grid ─────────────────────────
|
||||||
|
export function lockPiece(
|
||||||
|
grid: Uint8Array[],
|
||||||
|
shape: number[][],
|
||||||
|
color: number,
|
||||||
|
px: number,
|
||||||
|
py: number,
|
||||||
|
): void {
|
||||||
|
for (let r = 0; r < shape.length; r++) {
|
||||||
|
for (let c = 0; c < shape[r].length; c++) {
|
||||||
|
if (!shape[r][c]) continue;
|
||||||
|
const bx = px + c;
|
||||||
|
const by = py + r;
|
||||||
|
if (by >= 0 && by < BOARD_H && bx >= 0 && bx < BOARD_W) {
|
||||||
|
grid[by][bx] = color;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Line clearing ────────────────────────────────────
|
||||||
|
export function clearLines(grid: Uint8Array[]): number {
|
||||||
|
let cleared = 0;
|
||||||
|
for (let r = BOARD_H - 1; r >= 0; r--) {
|
||||||
|
if (grid[r].every((v) => v !== 0)) {
|
||||||
|
// Shift everything above down
|
||||||
|
for (let rr = r; rr > 0; rr--) {
|
||||||
|
grid[rr] = grid[rr - 1];
|
||||||
|
}
|
||||||
|
grid[0] = new Uint8Array(BOARD_W);
|
||||||
|
cleared++;
|
||||||
|
r++; // re-check this row
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return cleared;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Scoring ──────────────────────────────────────────
|
||||||
|
const LINE_SCORES = [0, 100, 300, 500, 800];
|
||||||
|
|
||||||
|
export function scoreForLines(lines: number, level: number): number {
|
||||||
|
return (LINE_SCORES[lines] ?? lines * 200) * level;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Ghost piece (hard-drop preview) ──────────────────
|
||||||
|
export function ghostY(
|
||||||
|
grid: Uint8Array[],
|
||||||
|
shape: number[][],
|
||||||
|
px: number,
|
||||||
|
py: number,
|
||||||
|
): number {
|
||||||
|
let gy = py;
|
||||||
|
while (!collides(grid, shape, px, gy + 1)) {
|
||||||
|
gy++;
|
||||||
|
}
|
||||||
|
return gy;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Rotation (clockwise) ─────────────────────────────
|
||||||
|
export function rotateCW(shape: number[][]): number[][] {
|
||||||
|
const rows = shape.length;
|
||||||
|
const cols = shape[0].length;
|
||||||
|
const rotated: number[][] = [];
|
||||||
|
for (let c = 0; c < cols; c++) {
|
||||||
|
const row: number[] = [];
|
||||||
|
for (let r = rows - 1; r >= 0; r--) {
|
||||||
|
row.push(shape[r][c]);
|
||||||
|
}
|
||||||
|
rotated.push(row);
|
||||||
|
}
|
||||||
|
return rotated;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Wall kick ────────────────────────────────────────
|
||||||
|
/** Try to rotate with basic wall kicks. Returns the rotated shape and x offset, or null. */
|
||||||
|
export function tryRotate(
|
||||||
|
grid: Uint8Array[],
|
||||||
|
shape: number[][],
|
||||||
|
px: number,
|
||||||
|
py: number,
|
||||||
|
): { shape: number[][]; x: number } | null {
|
||||||
|
const rotated = rotateCW(shape);
|
||||||
|
// Try offsets: 0, -1, +1, -2, +2
|
||||||
|
for (const dx of [0, -1, 1, -2, 2]) {
|
||||||
|
if (!collides(grid, rotated, px + dx, py)) {
|
||||||
|
return { shape: rotated, x: px + dx };
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
@@ -0,0 +1,25 @@
|
|||||||
|
// ── Keyboard input via blessed ────────────────────────
|
||||||
|
import type blessed from "blessed";
|
||||||
|
|
||||||
|
export type Key = "left" | "right" | "up" | "down" | "space" | "p" | "r" | "q";
|
||||||
|
|
||||||
|
/** Wire blessed screen key events to a callback. */
|
||||||
|
export function startInput(
|
||||||
|
screen: blessed.Widgets.Screen,
|
||||||
|
onKey: (key: Key) => void,
|
||||||
|
): void {
|
||||||
|
screen.key(
|
||||||
|
["left", "right", "up", "down", "space", "p", "r", "q", "C-c"],
|
||||||
|
(_ch, key) => {
|
||||||
|
if (key.name === "q") {
|
||||||
|
screen.destroy();
|
||||||
|
process.exit(0);
|
||||||
|
}
|
||||||
|
if (key.name === "C-c") {
|
||||||
|
screen.destroy();
|
||||||
|
process.exit(0);
|
||||||
|
}
|
||||||
|
onKey(key.name as Key);
|
||||||
|
},
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,143 @@
|
|||||||
|
// ── Tetris: BT-driven game loop with command-based input ──
|
||||||
|
//
|
||||||
|
// Architecture:
|
||||||
|
// Behaviour Tree (buildTree) — controls game flow:
|
||||||
|
// parallel
|
||||||
|
// ├── gravityTick (action) — generator loop, auto-drop piece on timer
|
||||||
|
// └── cycle
|
||||||
|
// └── seq (sequential)
|
||||||
|
// ├── handleInput (action) — reads queued commands
|
||||||
|
// └── render (action) — draws via blessed
|
||||||
|
//
|
||||||
|
// CommandQueue — processes input:
|
||||||
|
// Keyboard → spawn command entities → CommandQueue.execute()
|
||||||
|
// → handlers mutate game state
|
||||||
|
//
|
||||||
|
// Singleton components — global state accessed via world.*Singleton():
|
||||||
|
// Board, Piece, Score, GameOver, Paused, TickTimer
|
||||||
|
//
|
||||||
|
// Usage:
|
||||||
|
// npx tsx examples/tetris/main.ts
|
||||||
|
|
||||||
|
import { World } from "../../src/index";
|
||||||
|
import {
|
||||||
|
buildTree,
|
||||||
|
action,
|
||||||
|
parallel,
|
||||||
|
cycle,
|
||||||
|
sequential,
|
||||||
|
whilst,
|
||||||
|
} from "../../src/bt/index";
|
||||||
|
import { CommandQueue } from "../../src/commands/index";
|
||||||
|
|
||||||
|
import {
|
||||||
|
Board,
|
||||||
|
Piece,
|
||||||
|
Score,
|
||||||
|
GameOver,
|
||||||
|
Paused,
|
||||||
|
TickTimer,
|
||||||
|
createPieceHelpers,
|
||||||
|
} from "./components";
|
||||||
|
|
||||||
|
import {
|
||||||
|
registerCommands,
|
||||||
|
MoveLeft,
|
||||||
|
MoveRight,
|
||||||
|
Rotate,
|
||||||
|
SoftDrop,
|
||||||
|
HardDrop,
|
||||||
|
TogglePause,
|
||||||
|
Restart,
|
||||||
|
} from "./commands";
|
||||||
|
|
||||||
|
import { collides } from "./game";
|
||||||
|
|
||||||
|
import { createUI, render } from "./render";
|
||||||
|
import { startInput, type Key } from "./input";
|
||||||
|
|
||||||
|
// ── Setup ────────────────────────────────────────────
|
||||||
|
const world = new World();
|
||||||
|
|
||||||
|
world.addSingleton(Board);
|
||||||
|
world.addSingleton(Score);
|
||||||
|
world.addSingleton(TickTimer);
|
||||||
|
|
||||||
|
const ui = createUI();
|
||||||
|
const pieces = createPieceHelpers(world);
|
||||||
|
const commands = new CommandQueue(world);
|
||||||
|
|
||||||
|
registerCommands(world, commands, pieces);
|
||||||
|
pieces.spawnPiece();
|
||||||
|
|
||||||
|
// ── Behaviour Tree ───────────────────────────────────
|
||||||
|
const runner = buildTree(
|
||||||
|
world,
|
||||||
|
parallel([
|
||||||
|
whilst(
|
||||||
|
() => true,
|
||||||
|
action((_world, _entity, dt) => {
|
||||||
|
if (world.hasSingleton(GameOver) || world.hasSingleton(Paused)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
const timer = world.getSingleton(TickTimer);
|
||||||
|
timer.accumulator += dt;
|
||||||
|
if (timer.accumulator >= timer.interval) {
|
||||||
|
timer.accumulator -= timer.interval;
|
||||||
|
if (world.hasSingleton(Piece)) {
|
||||||
|
const piece = world.getSingleton(Piece);
|
||||||
|
const board = world.getSingleton(Board);
|
||||||
|
if (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
|
||||||
|
piece.y++;
|
||||||
|
} else {
|
||||||
|
pieces.lockAndSpawn();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}),
|
||||||
|
),
|
||||||
|
cycle(
|
||||||
|
sequential([
|
||||||
|
action(() => {
|
||||||
|
commands.execute();
|
||||||
|
}),
|
||||||
|
action(() => {
|
||||||
|
render(world, ui);
|
||||||
|
}),
|
||||||
|
]),
|
||||||
|
),
|
||||||
|
]),
|
||||||
|
);
|
||||||
|
|
||||||
|
// ── Input → Command mapping ──────────────────────────
|
||||||
|
const keyToCommand: Partial<Record<Key, typeof MoveLeft>> = {
|
||||||
|
left: MoveLeft,
|
||||||
|
right: MoveRight,
|
||||||
|
up: Rotate,
|
||||||
|
down: SoftDrop,
|
||||||
|
space: HardDrop,
|
||||||
|
p: TogglePause,
|
||||||
|
r: Restart,
|
||||||
|
};
|
||||||
|
|
||||||
|
startInput(ui.screen, (key) => {
|
||||||
|
const cmd = keyToCommand[key];
|
||||||
|
if (cmd) {
|
||||||
|
const cmdEntity = world.spawn();
|
||||||
|
world.add(cmdEntity, cmd);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// ── Game loop ────────────────────────────────────────
|
||||||
|
runner.schedule((runner as any).root);
|
||||||
|
|
||||||
|
const TICK_MS = 16;
|
||||||
|
const interval = setInterval(() => {
|
||||||
|
runner.tick(TICK_MS);
|
||||||
|
}, TICK_MS);
|
||||||
|
|
||||||
|
process.on("SIGINT", () => {
|
||||||
|
clearInterval(interval);
|
||||||
|
ui.screen.destroy();
|
||||||
|
process.exit(0);
|
||||||
|
});
|
||||||
@@ -0,0 +1,175 @@
|
|||||||
|
// ── Terminal rendering via blessed ────────────────────
|
||||||
|
import blessed from "blessed";
|
||||||
|
import type { World } from "../../src/index";
|
||||||
|
import { Board, Piece, Score, GameOver, Paused } from "./components";
|
||||||
|
import { BOARD_W, BOARD_H, ghostY } from "./game";
|
||||||
|
|
||||||
|
// ANSI color codes for the 7 piece colors
|
||||||
|
const COLORS: Record<number, string> = {
|
||||||
|
0: "\x1b[40m", // black (empty)
|
||||||
|
1: "\x1b[46m", // cyan (I)
|
||||||
|
2: "\x1b[43m", // yellow (O)
|
||||||
|
3: "\x1b[45m", // magenta (T)
|
||||||
|
4: "\x1b[44m", // blue (J)
|
||||||
|
5: "\x1b[47m\x1b[30m", // white on black (L)
|
||||||
|
6: "\x1b[42m", // green (S)
|
||||||
|
7: "\x1b[41m", // red (Z)
|
||||||
|
};
|
||||||
|
|
||||||
|
const RESET = "\x1b[0m";
|
||||||
|
const GHOST_CHAR = "░";
|
||||||
|
|
||||||
|
export function createUI(): {
|
||||||
|
screen: blessed.Widgets.Screen;
|
||||||
|
boardBox: blessed.Widgets.BoxElement;
|
||||||
|
scoreText: blessed.Widgets.TextElement;
|
||||||
|
statusBox: blessed.Widgets.BoxElement;
|
||||||
|
statusText: blessed.Widgets.TextElement;
|
||||||
|
controlsText: blessed.Widgets.TextElement;
|
||||||
|
} {
|
||||||
|
const screen = blessed.screen({
|
||||||
|
smartCSR: true,
|
||||||
|
title: "Tetris",
|
||||||
|
});
|
||||||
|
|
||||||
|
// Board display
|
||||||
|
const boardBox = blessed.box({
|
||||||
|
parent: screen,
|
||||||
|
top: 2,
|
||||||
|
left: "center",
|
||||||
|
width: BOARD_W * 2 + 2,
|
||||||
|
height: BOARD_H + 2,
|
||||||
|
border: { type: "line" },
|
||||||
|
style: { border: { fg: "white" } },
|
||||||
|
});
|
||||||
|
|
||||||
|
// Score
|
||||||
|
const scoreText = blessed.text({
|
||||||
|
parent: screen,
|
||||||
|
top: 2,
|
||||||
|
left: 2,
|
||||||
|
width: 30,
|
||||||
|
height: 3,
|
||||||
|
content: "Score: 0 Lines: 0 Level: 1",
|
||||||
|
style: { fg: "white" },
|
||||||
|
});
|
||||||
|
|
||||||
|
// Status overlay (game over / paused)
|
||||||
|
const statusBox = blessed.box({
|
||||||
|
parent: screen,
|
||||||
|
top: "center",
|
||||||
|
left: "center",
|
||||||
|
width: 22,
|
||||||
|
height: 5,
|
||||||
|
border: { type: "line" },
|
||||||
|
style: { border: { fg: "yellow" }, fg: "yellow" },
|
||||||
|
hidden: true,
|
||||||
|
});
|
||||||
|
|
||||||
|
const statusText = blessed.text({
|
||||||
|
parent: statusBox,
|
||||||
|
top: 1,
|
||||||
|
left: "center",
|
||||||
|
width: 20,
|
||||||
|
align: "center",
|
||||||
|
style: { fg: "yellow" },
|
||||||
|
});
|
||||||
|
|
||||||
|
// Controls hint
|
||||||
|
const controlsText = blessed.text({
|
||||||
|
parent: screen,
|
||||||
|
bottom: 0,
|
||||||
|
left: "center",
|
||||||
|
width: 60,
|
||||||
|
height: 1,
|
||||||
|
content:
|
||||||
|
"← → : move ↑ : rotate ↓ : soft drop Space : hard drop P : pause Q : quit",
|
||||||
|
style: { fg: "gray" },
|
||||||
|
});
|
||||||
|
|
||||||
|
return { screen, boardBox, scoreText, statusBox, statusText, controlsText };
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Render the full game state into the blessed UI. */
|
||||||
|
export function render(world: World, ui: ReturnType<typeof createUI>): void {
|
||||||
|
const board = world.getSingleton(Board);
|
||||||
|
const piece = world.tryGetSingleton(Piece);
|
||||||
|
const score = world.tryGetSingleton(Score);
|
||||||
|
const isOver = world.hasSingleton(GameOver);
|
||||||
|
const isPaused = world.hasSingleton(Paused);
|
||||||
|
|
||||||
|
// Build display grid
|
||||||
|
const display = board.grid.map((row) => [...row]);
|
||||||
|
|
||||||
|
if (piece) {
|
||||||
|
const gy = ghostY(board.grid, piece.shape, piece.x, piece.y);
|
||||||
|
|
||||||
|
// Ghost
|
||||||
|
for (let r = 0; r < piece.shape.length; r++) {
|
||||||
|
for (let c = 0; c < piece.shape[r].length; c++) {
|
||||||
|
if (!piece.shape[r][c]) continue;
|
||||||
|
const by = gy + r;
|
||||||
|
const bx = piece.x + c;
|
||||||
|
if (
|
||||||
|
by >= 0 &&
|
||||||
|
by < BOARD_H &&
|
||||||
|
bx >= 0 &&
|
||||||
|
bx < BOARD_W &&
|
||||||
|
!display[by][bx]
|
||||||
|
) {
|
||||||
|
display[by][bx] = -piece.color;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Active piece
|
||||||
|
for (let r = 0; r < piece.shape.length; r++) {
|
||||||
|
for (let c = 0; c < piece.shape[r].length; c++) {
|
||||||
|
if (!piece.shape[r][c]) continue;
|
||||||
|
const by = piece.y + r;
|
||||||
|
const bx = piece.x + c;
|
||||||
|
if (by >= 0 && by < BOARD_H && bx >= 0 && bx < BOARD_W) {
|
||||||
|
display[by][bx] = piece.color;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build board string
|
||||||
|
let boardStr = "";
|
||||||
|
for (let r = 0; r < BOARD_H; r++) {
|
||||||
|
for (let c = 0; c < BOARD_W; c++) {
|
||||||
|
const v = display[r][c];
|
||||||
|
if (v === 0) {
|
||||||
|
boardStr += " ·";
|
||||||
|
} else if (v < 0) {
|
||||||
|
boardStr += COLORS[-v] + GHOST_CHAR + GHOST_CHAR + RESET;
|
||||||
|
} else {
|
||||||
|
boardStr += COLORS[v] + " " + RESET;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (r < BOARD_H - 1) boardStr += "\n";
|
||||||
|
}
|
||||||
|
|
||||||
|
ui.boardBox.setContent(boardStr);
|
||||||
|
|
||||||
|
// Score
|
||||||
|
if (score) {
|
||||||
|
ui.scoreText.setContent(
|
||||||
|
`Score: ${score.points} Lines: ${score.lines} Level: ${score.level}`,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Status
|
||||||
|
if (isOver) {
|
||||||
|
ui.statusBox.show();
|
||||||
|
ui.statusText.setContent("GAME OVER\nPress R to restart");
|
||||||
|
} else if (isPaused) {
|
||||||
|
ui.statusBox.show();
|
||||||
|
ui.statusText.setContent("PAUSED");
|
||||||
|
} else {
|
||||||
|
ui.statusBox.hide();
|
||||||
|
}
|
||||||
|
|
||||||
|
ui.screen.render();
|
||||||
|
}
|
||||||
@@ -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;
|
||||||
|
}
|
||||||
@@ -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
|
||||||
@@ -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();
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -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 [
|
||||||
|
`第 ${snapshot.round} 轮 | 中央水=${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;
|
||||||
|
}
|
||||||
@@ -0,0 +1,235 @@
|
|||||||
|
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
|
||||||
@@ -0,0 +1,151 @@
|
|||||||
|
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(`第 ${round} 轮`);
|
||||||
|
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);
|
||||||
|
}
|
||||||
@@ -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!`;
|
||||||
|
}
|
||||||
@@ -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)} 轮`);
|
||||||
|
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();
|
||||||
|
}
|
||||||
@@ -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(" | "),
|
||||||
|
),
|
||||||
|
];
|
||||||
|
}
|
||||||
Generated
+43
@@ -9,6 +9,9 @@
|
|||||||
"version": "0.1.0",
|
"version": "0.1.0",
|
||||||
"license": "MIT",
|
"license": "MIT",
|
||||||
"devDependencies": {
|
"devDependencies": {
|
||||||
|
"@types/blessed": "^0.1.27",
|
||||||
|
"@types/node": "^25.9.1",
|
||||||
|
"blessed": "^0.1.81",
|
||||||
"tsup": "^8.3.5",
|
"tsup": "^8.3.5",
|
||||||
"typescript": "^5.6.0",
|
"typescript": "^5.6.0",
|
||||||
"vitest": "^4.1.7"
|
"vitest": "^4.1.7"
|
||||||
@@ -1247,6 +1250,16 @@
|
|||||||
"tslib": "^2.4.0"
|
"tslib": "^2.4.0"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"node_modules/@types/blessed": {
|
||||||
|
"version": "0.1.27",
|
||||||
|
"resolved": "https://registry.npmjs.org/@types/blessed/-/blessed-0.1.27.tgz",
|
||||||
|
"integrity": "sha512-ZOQGjLvWDclAXp0rW5iuUBXeD6Gr1PkitN7tj7/G8FCoSzTsij6OhXusOzMKhwrZ9YlL2Pmu0d6xJ9zVvk+Hsg==",
|
||||||
|
"dev": true,
|
||||||
|
"license": "MIT",
|
||||||
|
"dependencies": {
|
||||||
|
"@types/node": "*"
|
||||||
|
}
|
||||||
|
},
|
||||||
"node_modules/@types/chai": {
|
"node_modules/@types/chai": {
|
||||||
"version": "5.2.3",
|
"version": "5.2.3",
|
||||||
"resolved": "https://registry.npmjs.org/@types/chai/-/chai-5.2.3.tgz",
|
"resolved": "https://registry.npmjs.org/@types/chai/-/chai-5.2.3.tgz",
|
||||||
@@ -1272,6 +1285,16 @@
|
|||||||
"dev": true,
|
"dev": true,
|
||||||
"license": "MIT"
|
"license": "MIT"
|
||||||
},
|
},
|
||||||
|
"node_modules/@types/node": {
|
||||||
|
"version": "25.9.1",
|
||||||
|
"resolved": "https://registry.npmjs.org/@types/node/-/node-25.9.1.tgz",
|
||||||
|
"integrity": "sha512-xfrlY7UD5rMJk3ZVJP8BNzS28J36YJg+xp+LPXV1TdWxr8uMH5A860QNxYDGQe/ylDSgjxE52Q9VnO7p75tJxg==",
|
||||||
|
"dev": true,
|
||||||
|
"license": "MIT",
|
||||||
|
"dependencies": {
|
||||||
|
"undici-types": ">=7.24.0 <7.24.7"
|
||||||
|
}
|
||||||
|
},
|
||||||
"node_modules/@vitest/expect": {
|
"node_modules/@vitest/expect": {
|
||||||
"version": "4.1.7",
|
"version": "4.1.7",
|
||||||
"resolved": "https://registry.npmjs.org/@vitest/expect/-/expect-4.1.7.tgz",
|
"resolved": "https://registry.npmjs.org/@vitest/expect/-/expect-4.1.7.tgz",
|
||||||
@@ -1415,6 +1438,19 @@
|
|||||||
"node": ">=12"
|
"node": ">=12"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
"node_modules/blessed": {
|
||||||
|
"version": "0.1.81",
|
||||||
|
"resolved": "https://registry.npmjs.org/blessed/-/blessed-0.1.81.tgz",
|
||||||
|
"integrity": "sha512-LoF5gae+hlmfORcG1M5+5XZi4LBmvlXTzwJWzUlPryN/SJdSflZvROM2TwkT0GMpq7oqT48NRd4GS7BiVBc5OQ==",
|
||||||
|
"dev": true,
|
||||||
|
"license": "MIT",
|
||||||
|
"bin": {
|
||||||
|
"blessed": "bin/tput.js"
|
||||||
|
},
|
||||||
|
"engines": {
|
||||||
|
"node": ">= 0.8.0"
|
||||||
|
}
|
||||||
|
},
|
||||||
"node_modules/bundle-require": {
|
"node_modules/bundle-require": {
|
||||||
"version": "5.1.0",
|
"version": "5.1.0",
|
||||||
"resolved": "https://registry.npmjs.org/bundle-require/-/bundle-require-5.1.0.tgz",
|
"resolved": "https://registry.npmjs.org/bundle-require/-/bundle-require-5.1.0.tgz",
|
||||||
@@ -2489,6 +2525,13 @@
|
|||||||
"dev": true,
|
"dev": true,
|
||||||
"license": "MIT"
|
"license": "MIT"
|
||||||
},
|
},
|
||||||
|
"node_modules/undici-types": {
|
||||||
|
"version": "7.24.6",
|
||||||
|
"resolved": "https://registry.npmjs.org/undici-types/-/undici-types-7.24.6.tgz",
|
||||||
|
"integrity": "sha512-WRNW+sJgj5OBN4/0JpHFqtqzhpbnV0GuB+OozA9gCL7a993SmU+1JBZCzLNxYsbMfIeDL+lTsphD5jN5N+n0zg==",
|
||||||
|
"dev": true,
|
||||||
|
"license": "MIT"
|
||||||
|
},
|
||||||
"node_modules/vite": {
|
"node_modules/vite": {
|
||||||
"version": "8.0.14",
|
"version": "8.0.14",
|
||||||
"resolved": "https://registry.npmjs.org/vite/-/vite-8.0.14.tgz",
|
"resolved": "https://registry.npmjs.org/vite/-/vite-8.0.14.tgz",
|
||||||
|
|||||||
@@ -29,10 +29,14 @@
|
|||||||
"scripts": {
|
"scripts": {
|
||||||
"build": "tsup",
|
"build": "tsup",
|
||||||
"dev": "tsup --watch",
|
"dev": "tsup --watch",
|
||||||
|
"typecheck": "tsc --noEmit",
|
||||||
"test": "vitest run",
|
"test": "vitest run",
|
||||||
"prepublishOnly": "npm run build"
|
"prepublishOnly": "npm run build"
|
||||||
},
|
},
|
||||||
"devDependencies": {
|
"devDependencies": {
|
||||||
|
"@types/blessed": "^0.1.27",
|
||||||
|
"@types/node": "^25.9.1",
|
||||||
|
"blessed": "^0.1.81",
|
||||||
"tsup": "^8.3.5",
|
"tsup": "^8.3.5",
|
||||||
"typescript": "^5.6.0",
|
"typescript": "^5.6.0",
|
||||||
"vitest": "^4.1.7"
|
"vitest": "^4.1.7"
|
||||||
|
|||||||
+28
-1
@@ -11,4 +11,31 @@ export {
|
|||||||
export type { TaskKind } from "./task";
|
export type { TaskKind } from "./task";
|
||||||
|
|
||||||
export { TaskRunner } from "./runner";
|
export { TaskRunner } from "./runner";
|
||||||
export type { LeafHandler, TerminalHandler } from "./runner";
|
export type {
|
||||||
|
ActionHandler,
|
||||||
|
WaitHandler,
|
||||||
|
ConditionHandler,
|
||||||
|
TaskControl,
|
||||||
|
TerminalHandler,
|
||||||
|
} from "./runner";
|
||||||
|
|
||||||
|
export {
|
||||||
|
buildTree,
|
||||||
|
Cancel,
|
||||||
|
action,
|
||||||
|
wait,
|
||||||
|
whilst,
|
||||||
|
sequential,
|
||||||
|
parallel,
|
||||||
|
selector,
|
||||||
|
random,
|
||||||
|
cycle,
|
||||||
|
} from "./tree-def";
|
||||||
|
export type {
|
||||||
|
TreeDef,
|
||||||
|
TaskEntityDef,
|
||||||
|
TaskMeta,
|
||||||
|
ActionFn,
|
||||||
|
WaitFn,
|
||||||
|
ConditionFn,
|
||||||
|
} from "./tree-def";
|
||||||
|
|||||||
+305
-165
@@ -9,11 +9,34 @@ import {
|
|||||||
Cancelled,
|
Cancelled,
|
||||||
TERMINAL_TAGS,
|
TERMINAL_TAGS,
|
||||||
ChildOf,
|
ChildOf,
|
||||||
|
Cancel,
|
||||||
} from "./task";
|
} from "./task";
|
||||||
|
|
||||||
// ── Types ─────────────────────────────────────────────
|
// ── Types ─────────────────────────────────────────────
|
||||||
/** Callback invoked for each leaf task that becomes Scheduled. */
|
/** Control object passed to wait tasks so they can complete themselves. */
|
||||||
export type LeafHandler = (world: World, entity: Entity) => void;
|
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. */
|
/** Callback invoked when a task reaches a terminal status. */
|
||||||
export type TerminalHandler = (
|
export type TerminalHandler = (
|
||||||
@@ -44,8 +67,20 @@ function clearStatus(world: World, entity: Entity): void {
|
|||||||
if (world.has(entity, Running)) world.remove(entity, Running);
|
if (world.has(entity, Running)) world.remove(entity, Running);
|
||||||
}
|
}
|
||||||
|
|
||||||
function childrenOf(world: World, parent: Entity): Entity[] {
|
/** Recursively clear status from an entity and all its descendants. */
|
||||||
return world.getRelatedTo(parent, ChildOf);
|
function clearSubtree(world: World, entity: Entity): void {
|
||||||
|
clearStatus(world, entity);
|
||||||
|
for (const child of childrenOf(world, entity)) {
|
||||||
|
clearSubtree(world, child);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function* childrenOf(world: World, parent: Entity): IterableIterator<Entity> {
|
||||||
|
for (const child of world.getRelatedTo(parent, ChildOf)) {
|
||||||
|
if (world.has(child, Task)) {
|
||||||
|
yield child;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
function parentOf(world: World, child: Entity): Entity | null {
|
function parentOf(world: World, child: Entity): Entity | null {
|
||||||
@@ -56,31 +91,29 @@ function parentOf(world: World, child: Entity): Entity | null {
|
|||||||
/**
|
/**
|
||||||
* Push-based behaviour-tree runner.
|
* Push-based behaviour-tree runner.
|
||||||
*
|
*
|
||||||
* Only tasks tagged with `Scheduled` are processed each tick.
|
* Tasks tagged with `Scheduled` define tick boundaries. Once a scheduled
|
||||||
* When a task finishes, it notifies its parent, which may schedule
|
* task starts, child/parent propagation is immediate until a running wait task
|
||||||
* the next child (sequential), aggregate results (parallel), or
|
* or an explicit scheduling boundary (`cycle`, `whilst`) yields to a future tick.
|
||||||
* propagate upward.
|
|
||||||
*
|
*
|
||||||
* Leaves are dispatched to a user-provided `onLeaf` callback.
|
* Action, wait, and whilst condition callbacks are supplied by `buildTree` or
|
||||||
* Terminal results are dispatched to a user-provided `onTerminal` callback.
|
* assigned directly when using `TaskRunner` manually.
|
||||||
*
|
|
||||||
* @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();
|
|
||||||
* ```
|
|
||||||
*/
|
*/
|
||||||
export class TaskRunner {
|
export class TaskRunner {
|
||||||
private _world: World;
|
private _world: World;
|
||||||
|
private _executing = new Set<Entity>();
|
||||||
|
private _currentDt = 0;
|
||||||
|
|
||||||
/** Called when a leaf task becomes Scheduled. */
|
/** Root task entity, set by `buildTree` for convenience. */
|
||||||
onLeaf: LeafHandler = () => {};
|
root?: Entity;
|
||||||
|
|
||||||
|
/** 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. */
|
/** Called when any task reaches a terminal status. */
|
||||||
onTerminal: TerminalHandler = () => {};
|
onTerminal: TerminalHandler = () => {};
|
||||||
@@ -92,34 +125,46 @@ export class TaskRunner {
|
|||||||
// ── Public API ────────────────────────────────────
|
// ── 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(): void {
|
tick(dt: number = 0): void {
|
||||||
const scheduled = [...this._world.query(query(Task, Scheduled))];
|
const previousDt = this._currentDt;
|
||||||
for (const entity of scheduled) {
|
this._currentDt = dt;
|
||||||
this._world.remove(entity, Scheduled);
|
|
||||||
this._execute(entity);
|
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 {
|
succeed(entity: Entity): void {
|
||||||
this._finish(entity, Succeeded);
|
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 {
|
fail(entity: Entity): void {
|
||||||
this._finish(entity, Failed);
|
this._finish(entity, Failed);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Cancel a task and all its descendants. */
|
/** Cancel a task and all its descendants. */
|
||||||
cancel(entity: Entity): void {
|
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 {
|
schedule(entity: Entity): void {
|
||||||
if (this._world.has(entity, Task)) {
|
if (this._world.has(entity, Task)) {
|
||||||
this._world.add(entity, Scheduled);
|
this._world.add(entity, Scheduled);
|
||||||
@@ -134,84 +179,132 @@ export class TaskRunner {
|
|||||||
|
|
||||||
// ── Internal execution ────────────────────────────
|
// ── Internal execution ────────────────────────────
|
||||||
|
|
||||||
private _execute(entity: Entity): void {
|
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;
|
||||||
|
|
||||||
switch (t.kind) {
|
const t = this._world.get(entity, Task);
|
||||||
case "leaf":
|
this._executing.add(entity);
|
||||||
this._executeLeaf(entity);
|
|
||||||
break;
|
try {
|
||||||
case "sequential":
|
switch (t.kind) {
|
||||||
this._executeSequential(entity);
|
case "action":
|
||||||
break;
|
this._executeAction(entity, dt);
|
||||||
case "parallel":
|
break;
|
||||||
this._executeParallel(entity);
|
case "wait":
|
||||||
break;
|
this._executeWait(entity, dt);
|
||||||
case "random":
|
break;
|
||||||
this._executeRandom(entity);
|
case "sequential":
|
||||||
break;
|
this._executeSequential(entity, dt);
|
||||||
case "repeat":
|
break;
|
||||||
this._executeRepeat(entity);
|
case "parallel":
|
||||||
break;
|
this._executeParallel(entity, dt);
|
||||||
case "selector":
|
break;
|
||||||
this._executeSelector(entity);
|
case "random":
|
||||||
break;
|
this._executeRandom(entity, dt);
|
||||||
|
break;
|
||||||
|
case "cycle":
|
||||||
|
this._executeCycle(entity, dt);
|
||||||
|
break;
|
||||||
|
case "whilst":
|
||||||
|
this._executeWhilst(entity, dt);
|
||||||
|
break;
|
||||||
|
case "selector":
|
||||||
|
this._executeSelector(entity, dt);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
} finally {
|
||||||
|
this._executing.delete(entity);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private _executeLeaf(entity: Entity): 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);
|
||||||
|
try {
|
||||||
|
this.onAction(this._world, entity, dt);
|
||||||
|
if (!isTerminal(this._world, entity)) {
|
||||||
|
this.succeed(entity);
|
||||||
|
}
|
||||||
|
} catch (err) {
|
||||||
|
this._finishFromThrown(entity, err);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private _executeWait(entity: Entity, dt: number): void {
|
||||||
this._world.add(entity, Running);
|
this._world.add(entity, Running);
|
||||||
this.onLeaf(this._world, entity);
|
const control: TaskControl = {
|
||||||
|
succeed: () => this.succeed(entity),
|
||||||
|
fail: () => this.fail(entity),
|
||||||
|
cancel: () => this.cancel(entity),
|
||||||
|
};
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
if (status === "succeeded") continue;
|
||||||
|
|
||||||
|
this._executeChild(child, dt);
|
||||||
|
|
||||||
private _executeSequential(entity: Entity): void {
|
status = terminalStatus(this._world, child);
|
||||||
const children = childrenOf(this._world, entity);
|
if (status === "failed" || status === "cancelled") {
|
||||||
|
this._finish(entity, status === "cancelled" ? Cancelled : Failed);
|
||||||
// Find the first non-terminal child
|
return;
|
||||||
for (const child of children) {
|
|
||||||
if (isTerminal(this._world, child)) {
|
|
||||||
const 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;
|
||||||
|
|
||||||
// Found a child that hasn't run yet — schedule it
|
|
||||||
this._world.add(child, Scheduled);
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// All children succeeded
|
|
||||||
this._finish(entity, Succeeded);
|
this._finish(entity, Succeeded);
|
||||||
}
|
}
|
||||||
|
|
||||||
private _executeParallel(entity: Entity): void {
|
private _executeParallel(entity: Entity, dt: number): void {
|
||||||
const children = childrenOf(this._world, entity);
|
|
||||||
let allDone = true;
|
let allDone = true;
|
||||||
|
|
||||||
for (const child of children) {
|
for (const child of childrenOf(this._world, entity)) {
|
||||||
if (isTerminal(this._world, child)) {
|
let status = terminalStatus(this._world, child);
|
||||||
const status = terminalStatus(this._world, child)!;
|
if (status === "failed" || status === "cancelled") {
|
||||||
if (status === "failed" || status === "cancelled") {
|
this._finish(entity, status === "cancelled" ? Cancelled : Failed);
|
||||||
this._finish(entity, status === "cancelled" ? Cancelled : Failed);
|
return;
|
||||||
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;
|
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) {
|
if (allDone) {
|
||||||
@@ -219,13 +312,12 @@ export class TaskRunner {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private _executeRandom(entity: Entity): void {
|
private _executeRandom(entity: Entity, dt: number): void {
|
||||||
const children = childrenOf(this._world, entity);
|
const eligible: Entity[] = [];
|
||||||
|
|
||||||
// Check if any child already reached a terminal
|
for (const child of childrenOf(this._world, entity)) {
|
||||||
for (const child of children) {
|
const status = terminalStatus(this._world, child);
|
||||||
if (isTerminal(this._world, child)) {
|
if (status) {
|
||||||
const status = terminalStatus(this._world, child)!;
|
|
||||||
this._finish(
|
this._finish(
|
||||||
entity,
|
entity,
|
||||||
status === "succeeded"
|
status === "succeeded"
|
||||||
@@ -236,72 +328,116 @@ export class TaskRunner {
|
|||||||
);
|
);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
if (!this._world.has(child, Running)) {
|
||||||
|
eligible.push(child);
|
||||||
// Pick a random child that isn't already running
|
|
||||||
const eligible = children.filter(
|
|
||||||
(c) => !this._world.has(c, Running) && !this._world.has(c, Scheduled),
|
|
||||||
);
|
|
||||||
|
|
||||||
if (eligible.length > 0) {
|
|
||||||
const pick = eligible[Math.floor(Math.random() * eligible.length)];
|
|
||||||
this._world.add(pick, Scheduled);
|
|
||||||
}
|
|
||||||
// If no eligible children (all running), wait for one to finish
|
|
||||||
}
|
|
||||||
|
|
||||||
private _executeRepeat(entity: Entity): void {
|
|
||||||
const children = childrenOf(this._world, entity);
|
|
||||||
|
|
||||||
// Repeat expects exactly one child
|
|
||||||
if (children.length === 0) return;
|
|
||||||
|
|
||||||
const child = children[0];
|
|
||||||
|
|
||||||
// If child reached a terminal, reset it and schedule again
|
|
||||||
if (isTerminal(this._world, child)) {
|
|
||||||
clearStatus(this._world, child);
|
|
||||||
this._world.add(child, Scheduled);
|
|
||||||
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
|
|
||||||
this._finish(entity, Succeeded);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
// failed or cancelled — continue to next child
|
|
||||||
continue;
|
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (eligible.length === 0) return;
|
||||||
|
|
||||||
|
const pick = eligible[Math.floor(Math.random() * eligible.length)];
|
||||||
|
this._executeChild(pick, dt);
|
||||||
|
|
||||||
|
const status = terminalStatus(this._world, pick);
|
||||||
|
if (status) {
|
||||||
|
this._finish(
|
||||||
|
entity,
|
||||||
|
status === "succeeded"
|
||||||
|
? Succeeded
|
||||||
|
: status === "cancelled"
|
||||||
|
? Cancelled
|
||||||
|
: Failed,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private _executeCycle(entity: Entity, dt: number): void {
|
||||||
|
const child = this._firstTaskChild(entity);
|
||||||
|
if (!child) return;
|
||||||
|
|
||||||
|
this._executeChild(child, dt);
|
||||||
|
|
||||||
|
if (isTerminal(this._world, child)) {
|
||||||
|
clearSubtree(this._world, child);
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!condition) {
|
||||||
|
this._finish(entity, Succeeded);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
|
||||||
// Found a child that hasn't run yet — schedule it
|
|
||||||
this._world.add(child, Scheduled);
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// All children failed
|
|
||||||
this._finish(entity, 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 ────────────────────────
|
// ── Completion propagation ────────────────────────
|
||||||
|
|
||||||
|
private _finishFromThrown(entity: Entity, err: unknown): void {
|
||||||
|
if (err === Cancel) {
|
||||||
|
this.cancel(entity);
|
||||||
|
} else {
|
||||||
|
this.fail(entity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private _finish(
|
private _finish(
|
||||||
entity: Entity,
|
entity: Entity,
|
||||||
tag: typeof Succeeded | typeof Failed | typeof Cancelled,
|
tag: typeof Succeeded | typeof Failed | typeof Cancelled,
|
||||||
@@ -314,30 +450,34 @@ export class TaskRunner {
|
|||||||
const status = terminalStatus(this._world, entity)!;
|
const status = terminalStatus(this._world, entity)!;
|
||||||
this.onTerminal(this._world, entity, status);
|
this.onTerminal(this._world, entity, status);
|
||||||
|
|
||||||
// Notify parent
|
|
||||||
const parent = parentOf(this._world, entity);
|
const parent = parentOf(this._world, entity);
|
||||||
if (parent) {
|
if (parent && !this._executing.has(parent)) {
|
||||||
this._world.add(parent, Scheduled);
|
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;
|
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)) {
|
for (const child of childrenOf(this._world, entity)) {
|
||||||
this._cancelTree(child);
|
this._cancelTree(child, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Cancel this node
|
|
||||||
clearStatus(this._world, entity);
|
clearStatus(this._world, entity);
|
||||||
this._world.add(entity, Cancelled);
|
this._world.add(entity, Cancelled);
|
||||||
this.onTerminal(this._world, entity, "cancelled");
|
this.onTerminal(this._world, entity, "cancelled");
|
||||||
|
|
||||||
// Notify parent
|
|
||||||
const parent = parentOf(this._world, entity);
|
const parent = parentOf(this._world, entity);
|
||||||
if (parent) {
|
if (notifyParent && parent && !this._executing.has(parent)) {
|
||||||
this._world.add(parent, Scheduled);
|
if (this._world.has(parent, Scheduled)) {
|
||||||
|
this._world.remove(parent, Scheduled);
|
||||||
|
}
|
||||||
|
this._execute(parent, this._currentDt);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
+21
-10
@@ -1,30 +1,41 @@
|
|||||||
import { defineComponent } from "../component";
|
import { defineComponent } from "../component";
|
||||||
import { defineRelationship } from "../relationship";
|
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 ────────────────────────────────────
|
// ── Task component ────────────────────────────────────
|
||||||
/**
|
/**
|
||||||
* Core component for behaviour-tree tasks.
|
* Core component for behaviour-tree tasks.
|
||||||
*
|
*
|
||||||
* `kind` determines how the task evaluates its children:
|
* `kind` determines how the task evaluates:
|
||||||
* - `"leaf"` — terminal node; external logic drives it to completion.
|
* - `"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.
|
* - `"sequential"` — runs children one at a time, left to right.
|
||||||
* Succeeds when all children succeed; fails when any child fails.
|
* 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.
|
* 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.
|
* Succeeds/fails with that child's result.
|
||||||
* - `"repeat"` — runs its single child. When the child finishes, resets it
|
* - `"cycle"` — runs its single child. When the child finishes, resets it
|
||||||
* and runs again. Never terminates on its own (only via cancel).
|
* 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
|
* - `"selector"` — runs children left to right. Succeeds on the first
|
||||||
* child that succeeds; fails only if all children fail.
|
* child that succeeds; fails only if all children fail.
|
||||||
*/
|
*/
|
||||||
export const Task = defineComponent("task", {
|
export const Task = defineComponent("task", {
|
||||||
kind: "leaf" as
|
kind: "action" as
|
||||||
| "leaf"
|
| "action"
|
||||||
|
| "wait"
|
||||||
| "sequential"
|
| "sequential"
|
||||||
| "parallel"
|
| "parallel"
|
||||||
| "random"
|
| "random"
|
||||||
| "repeat"
|
| "cycle"
|
||||||
|
| "whilst"
|
||||||
| "selector",
|
| "selector",
|
||||||
});
|
});
|
||||||
|
|
||||||
@@ -34,7 +45,7 @@ export type TaskKind = (typeof Task.type)["kind"];
|
|||||||
/** A task that should be executed this tick. */
|
/** A task that should be executed this tick. */
|
||||||
export const Scheduled = defineComponent("scheduled", {});
|
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", {});
|
export const Running = defineComponent("running", {});
|
||||||
|
|
||||||
/** The task completed successfully. */
|
/** The task completed successfully. */
|
||||||
|
|||||||
@@ -0,0 +1,231 @@
|
|||||||
|
import type { World, Entity } from "../index";
|
||||||
|
import type { EntityDef, EntityDefChild } from "../entity-tree";
|
||||||
|
import { Task, ChildOf, Cancel } from "./task";
|
||||||
|
import { TaskRunner, type TaskControl } from "./runner";
|
||||||
|
|
||||||
|
export { Cancel };
|
||||||
|
|
||||||
|
// ── Task callback types ───────────────────────────────
|
||||||
|
|
||||||
|
/** Runs immediately. Return = success, throw = failure, throw Cancel = cancel. */
|
||||||
|
export type ActionFn = (world: World, entity: Entity, dt: number) => void;
|
||||||
|
|
||||||
|
/** Starts a task that remains Running until completed by the supplied control. */
|
||||||
|
export type WaitFn = (
|
||||||
|
world: World,
|
||||||
|
entity: Entity,
|
||||||
|
control: TaskControl,
|
||||||
|
dt: number,
|
||||||
|
) => void;
|
||||||
|
|
||||||
|
/** Controls a `whilst` task. False means the loop has completed successfully. */
|
||||||
|
export type ConditionFn = (world: World, entity: Entity, dt: number) => boolean;
|
||||||
|
|
||||||
|
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;
|
||||||
|
|
||||||
|
// ── Entity task factories ──────────────────────────────
|
||||||
|
|
||||||
|
function compactChildren(children: readonly EntityDefChild[]): EntityDef[] {
|
||||||
|
return children.filter(Boolean) as EntityDef[];
|
||||||
|
}
|
||||||
|
|
||||||
|
function task(
|
||||||
|
kind: typeof Task.type.kind,
|
||||||
|
children: readonly EntityDefChild[] = [],
|
||||||
|
meta?: TaskMeta,
|
||||||
|
): TaskEntityDef {
|
||||||
|
return {
|
||||||
|
kind: "entity",
|
||||||
|
component: Task,
|
||||||
|
value: { kind },
|
||||||
|
children: compactChildren(children),
|
||||||
|
meta,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Create an action task entity definition. */
|
||||||
|
export function action(
|
||||||
|
run: ActionFn,
|
||||||
|
children: readonly EntityDefChild[] = [],
|
||||||
|
): TaskEntityDef {
|
||||||
|
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. */
|
||||||
|
export function sequential(
|
||||||
|
children: readonly EntityDefChild[] = [],
|
||||||
|
): TaskEntityDef {
|
||||||
|
return task("sequential", children);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Create a parallel task entity definition. */
|
||||||
|
export function parallel(
|
||||||
|
children: readonly EntityDefChild[] = [],
|
||||||
|
): TaskEntityDef {
|
||||||
|
return task("parallel", children);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Create a selector task entity definition. */
|
||||||
|
export function selector(
|
||||||
|
children: readonly EntityDefChild[] = [],
|
||||||
|
): TaskEntityDef {
|
||||||
|
return task("selector", children);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Create a random task entity definition. */
|
||||||
|
export function random(
|
||||||
|
children: readonly EntityDefChild[] = [],
|
||||||
|
): TaskEntityDef {
|
||||||
|
return task("random", children);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create a cycle task entity definition.
|
||||||
|
*
|
||||||
|
* `cycle(child)` and `cycle([child, metadataEntity])` are both supported.
|
||||||
|
* The runner operates only on child entities that have the `Task` component.
|
||||||
|
*/
|
||||||
|
export function cycle(child: EntityDef): TaskEntityDef;
|
||||||
|
export function cycle(children?: readonly EntityDefChild[]): TaskEntityDef;
|
||||||
|
export function cycle(
|
||||||
|
childOrChildren: EntityDef | readonly EntityDefChild[] = [],
|
||||||
|
): TaskEntityDef {
|
||||||
|
return task(
|
||||||
|
"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 (`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 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();
|
||||||
|
world.add(entity, def.component, def.value);
|
||||||
|
|
||||||
|
if (parent !== undefined) {
|
||||||
|
world.relate(entity, ChildOf, parent);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (def.component === Task) {
|
||||||
|
const taskData = world.get(entity, Task);
|
||||||
|
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");
|
||||||
|
}
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (const child of def.children) {
|
||||||
|
build(child, entity);
|
||||||
|
}
|
||||||
|
|
||||||
|
return entity;
|
||||||
|
}
|
||||||
|
|
||||||
|
const root = build(def);
|
||||||
|
|
||||||
|
if (!world.has(root, Task)) {
|
||||||
|
throw new Error("buildTree root must be a task entity");
|
||||||
|
}
|
||||||
|
|
||||||
|
const runner = new TaskRunner(world);
|
||||||
|
runner.root = root;
|
||||||
|
|
||||||
|
runner.onAction = (world, entity, dt) => {
|
||||||
|
actions.get(entity)?.(world, entity, dt);
|
||||||
|
};
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
@@ -0,0 +1,80 @@
|
|||||||
|
import type { ComponentDef } from "./component";
|
||||||
|
import type { Entity } from "./entity";
|
||||||
|
import type { RelationshipDef } from "./relationship";
|
||||||
|
import type { World } from "./world";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Declarative definition for one entity with one primary component.
|
||||||
|
*
|
||||||
|
* Children are materialized as entities and related to their parent by the
|
||||||
|
* relationship passed to `buildEntityTree`.
|
||||||
|
*/
|
||||||
|
export interface EntityDef<T extends Record<string, any> = any, M = unknown> {
|
||||||
|
readonly kind: "entity";
|
||||||
|
readonly component: ComponentDef<T>;
|
||||||
|
readonly value?: Partial<T>;
|
||||||
|
readonly children: readonly EntityDef[];
|
||||||
|
readonly meta?: M;
|
||||||
|
}
|
||||||
|
|
||||||
|
export type EntityDefChild = EntityDef | null | undefined | false;
|
||||||
|
|
||||||
|
function compactChildren(children: readonly EntityDefChild[]): EntityDef[] {
|
||||||
|
return children.filter(Boolean) as EntityDef[];
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Create a single-component entity definition. */
|
||||||
|
export function entity<T extends Record<string, any>>(
|
||||||
|
component: ComponentDef<T>,
|
||||||
|
value?: Partial<T>,
|
||||||
|
children?: readonly EntityDefChild[],
|
||||||
|
): EntityDef<T>;
|
||||||
|
export function entity<T extends Record<string, any>>(
|
||||||
|
component: ComponentDef<T>,
|
||||||
|
children?: readonly EntityDefChild[],
|
||||||
|
): EntityDef<T>;
|
||||||
|
export function entity<T extends Record<string, any>>(
|
||||||
|
component: ComponentDef<T>,
|
||||||
|
valueOrChildren?: Partial<T> | readonly EntityDefChild[],
|
||||||
|
children: readonly EntityDefChild[] = [],
|
||||||
|
): EntityDef<T> {
|
||||||
|
const hasChildrenAsSecondArg = Array.isArray(valueOrChildren);
|
||||||
|
|
||||||
|
const value = hasChildrenAsSecondArg
|
||||||
|
? undefined
|
||||||
|
: (valueOrChildren as Partial<T> | undefined);
|
||||||
|
const childDefs = hasChildrenAsSecondArg ? valueOrChildren : children;
|
||||||
|
|
||||||
|
return {
|
||||||
|
kind: "entity",
|
||||||
|
component,
|
||||||
|
value,
|
||||||
|
children: compactChildren(childDefs),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Materialize an `EntityDef` tree into ECS entities.
|
||||||
|
*
|
||||||
|
* The supplied relationship connects child entities to their parent, which lets
|
||||||
|
* callers choose the semantic meaning of the tree edge.
|
||||||
|
*/
|
||||||
|
export function buildEntityTree(
|
||||||
|
world: World,
|
||||||
|
def: EntityDef,
|
||||||
|
childRelationship: RelationshipDef,
|
||||||
|
parent?: Entity,
|
||||||
|
): Entity {
|
||||||
|
const entity = world.spawn();
|
||||||
|
world.add(entity, def.component, def.value);
|
||||||
|
|
||||||
|
if (parent !== undefined) {
|
||||||
|
world.relate(entity, childRelationship, parent);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (const child of def.children) {
|
||||||
|
buildEntityTree(world, child, childRelationship, entity);
|
||||||
|
}
|
||||||
|
|
||||||
|
return entity;
|
||||||
|
}
|
||||||
@@ -8,6 +8,8 @@ export { query } from "./query";
|
|||||||
export { Query } from "./query";
|
export { Query } from "./query";
|
||||||
export type { Entity } from "./entity";
|
export type { Entity } from "./entity";
|
||||||
export { makeEntity, entityIndex, entityGeneration } from "./entity";
|
export { makeEntity, entityIndex, entityGeneration } from "./entity";
|
||||||
|
export { entity, buildEntityTree } from "./entity-tree";
|
||||||
|
export type { EntityDef, EntityDefChild } from "./entity-tree";
|
||||||
export { SparseSet } from "./storage/sparse-set";
|
export { SparseSet } from "./storage/sparse-set";
|
||||||
export type {
|
export type {
|
||||||
WorldEvent,
|
WorldEvent,
|
||||||
|
|||||||
+36
-5
@@ -1,24 +1,55 @@
|
|||||||
// ── Relationship ─────────────────────────────────────
|
// ── Relationship ─────────────────────────────────────
|
||||||
/**
|
/**
|
||||||
* A relationship definition — like a component, but represents a directed
|
* A relationship definition — like a component, but represents a directed
|
||||||
* link between two entities.
|
* link between two entities. Every relationship carries an optional data
|
||||||
|
* payload (defaults to `{}` for bare edges).
|
||||||
*
|
*
|
||||||
* @example
|
* @example
|
||||||
* ```ts
|
* ```ts
|
||||||
* const ChildOf = defineRelationship('childOf');
|
* const ChildOf = defineRelationship('childOf');
|
||||||
* world.relate(child, ChildOf, parent);
|
* const Health = defineRelationship('health', { hp: 100 });
|
||||||
* ```
|
* ```
|
||||||
*/
|
*/
|
||||||
export interface RelationshipDef {
|
export interface RelationshipDef<T extends Record<string, any> = {}> {
|
||||||
/** Unique symbol used as the storage key. */
|
/** Unique symbol used as the storage key. */
|
||||||
readonly _key: symbol;
|
readonly _key: symbol;
|
||||||
/** Human-readable name, used for serialization. */
|
/** Human-readable name, used for serialization. */
|
||||||
readonly name: string;
|
readonly name: string;
|
||||||
|
/** Default values used when no data override is provided. */
|
||||||
|
readonly defaults: T;
|
||||||
|
/** Phantom type for inference. */
|
||||||
|
readonly type: T;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Define a named relationship between entities.
|
* Define a named relationship between entities.
|
||||||
|
*
|
||||||
|
* When `defaults` is omitted the relationship is a bare edge (no data).
|
||||||
|
* When `defaults` is provided the relationship carries data accessible
|
||||||
|
* via `world.getRelData()` / `world.setRelData()`.
|
||||||
|
*
|
||||||
|
* @example
|
||||||
|
* ```ts
|
||||||
|
* // Bare edge
|
||||||
|
* const ChildOf = defineRelationship('childOf');
|
||||||
|
*
|
||||||
|
* // With data
|
||||||
|
* const Health = defineRelationship('health', { hp: 100 });
|
||||||
|
* ```
|
||||||
*/
|
*/
|
||||||
export function defineRelationship(name: string): RelationshipDef {
|
export function defineRelationship(name: string): RelationshipDef<{}>;
|
||||||
return { _key: Symbol(), name };
|
export function defineRelationship<T extends Record<string, any>>(
|
||||||
|
name: string,
|
||||||
|
defaults: T,
|
||||||
|
): RelationshipDef<T>;
|
||||||
|
export function defineRelationship<T extends Record<string, any>>(
|
||||||
|
name: string,
|
||||||
|
defaults?: T,
|
||||||
|
): RelationshipDef<{}> | RelationshipDef<T> {
|
||||||
|
return {
|
||||||
|
_key: Symbol(),
|
||||||
|
name,
|
||||||
|
defaults: (defaults ?? {}) as any,
|
||||||
|
type: undefined as unknown as any,
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,6 +5,9 @@
|
|||||||
export interface WorldSnapshot {
|
export interface WorldSnapshot {
|
||||||
/** Entity stable ID → component map (component name → data). */
|
/** Entity stable ID → component map (component name → data). */
|
||||||
entities: Record<string, Record<string, unknown>>;
|
entities: Record<string, Record<string, unknown>>;
|
||||||
/** Relationship name → (source ID → target ID). */
|
/** Relationship name → (source ID → target ID or edge object). */
|
||||||
relationships: Record<string, Record<string, string>>;
|
relationships: Record<
|
||||||
|
string,
|
||||||
|
Record<string, string | { target: string; data: unknown }>
|
||||||
|
>;
|
||||||
}
|
}
|
||||||
|
|||||||
+170
-13
@@ -35,6 +35,8 @@ export class World {
|
|||||||
private _relReverse = new Map<symbol, Map<number, Set<number>>>();
|
private _relReverse = new Map<symbol, Map<number, Set<number>>>();
|
||||||
/** Key → RelationshipDef for event emission. */
|
/** Key → RelationshipDef for event emission. */
|
||||||
private _relKeyToDef = new Map<symbol, RelationshipDef>();
|
private _relKeyToDef = new Map<symbol, RelationshipDef>();
|
||||||
|
/** Relationship data: relationship._key → SparseSet<data> (keyed by source index). */
|
||||||
|
private _relData = new Map<symbol, SparseSet<any>>();
|
||||||
|
|
||||||
// ── Change tracking ───────────────────────────────
|
// ── Change tracking ───────────────────────────────
|
||||||
private _dirty = new Map<symbol, Set<number>>();
|
private _dirty = new Map<symbol, Set<number>>();
|
||||||
@@ -42,6 +44,9 @@ export class World {
|
|||||||
// ── Observable layer ──────────────────────────────
|
// ── Observable layer ──────────────────────────────
|
||||||
private _observable = new ObservableLayer();
|
private _observable = new ObservableLayer();
|
||||||
|
|
||||||
|
// ── Singleton entity ──────────────────────────────
|
||||||
|
private _singletonEntity: Entity | null = null;
|
||||||
|
|
||||||
/** Global event stream. */
|
/** Global event stream. */
|
||||||
get events$(): Observable<WorldEvent> {
|
get events$(): Observable<WorldEvent> {
|
||||||
return this._observable.events$.asObservable();
|
return this._observable.events$.asObservable();
|
||||||
@@ -90,6 +95,8 @@ export class World {
|
|||||||
if (fwd.has(idx)) {
|
if (fwd.has(idx)) {
|
||||||
const target = fwd.get(idx);
|
const target = fwd.get(idx);
|
||||||
const rel = this._relKeyToDef.get(key)!;
|
const rel = this._relKeyToDef.get(key)!;
|
||||||
|
// Clean up relationship data if applicable
|
||||||
|
this._relData.get(key)?.remove(idx);
|
||||||
this._relRemoveEdge(entity, target, rel);
|
this._relRemoveEdge(entity, target, rel);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -250,14 +257,86 @@ export class World {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ── Singleton component access ────────────────────
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Add a singleton component to the world.
|
||||||
|
*
|
||||||
|
* A single shared entity is created lazily and reused for all singleton
|
||||||
|
* components. Returns a mutable reference to the component data.
|
||||||
|
*/
|
||||||
|
addSingleton<T extends Record<string, any>>(
|
||||||
|
def: ComponentDef<T>,
|
||||||
|
init?: Partial<T>,
|
||||||
|
): T {
|
||||||
|
if (this._singletonEntity === null) {
|
||||||
|
this._singletonEntity = this.spawn();
|
||||||
|
}
|
||||||
|
return this.add(this._singletonEntity, def, init);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Remove a singleton component. Destroys the backing entity if it becomes bare. */
|
||||||
|
removeSingleton(def: ComponentDef<any>): void {
|
||||||
|
const e = this._singletonEntity;
|
||||||
|
if (e === null) return;
|
||||||
|
this.remove(e, def);
|
||||||
|
if (!this.hasAnyComponent(e)) {
|
||||||
|
this.destroy(e);
|
||||||
|
this._singletonEntity = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Get a mutable reference to a singleton component. Throws if missing. */
|
||||||
|
getSingleton<T extends Record<string, any>>(def: ComponentDef<T>): T {
|
||||||
|
return this.get(this._singletonEntity!, def);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Try-get a singleton component. Returns undefined if missing. */
|
||||||
|
tryGetSingleton<T extends Record<string, any>>(
|
||||||
|
def: ComponentDef<T>,
|
||||||
|
): T | undefined {
|
||||||
|
const e = this._singletonEntity;
|
||||||
|
if (e === null) return undefined;
|
||||||
|
return this.tryGet(e, def);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Check whether a singleton component is present. */
|
||||||
|
hasSingleton(def: ComponentDef<any>): boolean {
|
||||||
|
const e = this._singletonEntity;
|
||||||
|
if (e === null) return false;
|
||||||
|
return this.has(e, def);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Bulk-replace a singleton component's data. Marks dirty. */
|
||||||
|
setSingleton<T extends Record<string, any>>(
|
||||||
|
def: ComponentDef<T>,
|
||||||
|
value: T,
|
||||||
|
): void {
|
||||||
|
this.set(this._singletonEntity!, def, value);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Mark a singleton component as dirty for change tracking. */
|
||||||
|
markDirtySingleton(def: ComponentDef<any>): void {
|
||||||
|
this.markDirty(this._singletonEntity!, def);
|
||||||
|
}
|
||||||
|
|
||||||
// ── Relationships ─────────────────────────────────
|
// ── Relationships ─────────────────────────────────
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Create a directed relationship from `source` to `target`.
|
* Create a directed relationship from `source` to `target`.
|
||||||
* Each source can only have one target per relationship type.
|
* Each source can only have one target per relationship type.
|
||||||
* If a relationship already exists, it is replaced.
|
* If a relationship already exists, it is replaced.
|
||||||
|
*
|
||||||
|
* An optional `data` payload can be provided to store data along
|
||||||
|
* with the edge (accessible via `getRelData` / `setRelData`).
|
||||||
|
* Data is stored lazily — bare edges without data use no storage.
|
||||||
*/
|
*/
|
||||||
relate(source: Entity, rel: RelationshipDef, target: Entity): void {
|
relate<T extends Record<string, any> = {}>(
|
||||||
|
source: Entity,
|
||||||
|
rel: RelationshipDef<T>,
|
||||||
|
target: Entity,
|
||||||
|
data?: Partial<T>,
|
||||||
|
): void {
|
||||||
const si = entityIndex(source);
|
const si = entityIndex(source);
|
||||||
const ti = entityIndex(target);
|
const ti = entityIndex(target);
|
||||||
this._assertAlive(si, source);
|
this._assertAlive(si, source);
|
||||||
@@ -285,6 +364,16 @@ export class World {
|
|||||||
this._relCounts[si]++;
|
this._relCounts[si]++;
|
||||||
this._relCounts[ti]++;
|
this._relCounts[ti]++;
|
||||||
|
|
||||||
|
// Lazy data storage — only allocate when data is provided
|
||||||
|
if (data !== undefined) {
|
||||||
|
let dataStore = this._relData.get(rel._key);
|
||||||
|
if (!dataStore) {
|
||||||
|
dataStore = new SparseSet<any>();
|
||||||
|
this._relData.set(rel._key, dataStore);
|
||||||
|
}
|
||||||
|
dataStore.set(si, { ...rel.defaults, ...data });
|
||||||
|
}
|
||||||
|
|
||||||
this._emit({
|
this._emit({
|
||||||
type: "relationshipAdded",
|
type: "relationshipAdded",
|
||||||
source,
|
source,
|
||||||
@@ -304,9 +393,48 @@ export class World {
|
|||||||
const target = this.getRelated(source, rel);
|
const target = this.getRelated(source, rel);
|
||||||
if (target === undefined) return;
|
if (target === undefined) return;
|
||||||
|
|
||||||
|
this._relData.get(rel._key)?.remove(si);
|
||||||
this._relRemoveEdge(source, target, rel);
|
this._relRemoveEdge(source, target, rel);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Get the data stored alongside a relationship.
|
||||||
|
* Returns the relationship's defaults if no data was explicitly set.
|
||||||
|
*/
|
||||||
|
getRelData<T extends Record<string, any> = {}>(
|
||||||
|
source: Entity,
|
||||||
|
rel: RelationshipDef<T>,
|
||||||
|
): T {
|
||||||
|
const si = entityIndex(source);
|
||||||
|
this._assertAlive(si, source);
|
||||||
|
|
||||||
|
const store = this._relData.get(rel._key);
|
||||||
|
if (!store || !store.has(si)) {
|
||||||
|
return { ...rel.defaults };
|
||||||
|
}
|
||||||
|
return store.get(si);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Set the data for a relationship edge.
|
||||||
|
* Creates storage lazily if this is the first data set on this relationship type.
|
||||||
|
*/
|
||||||
|
setRelData<T extends Record<string, any> = {}>(
|
||||||
|
source: Entity,
|
||||||
|
rel: RelationshipDef<T>,
|
||||||
|
data: T,
|
||||||
|
): void {
|
||||||
|
const si = entityIndex(source);
|
||||||
|
this._assertAlive(si, source);
|
||||||
|
|
||||||
|
let store = this._relData.get(rel._key);
|
||||||
|
if (!store) {
|
||||||
|
store = new SparseSet<any>();
|
||||||
|
this._relData.set(rel._key, store);
|
||||||
|
}
|
||||||
|
store.set(si, data);
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Get the target entity for a relationship, or undefined.
|
* Get the target entity for a relationship, or undefined.
|
||||||
*/
|
*/
|
||||||
@@ -322,17 +450,22 @@ export class World {
|
|||||||
/**
|
/**
|
||||||
* Get all source entities that point to `target` via this relationship.
|
* Get all source entities that point to `target` via this relationship.
|
||||||
*/
|
*/
|
||||||
getRelatedTo(target: Entity, rel: RelationshipDef): Entity[] {
|
*getRelatedTo(
|
||||||
|
target: Entity,
|
||||||
|
rel: RelationshipDef,
|
||||||
|
): IterableIterator<Entity> {
|
||||||
const ti = entityIndex(target);
|
const ti = entityIndex(target);
|
||||||
if (!this._isAlive(ti, target)) return [];
|
if (!this._isAlive(ti, target)) return;
|
||||||
|
|
||||||
const rev = this._relReverse.get(rel._key);
|
const rev = this._relReverse.get(rel._key);
|
||||||
if (!rev) return [];
|
if (!rev) return;
|
||||||
|
|
||||||
const sources = rev.get(ti);
|
const sources = rev.get(ti);
|
||||||
if (!sources) return [];
|
if (!sources) return;
|
||||||
|
|
||||||
return [...sources].map((si) => makeEntity(si, this._generations[si]));
|
for (const si of sources) {
|
||||||
|
yield makeEntity(si, this._generations[si]);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -434,14 +567,26 @@ export class World {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Relationships
|
// Relationships
|
||||||
const relationships: Record<string, Record<string, string>> = {};
|
const relationships: Record<
|
||||||
|
string,
|
||||||
|
Record<string, string | { target: string; data: unknown }>
|
||||||
|
> = {};
|
||||||
for (const [key, fwd] of this._relForward) {
|
for (const [key, fwd] of this._relForward) {
|
||||||
const rel = this._relKeyToDef.get(key)!;
|
const rel = this._relKeyToDef.get(key)!;
|
||||||
const edges: Record<string, string> = {};
|
const edges: Record<string, string | { target: string; data: unknown }> =
|
||||||
|
{};
|
||||||
|
const dataStore = this._relData.get(key);
|
||||||
for (const [si, target] of fwd.entries()) {
|
for (const [si, target] of fwd.entries()) {
|
||||||
const ti = entityIndex(target);
|
const ti = entityIndex(target);
|
||||||
if (ids[si] !== undefined && ids[ti] !== undefined) {
|
if (ids[si] !== undefined && ids[ti] !== undefined) {
|
||||||
edges[ids[si]] = ids[ti];
|
if (dataStore?.has(si)) {
|
||||||
|
edges[ids[si]] = {
|
||||||
|
target: ids[ti],
|
||||||
|
data: dataStore.get(si),
|
||||||
|
};
|
||||||
|
} else {
|
||||||
|
edges[ids[si]] = ids[ti];
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (Object.keys(edges).length > 0) {
|
if (Object.keys(edges).length > 0) {
|
||||||
@@ -501,11 +646,23 @@ export class World {
|
|||||||
`Pass it in the relationships array.`,
|
`Pass it in the relationships array.`,
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
for (const [srcId, tgtId] of Object.entries(edges)) {
|
for (const [srcId, value] of Object.entries(edges)) {
|
||||||
const source = idToEntity.get(srcId);
|
const source = idToEntity.get(srcId);
|
||||||
const target = idToEntity.get(tgtId);
|
if (!source) continue;
|
||||||
if (source && target) {
|
|
||||||
world.relate(source, rel, target);
|
if (typeof value === "string") {
|
||||||
|
// Pure edge (no data)
|
||||||
|
const target = idToEntity.get(value);
|
||||||
|
if (target) {
|
||||||
|
world.relate(source, rel, target);
|
||||||
|
}
|
||||||
|
} else if (typeof value === "object" && value !== null) {
|
||||||
|
// Edge with data
|
||||||
|
const edge = value as { target: string; data?: unknown };
|
||||||
|
const target = idToEntity.get(edge.target);
|
||||||
|
if (target) {
|
||||||
|
world.relate(source, rel, target, edge.data as any);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
+366
-236
@@ -1,5 +1,5 @@
|
|||||||
import { describe, it, expect, beforeEach } from "vitest";
|
import { describe, it, expect, beforeEach } from "vitest";
|
||||||
import { World, type Entity } from "../src/index";
|
import { World, defineComponent, entity, type Entity } from "../src/index";
|
||||||
import {
|
import {
|
||||||
Task,
|
Task,
|
||||||
Scheduled,
|
Scheduled,
|
||||||
@@ -9,12 +9,19 @@ import {
|
|||||||
Cancelled,
|
Cancelled,
|
||||||
ChildOf,
|
ChildOf,
|
||||||
TaskRunner,
|
TaskRunner,
|
||||||
|
buildTree,
|
||||||
|
Cancel,
|
||||||
|
action,
|
||||||
|
wait,
|
||||||
|
cycle,
|
||||||
|
whilst,
|
||||||
|
sequential,
|
||||||
} from "../src/bt/index";
|
} from "../src/bt/index";
|
||||||
|
|
||||||
// ── Helpers ─────────────────────────────────────────
|
// ── Helpers ─────────────────────────────────────────
|
||||||
function makeLeaf(world: World, parent?: Entity): Entity {
|
function makeWait(world: World, parent?: Entity): Entity {
|
||||||
const e = world.spawn();
|
const e = world.spawn();
|
||||||
world.add(e, Task, { kind: "leaf" });
|
world.add(e, Task, { kind: "wait" });
|
||||||
if (parent) world.relate(e, ChildOf, parent);
|
if (parent) world.relate(e, ChildOf, parent);
|
||||||
return e;
|
return e;
|
||||||
}
|
}
|
||||||
@@ -40,9 +47,9 @@ function makeRandom(world: World, parent?: Entity): Entity {
|
|||||||
return e;
|
return e;
|
||||||
}
|
}
|
||||||
|
|
||||||
function makeRepeat(world: World, parent?: Entity): Entity {
|
function makeCycle(world: World, parent?: Entity): Entity {
|
||||||
const e = world.spawn();
|
const e = world.spawn();
|
||||||
world.add(e, Task, { kind: "repeat" });
|
world.add(e, Task, { kind: "cycle" });
|
||||||
if (parent) world.relate(e, ChildOf, parent);
|
if (parent) world.relate(e, ChildOf, parent);
|
||||||
return e;
|
return e;
|
||||||
}
|
}
|
||||||
@@ -54,8 +61,178 @@ function makeSelector(world: World, parent?: Entity): Entity {
|
|||||||
return e;
|
return e;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ── Leaf tasks ──────────────────────────────────────
|
// ── Entity task factories ───────────────────────────
|
||||||
describe("Leaf tasks", () => {
|
describe("Entity task factories", () => {
|
||||||
|
it("materializes non-task child entities and ignores them during execution", () => {
|
||||||
|
const Label = defineComponent("testLabel", { value: "" });
|
||||||
|
const world = new World();
|
||||||
|
const calls: string[] = [];
|
||||||
|
|
||||||
|
const runner = buildTree(
|
||||||
|
world,
|
||||||
|
sequential([
|
||||||
|
entity(Label, { value: "sequence metadata" }),
|
||||||
|
action(() => calls.push("a")),
|
||||||
|
entity(Label, { value: "between leaves" }),
|
||||||
|
action(() => calls.push("b")),
|
||||||
|
]),
|
||||||
|
);
|
||||||
|
|
||||||
|
const root = runner.root!;
|
||||||
|
const children = [...world.getRelatedTo(root, ChildOf)];
|
||||||
|
const labels = children
|
||||||
|
.filter((child) => world.has(child, Label))
|
||||||
|
.map((child) => world.get(child, Label).value);
|
||||||
|
|
||||||
|
expect(labels).toEqual(["sequence metadata", "between leaves"]);
|
||||||
|
|
||||||
|
runner.schedule(root);
|
||||||
|
for (let i = 0; i < 5; i++) runner.tick();
|
||||||
|
|
||||||
|
expect(calls).toEqual(["a", "b"]);
|
||||||
|
expect(world.has(root, Succeeded)).toBe(true);
|
||||||
|
});
|
||||||
|
|
||||||
|
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,
|
||||||
|
cycle([
|
||||||
|
entity(Label, { value: "cycle metadata" }),
|
||||||
|
action(() => {
|
||||||
|
calls++;
|
||||||
|
}),
|
||||||
|
]),
|
||||||
|
);
|
||||||
|
|
||||||
|
runner.schedule(runner.root!);
|
||||||
|
for (let i = 0; i < 5; i++) runner.tick();
|
||||||
|
|
||||||
|
expect(calls).toBeGreaterThan(1);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
// ── Wait tasks ──────────────────────────────────────
|
||||||
|
describe("Wait tasks", () => {
|
||||||
let world: World;
|
let world: World;
|
||||||
let runner: TaskRunner;
|
let runner: TaskRunner;
|
||||||
|
|
||||||
@@ -64,79 +241,79 @@ describe("Leaf tasks", () => {
|
|||||||
runner = new TaskRunner(world);
|
runner = new TaskRunner(world);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("calls onLeaf when a leaf is scheduled and ticked", () => {
|
it("calls onWait when a wait task is scheduled and ticked", () => {
|
||||||
const leaf = makeLeaf(world);
|
const action = makeWait(world);
|
||||||
const calls: Entity[] = [];
|
const calls: Entity[] = [];
|
||||||
|
|
||||||
runner.onLeaf = (_w, e) => calls.push(e);
|
runner.onWait = (_w, e) => calls.push(e);
|
||||||
runner.schedule(leaf);
|
runner.schedule(action);
|
||||||
runner.tick();
|
runner.tick();
|
||||||
|
|
||||||
expect(calls).toEqual([leaf]);
|
expect(calls).toEqual([action]);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("marks leaf as Running after tick", () => {
|
it("marks wait task as Running after tick", () => {
|
||||||
const leaf = makeLeaf(world);
|
const action = makeWait(world);
|
||||||
runner.schedule(leaf);
|
runner.schedule(action);
|
||||||
runner.tick();
|
runner.tick();
|
||||||
|
|
||||||
expect(world.has(leaf, Running)).toBe(true);
|
expect(world.has(action, Running)).toBe(true);
|
||||||
expect(world.has(leaf, Scheduled)).toBe(false);
|
expect(world.has(action, Scheduled)).toBe(false);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("succeed() marks leaf as Succeeded", () => {
|
it("succeed() marks wait task as Succeeded", () => {
|
||||||
const leaf = makeLeaf(world);
|
const action = makeWait(world);
|
||||||
runner.schedule(leaf);
|
runner.schedule(action);
|
||||||
runner.tick();
|
runner.tick();
|
||||||
runner.succeed(leaf);
|
runner.succeed(action);
|
||||||
|
|
||||||
expect(world.has(leaf, Succeeded)).toBe(true);
|
expect(world.has(action, Succeeded)).toBe(true);
|
||||||
expect(world.has(leaf, Running)).toBe(false);
|
expect(world.has(action, Running)).toBe(false);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("fail() marks leaf as Failed", () => {
|
it("fail() marks wait task as Failed", () => {
|
||||||
const leaf = makeLeaf(world);
|
const action = makeWait(world);
|
||||||
runner.schedule(leaf);
|
runner.schedule(action);
|
||||||
runner.tick();
|
runner.tick();
|
||||||
runner.fail(leaf);
|
runner.fail(action);
|
||||||
|
|
||||||
expect(world.has(leaf, Failed)).toBe(true);
|
expect(world.has(action, Failed)).toBe(true);
|
||||||
expect(world.has(leaf, Running)).toBe(false);
|
expect(world.has(action, Running)).toBe(false);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("cancel() marks leaf as Cancelled", () => {
|
it("cancel() marks wait task as Cancelled", () => {
|
||||||
const leaf = makeLeaf(world);
|
const action = makeWait(world);
|
||||||
runner.schedule(leaf);
|
runner.schedule(action);
|
||||||
runner.tick();
|
runner.tick();
|
||||||
runner.cancel(leaf);
|
runner.cancel(action);
|
||||||
|
|
||||||
expect(world.has(leaf, Cancelled)).toBe(true);
|
expect(world.has(action, Cancelled)).toBe(true);
|
||||||
expect(world.has(leaf, Running)).toBe(false);
|
expect(world.has(action, Running)).toBe(false);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("onTerminal is called when leaf finishes", () => {
|
it("onTerminal is called when wait task finishes", () => {
|
||||||
const leaf = makeLeaf(world);
|
const action = makeWait(world);
|
||||||
const terminals: { entity: Entity; status: string }[] = [];
|
const terminals: { entity: Entity; status: string }[] = [];
|
||||||
|
|
||||||
runner.onTerminal = (_w, e, s) => terminals.push({ entity: e, status: s });
|
runner.onTerminal = (_w, e, s) => terminals.push({ entity: e, status: s });
|
||||||
runner.schedule(leaf);
|
runner.schedule(action);
|
||||||
runner.tick();
|
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", () => {
|
it("reset() clears all status tags", () => {
|
||||||
const leaf = makeLeaf(world);
|
const action = makeWait(world);
|
||||||
runner.schedule(leaf);
|
runner.schedule(action);
|
||||||
runner.tick();
|
runner.tick();
|
||||||
runner.succeed(leaf);
|
runner.succeed(action);
|
||||||
|
|
||||||
runner.reset(leaf);
|
runner.reset(action);
|
||||||
|
|
||||||
expect(world.has(leaf, Succeeded)).toBe(false);
|
expect(world.has(action, Succeeded)).toBe(false);
|
||||||
expect(world.has(leaf, Running)).toBe(false);
|
expect(world.has(action, Running)).toBe(false);
|
||||||
expect(world.has(leaf, Scheduled)).toBe(false);
|
expect(world.has(action, Scheduled)).toBe(false);
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
@@ -152,44 +329,34 @@ describe("Sequential tasks", () => {
|
|||||||
|
|
||||||
it("runs children one at a time in order", () => {
|
it("runs children one at a time in order", () => {
|
||||||
const seq = makeSequential(world);
|
const seq = makeSequential(world);
|
||||||
const a = makeLeaf(world, seq);
|
const a = makeWait(world, seq);
|
||||||
const b = makeLeaf(world, seq);
|
const b = makeWait(world, seq);
|
||||||
const c = makeLeaf(world, seq);
|
const c = makeWait(world, seq);
|
||||||
|
|
||||||
const leafCalls: Entity[] = [];
|
const leafCalls: Entity[] = [];
|
||||||
runner.onLeaf = (_w, e) => leafCalls.push(e);
|
runner.onWait = (_w, e) => leafCalls.push(e);
|
||||||
|
|
||||||
runner.schedule(seq);
|
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();
|
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(world.has(seq, Succeeded)).toBe(true);
|
||||||
|
expect(leafCalls).toEqual([a, b, c]);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("fails immediately when a child fails", () => {
|
it("fails immediately when a child fails", () => {
|
||||||
const seq = makeSequential(world);
|
const seq = makeSequential(world);
|
||||||
const a = makeLeaf(world, seq);
|
const a = makeWait(world, seq);
|
||||||
const b = makeLeaf(world, seq);
|
const b = makeWait(world, seq);
|
||||||
|
|
||||||
runner.schedule(seq);
|
runner.schedule(seq);
|
||||||
runner.tick(); // schedules a
|
runner.tick(); // schedules a
|
||||||
@@ -206,8 +373,8 @@ describe("Sequential tasks", () => {
|
|||||||
|
|
||||||
it("succeeds when all children succeed", () => {
|
it("succeeds when all children succeed", () => {
|
||||||
const seq = makeSequential(world);
|
const seq = makeSequential(world);
|
||||||
const a = makeLeaf(world, seq);
|
const a = makeWait(world, seq);
|
||||||
const b = makeLeaf(world, seq);
|
const b = makeWait(world, seq);
|
||||||
|
|
||||||
runner.schedule(seq);
|
runner.schedule(seq);
|
||||||
runner.tick(); // schedules a
|
runner.tick(); // schedules a
|
||||||
@@ -224,20 +391,20 @@ describe("Sequential tasks", () => {
|
|||||||
it("propagates terminal to grandparent", () => {
|
it("propagates terminal to grandparent", () => {
|
||||||
const root = makeSequential(world);
|
const root = makeSequential(world);
|
||||||
const child = makeSequential(world, root);
|
const child = makeSequential(world, root);
|
||||||
const leaf = makeLeaf(world, child);
|
const action = makeWait(world, child);
|
||||||
|
|
||||||
const terminals: Entity[] = [];
|
const terminals: Entity[] = [];
|
||||||
runner.onTerminal = (_w, e) => terminals.push(e);
|
runner.onTerminal = (_w, e) => terminals.push(e);
|
||||||
|
|
||||||
runner.schedule(root);
|
runner.schedule(root);
|
||||||
runner.tick(); // schedules child
|
runner.tick(); // schedules child
|
||||||
runner.tick(); // schedules leaf
|
runner.tick(); // schedules action
|
||||||
runner.tick(); // runs leaf
|
runner.tick(); // runs action
|
||||||
runner.succeed(leaf);
|
runner.succeed(action);
|
||||||
runner.tick(); // child succeeds
|
runner.tick(); // child succeeds
|
||||||
runner.tick(); // root succeeds
|
runner.tick(); // root succeeds
|
||||||
|
|
||||||
expect(terminals).toEqual([leaf, child, root]);
|
expect(terminals).toEqual([action, child, root]);
|
||||||
expect(world.has(root, Succeeded)).toBe(true);
|
expect(world.has(root, Succeeded)).toBe(true);
|
||||||
});
|
});
|
||||||
|
|
||||||
@@ -261,24 +428,24 @@ describe("Parallel tasks", () => {
|
|||||||
runner = new TaskRunner(world);
|
runner = new TaskRunner(world);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("schedules all children at once", () => {
|
it("starts all children at once", () => {
|
||||||
const par = makeParallel(world);
|
const par = makeParallel(world);
|
||||||
const a = makeLeaf(world, par);
|
const a = makeWait(world, par);
|
||||||
const b = makeLeaf(world, par);
|
const b = makeWait(world, par);
|
||||||
const c = makeLeaf(world, par);
|
const c = makeWait(world, par);
|
||||||
|
|
||||||
runner.schedule(par);
|
runner.schedule(par);
|
||||||
runner.tick();
|
runner.tick();
|
||||||
|
|
||||||
expect(world.has(a, Scheduled)).toBe(true);
|
expect(world.has(a, Running)).toBe(true);
|
||||||
expect(world.has(b, Scheduled)).toBe(true);
|
expect(world.has(b, Running)).toBe(true);
|
||||||
expect(world.has(c, Scheduled)).toBe(true);
|
expect(world.has(c, Running)).toBe(true);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("succeeds when all children succeed", () => {
|
it("succeeds when all children succeed", () => {
|
||||||
const par = makeParallel(world);
|
const par = makeParallel(world);
|
||||||
const a = makeLeaf(world, par);
|
const a = makeWait(world, par);
|
||||||
const b = makeLeaf(world, par);
|
const b = makeWait(world, par);
|
||||||
|
|
||||||
runner.schedule(par);
|
runner.schedule(par);
|
||||||
runner.tick(); // schedules both
|
runner.tick(); // schedules both
|
||||||
@@ -307,8 +474,8 @@ describe("Parallel tasks", () => {
|
|||||||
|
|
||||||
it("fails immediately when any child fails", () => {
|
it("fails immediately when any child fails", () => {
|
||||||
const par = makeParallel(world);
|
const par = makeParallel(world);
|
||||||
const a = makeLeaf(world, par);
|
const a = makeWait(world, par);
|
||||||
const b = makeLeaf(world, par);
|
const b = makeWait(world, par);
|
||||||
|
|
||||||
runner.schedule(par);
|
runner.schedule(par);
|
||||||
runner.tick(); // schedules both
|
runner.tick(); // schedules both
|
||||||
@@ -343,27 +510,25 @@ describe("Random tasks", () => {
|
|||||||
|
|
||||||
it("picks one child and succeeds/fails with it", () => {
|
it("picks one child and succeeds/fails with it", () => {
|
||||||
const rand = makeRandom(world);
|
const rand = makeRandom(world);
|
||||||
const a = makeLeaf(world, rand);
|
const a = makeWait(world, rand);
|
||||||
const b = makeLeaf(world, rand);
|
const b = makeWait(world, rand);
|
||||||
|
|
||||||
runner.schedule(rand);
|
runner.schedule(rand);
|
||||||
runner.tick();
|
runner.tick();
|
||||||
|
|
||||||
// Exactly one child should be scheduled
|
// Exactly one child should be running
|
||||||
const scheduled = [world.has(a, Scheduled), world.has(b, Scheduled)];
|
const running = [world.has(a, Running), world.has(b, Running)];
|
||||||
expect(scheduled.filter(Boolean)).toHaveLength(1);
|
expect(running.filter(Boolean)).toHaveLength(1);
|
||||||
|
|
||||||
const picked = world.has(a, Scheduled) ? a : b;
|
const picked = world.has(a, Running) ? a : b;
|
||||||
runner.tick(); // runs picked leaf
|
|
||||||
runner.succeed(picked);
|
runner.succeed(picked);
|
||||||
|
|
||||||
runner.tick(); // random sees child done → succeeds
|
|
||||||
expect(world.has(rand, Succeeded)).toBe(true);
|
expect(world.has(rand, Succeeded)).toBe(true);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("fails when picked child fails", () => {
|
it("fails when picked child fails", () => {
|
||||||
const rand = makeRandom(world);
|
const rand = makeRandom(world);
|
||||||
const a = makeLeaf(world, rand);
|
const a = makeWait(world, rand);
|
||||||
|
|
||||||
runner.schedule(rand);
|
runner.schedule(rand);
|
||||||
runner.tick(); // schedules a (only child)
|
runner.tick(); // schedules a (only child)
|
||||||
@@ -386,8 +551,8 @@ describe("Random tasks", () => {
|
|||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
// ── Repeat ──────────────────────────────────────────
|
// ── Cycle ──────────────────────────────────────────
|
||||||
describe("Repeat tasks", () => {
|
describe("Cycle tasks", () => {
|
||||||
let world: World;
|
let world: World;
|
||||||
let runner: TaskRunner;
|
let runner: TaskRunner;
|
||||||
|
|
||||||
@@ -397,110 +562,98 @@ describe("Repeat tasks", () => {
|
|||||||
});
|
});
|
||||||
|
|
||||||
it("re-runs child after it succeeds", () => {
|
it("re-runs child after it succeeds", () => {
|
||||||
const rep = makeRepeat(world);
|
const cyc = makeCycle(world);
|
||||||
const leaf = makeLeaf(world, rep);
|
const action = makeWait(world, cyc);
|
||||||
|
|
||||||
let leafCount = 0;
|
let waitCount = 0;
|
||||||
runner.onLeaf = () => leafCount++;
|
runner.onWait = () => waitCount++;
|
||||||
|
|
||||||
runner.schedule(rep);
|
runner.schedule(cyc);
|
||||||
|
|
||||||
// First run
|
runner.tick();
|
||||||
runner.tick(); // repeat schedules leaf
|
expect(waitCount).toBe(1);
|
||||||
runner.tick(); // leaf runs
|
runner.succeed(action);
|
||||||
expect(leafCount).toBe(1);
|
|
||||||
runner.succeed(leaf);
|
|
||||||
|
|
||||||
// Repeat re-scheduled
|
// Completion schedules the cycle node at a tick boundary.
|
||||||
runner.tick(); // repeat sees leaf done, resets and schedules again
|
expect(world.has(cyc, Scheduled)).toBe(true);
|
||||||
runner.tick(); // leaf runs again
|
runner.tick();
|
||||||
expect(leafCount).toBe(2);
|
expect(waitCount).toBe(2);
|
||||||
runner.succeed(leaf);
|
runner.succeed(action);
|
||||||
|
|
||||||
// And again
|
runner.tick();
|
||||||
runner.tick(); // repeat resets
|
expect(waitCount).toBe(3);
|
||||||
runner.tick(); // leaf runs
|
|
||||||
expect(leafCount).toBe(3);
|
|
||||||
});
|
});
|
||||||
|
|
||||||
it("re-runs child after it fails", () => {
|
it("re-runs child after it fails", () => {
|
||||||
const rep = makeRepeat(world);
|
const cyc = makeCycle(world);
|
||||||
const leaf = makeLeaf(world, rep);
|
const action = makeWait(world, cyc);
|
||||||
|
|
||||||
let leafCount = 0;
|
let waitCount = 0;
|
||||||
runner.onLeaf = () => leafCount++;
|
runner.onWait = () => waitCount++;
|
||||||
|
|
||||||
runner.schedule(rep);
|
runner.schedule(cyc);
|
||||||
runner.tick(); // repeat schedules leaf
|
runner.tick();
|
||||||
runner.tick(); // leaf runs
|
runner.fail(action);
|
||||||
runner.fail(leaf);
|
|
||||||
|
|
||||||
// Repeat re-scheduled, resets leaf
|
expect(world.has(cyc, Scheduled)).toBe(true);
|
||||||
runner.tick(); // repeat resets leaf
|
runner.tick();
|
||||||
runner.tick(); // leaf runs again
|
expect(waitCount).toBe(2);
|
||||||
expect(leafCount).toBe(2);
|
|
||||||
});
|
});
|
||||||
|
|
||||||
it("never terminates on its own", () => {
|
it("never terminates on its own", () => {
|
||||||
const rep = makeRepeat(world);
|
const cyc = makeCycle(world);
|
||||||
const leaf = makeLeaf(world, rep);
|
const action = makeWait(world, cyc);
|
||||||
|
|
||||||
runner.schedule(rep);
|
runner.schedule(cyc);
|
||||||
runner.tick(); // schedules leaf
|
runner.tick();
|
||||||
runner.tick(); // runs leaf
|
runner.succeed(action);
|
||||||
runner.succeed(leaf);
|
|
||||||
|
|
||||||
// After many cycles, repeat is still not terminal
|
// After many cycles, cycle is still not terminal
|
||||||
for (let i = 0; i < 5; i++) {
|
for (let i = 0; i < 5; i++) {
|
||||||
runner.tick(); // repeat resets + schedules leaf
|
runner.tick();
|
||||||
runner.tick(); // leaf runs
|
runner.succeed(action);
|
||||||
runner.succeed(leaf);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
expect(world.has(rep, Succeeded)).toBe(false);
|
expect(world.has(cyc, Succeeded)).toBe(false);
|
||||||
expect(world.has(rep, Failed)).toBe(false);
|
expect(world.has(cyc, Failed)).toBe(false);
|
||||||
expect(world.has(rep, Cancelled)).toBe(false);
|
expect(world.has(cyc, Cancelled)).toBe(false);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("can be cancelled", () => {
|
it("can be cancelled", () => {
|
||||||
const rep = makeRepeat(world);
|
const cyc = makeCycle(world);
|
||||||
const leaf = makeLeaf(world, rep);
|
const action = makeWait(world, cyc);
|
||||||
|
|
||||||
runner.schedule(rep);
|
runner.schedule(cyc);
|
||||||
runner.tick(); // schedules leaf
|
runner.tick();
|
||||||
runner.tick(); // runs leaf
|
|
||||||
|
|
||||||
runner.cancel(rep);
|
runner.cancel(cyc);
|
||||||
|
|
||||||
expect(world.has(rep, Cancelled)).toBe(true);
|
expect(world.has(cyc, Cancelled)).toBe(true);
|
||||||
expect(world.has(leaf, Cancelled)).toBe(true);
|
expect(world.has(action, Cancelled)).toBe(true);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("empty repeat does nothing", () => {
|
it("empty cycle does nothing", () => {
|
||||||
const rep = makeRepeat(world);
|
const cyc = makeCycle(world);
|
||||||
|
|
||||||
runner.schedule(rep);
|
runner.schedule(cyc);
|
||||||
runner.tick();
|
runner.tick();
|
||||||
|
|
||||||
// No child, so nothing happens
|
// No child, so nothing happens
|
||||||
expect(world.has(rep, Succeeded)).toBe(false);
|
expect(world.has(cyc, Succeeded)).toBe(false);
|
||||||
expect(world.has(rep, Failed)).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 seq = makeSequential(world);
|
||||||
const rep = makeRepeat(world, seq);
|
const cyc = makeCycle(world, seq);
|
||||||
const leaf = makeLeaf(world, rep);
|
const action = makeWait(world, cyc);
|
||||||
const after = makeLeaf(world, seq);
|
const after = makeWait(world, seq);
|
||||||
|
|
||||||
runner.schedule(seq);
|
runner.schedule(seq);
|
||||||
runner.tick(); // seq schedules rep
|
runner.tick();
|
||||||
runner.tick(); // rep schedules leaf
|
|
||||||
runner.tick(); // leaf runs
|
|
||||||
|
|
||||||
// Cancel the repeat
|
// Cancel the cycle
|
||||||
runner.cancel(rep);
|
runner.cancel(cyc);
|
||||||
runner.tick(); // seq sees rep cancelled, seq becomes cancelled
|
|
||||||
|
|
||||||
expect(world.has(seq, Cancelled)).toBe(true);
|
expect(world.has(seq, Cancelled)).toBe(true);
|
||||||
expect(world.has(after, Scheduled)).toBe(false);
|
expect(world.has(after, Scheduled)).toBe(false);
|
||||||
@@ -519,8 +672,8 @@ describe("Selector tasks", () => {
|
|||||||
|
|
||||||
it("succeeds on first child that succeeds", () => {
|
it("succeeds on first child that succeeds", () => {
|
||||||
const sel = makeSelector(world);
|
const sel = makeSelector(world);
|
||||||
const a = makeLeaf(world, sel);
|
const a = makeWait(world, sel);
|
||||||
const b = makeLeaf(world, sel);
|
const b = makeWait(world, sel);
|
||||||
|
|
||||||
runner.schedule(sel);
|
runner.schedule(sel);
|
||||||
runner.tick(); // schedules a
|
runner.tick(); // schedules a
|
||||||
@@ -537,35 +690,28 @@ describe("Selector tasks", () => {
|
|||||||
|
|
||||||
it("tries next child when previous fails", () => {
|
it("tries next child when previous fails", () => {
|
||||||
const sel = makeSelector(world);
|
const sel = makeSelector(world);
|
||||||
const a = makeLeaf(world, sel);
|
const a = makeWait(world, sel);
|
||||||
const b = makeLeaf(world, sel);
|
const b = makeWait(world, sel);
|
||||||
const c = makeLeaf(world, sel);
|
const c = makeWait(world, sel);
|
||||||
|
|
||||||
runner.schedule(sel);
|
runner.schedule(sel);
|
||||||
runner.tick(); // schedules a
|
runner.tick(); // schedules a
|
||||||
runner.tick(); // runs a
|
runner.tick(); // runs a
|
||||||
runner.fail(a);
|
runner.fail(a);
|
||||||
|
|
||||||
runner.tick(); // selector schedules b
|
expect(world.has(b, Running)).toBe(true);
|
||||||
expect(world.has(b, Scheduled)).toBe(true);
|
|
||||||
|
|
||||||
runner.tick(); // runs b
|
|
||||||
runner.fail(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.succeed(c);
|
||||||
|
|
||||||
runner.tick(); // selector succeeds
|
|
||||||
expect(world.has(sel, Succeeded)).toBe(true);
|
expect(world.has(sel, Succeeded)).toBe(true);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("fails when all children fail", () => {
|
it("fails when all children fail", () => {
|
||||||
const sel = makeSelector(world);
|
const sel = makeSelector(world);
|
||||||
const a = makeLeaf(world, sel);
|
const a = makeWait(world, sel);
|
||||||
const b = makeLeaf(world, sel);
|
const b = makeWait(world, sel);
|
||||||
|
|
||||||
runner.schedule(sel);
|
runner.schedule(sel);
|
||||||
runner.tick(); // schedules a
|
runner.tick(); // schedules a
|
||||||
@@ -590,16 +736,15 @@ describe("Selector tasks", () => {
|
|||||||
|
|
||||||
it("skips cancelled children and continues", () => {
|
it("skips cancelled children and continues", () => {
|
||||||
const sel = makeSelector(world);
|
const sel = makeSelector(world);
|
||||||
const a = makeLeaf(world, sel);
|
const a = makeWait(world, sel);
|
||||||
const b = makeLeaf(world, sel);
|
const b = makeWait(world, sel);
|
||||||
|
|
||||||
runner.schedule(sel);
|
runner.schedule(sel);
|
||||||
runner.tick(); // schedules a
|
runner.tick(); // schedules a
|
||||||
runner.tick(); // runs a
|
runner.tick(); // runs a
|
||||||
runner.cancel(a);
|
runner.cancel(a);
|
||||||
|
|
||||||
runner.tick(); // selector sees a cancelled, tries b
|
expect(world.has(b, Running)).toBe(true);
|
||||||
expect(world.has(b, Scheduled)).toBe(true);
|
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
@@ -616,8 +761,8 @@ describe("Cancel", () => {
|
|||||||
it("cancels all descendants", () => {
|
it("cancels all descendants", () => {
|
||||||
const root = makeSequential(world);
|
const root = makeSequential(world);
|
||||||
const child = makeParallel(world, root);
|
const child = makeParallel(world, root);
|
||||||
const a = makeLeaf(world, child);
|
const a = makeWait(world, child);
|
||||||
const b = makeLeaf(world, child);
|
const b = makeWait(world, child);
|
||||||
|
|
||||||
runner.schedule(root);
|
runner.schedule(root);
|
||||||
runner.tick(); // schedules child
|
runner.tick(); // schedules child
|
||||||
@@ -636,17 +781,17 @@ describe("Cancel", () => {
|
|||||||
it("cancel propagates to parent", () => {
|
it("cancel propagates to parent", () => {
|
||||||
const root = makeSequential(world);
|
const root = makeSequential(world);
|
||||||
const child = makeSequential(world, root);
|
const child = makeSequential(world, root);
|
||||||
const leaf = makeLeaf(world, child);
|
const action = makeWait(world, child);
|
||||||
|
|
||||||
runner.schedule(root);
|
runner.schedule(root);
|
||||||
runner.tick(); // schedules child
|
runner.tick(); // schedules child
|
||||||
runner.tick(); // schedules leaf
|
runner.tick(); // schedules action
|
||||||
runner.tick(); // runs leaf
|
runner.tick(); // runs action
|
||||||
|
|
||||||
runner.cancel(leaf);
|
runner.cancel(action);
|
||||||
|
|
||||||
// leaf cancelled → child re-scheduled → child sees leaf cancelled → child cancelled
|
// action cancelled → child re-scheduled → child sees action cancelled → child cancelled
|
||||||
runner.tick(); // child processes cancelled leaf
|
runner.tick(); // child processes cancelled action
|
||||||
expect(world.has(child, Cancelled)).toBe(true);
|
expect(world.has(child, Cancelled)).toBe(true);
|
||||||
|
|
||||||
// child cancelled → root re-scheduled → root sees child cancelled → root cancelled
|
// child cancelled → root re-scheduled → root sees child cancelled → root cancelled
|
||||||
@@ -655,8 +800,8 @@ describe("Cancel", () => {
|
|||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
// ── Multi-frame leaves ──────────────────────────────
|
// ── Multi-frame wait tasks ──────────────────────────────
|
||||||
describe("Multi-frame leaves", () => {
|
describe("Multi-frame wait tasks", () => {
|
||||||
let world: World;
|
let world: World;
|
||||||
let runner: TaskRunner;
|
let runner: TaskRunner;
|
||||||
|
|
||||||
@@ -665,28 +810,28 @@ describe("Multi-frame leaves", () => {
|
|||||||
runner = new TaskRunner(world);
|
runner = new TaskRunner(world);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("leaf stays Running across ticks until explicitly finished", () => {
|
it("wait task stays Running across ticks until explicitly finished", () => {
|
||||||
const leaf = makeLeaf(world);
|
const action = makeWait(world);
|
||||||
|
|
||||||
runner.schedule(leaf);
|
runner.schedule(action);
|
||||||
runner.tick();
|
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();
|
runner.tick();
|
||||||
expect(world.has(leaf, Running)).toBe(true);
|
expect(world.has(action, Running)).toBe(true);
|
||||||
|
|
||||||
// External system finishes it
|
// External system finishes it
|
||||||
runner.succeed(leaf);
|
runner.succeed(action);
|
||||||
expect(world.has(leaf, Succeeded)).toBe(true);
|
expect(world.has(action, Succeeded)).toBe(true);
|
||||||
expect(world.has(leaf, Running)).toBe(false);
|
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 seq = makeSequential(world);
|
||||||
const a = makeLeaf(world, seq);
|
const a = makeWait(world, seq);
|
||||||
const b = makeLeaf(world, seq);
|
const b = makeWait(world, seq);
|
||||||
|
|
||||||
runner.schedule(seq);
|
runner.schedule(seq);
|
||||||
runner.tick(); // schedules a
|
runner.tick(); // schedules a
|
||||||
@@ -698,10 +843,9 @@ describe("Multi-frame leaves", () => {
|
|||||||
expect(world.has(b, Scheduled)).toBe(false);
|
expect(world.has(b, Scheduled)).toBe(false);
|
||||||
expect(world.has(b, Running)).toBe(false);
|
expect(world.has(b, Running)).toBe(false);
|
||||||
|
|
||||||
// Finish a
|
// Finish a; parent propagation starts b immediately.
|
||||||
runner.succeed(a);
|
runner.succeed(a);
|
||||||
runner.tick(); // seq schedules b
|
expect(world.has(b, Running)).toBe(true);
|
||||||
expect(world.has(b, Scheduled)).toBe(true);
|
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
@@ -729,11 +873,11 @@ describe("Edge cases", () => {
|
|||||||
it("tick is a no-op when nothing is scheduled", () => {
|
it("tick is a no-op when nothing is scheduled", () => {
|
||||||
const world = new World();
|
const world = new World();
|
||||||
const runner = new TaskRunner(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(() => runner.tick()).not.toThrow();
|
||||||
expect(world.has(leaf, Running)).toBe(false);
|
expect(world.has(action, Running)).toBe(false);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("deeply nested tree works correctly", () => {
|
it("deeply nested tree works correctly", () => {
|
||||||
@@ -742,29 +886,15 @@ describe("Edge cases", () => {
|
|||||||
|
|
||||||
const root = makeSequential(world);
|
const root = makeSequential(world);
|
||||||
const mid = makeSequential(world, root);
|
const mid = makeSequential(world, root);
|
||||||
const leaf = makeLeaf(world, mid);
|
const action = makeWait(world, mid);
|
||||||
|
|
||||||
runner.schedule(root);
|
runner.schedule(root);
|
||||||
|
|
||||||
// Tick 1: root schedules mid
|
|
||||||
runner.tick();
|
runner.tick();
|
||||||
expect(world.has(mid, Scheduled)).toBe(true);
|
expect(world.has(action, Running)).toBe(true);
|
||||||
|
|
||||||
// Tick 2: mid schedules leaf
|
runner.succeed(action);
|
||||||
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
|
|
||||||
expect(world.has(mid, Succeeded)).toBe(true);
|
expect(world.has(mid, Succeeded)).toBe(true);
|
||||||
|
|
||||||
runner.tick(); // root sees mid done → root succeeds
|
|
||||||
expect(world.has(root, Succeeded)).toBe(true);
|
expect(world.has(root, Succeeded)).toBe(true);
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|||||||
+162
-9
@@ -55,7 +55,7 @@ describe("Relationships", () => {
|
|||||||
world.relate(a, ChildOf, parent);
|
world.relate(a, ChildOf, parent);
|
||||||
world.relate(b, ChildOf, parent);
|
world.relate(b, ChildOf, parent);
|
||||||
|
|
||||||
const children = world.getRelatedTo(parent, ChildOf);
|
const children = [...world.getRelatedTo(parent, ChildOf)];
|
||||||
expect(children).toHaveLength(2);
|
expect(children).toHaveLength(2);
|
||||||
expect(children).toContain(a);
|
expect(children).toContain(a);
|
||||||
expect(children).toContain(b);
|
expect(children).toContain(b);
|
||||||
@@ -63,7 +63,7 @@ describe("Relationships", () => {
|
|||||||
|
|
||||||
it("getRelatedTo returns empty when no edges", () => {
|
it("getRelatedTo returns empty when no edges", () => {
|
||||||
const e = world.spawn();
|
const e = world.spawn();
|
||||||
expect(world.getRelatedTo(e, ChildOf)).toEqual([]);
|
expect([...world.getRelatedTo(e, ChildOf)]).toEqual([]);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("unrelate removes the relationship", () => {
|
it("unrelate removes the relationship", () => {
|
||||||
@@ -74,7 +74,7 @@ describe("Relationships", () => {
|
|||||||
world.unrelate(child, ChildOf);
|
world.unrelate(child, ChildOf);
|
||||||
|
|
||||||
expect(world.getRelated(child, ChildOf)).toBeUndefined();
|
expect(world.getRelated(child, ChildOf)).toBeUndefined();
|
||||||
expect(world.getRelatedTo(parent, ChildOf)).toEqual([]);
|
expect([...world.getRelatedTo(parent, ChildOf)]).toEqual([]);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("unrelate is idempotent", () => {
|
it("unrelate is idempotent", () => {
|
||||||
@@ -89,13 +89,13 @@ describe("Relationships", () => {
|
|||||||
|
|
||||||
world.relate(a, ChildOf, b);
|
world.relate(a, ChildOf, b);
|
||||||
expect(world.getRelated(a, ChildOf)).toBe(b);
|
expect(world.getRelated(a, ChildOf)).toBe(b);
|
||||||
expect(world.getRelatedTo(b, ChildOf)).toContain(a);
|
expect([...world.getRelatedTo(b, ChildOf)]).toContain(a);
|
||||||
|
|
||||||
world.relate(a, ChildOf, c);
|
world.relate(a, ChildOf, c);
|
||||||
expect(world.getRelated(a, ChildOf)).toBe(c);
|
expect(world.getRelated(a, ChildOf)).toBe(c);
|
||||||
// a should no longer point to b
|
// a should no longer point to b
|
||||||
expect(world.getRelatedTo(b, ChildOf)).toEqual([]);
|
expect([...world.getRelatedTo(b, ChildOf)]).toEqual([]);
|
||||||
expect(world.getRelatedTo(c, ChildOf)).toContain(a);
|
expect([...world.getRelatedTo(c, ChildOf)]).toContain(a);
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
@@ -243,7 +243,7 @@ describe("Destroy cleanup", () => {
|
|||||||
|
|
||||||
world.destroy(child);
|
world.destroy(child);
|
||||||
expect(world.getRelated(child, ChildOf)).toBeUndefined();
|
expect(world.getRelated(child, ChildOf)).toBeUndefined();
|
||||||
expect(world.getRelatedTo(parent, ChildOf)).toEqual([]);
|
expect([...world.getRelatedTo(parent, ChildOf)]).toEqual([]);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("removes edges when target is destroyed", () => {
|
it("removes edges when target is destroyed", () => {
|
||||||
@@ -252,7 +252,7 @@ describe("Destroy cleanup", () => {
|
|||||||
world.relate(child, ChildOf, parent);
|
world.relate(child, ChildOf, parent);
|
||||||
|
|
||||||
world.destroy(parent);
|
world.destroy(parent);
|
||||||
expect(world.getRelatedTo(parent, ChildOf)).toEqual([]);
|
expect([...world.getRelatedTo(parent, ChildOf)]).toEqual([]);
|
||||||
expect(world.getRelated(child, ChildOf)).toBeUndefined();
|
expect(world.getRelated(child, ChildOf)).toBeUndefined();
|
||||||
});
|
});
|
||||||
|
|
||||||
@@ -376,6 +376,159 @@ describe("Dead entity safety", () => {
|
|||||||
it("getRelatedTo returns empty for dead entity", () => {
|
it("getRelatedTo returns empty for dead entity", () => {
|
||||||
const e = world.spawn();
|
const e = world.spawn();
|
||||||
world.destroy(e);
|
world.destroy(e);
|
||||||
expect(world.getRelatedTo(e, ChildOf)).toEqual([]);
|
expect([...world.getRelatedTo(e, ChildOf)]).toEqual([]);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
// ── Data-carrying relationships ───────────────────────
|
||||||
|
describe("Data-carrying relationships", () => {
|
||||||
|
let world: World;
|
||||||
|
|
||||||
|
beforeEach(() => {
|
||||||
|
world = new World();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("defines a data-carrying relationship", () => {
|
||||||
|
const Health = defineRelationship("health", { hp: 100, maxHp: 100 });
|
||||||
|
expect(Health.name).toBe("health");
|
||||||
|
expect(Health.defaults).toEqual({ hp: 100, maxHp: 100 });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("relate stores defaults as data", () => {
|
||||||
|
const Health = defineRelationship("health", { hp: 100 });
|
||||||
|
const player = world.spawn();
|
||||||
|
const game = world.spawn();
|
||||||
|
|
||||||
|
world.relate(player, Health, game);
|
||||||
|
const data = world.getRelData(player, Health);
|
||||||
|
expect(data).toEqual({ hp: 100 });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("relate accepts data override", () => {
|
||||||
|
const Health = defineRelationship("health", { hp: 100 });
|
||||||
|
const player = world.spawn();
|
||||||
|
const game = world.spawn();
|
||||||
|
|
||||||
|
world.relate(player, Health, game, { hp: 50 });
|
||||||
|
const data = world.getRelData(player, Health);
|
||||||
|
expect(data).toEqual({ hp: 50 });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("setRelData updates relationship data", () => {
|
||||||
|
const Health = defineRelationship("health", { hp: 100 });
|
||||||
|
const player = world.spawn();
|
||||||
|
const game = world.spawn();
|
||||||
|
|
||||||
|
world.relate(player, Health, game);
|
||||||
|
world.setRelData(player, Health, { hp: 75 });
|
||||||
|
expect(world.getRelData(player, Health)).toEqual({ hp: 75 });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("getRelData returns defaults when no data was set", () => {
|
||||||
|
const Health = defineRelationship("health", { hp: 100 });
|
||||||
|
const player = world.spawn();
|
||||||
|
|
||||||
|
// Even without an edge, getRelData returns a copy of defaults
|
||||||
|
expect(world.getRelData(player, Health)).toEqual({ hp: 100 });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("setRelData works even without prior relate", () => {
|
||||||
|
const Health = defineRelationship("health", { hp: 100 });
|
||||||
|
const player = world.spawn();
|
||||||
|
|
||||||
|
world.setRelData(player, Health, { hp: 50 });
|
||||||
|
expect(world.getRelData(player, Health)).toEqual({ hp: 50 });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("data survives unrelate and re-relate", () => {
|
||||||
|
const Health = defineRelationship("health", { hp: 100 });
|
||||||
|
const player = world.spawn();
|
||||||
|
const game = world.spawn();
|
||||||
|
|
||||||
|
world.relate(player, Health, game, { hp: 50 });
|
||||||
|
world.unrelate(player, Health);
|
||||||
|
|
||||||
|
// After unrelate, stored data is gone, returns defaults
|
||||||
|
expect(world.getRelData(player, Health)).toEqual({ hp: 100 });
|
||||||
|
|
||||||
|
world.relate(player, Health, game, { hp: 80 });
|
||||||
|
// Note: this is a *new* relate with data, so stored data is { hp: 80 }
|
||||||
|
expect(world.getRelData(player, Health)).toEqual({ hp: 80 });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("data is cleaned up on destroy", () => {
|
||||||
|
const Health = defineRelationship("health", { hp: 100 });
|
||||||
|
const player = world.spawn();
|
||||||
|
const game = world.spawn();
|
||||||
|
|
||||||
|
world.relate(player, Health, game, { hp: 50 });
|
||||||
|
world.destroy(player);
|
||||||
|
|
||||||
|
// After destroy the entity is dead — assertAlive throws, not the data lookup
|
||||||
|
expect(() => world.getRelData(player, Health)).toThrow("not alive");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("setRelData with no prior edge stores data that getsRelated does not see", () => {
|
||||||
|
const Health = defineRelationship("health", { hp: 100 });
|
||||||
|
const player = world.spawn();
|
||||||
|
|
||||||
|
world.setRelData(player, Health, { hp: 50 });
|
||||||
|
// No edge exists yet
|
||||||
|
expect(world.getRelated(player, Health)).toBeUndefined();
|
||||||
|
// But data is stored (decoupled storage)
|
||||||
|
expect(world.getRelData(player, Health)).toEqual({ hp: 50 });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("data-carrying relationships serialize and deserialize", () => {
|
||||||
|
const Health = defineRelationship("health", { hp: 100, maxHp: 100 });
|
||||||
|
const player = world.spawn();
|
||||||
|
const game = world.spawn();
|
||||||
|
|
||||||
|
world.relate(player, Health, game, { hp: 50, maxHp: 100 });
|
||||||
|
|
||||||
|
const snapshot = world.toJSON();
|
||||||
|
|
||||||
|
// Verify the snapshot has data in the relationship structure
|
||||||
|
const relSection = snapshot.relationships["health"];
|
||||||
|
expect(relSection).toBeDefined();
|
||||||
|
|
||||||
|
// Find the player source ID — it's the entity without components
|
||||||
|
const playerId = Object.keys(snapshot.entities).find(
|
||||||
|
(id) => Object.keys(snapshot.entities[id]).length === 0,
|
||||||
|
)!;
|
||||||
|
const edgeValue = relSection[playerId];
|
||||||
|
expect(typeof edgeValue).toBe("object");
|
||||||
|
expect((edgeValue as any).target).toBeDefined();
|
||||||
|
expect((edgeValue as any).data).toEqual({ hp: 50, maxHp: 100 });
|
||||||
|
|
||||||
|
// Check JSON round-trip preserves data
|
||||||
|
const parsed = JSON.parse(JSON.stringify(snapshot));
|
||||||
|
const world2 = World.fromJSON(parsed, [], [Health]);
|
||||||
|
|
||||||
|
const snap2 = world2.toJSON();
|
||||||
|
const playerId2 = Object.keys(snap2.entities).find(
|
||||||
|
(id) => Object.keys(snap2.entities[id]).length === 0,
|
||||||
|
)!;
|
||||||
|
expect(snap2.relationships["health"]).toBeDefined();
|
||||||
|
const edgeValue2 = snap2.relationships["health"][playerId2];
|
||||||
|
expect((edgeValue2 as any).data).toEqual({ hp: 50, maxHp: 100 });
|
||||||
|
});
|
||||||
|
|
||||||
|
it("pure edge-defined relationships still work alongside data relationships", () => {
|
||||||
|
const ChildOf2 = defineRelationship("childOf2");
|
||||||
|
const Score = defineRelationship("score", { points: 0 });
|
||||||
|
|
||||||
|
const parent = world.spawn();
|
||||||
|
const child = world.spawn();
|
||||||
|
const game = world.spawn();
|
||||||
|
|
||||||
|
world.relate(child, ChildOf2, parent);
|
||||||
|
world.relate(child, Score, game, { points: 42 });
|
||||||
|
|
||||||
|
// Pure edge still works
|
||||||
|
expect(world.getRelated(child, ChildOf2)).toBe(parent);
|
||||||
|
|
||||||
|
// Data edge still works
|
||||||
|
expect(world.getRelData(child, Score)).toEqual({ points: 42 });
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -277,7 +277,9 @@ describe("Serialization — complex state", () => {
|
|||||||
const comps = snap.entities[id];
|
const comps = snap.entities[id];
|
||||||
return comps.position && comps.velocity && !comps.health;
|
return comps.position && comps.velocity && !comps.health;
|
||||||
})!;
|
})!;
|
||||||
const playerId = snap.relationships.ownedBy[bulletId];
|
const playerEdge = snap.relationships.ownedBy[bulletId];
|
||||||
|
const playerId =
|
||||||
|
typeof playerEdge === "string" ? playerEdge : playerEdge.target;
|
||||||
|
|
||||||
// Player should have a name
|
// Player should have a name
|
||||||
const playerComps = snap.entities[playerId];
|
const playerComps = snap.entities[playerId];
|
||||||
|
|||||||
@@ -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]);
|
||||||
|
});
|
||||||
|
});
|
||||||
+2
-3
@@ -11,8 +11,7 @@
|
|||||||
"declarationMap": true,
|
"declarationMap": true,
|
||||||
"sourceMap": true,
|
"sourceMap": true,
|
||||||
"outDir": "./dist",
|
"outDir": "./dist",
|
||||||
"rootDir": "./src"
|
|
||||||
},
|
},
|
||||||
"include": ["src"],
|
"include": ["src", "test", "examples"],
|
||||||
"exclude": ["node_modules", "dist"]
|
"exclude": ["node_modules", "dist"],
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user