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@@ -0,0 +1,510 @@
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# ecs-observable
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Entity-Component-System with an observable-style API for TypeScript. Built for games and simulations.
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## Table of Contents
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- [Installation](#installation)
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- [Concepts](#concepts)
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- [Quick Start](#quick-start)
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- [API](#api)
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- [World](#world)
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- [Components](#components)
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- [Singleton Components](#singleton-components)
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- [Queries](#queries)
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- [Observable Queries](#observable-queries)
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- [Change Tracking](#change-tracking)
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- [Relationships](#relationships)
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- [Events](#events)
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- [Serialization](#serialization)
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- [Commands](#commands)
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- [Behaviour Trees](#behaviour-trees)
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- [TypeScript Inference](#typescript-inference)
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## Installation
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```bash
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npm install ecs-observable
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```
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## Concepts
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| Concept | Purpose |
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|-------------|---------|
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| **Entity** | Opaque `number` handle. Has no data of its own. |
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| **Component** | Plain object attached to an entity. Defined via `defineComponent()`. |
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| **Query** | Filter that finds entities matching a component signature. |
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| **Relationship** | Directed edge between two entities (e.g. `ChildOf`, `Targeting`). |
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| **World** | Central container that stores entities, components, and relationships. |
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## Quick Start
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```ts
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import { World, defineComponent, query } from "ecs-observable";
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// 1. Define components
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const Position = defineComponent("position", { x: 0, y: 0 });
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const Velocity = defineComponent("velocity", { vx: 0, vy: 0 });
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// 2. Create world
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const world = new World();
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// 3. Spawn entities and add components
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const player = world.spawn();
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world.add(player, Position, { x: 100, y: 200 });
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world.add(player, Velocity, { vx: 2, vy: 0 });
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const npc = world.spawn();
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world.add(npc, Position, { x: 300, y: 150 });
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// 4. Iterate with queries
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for (const e of world.query(query(Position, Velocity))) {
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const pos = world.get(e, Position);
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const vel = world.get(e, Velocity);
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pos.x += vel.vx;
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pos.y += vel.vy;
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}
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```
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---
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## API
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### World
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```ts
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const world = new World();
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```
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#### Entity Lifecycle
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```ts
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// Create
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const e = world.spawn();
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// Check
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world.isAlive(e); // true
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// Destroy (removes all components and relationships)
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world.destroy(e);
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world.isAlive(e); // false
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// Count
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world.entityCount; // number of live entities
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```
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Destroyed slots are recycled (with a generation bump) so stale entity handles do not match new ones.
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---
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### Components
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Define a component with a name and defaults. The defaults provide the TypeScript shape and initial values.
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```ts
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const Health = defineComponent("health", { current: 100, max: 100 });
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type Health = typeof Health.type; // → { current: number; max: number }
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```
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#### CRUD
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```ts
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const e = world.spawn();
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// Add — returns a mutable reference initialized from defaults
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const h = world.add(e, Health, { current: 50 }); // override defaults
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h.current; // 50
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// Get — returns the same mutable reference (throws if missing)
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world.get(e, Health).current = 75;
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// Try-get — safe access
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const val = world.tryGet(e, Health); // Health | undefined
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// Has — check presence
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world.has(e, Health); // true
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// Set — bulk replace (marks dirty automatically)
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world.set(e, Health, { current: 90, max: 90 });
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// Remove
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world.remove(e, Health);
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```
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Get returns a **live mutable reference** — no defensive copies. Mutations are visible immediately.
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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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### Queries
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Create filters with `query()`. Chain `.without()` to exclude components.
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```ts
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const Position = defineComponent("position", { x: 0, y: 0 });
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const Velocity = defineComponent("velocity", { vx: 0, vy: 0 });
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const Dead = defineComponent("dead", { timestamp: 0 });
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// Entities with Position AND Velocity
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query(Position, Velocity)
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// Entities with Position but NOT Dead
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||||
query(Position).without(Dead)
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```
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||||
#### Synchronous iteration
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```ts
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for (const e of world.query(query(Position, Velocity))) {
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const pos = world.get(e, Position);
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const vel = world.get(e, Velocity);
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// update pos from vel...
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}
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```
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||||
Efficient: iterates the smallest component store and cross-checks the others.
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---
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### Observable Queries
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||||
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||||
Subscribe to get live diffs when the result set changes.
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```ts
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world.observe(query(Position, Velocity)).subscribe(update => {
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// update.added — Entity[]
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// update.removed — Entity[]
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// update.changed — Entity[] (only after flush, see below)
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for (const e of update.added) { /* e now matches */ }
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for (const e of update.removed) { /* e no longer matches */ }
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});
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```
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Common pattern — maintain a rendering list:
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```ts
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const movers = new Set<number>();
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world.observe(query(Position, Velocity)).subscribe(update => {
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for (const e of update.added) movers.add(e);
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for (const e of update.removed) movers.delete(e);
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});
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```
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||||
Subscriptions are **seeded** on creation: existing matches are tracked without emitting spurious added events.
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---
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### Change Tracking
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||||
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For observable queries to emit `changed`, you must explicitly mark dirty and flush.
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```ts
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const log: QueryUpdate[] = [];
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world.observe(query(Position)).subscribe(u => log.push(u));
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const e = world.spawn();
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world.add(e, Position);
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// Mutate and flush
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world.get(e, Position).x = 99;
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world.markDirty(e, Position);
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world.flush();
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// → log contains { added: [], removed: [], changed: [e] }
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```
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**`world.set()` marks dirty for you**, so `markDirty` is only needed after direct mutation via `world.get()`.
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Flush is batched — call it once per frame after all systems have run.
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||||
---
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### Relationships
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||||
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||||
Directed edges between entities. A source can target at most one entity per relationship type.
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||||
```ts
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const ChildOf = defineRelationship("childOf");
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const Parent = defineRelationship("parent");
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||||
```
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```ts
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const parent = world.spawn();
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const child = world.spawn();
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// Create
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world.relate(child, ChildOf, parent);
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// Read
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world.getRelated(child, ChildOf); // → parent
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world.getRelatedTo(parent, ChildOf); // → [child]
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// Replace
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world.relate(child, ChildOf, otherParent); // old edge removed automatically
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// Remove
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world.unrelate(child, ChildOf);
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```
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Destroying an entity cleans up all its edges bidirectionally.
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#### Observable relationships
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```ts
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world.observeRelated(ChildOf).subscribe(update => {
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// update.added — { source: Entity; target: Entity }[]
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// update.removed — { source: Entity; target: Entity }[]
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for (const { source, target } of update.added) {
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console.log("new child relationship");
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}
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});
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```
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Like query observers, these are seeded with current edges on subscription.
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||||
---
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### Events
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The global event stream gives full visibility into everything happening in the world.
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```ts
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world.events$.subscribe(ev => {
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switch (ev.type) {
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case "spawned":
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case "destroyed":
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// ev.entity
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break;
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case "componentAdded":
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case "componentRemoved":
|
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case "componentChanged":
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// ev.entity, ev.component
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break;
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case "relationshipAdded":
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case "relationshipRemoved":
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// ev.source, ev.target, ev.relationship
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break;
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}
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});
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```
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Events fire **immediately** on mutation (synchronous), before `flush()`.
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|
||||
---
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### Serialization
|
||||
|
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```ts
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// Export
|
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const snapshot = world.toJSON();
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const json = JSON.stringify(snapshot);
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|
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// Import — must supply the known component/relationship definitions
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const components: ComponentDef<any>[] = [Position, Velocity, Health];
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const relationships: RelationshipDef[] = [ChildOf];
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const loaded = World.fromJSON(JSON.parse(json), components, relationships);
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```
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Snapshots use stable string IDs (`"e0"`, `"e1"`, …). Bare entities (no components) are preserved. Holes from destroyed entities are collapsed.
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**Round-trip example:**
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```ts
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const world = new World();
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const e = world.spawn();
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world.add(e, Position, { x: 42, y: 99 });
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world.add(e, Health, { current: 75, max: 100 });
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const snap = world.toJSON();
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const world2 = World.fromJSON(snap, [Position, Health]);
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world2.entityCount; // 1
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const e2 = [...world2.query(query(Position))][0];
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world2.get(e2, Position); // { x: 42, y: 99 }
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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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|
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```ts
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import { CommandQueue } from "ecs-observable/commands";
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|
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const MoveLeft = defineComponent("moveLeft", {});
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const MoveRight = defineComponent("moveRight", {});
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|
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const queue = new CommandQueue(world);
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|
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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, () => {
|
||||
player.x += 1;
|
||||
});
|
||||
|
||||
// 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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|
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// Each frame — drain and dispatch
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queue.execute();
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```
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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
|
||||
|
||||
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";
|
||||
```
|
||||
|
||||
#### Task patterns
|
||||
|
||||
**Action** — runs immediately. Normal return = success.
|
||||
```ts
|
||||
action(() => { doWork(); })
|
||||
```
|
||||
|
||||
**Fail** — throw any error.
|
||||
```ts
|
||||
action(() => { throw new Error("bad"); })
|
||||
```
|
||||
|
||||
**Cancel** — throw the `Cancel` symbol.
|
||||
```ts
|
||||
action(() => { throw Cancel; })
|
||||
```
|
||||
|
||||
**Wait** — starts once and stays running until external code completes it.
|
||||
```ts
|
||||
wait((world, entity, task) => {
|
||||
startAnimation(() => task.succeed());
|
||||
})
|
||||
```
|
||||
|
||||
**Whilst** — runs its child while a condition is true, yielding at tick boundaries between successful iterations.
|
||||
```ts
|
||||
whilst(
|
||||
() => true,
|
||||
action((_world, _entity, dt) => {
|
||||
timer.accumulator += dt;
|
||||
if (timer.accumulator >= timer.interval) {
|
||||
// ... act ...
|
||||
}
|
||||
}),
|
||||
)
|
||||
```
|
||||
|
||||
#### Composite nodes
|
||||
|
||||
```ts
|
||||
sequential([a, b, c]) // left-to-right, all must succeed
|
||||
selector([a, b, c]) // left-to-right, first success wins
|
||||
parallel([a, b, c]) // all at once, all must succeed
|
||||
random([a, b, c]) // pick one child each activation
|
||||
cycle(a) // scheduling boundary — re-run child on future ticks
|
||||
whilst(test, a) // conditional scheduling boundary
|
||||
```
|
||||
|
||||
Non-task entity children are materialized but ignored by the runner:
|
||||
|
||||
```ts
|
||||
const Label = defineComponent("label", { value: "" });
|
||||
|
||||
sequential([
|
||||
entity(Label, { value: "main sequence" }),
|
||||
action(handleInput),
|
||||
action(render),
|
||||
])
|
||||
```
|
||||
|
||||
#### Full example
|
||||
|
||||
```ts
|
||||
const runner = buildTree(
|
||||
world,
|
||||
parallel([
|
||||
whilst(
|
||||
() => true,
|
||||
action((_world, _entity, dt) => {
|
||||
updatePhysics(dt);
|
||||
}),
|
||||
),
|
||||
cycle(
|
||||
sequential([
|
||||
action(() => { handleInput(); }),
|
||||
action(() => { render(); }),
|
||||
]),
|
||||
),
|
||||
]),
|
||||
);
|
||||
|
||||
// Kick off
|
||||
runner.schedule(runner.root!);
|
||||
|
||||
// Game loop
|
||||
setInterval(() => runner.tick(16), 16);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## TypeScript Inference
|
||||
|
||||
Components infer their type from the defaults object — no separate type declaration needed.
|
||||
|
||||
```ts
|
||||
const Inventory = defineComponent("inventory", {
|
||||
items: [] as string[],
|
||||
gold: 0,
|
||||
});
|
||||
|
||||
// world.add returns the typed component
|
||||
const inv = world.add(e, Inventory, { gold: 42 });
|
||||
inv.items.push("sword"); // ✅ string[]
|
||||
inv.gold = 100; // ✅ number
|
||||
|
||||
// world.get also returns typed
|
||||
world.get(e, Inventory).items; // string[]
|
||||
```
|
||||
@@ -0,0 +1,147 @@
|
||||
import { defineComponent } from "../../src/component";
|
||||
import type { World, Entity } from "../../src/index";
|
||||
import { query } from "../../src/query";
|
||||
import type { CommandQueue } from "../../src/commands/index";
|
||||
import {
|
||||
Card,
|
||||
InDeck,
|
||||
InPlayerHand,
|
||||
InDealerHand,
|
||||
HoleHidden,
|
||||
Score,
|
||||
Bet,
|
||||
GamePhase,
|
||||
} from "./components";
|
||||
import {
|
||||
handValue,
|
||||
isBust,
|
||||
isBlackjack,
|
||||
determineOutcome,
|
||||
payout,
|
||||
} from "./game";
|
||||
|
||||
// ── Command definitions ──────────────────────────────
|
||||
|
||||
/** Player takes another card. */
|
||||
export const Hit = defineComponent("hit", {});
|
||||
|
||||
/** Player stands (ends their turn). */
|
||||
export const Stand = defineComponent("stand", {});
|
||||
|
||||
/** Start a new round. */
|
||||
export const NewRound = defineComponent("newRound", {});
|
||||
|
||||
/** Increase the bet. */
|
||||
export const BetMore = defineComponent("betMore", {});
|
||||
|
||||
/** Decrease the bet. */
|
||||
export const BetLess = defineComponent("betLess", {});
|
||||
|
||||
// ── Command handlers ─────────────────────────────────
|
||||
|
||||
export function registerCommands(
|
||||
world: World,
|
||||
commands: CommandQueue,
|
||||
helpers: ReturnType<typeof import("./components").createCardHelpers>,
|
||||
): void {
|
||||
commands.handle(Hit, () => {
|
||||
const phase = world.getSingleton(GamePhase);
|
||||
if (phase.phase !== "playerTurn") return;
|
||||
|
||||
const cardEntity = helpers.drawCard();
|
||||
if (cardEntity) {
|
||||
helpers.dealTo(cardEntity, InPlayerHand);
|
||||
}
|
||||
|
||||
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, {
|
||||
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",
|
||||
"license": "MIT",
|
||||
"devDependencies": {
|
||||
"@types/blessed": "^0.1.27",
|
||||
"@types/node": "^25.9.1",
|
||||
"blessed": "^0.1.81",
|
||||
"tsup": "^8.3.5",
|
||||
"typescript": "^5.6.0",
|
||||
"vitest": "^4.1.7"
|
||||
@@ -1247,6 +1250,16 @@
|
||||
"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": {
|
||||
"version": "5.2.3",
|
||||
"resolved": "https://registry.npmjs.org/@types/chai/-/chai-5.2.3.tgz",
|
||||
@@ -1272,6 +1285,16 @@
|
||||
"dev": true,
|
||||
"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": {
|
||||
"version": "4.1.7",
|
||||
"resolved": "https://registry.npmjs.org/@vitest/expect/-/expect-4.1.7.tgz",
|
||||
@@ -1415,6 +1438,19 @@
|
||||
"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": {
|
||||
"version": "5.1.0",
|
||||
"resolved": "https://registry.npmjs.org/bundle-require/-/bundle-require-5.1.0.tgz",
|
||||
@@ -2489,6 +2525,13 @@
|
||||
"dev": true,
|
||||
"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": {
|
||||
"version": "8.0.14",
|
||||
"resolved": "https://registry.npmjs.org/vite/-/vite-8.0.14.tgz",
|
||||
|
||||
@@ -11,6 +11,16 @@
|
||||
"types": "./dist/index.d.ts",
|
||||
"import": "./dist/index.js",
|
||||
"require": "./dist/index.cjs"
|
||||
},
|
||||
"./commands": {
|
||||
"types": "./dist/commands/index.d.ts",
|
||||
"import": "./dist/commands/index.js",
|
||||
"require": "./dist/commands/index.cjs"
|
||||
},
|
||||
"./bt": {
|
||||
"types": "./dist/bt/index.d.ts",
|
||||
"import": "./dist/bt/index.js",
|
||||
"require": "./dist/bt/index.cjs"
|
||||
}
|
||||
},
|
||||
"files": [
|
||||
@@ -19,10 +29,14 @@
|
||||
"scripts": {
|
||||
"build": "tsup",
|
||||
"dev": "tsup --watch",
|
||||
"typecheck": "tsc --noEmit",
|
||||
"test": "vitest run",
|
||||
"prepublishOnly": "npm run build"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@types/blessed": "^0.1.27",
|
||||
"@types/node": "^25.9.1",
|
||||
"blessed": "^0.1.81",
|
||||
"tsup": "^8.3.5",
|
||||
"typescript": "^5.6.0",
|
||||
"vitest": "^4.1.7"
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
export {
|
||||
Task,
|
||||
Scheduled,
|
||||
Running,
|
||||
Succeeded,
|
||||
Failed,
|
||||
Cancelled,
|
||||
TERMINAL_TAGS,
|
||||
ChildOf,
|
||||
} from "./task";
|
||||
export type { TaskKind } from "./task";
|
||||
|
||||
export { TaskRunner } 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";
|
||||
@@ -0,0 +1,483 @@
|
||||
import type { World, Entity } from "../index";
|
||||
import { query } from "../query";
|
||||
import {
|
||||
Task,
|
||||
Scheduled,
|
||||
Running,
|
||||
Succeeded,
|
||||
Failed,
|
||||
Cancelled,
|
||||
TERMINAL_TAGS,
|
||||
ChildOf,
|
||||
Cancel,
|
||||
} from "./task";
|
||||
|
||||
// ── Types ─────────────────────────────────────────────
|
||||
/** Control object passed to wait tasks so they can complete themselves. */
|
||||
export interface TaskControl {
|
||||
succeed(): void;
|
||||
fail(): void;
|
||||
cancel(): void;
|
||||
}
|
||||
|
||||
/** Callback invoked when an action task starts executing. */
|
||||
export type ActionHandler = (world: World, entity: Entity, dt: number) => void;
|
||||
|
||||
/** Callback invoked when a wait task starts executing. */
|
||||
export type WaitHandler = (
|
||||
world: World,
|
||||
entity: Entity,
|
||||
control: TaskControl,
|
||||
dt: number,
|
||||
) => void;
|
||||
|
||||
/** Callback invoked by whilst tasks before each iteration. */
|
||||
export type ConditionHandler = (
|
||||
world: World,
|
||||
entity: Entity,
|
||||
dt: number,
|
||||
) => boolean;
|
||||
|
||||
/** Callback invoked when a task reaches a terminal status. */
|
||||
export type TerminalHandler = (
|
||||
world: World,
|
||||
entity: Entity,
|
||||
status: "succeeded" | "failed" | "cancelled",
|
||||
) => void;
|
||||
|
||||
// ── Helpers ───────────────────────────────────────────
|
||||
function terminalStatus(
|
||||
world: World,
|
||||
entity: Entity,
|
||||
): "succeeded" | "failed" | "cancelled" | null {
|
||||
if (world.has(entity, Succeeded)) return "succeeded";
|
||||
if (world.has(entity, Failed)) return "failed";
|
||||
if (world.has(entity, Cancelled)) return "cancelled";
|
||||
return null;
|
||||
}
|
||||
|
||||
function isTerminal(world: World, entity: Entity): boolean {
|
||||
return terminalStatus(world, entity) !== null;
|
||||
}
|
||||
|
||||
function clearStatus(world: World, entity: Entity): void {
|
||||
for (const tag of TERMINAL_TAGS) {
|
||||
if (world.has(entity, tag)) world.remove(entity, tag);
|
||||
}
|
||||
if (world.has(entity, Running)) world.remove(entity, Running);
|
||||
}
|
||||
|
||||
/** Recursively clear status from an entity and all its descendants. */
|
||||
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 {
|
||||
return world.getRelated(child, ChildOf) ?? null;
|
||||
}
|
||||
|
||||
// ── TaskRunner ────────────────────────────────────────
|
||||
/**
|
||||
* Push-based behaviour-tree runner.
|
||||
*
|
||||
* Tasks tagged with `Scheduled` define tick boundaries. Once a scheduled
|
||||
* task starts, child/parent propagation is immediate until a running wait task
|
||||
* or an explicit scheduling boundary (`cycle`, `whilst`) yields to a future tick.
|
||||
*
|
||||
* Action, wait, and whilst condition callbacks are supplied by `buildTree` or
|
||||
* assigned directly when using `TaskRunner` manually.
|
||||
*/
|
||||
export class TaskRunner {
|
||||
private _world: World;
|
||||
private _executing = new Set<Entity>();
|
||||
private _currentDt = 0;
|
||||
|
||||
/** Root task entity, set by `buildTree` for convenience. */
|
||||
root?: Entity;
|
||||
|
||||
/** Called when an action task starts executing. */
|
||||
onAction: ActionHandler = () => {};
|
||||
|
||||
/** Called when a wait task starts executing. */
|
||||
onWait: WaitHandler = () => {};
|
||||
|
||||
/** Called by whilst tasks before each iteration. */
|
||||
onCondition: ConditionHandler = () => false;
|
||||
|
||||
/** Called when any task reaches a terminal status. */
|
||||
onTerminal: TerminalHandler = () => {};
|
||||
|
||||
constructor(world: World) {
|
||||
this._world = world;
|
||||
}
|
||||
|
||||
// ── Public API ────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Process tasks scheduled for this tick.
|
||||
*
|
||||
* Call once per frame. Tasks scheduled while a tick is already in progress are
|
||||
* deferred until the next tick boundary, but parent/child propagation caused
|
||||
* by terminal status changes is immediate.
|
||||
*
|
||||
* @param dt Delta time in milliseconds since last tick.
|
||||
*/
|
||||
tick(dt: number = 0): void {
|
||||
const previousDt = this._currentDt;
|
||||
this._currentDt = dt;
|
||||
|
||||
try {
|
||||
const scheduled = [...this._world.query(query(Task, Scheduled))];
|
||||
for (const entity of scheduled) {
|
||||
if (!this._world.has(entity, Scheduled)) continue;
|
||||
this._world.remove(entity, Scheduled);
|
||||
this._execute(entity, dt);
|
||||
}
|
||||
} finally {
|
||||
this._currentDt = previousDt;
|
||||
}
|
||||
}
|
||||
|
||||
/** Mark a task as succeeded and propagate upward. */
|
||||
succeed(entity: Entity): void {
|
||||
this._finish(entity, Succeeded);
|
||||
}
|
||||
|
||||
/** Mark a task as failed and propagate upward. */
|
||||
fail(entity: Entity): void {
|
||||
this._finish(entity, Failed);
|
||||
}
|
||||
|
||||
/** Cancel a task and all its descendants. */
|
||||
cancel(entity: Entity): void {
|
||||
this._cancelTree(entity, true);
|
||||
}
|
||||
|
||||
/** Schedule a task for execution at the next tick boundary. */
|
||||
schedule(entity: Entity): void {
|
||||
if (this._world.has(entity, Task)) {
|
||||
this._world.add(entity, Scheduled);
|
||||
}
|
||||
}
|
||||
|
||||
/** Reset a task to idle (removes all status tags). */
|
||||
reset(entity: Entity): void {
|
||||
clearStatus(this._world, entity);
|
||||
this._world.remove(entity, Scheduled);
|
||||
}
|
||||
|
||||
// ── Internal execution ────────────────────────────
|
||||
|
||||
private _execute(entity: Entity, dt: number): void {
|
||||
if (!this._world.has(entity, Task) || this._executing.has(entity)) return;
|
||||
|
||||
const t = this._world.get(entity, Task);
|
||||
this._executing.add(entity);
|
||||
|
||||
try {
|
||||
switch (t.kind) {
|
||||
case "action":
|
||||
this._executeAction(entity, dt);
|
||||
break;
|
||||
case "wait":
|
||||
this._executeWait(entity, dt);
|
||||
break;
|
||||
case "sequential":
|
||||
this._executeSequential(entity, dt);
|
||||
break;
|
||||
case "parallel":
|
||||
this._executeParallel(entity, dt);
|
||||
break;
|
||||
case "random":
|
||||
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 _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);
|
||||
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);
|
||||
|
||||
status = terminalStatus(this._world, child);
|
||||
if (status === "failed" || status === "cancelled") {
|
||||
this._finish(entity, status === "cancelled" ? Cancelled : Failed);
|
||||
return;
|
||||
}
|
||||
if (status === "succeeded") continue;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
this._finish(entity, Succeeded);
|
||||
}
|
||||
|
||||
private _executeParallel(entity: Entity, dt: number): void {
|
||||
let allDone = true;
|
||||
|
||||
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);
|
||||
|
||||
status = terminalStatus(this._world, child);
|
||||
if (status === "failed" || status === "cancelled") {
|
||||
this._finish(entity, status === "cancelled" ? Cancelled : Failed);
|
||||
return;
|
||||
}
|
||||
if (status === "succeeded") continue;
|
||||
|
||||
allDone = false;
|
||||
}
|
||||
|
||||
if (allDone) {
|
||||
this._finish(entity, Succeeded);
|
||||
}
|
||||
}
|
||||
|
||||
private _executeRandom(entity: Entity, dt: number): void {
|
||||
const eligible: Entity[] = [];
|
||||
|
||||
for (const child of childrenOf(this._world, entity)) {
|
||||
const status = terminalStatus(this._world, child);
|
||||
if (status) {
|
||||
this._finish(
|
||||
entity,
|
||||
status === "succeeded"
|
||||
? Succeeded
|
||||
: status === "cancelled"
|
||||
? Cancelled
|
||||
: Failed,
|
||||
);
|
||||
return;
|
||||
}
|
||||
if (!this._world.has(child, Running)) {
|
||||
eligible.push(child);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
this._finish(entity, Failed);
|
||||
}
|
||||
|
||||
private _firstTaskChild(entity: Entity): Entity | null {
|
||||
for (const child of childrenOf(this._world, entity)) {
|
||||
return child;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// ── Completion propagation ────────────────────────
|
||||
|
||||
private _finishFromThrown(entity: Entity, err: unknown): void {
|
||||
if (err === Cancel) {
|
||||
this.cancel(entity);
|
||||
} else {
|
||||
this.fail(entity);
|
||||
}
|
||||
}
|
||||
|
||||
private _finish(
|
||||
entity: Entity,
|
||||
tag: typeof Succeeded | typeof Failed | typeof Cancelled,
|
||||
): void {
|
||||
if (!this._world.has(entity, Task)) return;
|
||||
|
||||
clearStatus(this._world, entity);
|
||||
this._world.add(entity, tag);
|
||||
|
||||
const status = terminalStatus(this._world, entity)!;
|
||||
this.onTerminal(this._world, entity, status);
|
||||
|
||||
const parent = parentOf(this._world, entity);
|
||||
if (parent && !this._executing.has(parent)) {
|
||||
if (this._world.has(parent, Scheduled)) {
|
||||
this._world.remove(parent, Scheduled);
|
||||
}
|
||||
this._execute(parent, this._currentDt);
|
||||
}
|
||||
}
|
||||
|
||||
private _cancelTree(entity: Entity, notifyParent: boolean): void {
|
||||
if (!this._world.has(entity, Task)) return;
|
||||
|
||||
// Cancel children first without repeatedly waking this node while its
|
||||
// subtree is still being cancelled.
|
||||
for (const child of childrenOf(this._world, entity)) {
|
||||
this._cancelTree(child, false);
|
||||
}
|
||||
|
||||
clearStatus(this._world, entity);
|
||||
this._world.add(entity, Cancelled);
|
||||
this.onTerminal(this._world, entity, "cancelled");
|
||||
|
||||
const parent = parentOf(this._world, entity);
|
||||
if (notifyParent && parent && !this._executing.has(parent)) {
|
||||
if (this._world.has(parent, Scheduled)) {
|
||||
this._world.remove(parent, Scheduled);
|
||||
}
|
||||
this._execute(parent, this._currentDt);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
import { defineComponent } from "../component";
|
||||
import { defineRelationship } from "../relationship";
|
||||
|
||||
// ── Cancel ────────────────────────────────────────────
|
||||
|
||||
/** Throw from an action or wait starter to cancel that task and its subtree. */
|
||||
export const Cancel: unique symbol = Symbol("task.cancel");
|
||||
|
||||
// ── Task component ────────────────────────────────────
|
||||
/**
|
||||
* Core component for behaviour-tree tasks.
|
||||
*
|
||||
* `kind` determines how the task evaluates:
|
||||
* - `"action"` — runs immediately and succeeds when its function returns.
|
||||
* - `"wait"` — starts once and remains running until external code completes it.
|
||||
* - `"sequential"` — runs children one at a time, left to right.
|
||||
* Succeeds when all children succeed; fails when any child fails.
|
||||
* - `"parallel"` — starts all children at once.
|
||||
* Succeeds when all children succeed; fails when any child fails.
|
||||
* - `"random"` — picks one child at random each time it runs.
|
||||
* Succeeds/fails with that child's result.
|
||||
* - `"cycle"` — runs its single child. When the child finishes, resets it
|
||||
* and schedules the next run for a future tick boundary. Never terminates
|
||||
* on its own (only via cancel).
|
||||
* - `"whilst"` — runs its single child while its condition is true.
|
||||
* Succeeds when the condition becomes false; fails/cancels with its child.
|
||||
* - `"selector"` — runs children left to right. Succeeds on the first
|
||||
* child that succeeds; fails only if all children fail.
|
||||
*/
|
||||
export const Task = defineComponent("task", {
|
||||
kind: "action" as
|
||||
| "action"
|
||||
| "wait"
|
||||
| "sequential"
|
||||
| "parallel"
|
||||
| "random"
|
||||
| "cycle"
|
||||
| "whilst"
|
||||
| "selector",
|
||||
});
|
||||
|
||||
export type TaskKind = (typeof Task.type)["kind"];
|
||||
|
||||
// ── Status tags (zero-size — presence is the signal) ──
|
||||
/** A task that should be executed this tick. */
|
||||
export const Scheduled = defineComponent("scheduled", {});
|
||||
|
||||
/** A task that is currently executing or waiting for completion. */
|
||||
export const Running = defineComponent("running", {});
|
||||
|
||||
/** The task completed successfully. */
|
||||
export const Succeeded = defineComponent("succeeded", {});
|
||||
|
||||
/** The task failed. */
|
||||
export const Failed = defineComponent("failed", {});
|
||||
|
||||
/** The task was cancelled externally. */
|
||||
export const Cancelled = defineComponent("cancelled", {});
|
||||
|
||||
/** All terminal status tags. */
|
||||
export const TERMINAL_TAGS = [Succeeded, Failed, Cancelled] as const;
|
||||
|
||||
// ── Relationship ──────────────────────────────────────
|
||||
/** Parent → child edge in the task tree. */
|
||||
export const ChildOf = defineRelationship("taskChild");
|
||||
@@ -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 +1,143 @@
|
||||
import { query as makeQuery } from "../query";
|
||||
import type { World, Entity, ComponentDef, Query } from "../index";
|
||||
|
||||
// ── Types ────────────────────────────────────────────
|
||||
/** A handler that processes a command extracted from an entity. */
|
||||
export type CommandHandler<T extends Record<string, any>> = (
|
||||
command: T,
|
||||
entity?: Entity,
|
||||
) => void;
|
||||
|
||||
/** Pending work: entity, its command data, and the handler to invoke. */
|
||||
interface Pending<T extends Record<string, any> = any> {
|
||||
entity: Entity;
|
||||
handler: CommandHandler<T>;
|
||||
data: T;
|
||||
}
|
||||
|
||||
/** Registered handler bookkeeping. */
|
||||
interface Registration<T extends Record<string, any> = any> {
|
||||
def: ComponentDef<T>;
|
||||
query: Query;
|
||||
handler: CommandHandler<T>;
|
||||
}
|
||||
|
||||
// ── CommandQueue ─────────────────────────────────────
|
||||
/**
|
||||
* Pull-based command system.
|
||||
*
|
||||
* Register handlers for command component types, then call `execute()` each
|
||||
* frame. It scans the world for entities carrying command components, removes
|
||||
* them, dispatches to handlers, and destroys entities that become empty.
|
||||
*
|
||||
* Interruptions pause processing — while any tracked promise is unresolved,
|
||||
* `execute()` is a no-op.
|
||||
*
|
||||
* @example
|
||||
* ```ts
|
||||
* const Damage = defineComponent('damage', { amount: 0 });
|
||||
*
|
||||
* const queue = new CommandQueue(world);
|
||||
* queue.handle(Damage, (cmd, entity) => {
|
||||
* const hp = world.get(entity!, Health);
|
||||
* hp.current -= cmd.amount;
|
||||
* });
|
||||
*
|
||||
* // each frame:
|
||||
* queue.execute();
|
||||
* ```
|
||||
*/
|
||||
export class CommandQueue {
|
||||
private _world: World;
|
||||
private _registrations: Registration[] = [];
|
||||
private _pendingPromises = new Set<Promise<any>>();
|
||||
private _interrupted = false;
|
||||
|
||||
constructor(world: World) {
|
||||
this._world = world;
|
||||
}
|
||||
|
||||
// ── Registration ─────────────────────────────────
|
||||
|
||||
/** Register a handler for `def`. Each handler is called once per entity per frame. */
|
||||
handle<T extends Record<string, any>>(
|
||||
def: ComponentDef<T>,
|
||||
handler: CommandHandler<T>,
|
||||
): this {
|
||||
this._registrations.push({ def, query: makeQuery(def), handler });
|
||||
return this;
|
||||
}
|
||||
|
||||
// ── Interruption ─────────────────────────────────
|
||||
|
||||
/**
|
||||
* Track a promise. While any tracked promise is unresolved,
|
||||
* `execute()` skips command processing.
|
||||
*
|
||||
* Once all tracked promises have settled, processing resumes.
|
||||
*/
|
||||
interrupt(promise: Promise<any>): void {
|
||||
this._pendingPromises.add(promise);
|
||||
this._interrupted = true;
|
||||
|
||||
const remove = () => {
|
||||
this._pendingPromises.delete(promise);
|
||||
if (this._pendingPromises.size === 0) {
|
||||
this._interrupted = false;
|
||||
}
|
||||
};
|
||||
|
||||
promise.then(remove, remove);
|
||||
}
|
||||
|
||||
/** True while at least one interruption promise is pending. */
|
||||
get isInterrupted(): boolean {
|
||||
return this._interrupted;
|
||||
}
|
||||
|
||||
// ── Execution ─────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Drain all command components from the world and dispatch to handlers.
|
||||
*
|
||||
* For each registered component type, every matching entity has the
|
||||
* component removed. The handler receives the entity and the command
|
||||
* data. If the entity has no components left after removal, it is
|
||||
* destroyed.
|
||||
*
|
||||
* If `isInterrupted` is true, this method is a no-op.
|
||||
*/
|
||||
execute(): void {
|
||||
if (this._interrupted) return;
|
||||
|
||||
const pending: Pending[] = [];
|
||||
|
||||
// 1. Snapshot + remove command components
|
||||
for (const reg of this._registrations) {
|
||||
// Snapshot into array; sparse-set iteration is not mutation-safe
|
||||
const entities = [...this._world.query(reg.query)];
|
||||
for (const entity of entities) {
|
||||
const data = this._world.tryGet(entity, reg.def);
|
||||
if (data !== undefined) {
|
||||
this._world.remove(entity, reg.def);
|
||||
pending.push({ entity, handler: reg.handler, data });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Destroy entities that became empty after command removal
|
||||
for (const p of pending) {
|
||||
if (
|
||||
this._world.isAlive(p.entity) &&
|
||||
!this._world.hasAnyComponent(p.entity)
|
||||
) {
|
||||
this._world.destroy(p.entity);
|
||||
}
|
||||
}
|
||||
|
||||
// 3. Dispatch handlers (after cleanup so handlers see consistent state)
|
||||
for (const p of pending) {
|
||||
p.handler(p.data, p.entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
export { CommandQueue } from "./command-queue";
|
||||
export type { CommandHandler } from "./command-queue";
|
||||
@@ -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 type { Entity } 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 type {
|
||||
WorldEvent,
|
||||
|
||||
+36
-5
@@ -1,24 +1,55 @@
|
||||
// ── Relationship ─────────────────────────────────────
|
||||
/**
|
||||
* 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
|
||||
* ```ts
|
||||
* 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. */
|
||||
readonly _key: symbol;
|
||||
/** Human-readable name, used for serialization. */
|
||||
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.
|
||||
*
|
||||
* 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 {
|
||||
return { _key: Symbol(), name };
|
||||
export function defineRelationship(name: string): RelationshipDef<{}>;
|
||||
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 {
|
||||
/** Entity stable ID → component map (component name → data). */
|
||||
entities: Record<string, Record<string, unknown>>;
|
||||
/** Relationship name → (source ID → target ID). */
|
||||
relationships: Record<string, Record<string, string>>;
|
||||
/** Relationship name → (source ID → target ID or edge object). */
|
||||
relationships: Record<
|
||||
string,
|
||||
Record<string, string | { target: string; data: unknown }>
|
||||
>;
|
||||
}
|
||||
|
||||
+203
-13
@@ -21,6 +21,8 @@ export class World {
|
||||
// ── Entity pools ──────────────────────────────────
|
||||
private _generations: number[] = [];
|
||||
private _free: number[] = [];
|
||||
private _componentCounts: number[] = [];
|
||||
private _relCounts: number[] = [];
|
||||
|
||||
// ── Component storage ─────────────────────────────
|
||||
private _components = new Map<symbol, SparseSet<any>>();
|
||||
@@ -33,6 +35,8 @@ export class World {
|
||||
private _relReverse = new Map<symbol, Map<number, Set<number>>>();
|
||||
/** Key → RelationshipDef for event emission. */
|
||||
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 ───────────────────────────────
|
||||
private _dirty = new Map<symbol, Set<number>>();
|
||||
@@ -40,6 +44,9 @@ export class World {
|
||||
// ── Observable layer ──────────────────────────────
|
||||
private _observable = new ObservableLayer();
|
||||
|
||||
// ── Singleton entity ──────────────────────────────
|
||||
private _singletonEntity: Entity | null = null;
|
||||
|
||||
/** Global event stream. */
|
||||
get events$(): Observable<WorldEvent> {
|
||||
return this._observable.events$.asObservable();
|
||||
@@ -52,6 +59,8 @@ export class World {
|
||||
if (this._free.length > 0) {
|
||||
const idx = this._free.pop()!;
|
||||
const gen = this._generations[idx];
|
||||
this._componentCounts[idx] = 0;
|
||||
this._relCounts[idx] = 0;
|
||||
const e = makeEntity(idx, gen);
|
||||
this._emit({ type: "spawned", entity: e });
|
||||
return e;
|
||||
@@ -59,6 +68,8 @@ export class World {
|
||||
|
||||
const idx = this._generations.length;
|
||||
this._generations.push(1);
|
||||
this._componentCounts.push(0);
|
||||
this._relCounts.push(0);
|
||||
const e = makeEntity(idx, 1);
|
||||
this._emit({ type: "spawned", entity: e });
|
||||
return e;
|
||||
@@ -69,6 +80,14 @@ export class World {
|
||||
const idx = entityIndex(entity);
|
||||
if (!this._isAlive(idx, entity)) return;
|
||||
|
||||
// Short-circuit: truly bare entities have nothing to clean up
|
||||
if (this._componentCounts[idx] === 0 && this._relCounts[idx] === 0) {
|
||||
this._generations[idx]++;
|
||||
this._free.push(idx);
|
||||
this._emit({ type: "destroyed", entity });
|
||||
return;
|
||||
}
|
||||
|
||||
// Clean relationships before components
|
||||
for (const [key] of this._relForward) {
|
||||
// Entity as source
|
||||
@@ -76,6 +95,8 @@ export class World {
|
||||
if (fwd.has(idx)) {
|
||||
const target = fwd.get(idx);
|
||||
const rel = this._relKeyToDef.get(key)!;
|
||||
// Clean up relationship data if applicable
|
||||
this._relData.get(key)?.remove(idx);
|
||||
this._relRemoveEdge(entity, target, rel);
|
||||
}
|
||||
|
||||
@@ -99,6 +120,8 @@ export class World {
|
||||
dirty.delete(idx);
|
||||
}
|
||||
|
||||
this._componentCounts[idx] = 0;
|
||||
this._relCounts[idx] = 0;
|
||||
this._generations[idx]++;
|
||||
this._free.push(idx);
|
||||
|
||||
@@ -110,6 +133,13 @@ export class World {
|
||||
return this._isAlive(entityIndex(entity), entity);
|
||||
}
|
||||
|
||||
/** Returns true if the entity holds at least one component of any type. */
|
||||
hasAnyComponent(entity: Entity): boolean {
|
||||
const idx = entityIndex(entity);
|
||||
if (!this._isAlive(idx, entity)) return false;
|
||||
return this._componentCounts[idx] > 0;
|
||||
}
|
||||
|
||||
// ── Component operations ──────────────────────────
|
||||
|
||||
add<T extends Record<string, any>>(
|
||||
@@ -121,9 +151,12 @@ export class World {
|
||||
this._assertAlive(idx, entity);
|
||||
|
||||
const store = this._getOrCreateStore(def);
|
||||
const existed = store.has(idx);
|
||||
const value = { ...def.defaults, ...init };
|
||||
store.set(idx, value);
|
||||
|
||||
if (!existed) this._componentCounts[idx]++;
|
||||
|
||||
this._emit({ type: "componentAdded", entity, component: def });
|
||||
return value;
|
||||
}
|
||||
@@ -139,6 +172,7 @@ export class World {
|
||||
this._dirty.get(def._key)?.delete(idx);
|
||||
|
||||
if (removed) {
|
||||
this._componentCounts[idx]--;
|
||||
this._emit({ type: "componentRemoved", entity, component: def });
|
||||
}
|
||||
}
|
||||
@@ -223,14 +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 ─────────────────────────────────
|
||||
|
||||
/**
|
||||
* Create a directed relationship from `source` to `target`.
|
||||
* Each source can only have one target per relationship type.
|
||||
* 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 ti = entityIndex(target);
|
||||
this._assertAlive(si, source);
|
||||
@@ -255,6 +361,19 @@ export class World {
|
||||
}
|
||||
rev.add(si);
|
||||
|
||||
this._relCounts[si]++;
|
||||
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({
|
||||
type: "relationshipAdded",
|
||||
source,
|
||||
@@ -274,9 +393,48 @@ export class World {
|
||||
const target = this.getRelated(source, rel);
|
||||
if (target === undefined) return;
|
||||
|
||||
this._relData.get(rel._key)?.remove(si);
|
||||
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.
|
||||
*/
|
||||
@@ -292,17 +450,22 @@ export class World {
|
||||
/**
|
||||
* 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);
|
||||
if (!this._isAlive(ti, target)) return [];
|
||||
if (!this._isAlive(ti, target)) return;
|
||||
|
||||
const rev = this._relReverse.get(rel._key);
|
||||
if (!rev) return [];
|
||||
if (!rev) return;
|
||||
|
||||
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]);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -404,14 +567,26 @@ export class World {
|
||||
}
|
||||
|
||||
// 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) {
|
||||
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()) {
|
||||
const ti = entityIndex(target);
|
||||
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) {
|
||||
@@ -471,11 +646,23 @@ export class World {
|
||||
`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 target = idToEntity.get(tgtId);
|
||||
if (source && target) {
|
||||
world.relate(source, rel, target);
|
||||
if (!source) continue;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -560,6 +747,9 @@ export class World {
|
||||
}
|
||||
}
|
||||
|
||||
this._relCounts[si]--;
|
||||
this._relCounts[ti]--;
|
||||
|
||||
this._emit({
|
||||
type: "relationshipRemoved",
|
||||
source,
|
||||
|
||||
+900
@@ -0,0 +1,900 @@
|
||||
import { describe, it, expect, beforeEach } from "vitest";
|
||||
import { World, defineComponent, entity, type Entity } from "../src/index";
|
||||
import {
|
||||
Task,
|
||||
Scheduled,
|
||||
Running,
|
||||
Succeeded,
|
||||
Failed,
|
||||
Cancelled,
|
||||
ChildOf,
|
||||
TaskRunner,
|
||||
buildTree,
|
||||
Cancel,
|
||||
action,
|
||||
wait,
|
||||
cycle,
|
||||
whilst,
|
||||
sequential,
|
||||
} from "../src/bt/index";
|
||||
|
||||
// ── Helpers ─────────────────────────────────────────
|
||||
function makeWait(world: World, parent?: Entity): Entity {
|
||||
const e = world.spawn();
|
||||
world.add(e, Task, { kind: "wait" });
|
||||
if (parent) world.relate(e, ChildOf, parent);
|
||||
return e;
|
||||
}
|
||||
|
||||
function makeSequential(world: World, parent?: Entity): Entity {
|
||||
const e = world.spawn();
|
||||
world.add(e, Task, { kind: "sequential" });
|
||||
if (parent) world.relate(e, ChildOf, parent);
|
||||
return e;
|
||||
}
|
||||
|
||||
function makeParallel(world: World, parent?: Entity): Entity {
|
||||
const e = world.spawn();
|
||||
world.add(e, Task, { kind: "parallel" });
|
||||
if (parent) world.relate(e, ChildOf, parent);
|
||||
return e;
|
||||
}
|
||||
|
||||
function makeRandom(world: World, parent?: Entity): Entity {
|
||||
const e = world.spawn();
|
||||
world.add(e, Task, { kind: "random" });
|
||||
if (parent) world.relate(e, ChildOf, parent);
|
||||
return e;
|
||||
}
|
||||
|
||||
function makeCycle(world: World, parent?: Entity): Entity {
|
||||
const e = world.spawn();
|
||||
world.add(e, Task, { kind: "cycle" });
|
||||
if (parent) world.relate(e, ChildOf, parent);
|
||||
return e;
|
||||
}
|
||||
|
||||
function makeSelector(world: World, parent?: Entity): Entity {
|
||||
const e = world.spawn();
|
||||
world.add(e, Task, { kind: "selector" });
|
||||
if (parent) world.relate(e, ChildOf, parent);
|
||||
return e;
|
||||
}
|
||||
|
||||
// ── Entity task factories ───────────────────────────
|
||||
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 runner: TaskRunner;
|
||||
|
||||
beforeEach(() => {
|
||||
world = new World();
|
||||
runner = new TaskRunner(world);
|
||||
});
|
||||
|
||||
it("calls onWait when a wait task is scheduled and ticked", () => {
|
||||
const action = makeWait(world);
|
||||
const calls: Entity[] = [];
|
||||
|
||||
runner.onWait = (_w, e) => calls.push(e);
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
|
||||
expect(calls).toEqual([action]);
|
||||
});
|
||||
|
||||
it("marks wait task as Running after tick", () => {
|
||||
const action = makeWait(world);
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
|
||||
expect(world.has(action, Running)).toBe(true);
|
||||
expect(world.has(action, Scheduled)).toBe(false);
|
||||
});
|
||||
|
||||
it("succeed() marks wait task as Succeeded", () => {
|
||||
const action = makeWait(world);
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
runner.succeed(action);
|
||||
|
||||
expect(world.has(action, Succeeded)).toBe(true);
|
||||
expect(world.has(action, Running)).toBe(false);
|
||||
});
|
||||
|
||||
it("fail() marks wait task as Failed", () => {
|
||||
const action = makeWait(world);
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
runner.fail(action);
|
||||
|
||||
expect(world.has(action, Failed)).toBe(true);
|
||||
expect(world.has(action, Running)).toBe(false);
|
||||
});
|
||||
|
||||
it("cancel() marks wait task as Cancelled", () => {
|
||||
const action = makeWait(world);
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
runner.cancel(action);
|
||||
|
||||
expect(world.has(action, Cancelled)).toBe(true);
|
||||
expect(world.has(action, Running)).toBe(false);
|
||||
});
|
||||
|
||||
it("onTerminal is called when wait task finishes", () => {
|
||||
const action = makeWait(world);
|
||||
const terminals: { entity: Entity; status: string }[] = [];
|
||||
|
||||
runner.onTerminal = (_w, e, s) => terminals.push({ entity: e, status: s });
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
runner.succeed(action);
|
||||
|
||||
expect(terminals).toEqual([{ entity: action, status: "succeeded" }]);
|
||||
});
|
||||
|
||||
it("reset() clears all status tags", () => {
|
||||
const action = makeWait(world);
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
runner.succeed(action);
|
||||
|
||||
runner.reset(action);
|
||||
|
||||
expect(world.has(action, Succeeded)).toBe(false);
|
||||
expect(world.has(action, Running)).toBe(false);
|
||||
expect(world.has(action, Scheduled)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// ── Sequential ──────────────────────────────────────
|
||||
describe("Sequential tasks", () => {
|
||||
let world: World;
|
||||
let runner: TaskRunner;
|
||||
|
||||
beforeEach(() => {
|
||||
world = new World();
|
||||
runner = new TaskRunner(world);
|
||||
});
|
||||
|
||||
it("runs children one at a time in order", () => {
|
||||
const seq = makeSequential(world);
|
||||
const a = makeWait(world, seq);
|
||||
const b = makeWait(world, seq);
|
||||
const c = makeWait(world, seq);
|
||||
|
||||
const leafCalls: Entity[] = [];
|
||||
runner.onWait = (_w, e) => leafCalls.push(e);
|
||||
|
||||
runner.schedule(seq);
|
||||
runner.tick();
|
||||
expect(world.has(a, Running)).toBe(true);
|
||||
expect(world.has(b, Running)).toBe(false);
|
||||
expect(world.has(c, Running)).toBe(false);
|
||||
|
||||
runner.succeed(a);
|
||||
expect(world.has(b, Running)).toBe(true);
|
||||
|
||||
runner.succeed(b);
|
||||
expect(world.has(c, Running)).toBe(true);
|
||||
|
||||
runner.succeed(c);
|
||||
expect(world.has(seq, Succeeded)).toBe(true);
|
||||
expect(leafCalls).toEqual([a, b, c]);
|
||||
});
|
||||
|
||||
it("fails immediately when a child fails", () => {
|
||||
const seq = makeSequential(world);
|
||||
const a = makeWait(world, seq);
|
||||
const b = makeWait(world, seq);
|
||||
|
||||
runner.schedule(seq);
|
||||
runner.tick(); // schedules a
|
||||
runner.tick(); // runs a
|
||||
runner.fail(a);
|
||||
|
||||
// parent re-scheduled
|
||||
runner.tick(); // sees a failed → seq fails
|
||||
expect(world.has(seq, Failed)).toBe(true);
|
||||
// b was never touched
|
||||
expect(world.has(b, Scheduled)).toBe(false);
|
||||
expect(world.has(b, Running)).toBe(false);
|
||||
});
|
||||
|
||||
it("succeeds when all children succeed", () => {
|
||||
const seq = makeSequential(world);
|
||||
const a = makeWait(world, seq);
|
||||
const b = makeWait(world, seq);
|
||||
|
||||
runner.schedule(seq);
|
||||
runner.tick(); // schedules a
|
||||
runner.tick(); // runs a
|
||||
runner.succeed(a);
|
||||
runner.tick(); // schedules b
|
||||
runner.tick(); // runs b
|
||||
runner.succeed(b);
|
||||
runner.tick(); // seq succeeds
|
||||
|
||||
expect(world.has(seq, Succeeded)).toBe(true);
|
||||
});
|
||||
|
||||
it("propagates terminal to grandparent", () => {
|
||||
const root = makeSequential(world);
|
||||
const child = makeSequential(world, root);
|
||||
const action = makeWait(world, child);
|
||||
|
||||
const terminals: Entity[] = [];
|
||||
runner.onTerminal = (_w, e) => terminals.push(e);
|
||||
|
||||
runner.schedule(root);
|
||||
runner.tick(); // schedules child
|
||||
runner.tick(); // schedules action
|
||||
runner.tick(); // runs action
|
||||
runner.succeed(action);
|
||||
runner.tick(); // child succeeds
|
||||
runner.tick(); // root succeeds
|
||||
|
||||
expect(terminals).toEqual([action, child, root]);
|
||||
expect(world.has(root, Succeeded)).toBe(true);
|
||||
});
|
||||
|
||||
it("empty sequential succeeds immediately", () => {
|
||||
const seq = makeSequential(world);
|
||||
|
||||
runner.schedule(seq);
|
||||
runner.tick();
|
||||
|
||||
expect(world.has(seq, Succeeded)).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
// ── Parallel ────────────────────────────────────────
|
||||
describe("Parallel tasks", () => {
|
||||
let world: World;
|
||||
let runner: TaskRunner;
|
||||
|
||||
beforeEach(() => {
|
||||
world = new World();
|
||||
runner = new TaskRunner(world);
|
||||
});
|
||||
|
||||
it("starts all children at once", () => {
|
||||
const par = makeParallel(world);
|
||||
const a = makeWait(world, par);
|
||||
const b = makeWait(world, par);
|
||||
const c = makeWait(world, par);
|
||||
|
||||
runner.schedule(par);
|
||||
runner.tick();
|
||||
|
||||
expect(world.has(a, Running)).toBe(true);
|
||||
expect(world.has(b, Running)).toBe(true);
|
||||
expect(world.has(c, Running)).toBe(true);
|
||||
});
|
||||
|
||||
it("succeeds when all children succeed", () => {
|
||||
const par = makeParallel(world);
|
||||
const a = makeWait(world, par);
|
||||
const b = makeWait(world, par);
|
||||
|
||||
runner.schedule(par);
|
||||
runner.tick(); // schedules both
|
||||
|
||||
runner.tick(); // runs a
|
||||
runner.succeed(a);
|
||||
|
||||
// par is re-scheduled, but b is still running
|
||||
runner.tick(); // par sees a done, b still needs scheduling
|
||||
// b should be scheduled (it was removed from Scheduled when ticked)
|
||||
// Actually: b was scheduled in first tick, then ticked in second tick
|
||||
// Let me trace more carefully...
|
||||
|
||||
// After first tick: a=Scheduled, b=Scheduled, par=no status
|
||||
// Second tick processes Scheduled: a and b both get ticked
|
||||
// a runs, b runs. Both are Running.
|
||||
// We succeed a → par gets Scheduled
|
||||
// Third tick: par sees a=Succeeded, b=Running → waits
|
||||
// We need to succeed b too
|
||||
runner.succeed(b);
|
||||
// par gets Scheduled again
|
||||
runner.tick(); // par sees both done → succeeds
|
||||
|
||||
expect(world.has(par, Succeeded)).toBe(true);
|
||||
});
|
||||
|
||||
it("fails immediately when any child fails", () => {
|
||||
const par = makeParallel(world);
|
||||
const a = makeWait(world, par);
|
||||
const b = makeWait(world, par);
|
||||
|
||||
runner.schedule(par);
|
||||
runner.tick(); // schedules both
|
||||
runner.tick(); // runs a
|
||||
runner.tick(); // runs b
|
||||
runner.fail(a);
|
||||
|
||||
// par re-scheduled
|
||||
runner.tick(); // sees a failed → par fails
|
||||
expect(world.has(par, Failed)).toBe(true);
|
||||
});
|
||||
|
||||
it("empty parallel succeeds immediately", () => {
|
||||
const par = makeParallel(world);
|
||||
|
||||
runner.schedule(par);
|
||||
runner.tick();
|
||||
|
||||
expect(world.has(par, Succeeded)).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
// ── Random ──────────────────────────────────────────
|
||||
describe("Random tasks", () => {
|
||||
let world: World;
|
||||
let runner: TaskRunner;
|
||||
|
||||
beforeEach(() => {
|
||||
world = new World();
|
||||
runner = new TaskRunner(world);
|
||||
});
|
||||
|
||||
it("picks one child and succeeds/fails with it", () => {
|
||||
const rand = makeRandom(world);
|
||||
const a = makeWait(world, rand);
|
||||
const b = makeWait(world, rand);
|
||||
|
||||
runner.schedule(rand);
|
||||
runner.tick();
|
||||
|
||||
// Exactly one child should be running
|
||||
const running = [world.has(a, Running), world.has(b, Running)];
|
||||
expect(running.filter(Boolean)).toHaveLength(1);
|
||||
|
||||
const picked = world.has(a, Running) ? a : b;
|
||||
runner.succeed(picked);
|
||||
|
||||
expect(world.has(rand, Succeeded)).toBe(true);
|
||||
});
|
||||
|
||||
it("fails when picked child fails", () => {
|
||||
const rand = makeRandom(world);
|
||||
const a = makeWait(world, rand);
|
||||
|
||||
runner.schedule(rand);
|
||||
runner.tick(); // schedules a (only child)
|
||||
runner.tick(); // runs a
|
||||
runner.fail(a);
|
||||
runner.tick(); // random fails
|
||||
|
||||
expect(world.has(rand, Failed)).toBe(true);
|
||||
});
|
||||
|
||||
it("empty random does nothing (no children to pick)", () => {
|
||||
const rand = makeRandom(world);
|
||||
|
||||
runner.schedule(rand);
|
||||
runner.tick();
|
||||
|
||||
// No children, so no status change
|
||||
expect(world.has(rand, Succeeded)).toBe(false);
|
||||
expect(world.has(rand, Failed)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// ── Cycle ──────────────────────────────────────────
|
||||
describe("Cycle tasks", () => {
|
||||
let world: World;
|
||||
let runner: TaskRunner;
|
||||
|
||||
beforeEach(() => {
|
||||
world = new World();
|
||||
runner = new TaskRunner(world);
|
||||
});
|
||||
|
||||
it("re-runs child after it succeeds", () => {
|
||||
const cyc = makeCycle(world);
|
||||
const action = makeWait(world, cyc);
|
||||
|
||||
let waitCount = 0;
|
||||
runner.onWait = () => waitCount++;
|
||||
|
||||
runner.schedule(cyc);
|
||||
|
||||
runner.tick();
|
||||
expect(waitCount).toBe(1);
|
||||
runner.succeed(action);
|
||||
|
||||
// Completion schedules the cycle node at a tick boundary.
|
||||
expect(world.has(cyc, Scheduled)).toBe(true);
|
||||
runner.tick();
|
||||
expect(waitCount).toBe(2);
|
||||
runner.succeed(action);
|
||||
|
||||
runner.tick();
|
||||
expect(waitCount).toBe(3);
|
||||
});
|
||||
|
||||
it("re-runs child after it fails", () => {
|
||||
const cyc = makeCycle(world);
|
||||
const action = makeWait(world, cyc);
|
||||
|
||||
let waitCount = 0;
|
||||
runner.onWait = () => waitCount++;
|
||||
|
||||
runner.schedule(cyc);
|
||||
runner.tick();
|
||||
runner.fail(action);
|
||||
|
||||
expect(world.has(cyc, Scheduled)).toBe(true);
|
||||
runner.tick();
|
||||
expect(waitCount).toBe(2);
|
||||
});
|
||||
|
||||
it("never terminates on its own", () => {
|
||||
const cyc = makeCycle(world);
|
||||
const action = makeWait(world, cyc);
|
||||
|
||||
runner.schedule(cyc);
|
||||
runner.tick();
|
||||
runner.succeed(action);
|
||||
|
||||
// After many cycles, cycle is still not terminal
|
||||
for (let i = 0; i < 5; i++) {
|
||||
runner.tick();
|
||||
runner.succeed(action);
|
||||
}
|
||||
|
||||
expect(world.has(cyc, Succeeded)).toBe(false);
|
||||
expect(world.has(cyc, Failed)).toBe(false);
|
||||
expect(world.has(cyc, Cancelled)).toBe(false);
|
||||
});
|
||||
|
||||
it("can be cancelled", () => {
|
||||
const cyc = makeCycle(world);
|
||||
const action = makeWait(world, cyc);
|
||||
|
||||
runner.schedule(cyc);
|
||||
runner.tick();
|
||||
|
||||
runner.cancel(cyc);
|
||||
|
||||
expect(world.has(cyc, Cancelled)).toBe(true);
|
||||
expect(world.has(action, Cancelled)).toBe(true);
|
||||
});
|
||||
|
||||
it("empty cycle does nothing", () => {
|
||||
const cyc = makeCycle(world);
|
||||
|
||||
runner.schedule(cyc);
|
||||
runner.tick();
|
||||
|
||||
// No child, so nothing happens
|
||||
expect(world.has(cyc, Succeeded)).toBe(false);
|
||||
expect(world.has(cyc, Failed)).toBe(false);
|
||||
});
|
||||
|
||||
it("cycle inside sequential advances parent when cancelled", () => {
|
||||
const seq = makeSequential(world);
|
||||
const cyc = makeCycle(world, seq);
|
||||
const action = makeWait(world, cyc);
|
||||
const after = makeWait(world, seq);
|
||||
|
||||
runner.schedule(seq);
|
||||
runner.tick();
|
||||
|
||||
// Cancel the cycle
|
||||
runner.cancel(cyc);
|
||||
|
||||
expect(world.has(seq, Cancelled)).toBe(true);
|
||||
expect(world.has(after, Scheduled)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// ── Selector ────────────────────────────────────────
|
||||
describe("Selector tasks", () => {
|
||||
let world: World;
|
||||
let runner: TaskRunner;
|
||||
|
||||
beforeEach(() => {
|
||||
world = new World();
|
||||
runner = new TaskRunner(world);
|
||||
});
|
||||
|
||||
it("succeeds on first child that succeeds", () => {
|
||||
const sel = makeSelector(world);
|
||||
const a = makeWait(world, sel);
|
||||
const b = makeWait(world, sel);
|
||||
|
||||
runner.schedule(sel);
|
||||
runner.tick(); // schedules a
|
||||
runner.tick(); // runs a
|
||||
runner.succeed(a);
|
||||
|
||||
// Selector re-scheduled, sees a succeeded
|
||||
runner.tick();
|
||||
expect(world.has(sel, Succeeded)).toBe(true);
|
||||
// b was never touched
|
||||
expect(world.has(b, Scheduled)).toBe(false);
|
||||
expect(world.has(b, Running)).toBe(false);
|
||||
});
|
||||
|
||||
it("tries next child when previous fails", () => {
|
||||
const sel = makeSelector(world);
|
||||
const a = makeWait(world, sel);
|
||||
const b = makeWait(world, sel);
|
||||
const c = makeWait(world, sel);
|
||||
|
||||
runner.schedule(sel);
|
||||
runner.tick(); // schedules a
|
||||
runner.tick(); // runs a
|
||||
runner.fail(a);
|
||||
|
||||
expect(world.has(b, Running)).toBe(true);
|
||||
|
||||
runner.fail(b);
|
||||
expect(world.has(c, Running)).toBe(true);
|
||||
|
||||
runner.succeed(c);
|
||||
expect(world.has(sel, Succeeded)).toBe(true);
|
||||
});
|
||||
|
||||
it("fails when all children fail", () => {
|
||||
const sel = makeSelector(world);
|
||||
const a = makeWait(world, sel);
|
||||
const b = makeWait(world, sel);
|
||||
|
||||
runner.schedule(sel);
|
||||
runner.tick(); // schedules a
|
||||
runner.tick(); // runs a
|
||||
runner.fail(a);
|
||||
runner.tick(); // schedules b
|
||||
runner.tick(); // runs b
|
||||
runner.fail(b);
|
||||
runner.tick(); // all failed
|
||||
|
||||
expect(world.has(sel, Failed)).toBe(true);
|
||||
});
|
||||
|
||||
it("empty selector fails immediately", () => {
|
||||
const sel = makeSelector(world);
|
||||
|
||||
runner.schedule(sel);
|
||||
runner.tick();
|
||||
|
||||
expect(world.has(sel, Failed)).toBe(true);
|
||||
});
|
||||
|
||||
it("skips cancelled children and continues", () => {
|
||||
const sel = makeSelector(world);
|
||||
const a = makeWait(world, sel);
|
||||
const b = makeWait(world, sel);
|
||||
|
||||
runner.schedule(sel);
|
||||
runner.tick(); // schedules a
|
||||
runner.tick(); // runs a
|
||||
runner.cancel(a);
|
||||
|
||||
expect(world.has(b, Running)).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
// ── Cancel ──────────────────────────────────────────
|
||||
describe("Cancel", () => {
|
||||
let world: World;
|
||||
let runner: TaskRunner;
|
||||
|
||||
beforeEach(() => {
|
||||
world = new World();
|
||||
runner = new TaskRunner(world);
|
||||
});
|
||||
|
||||
it("cancels all descendants", () => {
|
||||
const root = makeSequential(world);
|
||||
const child = makeParallel(world, root);
|
||||
const a = makeWait(world, child);
|
||||
const b = makeWait(world, child);
|
||||
|
||||
runner.schedule(root);
|
||||
runner.tick(); // schedules child
|
||||
runner.tick(); // schedules a, b
|
||||
runner.tick(); // runs a
|
||||
runner.tick(); // runs b
|
||||
|
||||
runner.cancel(root);
|
||||
|
||||
expect(world.has(root, Cancelled)).toBe(true);
|
||||
expect(world.has(child, Cancelled)).toBe(true);
|
||||
expect(world.has(a, Cancelled)).toBe(true);
|
||||
expect(world.has(b, Cancelled)).toBe(true);
|
||||
});
|
||||
|
||||
it("cancel propagates to parent", () => {
|
||||
const root = makeSequential(world);
|
||||
const child = makeSequential(world, root);
|
||||
const action = makeWait(world, child);
|
||||
|
||||
runner.schedule(root);
|
||||
runner.tick(); // schedules child
|
||||
runner.tick(); // schedules action
|
||||
runner.tick(); // runs action
|
||||
|
||||
runner.cancel(action);
|
||||
|
||||
// action cancelled → child re-scheduled → child sees action cancelled → child cancelled
|
||||
runner.tick(); // child processes cancelled action
|
||||
expect(world.has(child, Cancelled)).toBe(true);
|
||||
|
||||
// child cancelled → root re-scheduled → root sees child cancelled → root cancelled
|
||||
runner.tick();
|
||||
expect(world.has(root, Cancelled)).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
// ── Multi-frame wait tasks ──────────────────────────────
|
||||
describe("Multi-frame wait tasks", () => {
|
||||
let world: World;
|
||||
let runner: TaskRunner;
|
||||
|
||||
beforeEach(() => {
|
||||
world = new World();
|
||||
runner = new TaskRunner(world);
|
||||
});
|
||||
|
||||
it("wait task stays Running across ticks until explicitly finished", () => {
|
||||
const action = makeWait(world);
|
||||
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
|
||||
expect(world.has(action, Running)).toBe(true);
|
||||
|
||||
// Tick again — action is Running, not Scheduled, so nothing happens
|
||||
runner.tick();
|
||||
expect(world.has(action, Running)).toBe(true);
|
||||
|
||||
// External system finishes it
|
||||
runner.succeed(action);
|
||||
expect(world.has(action, Succeeded)).toBe(true);
|
||||
expect(world.has(action, Running)).toBe(false);
|
||||
});
|
||||
|
||||
it("sequential waits for multi-frame wait before advancing", () => {
|
||||
const seq = makeSequential(world);
|
||||
const a = makeWait(world, seq);
|
||||
const b = makeWait(world, seq);
|
||||
|
||||
runner.schedule(seq);
|
||||
runner.tick(); // schedules a
|
||||
runner.tick(); // runs a → Running
|
||||
|
||||
// Tick several times — seq should not advance
|
||||
runner.tick();
|
||||
runner.tick();
|
||||
expect(world.has(b, Scheduled)).toBe(false);
|
||||
expect(world.has(b, Running)).toBe(false);
|
||||
|
||||
// Finish a; parent propagation starts b immediately.
|
||||
runner.succeed(a);
|
||||
expect(world.has(b, Running)).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
// ── Edge cases ──────────────────────────────────────
|
||||
describe("Edge cases", () => {
|
||||
it("schedule() is a no-op on non-task entities", () => {
|
||||
const world = new World();
|
||||
const runner = new TaskRunner(world);
|
||||
const e = world.spawn();
|
||||
|
||||
runner.schedule(e);
|
||||
expect(world.has(e, Scheduled)).toBe(false);
|
||||
});
|
||||
|
||||
it("succeed/fail/cancel are no-ops on non-task entities", () => {
|
||||
const world = new World();
|
||||
const runner = new TaskRunner(world);
|
||||
const e = world.spawn();
|
||||
|
||||
expect(() => runner.succeed(e)).not.toThrow();
|
||||
expect(() => runner.fail(e)).not.toThrow();
|
||||
expect(() => runner.cancel(e)).not.toThrow();
|
||||
});
|
||||
|
||||
it("tick is a no-op when nothing is scheduled", () => {
|
||||
const world = new World();
|
||||
const runner = new TaskRunner(world);
|
||||
const action = makeWait(world);
|
||||
|
||||
// Wait task exists but is not Scheduled
|
||||
expect(() => runner.tick()).not.toThrow();
|
||||
expect(world.has(action, Running)).toBe(false);
|
||||
});
|
||||
|
||||
it("deeply nested tree works correctly", () => {
|
||||
const world = new World();
|
||||
const runner = new TaskRunner(world);
|
||||
|
||||
const root = makeSequential(world);
|
||||
const mid = makeSequential(world, root);
|
||||
const action = makeWait(world, mid);
|
||||
|
||||
runner.schedule(root);
|
||||
|
||||
runner.tick();
|
||||
expect(world.has(action, Running)).toBe(true);
|
||||
|
||||
runner.succeed(action);
|
||||
expect(world.has(mid, Succeeded)).toBe(true);
|
||||
expect(world.has(root, Succeeded)).toBe(true);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,284 @@
|
||||
import { describe, it, expect, beforeEach, vi } from "vitest";
|
||||
import { World, defineComponent, type Entity } from "../src/index";
|
||||
import { CommandQueue } from "../src/commands/command-queue";
|
||||
|
||||
// ── Components ──────────────────────────────────────
|
||||
const Health = defineComponent("health", { current: 100, max: 100 });
|
||||
const DamageCmd = defineComponent("damageCmd", { amount: 0 });
|
||||
const HealCmd = defineComponent("healCmd", { amount: 0 });
|
||||
|
||||
// ── Helpers ─────────────────────────────────────────
|
||||
async function settled() {
|
||||
await new Promise((r) => setTimeout(r, 0));
|
||||
}
|
||||
|
||||
// ── Basic command dispatch ──────────────────────────
|
||||
describe("CommandQueue", () => {
|
||||
let world: World;
|
||||
let queue: CommandQueue;
|
||||
|
||||
beforeEach(() => {
|
||||
world = new World();
|
||||
queue = new CommandQueue(world);
|
||||
});
|
||||
|
||||
it("dispatches commands to registered handlers", () => {
|
||||
const results: { entity: Entity; amount: number }[] = [];
|
||||
|
||||
queue.handle(DamageCmd, (cmd, entity) => {
|
||||
results.push({ entity: entity!, amount: cmd.amount });
|
||||
});
|
||||
|
||||
const e = world.spawn();
|
||||
world.add(e, DamageCmd, { amount: 25 });
|
||||
|
||||
queue.execute();
|
||||
|
||||
expect(results).toHaveLength(1);
|
||||
expect(results[0].amount).toBe(25);
|
||||
});
|
||||
|
||||
it("removes the command component after dispatch", () => {
|
||||
queue.handle(DamageCmd, () => {});
|
||||
|
||||
const e = world.spawn();
|
||||
world.add(e, DamageCmd, { amount: 10 });
|
||||
|
||||
expect(world.has(e, DamageCmd)).toBe(true);
|
||||
|
||||
queue.execute();
|
||||
|
||||
expect(world.has(e, DamageCmd)).toBe(false);
|
||||
});
|
||||
|
||||
it("destroys an entity when it becomes empty after command removal", () => {
|
||||
queue.handle(DamageCmd, () => {});
|
||||
|
||||
const e = world.spawn();
|
||||
world.add(e, DamageCmd, { amount: 10 });
|
||||
|
||||
queue.execute();
|
||||
|
||||
expect(world.isAlive(e)).toBe(false);
|
||||
});
|
||||
|
||||
it("does NOT destroy entities that still have other components", () => {
|
||||
queue.handle(DamageCmd, () => {});
|
||||
|
||||
const e = world.spawn();
|
||||
world.add(e, Health);
|
||||
world.add(e, DamageCmd, { amount: 10 });
|
||||
|
||||
queue.execute();
|
||||
|
||||
expect(world.isAlive(e)).toBe(true);
|
||||
expect(world.has(e, Health)).toBe(true);
|
||||
expect(world.has(e, DamageCmd)).toBe(false);
|
||||
});
|
||||
|
||||
it("handles multiple entities with the same command type", () => {
|
||||
const hits: Entity[] = [];
|
||||
queue.handle(DamageCmd, (_, entity) => {
|
||||
hits.push(entity!);
|
||||
});
|
||||
|
||||
const a = world.spawn();
|
||||
const b = world.spawn();
|
||||
const c = world.spawn();
|
||||
world.add(a, DamageCmd, { amount: 5 });
|
||||
world.add(b, DamageCmd, { amount: 10 });
|
||||
world.add(c, DamageCmd, { amount: 15 });
|
||||
|
||||
queue.execute();
|
||||
|
||||
expect(hits).toHaveLength(3);
|
||||
});
|
||||
|
||||
it("handles multiple registered command types", () => {
|
||||
const damages: number[] = [];
|
||||
const heals: number[] = [];
|
||||
|
||||
queue
|
||||
.handle(DamageCmd, (cmd) => damages.push(cmd.amount))
|
||||
.handle(HealCmd, (cmd) => heals.push(cmd.amount));
|
||||
|
||||
const a = world.spawn();
|
||||
const b = world.spawn();
|
||||
world.add(a, DamageCmd, { amount: 5 });
|
||||
world.add(b, HealCmd, { amount: 20 });
|
||||
|
||||
queue.execute();
|
||||
|
||||
expect(damages).toEqual([5]);
|
||||
expect(heals).toEqual([20]);
|
||||
expect(world.has(a, DamageCmd)).toBe(false);
|
||||
expect(world.has(b, HealCmd)).toBe(false);
|
||||
});
|
||||
|
||||
it("is a no-op when no command entities exist", () => {
|
||||
queue.handle(DamageCmd, () => {
|
||||
throw new Error("should not be called");
|
||||
});
|
||||
|
||||
// No entities with DamageCmd
|
||||
|
||||
expect(() => queue.execute()).not.toThrow();
|
||||
});
|
||||
|
||||
it("is a no-op when no handlers are registered", () => {
|
||||
const e = world.spawn();
|
||||
world.add(e, DamageCmd, { amount: 10 });
|
||||
|
||||
expect(() => queue.execute()).not.toThrow();
|
||||
expect(world.has(e, DamageCmd)).toBe(true); // not consumed
|
||||
});
|
||||
});
|
||||
|
||||
// ── Interruption ────────────────────────────────────
|
||||
describe("CommandQueue interruption", () => {
|
||||
let world: World;
|
||||
let queue: CommandQueue;
|
||||
|
||||
beforeEach(() => {
|
||||
world = new World();
|
||||
queue = new CommandQueue(world);
|
||||
});
|
||||
|
||||
it("skips processing when interrupted", () => {
|
||||
const handler = vi.fn();
|
||||
queue.handle(DamageCmd, handler);
|
||||
|
||||
const e = world.spawn();
|
||||
world.add(e, DamageCmd, { amount: 10 });
|
||||
|
||||
// Interrupt with a never-resolving promise
|
||||
queue.interrupt(new Promise(() => {}));
|
||||
|
||||
expect(queue.isInterrupted).toBe(true);
|
||||
|
||||
queue.execute();
|
||||
|
||||
expect(handler).not.toHaveBeenCalled();
|
||||
expect(world.has(e, DamageCmd)).toBe(true);
|
||||
});
|
||||
|
||||
it("resumes processing after interruption promise resolves", async () => {
|
||||
const handler = vi.fn();
|
||||
queue.handle(DamageCmd, handler);
|
||||
|
||||
let resolve!: () => void;
|
||||
const promise = new Promise<void>((r) => {
|
||||
resolve = r;
|
||||
});
|
||||
|
||||
queue.interrupt(promise);
|
||||
expect(queue.isInterrupted).toBe(true);
|
||||
|
||||
queue.execute();
|
||||
expect(handler).not.toHaveBeenCalled();
|
||||
|
||||
resolve();
|
||||
await settled();
|
||||
|
||||
expect(queue.isInterrupted).toBe(false);
|
||||
|
||||
const e = world.spawn();
|
||||
world.add(e, DamageCmd, { amount: 10 });
|
||||
|
||||
queue.execute();
|
||||
expect(handler).toHaveBeenCalledTimes(1);
|
||||
});
|
||||
|
||||
it("resumes after all interruption promises settle (including rejections)", async () => {
|
||||
const handler = vi.fn();
|
||||
queue.handle(DamageCmd, handler);
|
||||
|
||||
queue.interrupt(Promise.reject(new Error("fail")));
|
||||
await settled();
|
||||
expect(queue.isInterrupted).toBe(false);
|
||||
|
||||
const e = world.spawn();
|
||||
world.add(e, DamageCmd, { amount: 10 });
|
||||
queue.execute();
|
||||
expect(handler).toHaveBeenCalledTimes(1);
|
||||
});
|
||||
|
||||
it("stays interrupted while at least one of several promises is pending", async () => {
|
||||
let resolveA!: () => void;
|
||||
const a = new Promise<void>((r) => {
|
||||
resolveA = r;
|
||||
});
|
||||
const b = Promise.resolve();
|
||||
|
||||
queue.interrupt(a);
|
||||
queue.interrupt(b);
|
||||
|
||||
await settled(); // b resolves
|
||||
expect(queue.isInterrupted).toBe(true); // a still pending
|
||||
|
||||
resolveA();
|
||||
await settled();
|
||||
expect(queue.isInterrupted).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// ── Edge cases ──────────────────────────────────────
|
||||
describe("CommandQueue edge cases", () => {
|
||||
it("handler can safely add components to surviving entity", () => {
|
||||
const world = new World();
|
||||
const queue = new CommandQueue(world);
|
||||
const Flag = defineComponent("flag", { set: false });
|
||||
|
||||
queue.handle(DamageCmd, (_cmd, entity) => {
|
||||
world.add(entity!, Flag, { set: true });
|
||||
});
|
||||
|
||||
const e = world.spawn();
|
||||
world.add(e, Health);
|
||||
world.add(e, DamageCmd, { amount: 10 });
|
||||
|
||||
queue.execute();
|
||||
|
||||
expect(world.has(e, Flag)).toBe(true);
|
||||
expect(world.isAlive(e)).toBe(true);
|
||||
});
|
||||
|
||||
it("handler can destroy a different entity", () => {
|
||||
const world = new World();
|
||||
const queue = new CommandQueue(world);
|
||||
|
||||
const other = world.spawn();
|
||||
queue.handle(DamageCmd, () => {
|
||||
world.destroy(other);
|
||||
});
|
||||
|
||||
const e = world.spawn();
|
||||
world.add(e, DamageCmd, { amount: 10 });
|
||||
|
||||
queue.execute();
|
||||
|
||||
expect(world.isAlive(other)).toBe(false);
|
||||
});
|
||||
|
||||
it("chainable .handle() calls", () => {
|
||||
const world = new World();
|
||||
const queue = new CommandQueue(world);
|
||||
|
||||
const a = vi.fn();
|
||||
const b = vi.fn();
|
||||
|
||||
queue
|
||||
.handle(DamageCmd, (_cmd, _entity) => a())
|
||||
.handle(HealCmd, (_cmd, _entity) => b());
|
||||
|
||||
const e1 = world.spawn();
|
||||
world.add(e1, DamageCmd, { amount: 5 });
|
||||
const e2 = world.spawn();
|
||||
world.add(e2, HealCmd, { amount: 10 });
|
||||
|
||||
queue.execute();
|
||||
|
||||
expect(a).toHaveBeenCalled();
|
||||
expect(b).toHaveBeenCalled();
|
||||
});
|
||||
});
|
||||
+162
-9
@@ -55,7 +55,7 @@ describe("Relationships", () => {
|
||||
world.relate(a, 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).toContain(a);
|
||||
expect(children).toContain(b);
|
||||
@@ -63,7 +63,7 @@ describe("Relationships", () => {
|
||||
|
||||
it("getRelatedTo returns empty when no edges", () => {
|
||||
const e = world.spawn();
|
||||
expect(world.getRelatedTo(e, ChildOf)).toEqual([]);
|
||||
expect([...world.getRelatedTo(e, ChildOf)]).toEqual([]);
|
||||
});
|
||||
|
||||
it("unrelate removes the relationship", () => {
|
||||
@@ -74,7 +74,7 @@ describe("Relationships", () => {
|
||||
world.unrelate(child, ChildOf);
|
||||
|
||||
expect(world.getRelated(child, ChildOf)).toBeUndefined();
|
||||
expect(world.getRelatedTo(parent, ChildOf)).toEqual([]);
|
||||
expect([...world.getRelatedTo(parent, ChildOf)]).toEqual([]);
|
||||
});
|
||||
|
||||
it("unrelate is idempotent", () => {
|
||||
@@ -89,13 +89,13 @@ describe("Relationships", () => {
|
||||
|
||||
world.relate(a, ChildOf, 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);
|
||||
expect(world.getRelated(a, ChildOf)).toBe(c);
|
||||
// a should no longer point to b
|
||||
expect(world.getRelatedTo(b, ChildOf)).toEqual([]);
|
||||
expect(world.getRelatedTo(c, ChildOf)).toContain(a);
|
||||
expect([...world.getRelatedTo(b, ChildOf)]).toEqual([]);
|
||||
expect([...world.getRelatedTo(c, ChildOf)]).toContain(a);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -243,7 +243,7 @@ describe("Destroy cleanup", () => {
|
||||
|
||||
world.destroy(child);
|
||||
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", () => {
|
||||
@@ -252,7 +252,7 @@ describe("Destroy cleanup", () => {
|
||||
world.relate(child, ChildOf, parent);
|
||||
|
||||
world.destroy(parent);
|
||||
expect(world.getRelatedTo(parent, ChildOf)).toEqual([]);
|
||||
expect([...world.getRelatedTo(parent, ChildOf)]).toEqual([]);
|
||||
expect(world.getRelated(child, ChildOf)).toBeUndefined();
|
||||
});
|
||||
|
||||
@@ -376,6 +376,159 @@ describe("Dead entity safety", () => {
|
||||
it("getRelatedTo returns empty for dead entity", () => {
|
||||
const e = world.spawn();
|
||||
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];
|
||||
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
|
||||
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,
|
||||
"sourceMap": true,
|
||||
"outDir": "./dist",
|
||||
"rootDir": "./src"
|
||||
},
|
||||
"include": ["src"],
|
||||
"exclude": ["node_modules", "dist"]
|
||||
"include": ["src", "test", "examples"],
|
||||
"exclude": ["node_modules", "dist"],
|
||||
}
|
||||
|
||||
+3
-3
@@ -1,8 +1,8 @@
|
||||
import { defineConfig } from 'tsup';
|
||||
import { defineConfig } from "tsup";
|
||||
|
||||
export default defineConfig({
|
||||
entry: ['src/index.ts'],
|
||||
format: ['esm', 'cjs'],
|
||||
entry: ["src/index.ts", "src/commands/index.ts", "src/bt/index.ts"],
|
||||
format: ["esm", "cjs"],
|
||||
dts: true,
|
||||
clean: true,
|
||||
sourcemap: true,
|
||||
|
||||
Reference in New Issue
Block a user