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@@ -393,82 +393,96 @@ Command entities are automatically destroyed after processing if they become bar
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Behaviour trees control game flow by composing tasks into a tree. Each node in the tree is an ECS entity with a `Task` component. Parent-child relationships are `ChildOf` edges. This means you can query, observe, and serialize the tree just like any other ECS data.
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`buildTree()` takes a declarative definition and materializes it into entities, returning a fully-wired `TaskRunner`.
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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 { buildTree, Cancel } from "ecs-observable/bt";
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import { defineComponent, entity } from "ecs-observable";
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import { buildTree, Cancel, action, wait, parallel, cycle, whilst, sequential } from "ecs-observable/bt";
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```
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#### Leaf patterns
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#### Task patterns
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**One-shot** — just return. Implicit success.
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**Action** — runs immediately. Normal return = success.
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```ts
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{ kind: "leaf", run: () => { doWork(); } }
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action(() => { doWork(); })
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```
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**Fail** — throw any error.
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```ts
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{ kind: "leaf", run: () => { throw new Error("bad"); } }
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action(() => { throw new Error("bad"); })
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```
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**Cancel** — throw the `Cancel` symbol.
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```ts
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{ kind: "leaf", run: () => { throw Cancel; } }
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action(() => { throw Cancel; })
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```
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**Ongoing** — generator function. Each `yield` suspends until next tick. The yielded value is the delay in ms (or nothing for next frame). Completion = success.
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**Wait** — starts once and stays running until external code completes it.
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```ts
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{ kind: "leaf", *run() {
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while (true) {
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const dt: number = yield; // delta time from runner.tick(dt)
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timer.accumulator += dt;
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if (timer.accumulator >= timer.interval) {
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// ... act ...
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}
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wait((world, entity, task) => {
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startAnimation(() => task.succeed());
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})
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```
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**Whilst** — runs its child while a condition is true, yielding at tick boundaries between successful iterations.
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```ts
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whilst(
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() => true,
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action((_world, _entity, dt) => {
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timer.accumulator += dt;
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if (timer.accumulator >= timer.interval) {
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// ... act ...
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}
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} }
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}),
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)
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```
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#### Composite nodes
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```ts
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{ kind: "sequential", children: [a, b, c] } // left-to-right, all must succeed
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{ kind: "selector", children: [a, b, c] } // left-to-right, first success wins
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{ kind: "parallel", children: [a, b, c] } // all at once, all must succeed
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{ kind: "random", children: [a, b, c] } // pick one child each activation
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{ kind: "repeat", child: a } // decorator — re-run child forever
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sequential([a, b, c]) // left-to-right, all must succeed
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selector([a, b, c]) // left-to-right, first success wins
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parallel([a, b, c]) // all at once, all must succeed
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random([a, b, c]) // pick one child each activation
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cycle(a) // scheduling boundary — re-run child on future ticks
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whilst(test, a) // conditional scheduling boundary
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```
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Non-task entity children are materialized but ignored by the runner:
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```ts
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const Label = defineComponent("label", { value: "" });
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sequential([
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entity(Label, { value: "main sequence" }),
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action(handleInput),
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action(render),
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])
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```
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#### Full example
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```ts
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const runner = buildTree(world, {
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kind: "parallel",
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children: [
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{
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kind: "leaf",
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*run() {
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while (true) {
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const dt: number = yield;
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updatePhysics(dt);
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}
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},
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},
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{
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kind: "repeat",
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child: {
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kind: "sequential",
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children: [
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{ kind: "leaf", run: () => { handleInput(); } },
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{ kind: "leaf", run: () => { render(); } },
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],
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},
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},
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],
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});
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const runner = buildTree(
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world,
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parallel([
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whilst(
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() => true,
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action((_world, _entity, dt) => {
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updatePhysics(dt);
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}),
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),
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cycle(
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sequential([
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action(() => { handleInput(); }),
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action(() => { render(); }),
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]),
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),
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]),
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);
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// Kick off
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runner.schedule((runner as any).root);
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runner.schedule(runner.root!);
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// Game loop
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setInterval(() => runner.tick(16), 16);
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+40
-46
@@ -3,11 +3,11 @@
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// Architecture:
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// Behaviour Tree (buildTree) — controls game flow:
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// parallel
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// ├── dealerPlay (leaf) — generator loop, auto-plays dealer hand
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// └── repeat
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// ├── dealerPlay (action) — generator loop, auto-plays dealer hand
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// └── cycle
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// └── seq (sequential)
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// ├── handleInput (leaf) — reads queued commands
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// └── render (leaf) — draws via blessed
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// ├── handleInput (action) — reads queued commands
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// └── render (action) — draws via blessed
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//
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// CommandQueue — processes input:
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// Keyboard → spawn command entities → CommandQueue.execute()
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@@ -23,7 +23,14 @@
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// npx tsx examples/blackjack/main.ts
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import { World } from "../../src/index";
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import { buildTree } from "../../src/bt/index";
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import {
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buildTree,
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action,
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parallel,
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cycle,
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sequential,
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whilst,
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} from "../../src/bt/index";
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import { CommandQueue } from "../../src/commands/index";
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import {
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@@ -63,50 +70,37 @@ const commands = new CommandQueue(world);
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registerCommands(world, commands, cards);
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// ── Behaviour Tree ───────────────────────────────────
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const runner = buildTree(world, {
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kind: "parallel",
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children: [
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{
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kind: "leaf",
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*run() {
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while (true) {
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const dt: number = yield;
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const phase = world.getSingleton(GamePhase);
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if (phase.phase !== "dealerTurn") continue;
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const runner = buildTree(
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world,
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parallel([
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whilst(
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() => true,
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action(() => {
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const phase = world.getSingleton(GamePhase);
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if (phase.phase !== "dealerTurn") return;
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if (dealerShouldHit(cards.getHand(InDealerHand))) {
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const cardEntity = cards.drawCard();
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if (cardEntity) {
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cards.dealTo(cardEntity, InDealerHand);
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}
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} else {
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resolveRound(world, cards);
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if (dealerShouldHit(cards.getHand(InDealerHand))) {
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const cardEntity = cards.drawCard();
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if (cardEntity) {
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cards.dealTo(cardEntity, InDealerHand);
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}
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} else {
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resolveRound(world, cards);
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}
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},
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},
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{
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kind: "repeat",
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child: {
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kind: "sequential",
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children: [
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{
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kind: "leaf",
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run: () => {
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commands.execute();
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},
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},
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{
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kind: "leaf",
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run: () => {
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render(world, ui);
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},
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},
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],
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},
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},
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],
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});
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}),
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),
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cycle(
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sequential([
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action(() => {
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commands.execute();
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}),
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action(() => {
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render(world, ui);
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}),
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]),
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),
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]),
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);
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// ── Input → Command mapping ──────────────────────────
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const keyToCommand: Partial<Record<Key, typeof Hit>> = {
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+46
-52
@@ -3,11 +3,11 @@
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// Architecture:
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// Behaviour Tree (buildTree) — controls game flow:
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// parallel
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// ├── gravityTick (leaf) — generator loop, auto-drop piece on timer
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// └── repeat
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// ├── gravityTick (action) — generator loop, auto-drop piece on timer
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// └── cycle
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// └── seq (sequential)
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// ├── handleInput (leaf) — reads queued commands
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// └── render (leaf) — draws via blessed
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// ├── handleInput (action) — reads queued commands
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// └── render (action) — draws via blessed
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//
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// CommandQueue — processes input:
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// Keyboard → spawn command entities → CommandQueue.execute()
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@@ -20,7 +20,14 @@
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// npx tsx examples/tetris/main.ts
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import { World } from "../../src/index";
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import { buildTree } from "../../src/bt/index";
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import {
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buildTree,
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action,
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parallel,
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cycle,
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sequential,
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whilst,
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} from "../../src/bt/index";
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import { CommandQueue } from "../../src/commands/index";
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import {
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@@ -64,56 +71,43 @@ registerCommands(world, commands, pieces);
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pieces.spawnPiece();
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// ── Behaviour Tree ───────────────────────────────────
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const runner = buildTree(world, {
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kind: "parallel",
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children: [
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{
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kind: "leaf",
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*run() {
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while (true) {
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const dt: number = yield;
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if (world.hasSingleton(GameOver) || world.hasSingleton(Paused)) {
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continue;
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}
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const timer = world.getSingleton(TickTimer);
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timer.accumulator += dt;
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if (timer.accumulator >= timer.interval) {
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timer.accumulator -= timer.interval;
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if (world.hasSingleton(Piece)) {
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const piece = world.getSingleton(Piece);
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const board = world.getSingleton(Board);
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if (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
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piece.y++;
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} else {
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pieces.lockAndSpawn();
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}
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const runner = buildTree(
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world,
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parallel([
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whilst(
|
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() => true,
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action((_world, _entity, dt) => {
|
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if (world.hasSingleton(GameOver) || world.hasSingleton(Paused)) {
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return;
|
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}
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const timer = world.getSingleton(TickTimer);
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timer.accumulator += dt;
|
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if (timer.accumulator >= timer.interval) {
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timer.accumulator -= timer.interval;
|
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if (world.hasSingleton(Piece)) {
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const piece = world.getSingleton(Piece);
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const board = world.getSingleton(Board);
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if (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
|
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piece.y++;
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} else {
|
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pieces.lockAndSpawn();
|
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}
|
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}
|
||||
}
|
||||
},
|
||||
},
|
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{
|
||||
kind: "repeat",
|
||||
child: {
|
||||
kind: "sequential",
|
||||
children: [
|
||||
{
|
||||
kind: "leaf",
|
||||
run: () => {
|
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commands.execute();
|
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},
|
||||
},
|
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{
|
||||
kind: "leaf",
|
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run: () => {
|
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render(world, ui);
|
||||
},
|
||||
},
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
});
|
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}),
|
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),
|
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cycle(
|
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sequential([
|
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action(() => {
|
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commands.execute();
|
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}),
|
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action(() => {
|
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render(world, ui);
|
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}),
|
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]),
|
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),
|
||||
]),
|
||||
);
|
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|
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// ── Input → Command mapping ──────────────────────────
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const keyToCommand: Partial<Record<Key, typeof MoveLeft>> = {
|
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|
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@@ -0,0 +1,219 @@
|
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import { defineComponent } from "../../src/component";
|
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import type { Entity, World } from "../../src/index";
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import { query } from "../../src/query";
|
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|
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export type ActionKind = "fetchWater" | "exchange" | "drink" | "chant" | "rest";
|
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export type ActionZone = "hand" | "selected" | "cooldown";
|
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|
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export type ToolKind =
|
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| "woodenFish"
|
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| "bucket"
|
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| "bottle"
|
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| "woodenBucket"
|
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| "bigBowl"
|
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| "bigBucket"
|
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| "mouse"
|
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| "shoulderPole"
|
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| "waterJar"
|
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| "ladle";
|
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|
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export type Phase = "setup" | "selecting" | "resolving" | "gameOver";
|
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|
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export const ACTION_KINDS: readonly ActionKind[] = [
|
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"fetchWater",
|
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"exchange",
|
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"drink",
|
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"chant",
|
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"rest",
|
||||
] as const;
|
||||
|
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export const TOOL_KINDS: readonly ToolKind[] = [
|
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"woodenFish",
|
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"bucket",
|
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"bottle",
|
||||
"woodenBucket",
|
||||
"bigBowl",
|
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"bigBucket",
|
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"mouse",
|
||||
"shoulderPole",
|
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"waterJar",
|
||||
"ladle",
|
||||
] as const;
|
||||
|
||||
export const CARRYING_TOOLS = new Set<ToolKind>([
|
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"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(" | "),
|
||||
),
|
||||
];
|
||||
}
|
||||
+27
-3
@@ -11,7 +11,31 @@ export {
|
||||
export type { TaskKind } from "./task";
|
||||
|
||||
export { TaskRunner } from "./runner";
|
||||
export type { LeafHandler, TerminalHandler } from "./runner";
|
||||
export type {
|
||||
ActionHandler,
|
||||
WaitHandler,
|
||||
ConditionHandler,
|
||||
TaskControl,
|
||||
TerminalHandler,
|
||||
} from "./runner";
|
||||
|
||||
export { buildTree, Cancel } from "./tree-def";
|
||||
export type { TreeDef, LeafFn } from "./tree-def";
|
||||
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";
|
||||
|
||||
+277
-147
@@ -9,11 +9,34 @@ import {
|
||||
Cancelled,
|
||||
TERMINAL_TAGS,
|
||||
ChildOf,
|
||||
Cancel,
|
||||
} from "./task";
|
||||
|
||||
// ── Types ─────────────────────────────────────────────
|
||||
/** Callback invoked for each leaf task that becomes Scheduled. */
|
||||
export type LeafHandler = (world: World, entity: Entity, dt: number) => void;
|
||||
/** Control object passed to wait tasks so they can complete themselves. */
|
||||
export interface TaskControl {
|
||||
succeed(): void;
|
||||
fail(): void;
|
||||
cancel(): void;
|
||||
}
|
||||
|
||||
/** Callback invoked when an action task starts executing. */
|
||||
export type ActionHandler = (world: World, entity: Entity, dt: number) => void;
|
||||
|
||||
/** Callback invoked when a wait task starts executing. */
|
||||
export type WaitHandler = (
|
||||
world: World,
|
||||
entity: Entity,
|
||||
control: TaskControl,
|
||||
dt: number,
|
||||
) => void;
|
||||
|
||||
/** Callback invoked by whilst tasks before each iteration. */
|
||||
export type ConditionHandler = (
|
||||
world: World,
|
||||
entity: Entity,
|
||||
dt: number,
|
||||
) => boolean;
|
||||
|
||||
/** Callback invoked when a task reaches a terminal status. */
|
||||
export type TerminalHandler = (
|
||||
@@ -53,7 +76,11 @@ function clearSubtree(world: World, entity: Entity): void {
|
||||
}
|
||||
|
||||
function* childrenOf(world: World, parent: Entity): IterableIterator<Entity> {
|
||||
yield* world.getRelatedTo(parent, ChildOf);
|
||||
for (const child of world.getRelatedTo(parent, ChildOf)) {
|
||||
if (world.has(child, Task)) {
|
||||
yield child;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function parentOf(world: World, child: Entity): Entity | null {
|
||||
@@ -64,31 +91,29 @@ function parentOf(world: World, child: Entity): Entity | null {
|
||||
/**
|
||||
* Push-based behaviour-tree runner.
|
||||
*
|
||||
* Only tasks tagged with `Scheduled` are processed each tick.
|
||||
* When a task finishes, it notifies its parent, which may schedule
|
||||
* the next child (sequential), aggregate results (parallel), or
|
||||
* propagate upward.
|
||||
* Tasks tagged with `Scheduled` define tick boundaries. Once a scheduled
|
||||
* task starts, child/parent propagation is immediate until a running wait task
|
||||
* or an explicit scheduling boundary (`cycle`, `whilst`) yields to a future tick.
|
||||
*
|
||||
* Leaves are dispatched to a user-provided `onLeaf` callback.
|
||||
* Terminal results are dispatched to a user-provided `onTerminal` callback.
|
||||
*
|
||||
* @example
|
||||
* ```ts
|
||||
* const runner = new TaskRunner(world);
|
||||
* runner.onLeaf = (world, entity) => {
|
||||
* // do the leaf's work, then call:
|
||||
* runner.succeed(entity);
|
||||
* };
|
||||
*
|
||||
* // Each frame:
|
||||
* runner.tick();
|
||||
* ```
|
||||
* Action, wait, and whilst condition callbacks are supplied by `buildTree` or
|
||||
* assigned directly when using `TaskRunner` manually.
|
||||
*/
|
||||
export class TaskRunner {
|
||||
private _world: World;
|
||||
private _executing = new Set<Entity>();
|
||||
private _currentDt = 0;
|
||||
|
||||
/** Called when a leaf task becomes Scheduled. */
|
||||
onLeaf: LeafHandler = () => {};
|
||||
/** 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 = () => {};
|
||||
@@ -100,36 +125,46 @@ export class TaskRunner {
|
||||
// ── Public API ────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Process all Scheduled tasks.
|
||||
* Process tasks scheduled for this tick.
|
||||
*
|
||||
* Call once per frame. Only entities with `Scheduled` are touched.
|
||||
* Call once per frame. Tasks scheduled while a tick is already in progress are
|
||||
* deferred until the next tick boundary, but parent/child propagation caused
|
||||
* by terminal status changes is immediate.
|
||||
*
|
||||
* @param dt Delta time in milliseconds since last tick.
|
||||
*/
|
||||
tick(dt: number = 0): void {
|
||||
const scheduled = [...this._world.query(query(Task, Scheduled))];
|
||||
for (const entity of scheduled) {
|
||||
this._world.remove(entity, Scheduled);
|
||||
this._execute(entity, dt);
|
||||
const previousDt = this._currentDt;
|
||||
this._currentDt = dt;
|
||||
|
||||
try {
|
||||
const scheduled = [...this._world.query(query(Task, Scheduled))];
|
||||
for (const entity of scheduled) {
|
||||
if (!this._world.has(entity, Scheduled)) continue;
|
||||
this._world.remove(entity, Scheduled);
|
||||
this._execute(entity, dt);
|
||||
}
|
||||
} finally {
|
||||
this._currentDt = previousDt;
|
||||
}
|
||||
}
|
||||
|
||||
/** Mark a leaf task as succeeded and propagate upward. */
|
||||
/** Mark a task as succeeded and propagate upward. */
|
||||
succeed(entity: Entity): void {
|
||||
this._finish(entity, Succeeded);
|
||||
}
|
||||
|
||||
/** Mark a leaf task as failed and propagate upward. */
|
||||
/** Mark a task as failed and propagate upward. */
|
||||
fail(entity: Entity): void {
|
||||
this._finish(entity, Failed);
|
||||
}
|
||||
|
||||
/** Cancel a task and all its descendants. */
|
||||
cancel(entity: Entity): void {
|
||||
this._cancelTree(entity);
|
||||
this._cancelTree(entity, true);
|
||||
}
|
||||
|
||||
/** Schedule a task for execution next tick. */
|
||||
/** Schedule a task for execution at the next tick boundary. */
|
||||
schedule(entity: Entity): void {
|
||||
if (this._world.has(entity, Task)) {
|
||||
this._world.add(entity, Scheduled);
|
||||
@@ -145,83 +180,131 @@ export class TaskRunner {
|
||||
// ── Internal execution ────────────────────────────
|
||||
|
||||
private _execute(entity: Entity, dt: number): void {
|
||||
const t = this._world.get(entity, Task);
|
||||
if (!this._world.has(entity, Task) || this._executing.has(entity)) return;
|
||||
|
||||
switch (t.kind) {
|
||||
case "leaf":
|
||||
this._executeLeaf(entity, dt);
|
||||
break;
|
||||
case "sequential":
|
||||
this._executeSequential(entity);
|
||||
break;
|
||||
case "parallel":
|
||||
this._executeParallel(entity);
|
||||
break;
|
||||
case "random":
|
||||
this._executeRandom(entity);
|
||||
break;
|
||||
case "repeat":
|
||||
this._executeRepeat(entity);
|
||||
break;
|
||||
case "selector":
|
||||
this._executeSelector(entity);
|
||||
break;
|
||||
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 _executeLeaf(entity: Entity, dt: number): void {
|
||||
private _executeChild(entity: Entity, dt: number): void {
|
||||
if (
|
||||
!this._world.has(entity, Task) ||
|
||||
isTerminal(this._world, entity) ||
|
||||
this._world.has(entity, Running)
|
||||
) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this._world.has(entity, Scheduled)) {
|
||||
this._world.remove(entity, Scheduled);
|
||||
}
|
||||
|
||||
this._execute(entity, dt);
|
||||
}
|
||||
|
||||
private _executeAction(entity: Entity, dt: number): void {
|
||||
this._world.add(entity, Running);
|
||||
try {
|
||||
this.onAction(this._world, entity, dt);
|
||||
if (!isTerminal(this._world, entity)) {
|
||||
this.succeed(entity);
|
||||
}
|
||||
} catch (err) {
|
||||
this._finishFromThrown(entity, err);
|
||||
}
|
||||
}
|
||||
|
||||
private _executeWait(entity: Entity, dt: number): void {
|
||||
this._world.add(entity, Running);
|
||||
this.onLeaf(this._world, entity, dt);
|
||||
const control: TaskControl = {
|
||||
succeed: () => this.succeed(entity),
|
||||
fail: () => this.fail(entity),
|
||||
cancel: () => this.cancel(entity),
|
||||
};
|
||||
|
||||
try {
|
||||
this.onWait(this._world, entity, control, dt);
|
||||
} catch (err) {
|
||||
this._finishFromThrown(entity, err);
|
||||
}
|
||||
}
|
||||
|
||||
private _executeSequential(entity: Entity, dt: number): void {
|
||||
for (const child of childrenOf(this._world, entity)) {
|
||||
let status = terminalStatus(this._world, child);
|
||||
if (status === "failed" || status === "cancelled") {
|
||||
this._finish(entity, status === "cancelled" ? Cancelled : Failed);
|
||||
return;
|
||||
}
|
||||
if (status === "succeeded") continue;
|
||||
|
||||
this._executeChild(child, dt);
|
||||
|
||||
private _executeSequential(entity: Entity): void {
|
||||
const children = childrenOf(this._world, entity);
|
||||
|
||||
// Find the first non-terminal child
|
||||
for (const child of children) {
|
||||
if (isTerminal(this._world, child)) {
|
||||
const status = terminalStatus(this._world, child)!;
|
||||
if (status === "failed" || status === "cancelled") {
|
||||
this._finish(entity, status === "cancelled" ? Cancelled : Failed);
|
||||
return;
|
||||
}
|
||||
// succeeded — continue to next child
|
||||
continue;
|
||||
status = terminalStatus(this._world, child);
|
||||
if (status === "failed" || status === "cancelled") {
|
||||
this._finish(entity, status === "cancelled" ? Cancelled : Failed);
|
||||
return;
|
||||
}
|
||||
if (status === "succeeded") continue;
|
||||
|
||||
// Found a child that hasn't run yet — schedule it
|
||||
this._world.add(child, Scheduled);
|
||||
return;
|
||||
}
|
||||
|
||||
// All children succeeded
|
||||
this._finish(entity, Succeeded);
|
||||
}
|
||||
|
||||
private _executeParallel(entity: Entity): void {
|
||||
const children = childrenOf(this._world, entity);
|
||||
private _executeParallel(entity: Entity, dt: number): void {
|
||||
let allDone = true;
|
||||
|
||||
for (const child of children) {
|
||||
if (isTerminal(this._world, child)) {
|
||||
const status = terminalStatus(this._world, child)!;
|
||||
if (status === "failed" || status === "cancelled") {
|
||||
this._finish(entity, status === "cancelled" ? Cancelled : Failed);
|
||||
return;
|
||||
}
|
||||
// succeeded — this child is done
|
||||
continue;
|
||||
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;
|
||||
|
||||
// Schedule if not already running or scheduled
|
||||
if (
|
||||
!this._world.has(child, Running) &&
|
||||
!this._world.has(child, Scheduled)
|
||||
) {
|
||||
this._world.add(child, Scheduled);
|
||||
}
|
||||
}
|
||||
|
||||
if (allDone) {
|
||||
@@ -229,12 +312,12 @@ export class TaskRunner {
|
||||
}
|
||||
}
|
||||
|
||||
private _executeRandom(entity: Entity): void {
|
||||
// Single pass: check terminals and collect eligible children
|
||||
private _executeRandom(entity: Entity, dt: number): void {
|
||||
const eligible: Entity[] = [];
|
||||
|
||||
for (const child of childrenOf(this._world, entity)) {
|
||||
if (isTerminal(this._world, child)) {
|
||||
const status = terminalStatus(this._world, child)!;
|
||||
const status = terminalStatus(this._world, child);
|
||||
if (status) {
|
||||
this._finish(
|
||||
entity,
|
||||
status === "succeeded"
|
||||
@@ -245,73 +328,116 @@ export class TaskRunner {
|
||||
);
|
||||
return;
|
||||
}
|
||||
if (
|
||||
!this._world.has(child, Running) &&
|
||||
!this._world.has(child, Scheduled)
|
||||
) {
|
||||
if (!this._world.has(child, Running)) {
|
||||
eligible.push(child);
|
||||
}
|
||||
}
|
||||
|
||||
if (eligible.length > 0) {
|
||||
const pick = eligible[Math.floor(Math.random() * eligible.length)];
|
||||
this._world.add(pick, Scheduled);
|
||||
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,
|
||||
);
|
||||
}
|
||||
// If no eligible children (all running), wait for one to finish
|
||||
}
|
||||
|
||||
private _executeRepeat(entity: Entity): void {
|
||||
const children = [...childrenOf(this._world, entity)];
|
||||
private _executeCycle(entity: Entity, dt: number): void {
|
||||
const child = this._firstTaskChild(entity);
|
||||
if (!child) return;
|
||||
|
||||
// Repeat expects exactly one child
|
||||
if (children.length === 0) return;
|
||||
this._executeChild(child, dt);
|
||||
|
||||
const child = children[0];
|
||||
|
||||
// If child reached a terminal, reset the entire subtree and schedule again
|
||||
if (isTerminal(this._world, child)) {
|
||||
clearSubtree(this._world, child);
|
||||
this._world.add(child, Scheduled);
|
||||
return;
|
||||
this._world.add(entity, Scheduled);
|
||||
}
|
||||
|
||||
// Schedule child if not already running or scheduled
|
||||
if (
|
||||
!this._world.has(child, Running) &&
|
||||
!this._world.has(child, Scheduled)
|
||||
) {
|
||||
this._world.add(child, Scheduled);
|
||||
}
|
||||
// Repeat itself never terminates — it just keeps the child going
|
||||
// Cycle itself never terminates — it just creates tick-boundary cycles.
|
||||
}
|
||||
|
||||
private _executeSelector(entity: Entity): void {
|
||||
const children = childrenOf(this._world, entity);
|
||||
|
||||
// Find the first non-terminal child
|
||||
for (const child of children) {
|
||||
if (isTerminal(this._world, child)) {
|
||||
const status = terminalStatus(this._world, child)!;
|
||||
if (status === "succeeded") {
|
||||
// First success — selector succeeds
|
||||
this._finish(entity, Succeeded);
|
||||
return;
|
||||
}
|
||||
// failed or cancelled — continue to next child
|
||||
continue;
|
||||
private _executeWhilst(entity: Entity, dt: number): void {
|
||||
let condition: boolean;
|
||||
try {
|
||||
condition = this.onCondition(this._world, entity, dt);
|
||||
} catch (err) {
|
||||
this._finishFromThrown(entity, err);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!condition) {
|
||||
this._finish(entity, Succeeded);
|
||||
return;
|
||||
}
|
||||
|
||||
const child = this._firstTaskChild(entity);
|
||||
if (!child) {
|
||||
this._finish(entity, Succeeded);
|
||||
return;
|
||||
}
|
||||
|
||||
this._executeChild(child, dt);
|
||||
|
||||
const status = terminalStatus(this._world, child);
|
||||
if (status === "succeeded") {
|
||||
clearSubtree(this._world, child);
|
||||
this._world.add(entity, Scheduled);
|
||||
} else if (status === "failed") {
|
||||
this._finish(entity, Failed);
|
||||
} else if (status === "cancelled") {
|
||||
this._finish(entity, Cancelled);
|
||||
}
|
||||
}
|
||||
|
||||
private _executeSelector(entity: Entity, dt: number): void {
|
||||
for (const child of childrenOf(this._world, entity)) {
|
||||
let status = terminalStatus(this._world, child);
|
||||
if (status === "succeeded") {
|
||||
this._finish(entity, Succeeded);
|
||||
return;
|
||||
}
|
||||
if (status === "failed" || status === "cancelled") continue;
|
||||
|
||||
this._executeChild(child, dt);
|
||||
|
||||
status = terminalStatus(this._world, child);
|
||||
if (status === "succeeded") {
|
||||
this._finish(entity, Succeeded);
|
||||
return;
|
||||
}
|
||||
if (status === "failed" || status === "cancelled") continue;
|
||||
|
||||
// Found a child that hasn't run yet — schedule it
|
||||
this._world.add(child, Scheduled);
|
||||
return;
|
||||
}
|
||||
|
||||
// All children failed
|
||||
this._finish(entity, Failed);
|
||||
}
|
||||
|
||||
private _firstTaskChild(entity: Entity): Entity | null {
|
||||
for (const child of childrenOf(this._world, entity)) {
|
||||
return child;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// ── Completion propagation ────────────────────────
|
||||
|
||||
private _finishFromThrown(entity: Entity, err: unknown): void {
|
||||
if (err === Cancel) {
|
||||
this.cancel(entity);
|
||||
} else {
|
||||
this.fail(entity);
|
||||
}
|
||||
}
|
||||
|
||||
private _finish(
|
||||
entity: Entity,
|
||||
tag: typeof Succeeded | typeof Failed | typeof Cancelled,
|
||||
@@ -324,30 +450,34 @@ export class TaskRunner {
|
||||
const status = terminalStatus(this._world, entity)!;
|
||||
this.onTerminal(this._world, entity, status);
|
||||
|
||||
// Notify parent
|
||||
const parent = parentOf(this._world, entity);
|
||||
if (parent) {
|
||||
this._world.add(parent, Scheduled);
|
||||
if (parent && !this._executing.has(parent)) {
|
||||
if (this._world.has(parent, Scheduled)) {
|
||||
this._world.remove(parent, Scheduled);
|
||||
}
|
||||
this._execute(parent, this._currentDt);
|
||||
}
|
||||
}
|
||||
|
||||
private _cancelTree(entity: Entity): void {
|
||||
private _cancelTree(entity: Entity, notifyParent: boolean): void {
|
||||
if (!this._world.has(entity, Task)) return;
|
||||
|
||||
// Cancel children first
|
||||
// Cancel children first without repeatedly waking this node while its
|
||||
// subtree is still being cancelled.
|
||||
for (const child of childrenOf(this._world, entity)) {
|
||||
this._cancelTree(child);
|
||||
this._cancelTree(child, false);
|
||||
}
|
||||
|
||||
// Cancel this node
|
||||
clearStatus(this._world, entity);
|
||||
this._world.add(entity, Cancelled);
|
||||
this.onTerminal(this._world, entity, "cancelled");
|
||||
|
||||
// Notify parent
|
||||
const parent = parentOf(this._world, entity);
|
||||
if (parent) {
|
||||
this._world.add(parent, Scheduled);
|
||||
if (notifyParent && parent && !this._executing.has(parent)) {
|
||||
if (this._world.has(parent, Scheduled)) {
|
||||
this._world.remove(parent, Scheduled);
|
||||
}
|
||||
this._execute(parent, this._currentDt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+21
-10
@@ -1,30 +1,41 @@
|
||||
import { defineComponent } from "../component";
|
||||
import { defineRelationship } from "../relationship";
|
||||
|
||||
// ── Cancel ────────────────────────────────────────────
|
||||
|
||||
/** Throw from an action or wait starter to cancel that task and its subtree. */
|
||||
export const Cancel: unique symbol = Symbol("task.cancel");
|
||||
|
||||
// ── Task component ────────────────────────────────────
|
||||
/**
|
||||
* Core component for behaviour-tree tasks.
|
||||
*
|
||||
* `kind` determines how the task evaluates its children:
|
||||
* - `"leaf"` — terminal node; external logic drives it to completion.
|
||||
* `kind` determines how the task evaluates:
|
||||
* - `"action"` — runs immediately and succeeds when its function returns.
|
||||
* - `"wait"` — starts once and remains running until external code completes it.
|
||||
* - `"sequential"` — runs children one at a time, left to right.
|
||||
* Succeeds when all children succeed; fails when any child fails.
|
||||
* - `"parallel"` — schedules all children at once.
|
||||
* - `"parallel"` — starts all children at once.
|
||||
* Succeeds when all children succeed; fails when any child fails.
|
||||
* - `"random"` — picks one child at random each time it's scheduled.
|
||||
* - `"random"` — picks one child at random each time it runs.
|
||||
* Succeeds/fails with that child's result.
|
||||
* - `"repeat"` — runs its single child. When the child finishes, resets it
|
||||
* and runs again. Never terminates on its own (only via cancel).
|
||||
* - `"cycle"` — runs its single child. When the child finishes, resets it
|
||||
* and schedules the next run for a future tick boundary. Never terminates
|
||||
* on its own (only via cancel).
|
||||
* - `"whilst"` — runs its single child while its condition is true.
|
||||
* Succeeds when the condition becomes false; fails/cancels with its child.
|
||||
* - `"selector"` — runs children left to right. Succeeds on the first
|
||||
* child that succeeds; fails only if all children fail.
|
||||
*/
|
||||
export const Task = defineComponent("task", {
|
||||
kind: "leaf" as
|
||||
| "leaf"
|
||||
kind: "action" as
|
||||
| "action"
|
||||
| "wait"
|
||||
| "sequential"
|
||||
| "parallel"
|
||||
| "random"
|
||||
| "repeat"
|
||||
| "cycle"
|
||||
| "whilst"
|
||||
| "selector",
|
||||
});
|
||||
|
||||
@@ -34,7 +45,7 @@ export type TaskKind = (typeof Task.type)["kind"];
|
||||
/** A task that should be executed this tick. */
|
||||
export const Scheduled = defineComponent("scheduled", {});
|
||||
|
||||
/** A task that is currently executing (multi-frame leaves). */
|
||||
/** A task that is currently executing or waiting for completion. */
|
||||
export const Running = defineComponent("running", {});
|
||||
|
||||
/** The task completed successfully. */
|
||||
|
||||
+192
-111
@@ -1,87 +1,205 @@
|
||||
import type { World, Entity } from "../index";
|
||||
import { Task, ChildOf } from "./task";
|
||||
import { TaskRunner } from "./runner";
|
||||
import type { EntityDef, EntityDefChild } from "../entity-tree";
|
||||
import { Task, ChildOf, Cancel } from "./task";
|
||||
import { TaskRunner, type TaskControl } from "./runner";
|
||||
|
||||
// ── Cancel ────────────────────────────────────────────
|
||||
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 });
|
||||
}
|
||||
|
||||
/**
|
||||
* Throw this inside a leaf `run` function to cancel the leaf and its subtree.
|
||||
* Create a wait task entity definition.
|
||||
*
|
||||
* @example
|
||||
* ```ts
|
||||
* { kind: "leaf", run: () => { throw Cancel; } }
|
||||
* ```
|
||||
* `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 const Cancel: unique symbol = Symbol("leaf.cancel");
|
||||
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,
|
||||
});
|
||||
}
|
||||
|
||||
// ── Tree definition ───────────────────────────────────
|
||||
/** Create a sequential task entity definition. */
|
||||
export function sequential(
|
||||
children: readonly EntityDefChild[] = [],
|
||||
): TaskEntityDef {
|
||||
return task("sequential", children);
|
||||
}
|
||||
|
||||
/** A leaf function — plain or generator. */
|
||||
export type LeafFn =
|
||||
| ((world: World, dt: number) => void)
|
||||
| (() => Generator<number | void, void, number>);
|
||||
/** Create a parallel task entity definition. */
|
||||
export function parallel(
|
||||
children: readonly EntityDefChild[] = [],
|
||||
): TaskEntityDef {
|
||||
return task("parallel", children);
|
||||
}
|
||||
|
||||
/** Declarative behaviour-tree definition. */
|
||||
export type TreeDef =
|
||||
| { kind: "leaf"; run: LeafFn }
|
||||
| { kind: "sequential"; children: TreeDef[] }
|
||||
| { kind: "parallel"; children: TreeDef[] }
|
||||
| { kind: "selector"; children: TreeDef[] }
|
||||
| { kind: "random"; children: TreeDef[] }
|
||||
| { kind: "repeat"; child: TreeDef };
|
||||
/** 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 ───────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Recursively materialize a `TreeDef` into ECS entities and return a
|
||||
* Materialize a behaviour-tree definition into ECS entities and return a
|
||||
* fully-wired `TaskRunner`.
|
||||
*
|
||||
* Leaf `run` functions:
|
||||
* - **Plain function** — runs once per tick. `return` = success. `throw` = fail.
|
||||
* `throw Cancel` = cancel.
|
||||
* - **Generator function** — each `yield` suspends until next tick. The value
|
||||
* yielded is the desired delay in ms (or `undefined` for next frame).
|
||||
* Generator completion = success. `throw` = fail. `throw Cancel` = cancel.
|
||||
*
|
||||
* @example
|
||||
* ```ts
|
||||
* const runner = buildTree(world, {
|
||||
* kind: "repeat",
|
||||
* child: {
|
||||
* kind: "sequential",
|
||||
* children: [
|
||||
* { kind: "leaf", run: () => { doWork(); } },
|
||||
* { kind: "leaf", *run() { yield 1000; doLater(); } },
|
||||
* ],
|
||||
* },
|
||||
* });
|
||||
* runner.schedule(runner.root);
|
||||
* setInterval(() => runner.tick(16), 16);
|
||||
* ```
|
||||
* Definitions are `EntityDef` trees produced by the task factories (`action`,
|
||||
* `wait`, `sequential`, `parallel`, `selector`, `random`, `cycle`, `whilst`)
|
||||
* and generic single-component entity factories. Non-task child entities are
|
||||
* materialized into the ECS tree but ignored by `TaskRunner` execution.
|
||||
*/
|
||||
export function buildTree(world: World, def: TreeDef): TaskRunner {
|
||||
const leafHandlers = new Map<Entity, LeafFn>();
|
||||
// Track generator iterators for multi-frame leaves
|
||||
const generators = new Map<Entity, Generator<number | void, void, number>>();
|
||||
const actions = new Map<Entity, ActionFn>();
|
||||
const waits = new Map<Entity, WaitFn>();
|
||||
const conditions = new Map<Entity, ConditionFn>();
|
||||
|
||||
function build(def: TreeDef, parent?: Entity): Entity {
|
||||
function build(def: EntityDef, parent?: Entity): Entity {
|
||||
const entity = world.spawn();
|
||||
world.add(entity, def.component, def.value);
|
||||
|
||||
if (def.kind === "leaf") {
|
||||
world.add(entity, Task, { kind: "leaf" });
|
||||
leafHandlers.set(entity, def.run);
|
||||
} else if (def.kind === "repeat") {
|
||||
world.add(entity, Task, { kind: "repeat" });
|
||||
build(def.child, entity);
|
||||
} else {
|
||||
world.add(entity, Task, { kind: def.kind });
|
||||
for (const child of def.children) {
|
||||
build(child, entity);
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
if (parent) {
|
||||
world.relate(entity, ChildOf, parent);
|
||||
for (const child of def.children) {
|
||||
build(child, entity);
|
||||
}
|
||||
|
||||
return entity;
|
||||
@@ -89,62 +207,25 @@ export function buildTree(world: World, def: TreeDef): TaskRunner {
|
||||
|
||||
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.onLeaf = (_w, entity, dt) => {
|
||||
const handler = leafHandlers.get(entity);
|
||||
if (!handler) return;
|
||||
|
||||
try {
|
||||
// Check if this leaf has an active generator
|
||||
let gen = generators.get(entity);
|
||||
|
||||
if (gen) {
|
||||
// Resume existing generator
|
||||
const result = gen.next(dt);
|
||||
if (result.done) {
|
||||
generators.delete(entity);
|
||||
runner.succeed(entity);
|
||||
}
|
||||
// If not done, leaf stays Running — nothing to do
|
||||
} else {
|
||||
// First invocation — call the handler
|
||||
const ret = handler(_w, dt);
|
||||
|
||||
// Check if it returned a generator
|
||||
if (ret != null && typeof (ret as any).next === "function") {
|
||||
const gen = ret as Generator<number | void, void, number>;
|
||||
generators.set(entity, gen);
|
||||
const result = gen.next(dt);
|
||||
if (result.done) {
|
||||
generators.delete(entity);
|
||||
runner.succeed(entity);
|
||||
}
|
||||
// Not done → leaf stays Running
|
||||
} else {
|
||||
// Plain function — returned undefined → success
|
||||
runner.succeed(entity);
|
||||
}
|
||||
}
|
||||
} catch (err) {
|
||||
// Clean up generator if one was active
|
||||
generators.delete(entity);
|
||||
|
||||
if (err === Cancel) {
|
||||
runner.cancel(entity);
|
||||
} else {
|
||||
runner.fail(entity);
|
||||
}
|
||||
}
|
||||
runner.onAction = (world, entity, dt) => {
|
||||
actions.get(entity)?.(world, entity, dt);
|
||||
};
|
||||
|
||||
runner.onTerminal = (_w, entity) => {
|
||||
// Clean up generator when a leaf reaches terminal by external means
|
||||
generators.delete(entity);
|
||||
runner.onWait = (world, entity, control, dt) => {
|
||||
waits.get(entity)?.(world, entity, control, dt);
|
||||
};
|
||||
|
||||
// Stash the root entity on the runner for convenience
|
||||
(runner as any).root = root;
|
||||
runner.onCondition = (world, entity, dt) => {
|
||||
const condition = conditions.get(entity);
|
||||
return condition ? condition(world, entity, dt) : false;
|
||||
};
|
||||
|
||||
return runner;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,80 @@
|
||||
import type { ComponentDef } from "./component";
|
||||
import type { Entity } from "./entity";
|
||||
import type { RelationshipDef } from "./relationship";
|
||||
import type { World } from "./world";
|
||||
|
||||
/**
|
||||
* Declarative definition for one entity with one primary component.
|
||||
*
|
||||
* Children are materialized as entities and related to their parent by the
|
||||
* relationship passed to `buildEntityTree`.
|
||||
*/
|
||||
export interface EntityDef<T extends Record<string, any> = any, M = unknown> {
|
||||
readonly kind: "entity";
|
||||
readonly component: ComponentDef<T>;
|
||||
readonly value?: Partial<T>;
|
||||
readonly children: readonly EntityDef[];
|
||||
readonly meta?: M;
|
||||
}
|
||||
|
||||
export type EntityDefChild = EntityDef | null | undefined | false;
|
||||
|
||||
function compactChildren(children: readonly EntityDefChild[]): EntityDef[] {
|
||||
return children.filter(Boolean) as EntityDef[];
|
||||
}
|
||||
|
||||
/** Create a single-component entity definition. */
|
||||
export function entity<T extends Record<string, any>>(
|
||||
component: ComponentDef<T>,
|
||||
value?: Partial<T>,
|
||||
children?: readonly EntityDefChild[],
|
||||
): EntityDef<T>;
|
||||
export function entity<T extends Record<string, any>>(
|
||||
component: ComponentDef<T>,
|
||||
children?: readonly EntityDefChild[],
|
||||
): EntityDef<T>;
|
||||
export function entity<T extends Record<string, any>>(
|
||||
component: ComponentDef<T>,
|
||||
valueOrChildren?: Partial<T> | readonly EntityDefChild[],
|
||||
children: readonly EntityDefChild[] = [],
|
||||
): EntityDef<T> {
|
||||
const hasChildrenAsSecondArg = Array.isArray(valueOrChildren);
|
||||
|
||||
const value = hasChildrenAsSecondArg
|
||||
? undefined
|
||||
: (valueOrChildren as Partial<T> | undefined);
|
||||
const childDefs = hasChildrenAsSecondArg ? valueOrChildren : children;
|
||||
|
||||
return {
|
||||
kind: "entity",
|
||||
component,
|
||||
value,
|
||||
children: compactChildren(childDefs),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Materialize an `EntityDef` tree into ECS entities.
|
||||
*
|
||||
* The supplied relationship connects child entities to their parent, which lets
|
||||
* callers choose the semantic meaning of the tree edge.
|
||||
*/
|
||||
export function buildEntityTree(
|
||||
world: World,
|
||||
def: EntityDef,
|
||||
childRelationship: RelationshipDef,
|
||||
parent?: Entity,
|
||||
): Entity {
|
||||
const entity = world.spawn();
|
||||
world.add(entity, def.component, def.value);
|
||||
|
||||
if (parent !== undefined) {
|
||||
world.relate(entity, childRelationship, parent);
|
||||
}
|
||||
|
||||
for (const child of def.children) {
|
||||
buildEntityTree(world, child, childRelationship, entity);
|
||||
}
|
||||
|
||||
return entity;
|
||||
}
|
||||
@@ -8,6 +8,8 @@ export { query } from "./query";
|
||||
export { Query } from "./query";
|
||||
export 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,
|
||||
|
||||
+366
-236
@@ -1,5 +1,5 @@
|
||||
import { describe, it, expect, beforeEach } from "vitest";
|
||||
import { World, type Entity } from "../src/index";
|
||||
import { World, defineComponent, entity, type Entity } from "../src/index";
|
||||
import {
|
||||
Task,
|
||||
Scheduled,
|
||||
@@ -9,12 +9,19 @@ import {
|
||||
Cancelled,
|
||||
ChildOf,
|
||||
TaskRunner,
|
||||
buildTree,
|
||||
Cancel,
|
||||
action,
|
||||
wait,
|
||||
cycle,
|
||||
whilst,
|
||||
sequential,
|
||||
} from "../src/bt/index";
|
||||
|
||||
// ── Helpers ─────────────────────────────────────────
|
||||
function makeLeaf(world: World, parent?: Entity): Entity {
|
||||
function makeWait(world: World, parent?: Entity): Entity {
|
||||
const e = world.spawn();
|
||||
world.add(e, Task, { kind: "leaf" });
|
||||
world.add(e, Task, { kind: "wait" });
|
||||
if (parent) world.relate(e, ChildOf, parent);
|
||||
return e;
|
||||
}
|
||||
@@ -40,9 +47,9 @@ function makeRandom(world: World, parent?: Entity): Entity {
|
||||
return e;
|
||||
}
|
||||
|
||||
function makeRepeat(world: World, parent?: Entity): Entity {
|
||||
function makeCycle(world: World, parent?: Entity): Entity {
|
||||
const e = world.spawn();
|
||||
world.add(e, Task, { kind: "repeat" });
|
||||
world.add(e, Task, { kind: "cycle" });
|
||||
if (parent) world.relate(e, ChildOf, parent);
|
||||
return e;
|
||||
}
|
||||
@@ -54,8 +61,178 @@ function makeSelector(world: World, parent?: Entity): Entity {
|
||||
return e;
|
||||
}
|
||||
|
||||
// ── Leaf tasks ──────────────────────────────────────
|
||||
describe("Leaf tasks", () => {
|
||||
// ── 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;
|
||||
|
||||
@@ -64,79 +241,79 @@ describe("Leaf tasks", () => {
|
||||
runner = new TaskRunner(world);
|
||||
});
|
||||
|
||||
it("calls onLeaf when a leaf is scheduled and ticked", () => {
|
||||
const leaf = makeLeaf(world);
|
||||
it("calls onWait when a wait task is scheduled and ticked", () => {
|
||||
const action = makeWait(world);
|
||||
const calls: Entity[] = [];
|
||||
|
||||
runner.onLeaf = (_w, e) => calls.push(e);
|
||||
runner.schedule(leaf);
|
||||
runner.onWait = (_w, e) => calls.push(e);
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
|
||||
expect(calls).toEqual([leaf]);
|
||||
expect(calls).toEqual([action]);
|
||||
});
|
||||
|
||||
it("marks leaf as Running after tick", () => {
|
||||
const leaf = makeLeaf(world);
|
||||
runner.schedule(leaf);
|
||||
it("marks wait task as Running after tick", () => {
|
||||
const action = makeWait(world);
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
|
||||
expect(world.has(leaf, Running)).toBe(true);
|
||||
expect(world.has(leaf, Scheduled)).toBe(false);
|
||||
expect(world.has(action, Running)).toBe(true);
|
||||
expect(world.has(action, Scheduled)).toBe(false);
|
||||
});
|
||||
|
||||
it("succeed() marks leaf as Succeeded", () => {
|
||||
const leaf = makeLeaf(world);
|
||||
runner.schedule(leaf);
|
||||
it("succeed() marks wait task as Succeeded", () => {
|
||||
const action = makeWait(world);
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
runner.succeed(leaf);
|
||||
runner.succeed(action);
|
||||
|
||||
expect(world.has(leaf, Succeeded)).toBe(true);
|
||||
expect(world.has(leaf, Running)).toBe(false);
|
||||
expect(world.has(action, Succeeded)).toBe(true);
|
||||
expect(world.has(action, Running)).toBe(false);
|
||||
});
|
||||
|
||||
it("fail() marks leaf as Failed", () => {
|
||||
const leaf = makeLeaf(world);
|
||||
runner.schedule(leaf);
|
||||
it("fail() marks wait task as Failed", () => {
|
||||
const action = makeWait(world);
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
runner.fail(leaf);
|
||||
runner.fail(action);
|
||||
|
||||
expect(world.has(leaf, Failed)).toBe(true);
|
||||
expect(world.has(leaf, Running)).toBe(false);
|
||||
expect(world.has(action, Failed)).toBe(true);
|
||||
expect(world.has(action, Running)).toBe(false);
|
||||
});
|
||||
|
||||
it("cancel() marks leaf as Cancelled", () => {
|
||||
const leaf = makeLeaf(world);
|
||||
runner.schedule(leaf);
|
||||
it("cancel() marks wait task as Cancelled", () => {
|
||||
const action = makeWait(world);
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
runner.cancel(leaf);
|
||||
runner.cancel(action);
|
||||
|
||||
expect(world.has(leaf, Cancelled)).toBe(true);
|
||||
expect(world.has(leaf, Running)).toBe(false);
|
||||
expect(world.has(action, Cancelled)).toBe(true);
|
||||
expect(world.has(action, Running)).toBe(false);
|
||||
});
|
||||
|
||||
it("onTerminal is called when leaf finishes", () => {
|
||||
const leaf = makeLeaf(world);
|
||||
it("onTerminal is called when wait task finishes", () => {
|
||||
const action = makeWait(world);
|
||||
const terminals: { entity: Entity; status: string }[] = [];
|
||||
|
||||
runner.onTerminal = (_w, e, s) => terminals.push({ entity: e, status: s });
|
||||
runner.schedule(leaf);
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
runner.succeed(leaf);
|
||||
runner.succeed(action);
|
||||
|
||||
expect(terminals).toEqual([{ entity: leaf, status: "succeeded" }]);
|
||||
expect(terminals).toEqual([{ entity: action, status: "succeeded" }]);
|
||||
});
|
||||
|
||||
it("reset() clears all status tags", () => {
|
||||
const leaf = makeLeaf(world);
|
||||
runner.schedule(leaf);
|
||||
const action = makeWait(world);
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
runner.succeed(leaf);
|
||||
runner.succeed(action);
|
||||
|
||||
runner.reset(leaf);
|
||||
runner.reset(action);
|
||||
|
||||
expect(world.has(leaf, Succeeded)).toBe(false);
|
||||
expect(world.has(leaf, Running)).toBe(false);
|
||||
expect(world.has(leaf, Scheduled)).toBe(false);
|
||||
expect(world.has(action, Succeeded)).toBe(false);
|
||||
expect(world.has(action, Running)).toBe(false);
|
||||
expect(world.has(action, Scheduled)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -152,44 +329,34 @@ describe("Sequential tasks", () => {
|
||||
|
||||
it("runs children one at a time in order", () => {
|
||||
const seq = makeSequential(world);
|
||||
const a = makeLeaf(world, seq);
|
||||
const b = makeLeaf(world, seq);
|
||||
const c = makeLeaf(world, seq);
|
||||
const a = makeWait(world, seq);
|
||||
const b = makeWait(world, seq);
|
||||
const c = makeWait(world, seq);
|
||||
|
||||
const leafCalls: Entity[] = [];
|
||||
runner.onLeaf = (_w, e) => leafCalls.push(e);
|
||||
runner.onWait = (_w, e) => leafCalls.push(e);
|
||||
|
||||
runner.schedule(seq);
|
||||
runner.tick(); // schedules first child
|
||||
expect(world.has(a, Scheduled)).toBe(true);
|
||||
expect(world.has(b, Scheduled)).toBe(false);
|
||||
expect(world.has(c, Scheduled)).toBe(false);
|
||||
|
||||
runner.tick(); // runs a
|
||||
runner.succeed(a);
|
||||
|
||||
// parent should be re-scheduled
|
||||
runner.tick(); // schedules next child
|
||||
expect(world.has(b, Scheduled)).toBe(true);
|
||||
|
||||
runner.tick(); // runs b
|
||||
runner.succeed(b);
|
||||
|
||||
runner.tick(); // schedules c
|
||||
expect(world.has(c, Scheduled)).toBe(true);
|
||||
|
||||
runner.tick(); // runs c
|
||||
runner.succeed(c);
|
||||
|
||||
// parent should now be scheduled and succeed
|
||||
runner.tick();
|
||||
expect(world.has(a, Running)).toBe(true);
|
||||
expect(world.has(b, Running)).toBe(false);
|
||||
expect(world.has(c, Running)).toBe(false);
|
||||
|
||||
runner.succeed(a);
|
||||
expect(world.has(b, Running)).toBe(true);
|
||||
|
||||
runner.succeed(b);
|
||||
expect(world.has(c, Running)).toBe(true);
|
||||
|
||||
runner.succeed(c);
|
||||
expect(world.has(seq, Succeeded)).toBe(true);
|
||||
expect(leafCalls).toEqual([a, b, c]);
|
||||
});
|
||||
|
||||
it("fails immediately when a child fails", () => {
|
||||
const seq = makeSequential(world);
|
||||
const a = makeLeaf(world, seq);
|
||||
const b = makeLeaf(world, seq);
|
||||
const a = makeWait(world, seq);
|
||||
const b = makeWait(world, seq);
|
||||
|
||||
runner.schedule(seq);
|
||||
runner.tick(); // schedules a
|
||||
@@ -206,8 +373,8 @@ describe("Sequential tasks", () => {
|
||||
|
||||
it("succeeds when all children succeed", () => {
|
||||
const seq = makeSequential(world);
|
||||
const a = makeLeaf(world, seq);
|
||||
const b = makeLeaf(world, seq);
|
||||
const a = makeWait(world, seq);
|
||||
const b = makeWait(world, seq);
|
||||
|
||||
runner.schedule(seq);
|
||||
runner.tick(); // schedules a
|
||||
@@ -224,20 +391,20 @@ describe("Sequential tasks", () => {
|
||||
it("propagates terminal to grandparent", () => {
|
||||
const root = makeSequential(world);
|
||||
const child = makeSequential(world, root);
|
||||
const leaf = makeLeaf(world, child);
|
||||
const action = makeWait(world, child);
|
||||
|
||||
const terminals: Entity[] = [];
|
||||
runner.onTerminal = (_w, e) => terminals.push(e);
|
||||
|
||||
runner.schedule(root);
|
||||
runner.tick(); // schedules child
|
||||
runner.tick(); // schedules leaf
|
||||
runner.tick(); // runs leaf
|
||||
runner.succeed(leaf);
|
||||
runner.tick(); // schedules action
|
||||
runner.tick(); // runs action
|
||||
runner.succeed(action);
|
||||
runner.tick(); // child succeeds
|
||||
runner.tick(); // root succeeds
|
||||
|
||||
expect(terminals).toEqual([leaf, child, root]);
|
||||
expect(terminals).toEqual([action, child, root]);
|
||||
expect(world.has(root, Succeeded)).toBe(true);
|
||||
});
|
||||
|
||||
@@ -261,24 +428,24 @@ describe("Parallel tasks", () => {
|
||||
runner = new TaskRunner(world);
|
||||
});
|
||||
|
||||
it("schedules all children at once", () => {
|
||||
it("starts all children at once", () => {
|
||||
const par = makeParallel(world);
|
||||
const a = makeLeaf(world, par);
|
||||
const b = makeLeaf(world, par);
|
||||
const c = makeLeaf(world, par);
|
||||
const a = makeWait(world, par);
|
||||
const b = makeWait(world, par);
|
||||
const c = makeWait(world, par);
|
||||
|
||||
runner.schedule(par);
|
||||
runner.tick();
|
||||
|
||||
expect(world.has(a, Scheduled)).toBe(true);
|
||||
expect(world.has(b, Scheduled)).toBe(true);
|
||||
expect(world.has(c, Scheduled)).toBe(true);
|
||||
expect(world.has(a, Running)).toBe(true);
|
||||
expect(world.has(b, Running)).toBe(true);
|
||||
expect(world.has(c, Running)).toBe(true);
|
||||
});
|
||||
|
||||
it("succeeds when all children succeed", () => {
|
||||
const par = makeParallel(world);
|
||||
const a = makeLeaf(world, par);
|
||||
const b = makeLeaf(world, par);
|
||||
const a = makeWait(world, par);
|
||||
const b = makeWait(world, par);
|
||||
|
||||
runner.schedule(par);
|
||||
runner.tick(); // schedules both
|
||||
@@ -307,8 +474,8 @@ describe("Parallel tasks", () => {
|
||||
|
||||
it("fails immediately when any child fails", () => {
|
||||
const par = makeParallel(world);
|
||||
const a = makeLeaf(world, par);
|
||||
const b = makeLeaf(world, par);
|
||||
const a = makeWait(world, par);
|
||||
const b = makeWait(world, par);
|
||||
|
||||
runner.schedule(par);
|
||||
runner.tick(); // schedules both
|
||||
@@ -343,27 +510,25 @@ describe("Random tasks", () => {
|
||||
|
||||
it("picks one child and succeeds/fails with it", () => {
|
||||
const rand = makeRandom(world);
|
||||
const a = makeLeaf(world, rand);
|
||||
const b = makeLeaf(world, rand);
|
||||
const a = makeWait(world, rand);
|
||||
const b = makeWait(world, rand);
|
||||
|
||||
runner.schedule(rand);
|
||||
runner.tick();
|
||||
|
||||
// Exactly one child should be scheduled
|
||||
const scheduled = [world.has(a, Scheduled), world.has(b, Scheduled)];
|
||||
expect(scheduled.filter(Boolean)).toHaveLength(1);
|
||||
// Exactly one child should be running
|
||||
const running = [world.has(a, Running), world.has(b, Running)];
|
||||
expect(running.filter(Boolean)).toHaveLength(1);
|
||||
|
||||
const picked = world.has(a, Scheduled) ? a : b;
|
||||
runner.tick(); // runs picked leaf
|
||||
const picked = world.has(a, Running) ? a : b;
|
||||
runner.succeed(picked);
|
||||
|
||||
runner.tick(); // random sees child done → succeeds
|
||||
expect(world.has(rand, Succeeded)).toBe(true);
|
||||
});
|
||||
|
||||
it("fails when picked child fails", () => {
|
||||
const rand = makeRandom(world);
|
||||
const a = makeLeaf(world, rand);
|
||||
const a = makeWait(world, rand);
|
||||
|
||||
runner.schedule(rand);
|
||||
runner.tick(); // schedules a (only child)
|
||||
@@ -386,8 +551,8 @@ describe("Random tasks", () => {
|
||||
});
|
||||
});
|
||||
|
||||
// ── Repeat ──────────────────────────────────────────
|
||||
describe("Repeat tasks", () => {
|
||||
// ── Cycle ──────────────────────────────────────────
|
||||
describe("Cycle tasks", () => {
|
||||
let world: World;
|
||||
let runner: TaskRunner;
|
||||
|
||||
@@ -397,110 +562,98 @@ describe("Repeat tasks", () => {
|
||||
});
|
||||
|
||||
it("re-runs child after it succeeds", () => {
|
||||
const rep = makeRepeat(world);
|
||||
const leaf = makeLeaf(world, rep);
|
||||
const cyc = makeCycle(world);
|
||||
const action = makeWait(world, cyc);
|
||||
|
||||
let leafCount = 0;
|
||||
runner.onLeaf = () => leafCount++;
|
||||
let waitCount = 0;
|
||||
runner.onWait = () => waitCount++;
|
||||
|
||||
runner.schedule(rep);
|
||||
runner.schedule(cyc);
|
||||
|
||||
// First run
|
||||
runner.tick(); // repeat schedules leaf
|
||||
runner.tick(); // leaf runs
|
||||
expect(leafCount).toBe(1);
|
||||
runner.succeed(leaf);
|
||||
runner.tick();
|
||||
expect(waitCount).toBe(1);
|
||||
runner.succeed(action);
|
||||
|
||||
// Repeat re-scheduled
|
||||
runner.tick(); // repeat sees leaf done, resets and schedules again
|
||||
runner.tick(); // leaf runs again
|
||||
expect(leafCount).toBe(2);
|
||||
runner.succeed(leaf);
|
||||
// Completion schedules the cycle node at a tick boundary.
|
||||
expect(world.has(cyc, Scheduled)).toBe(true);
|
||||
runner.tick();
|
||||
expect(waitCount).toBe(2);
|
||||
runner.succeed(action);
|
||||
|
||||
// And again
|
||||
runner.tick(); // repeat resets
|
||||
runner.tick(); // leaf runs
|
||||
expect(leafCount).toBe(3);
|
||||
runner.tick();
|
||||
expect(waitCount).toBe(3);
|
||||
});
|
||||
|
||||
it("re-runs child after it fails", () => {
|
||||
const rep = makeRepeat(world);
|
||||
const leaf = makeLeaf(world, rep);
|
||||
const cyc = makeCycle(world);
|
||||
const action = makeWait(world, cyc);
|
||||
|
||||
let leafCount = 0;
|
||||
runner.onLeaf = () => leafCount++;
|
||||
let waitCount = 0;
|
||||
runner.onWait = () => waitCount++;
|
||||
|
||||
runner.schedule(rep);
|
||||
runner.tick(); // repeat schedules leaf
|
||||
runner.tick(); // leaf runs
|
||||
runner.fail(leaf);
|
||||
runner.schedule(cyc);
|
||||
runner.tick();
|
||||
runner.fail(action);
|
||||
|
||||
// Repeat re-scheduled, resets leaf
|
||||
runner.tick(); // repeat resets leaf
|
||||
runner.tick(); // leaf runs again
|
||||
expect(leafCount).toBe(2);
|
||||
expect(world.has(cyc, Scheduled)).toBe(true);
|
||||
runner.tick();
|
||||
expect(waitCount).toBe(2);
|
||||
});
|
||||
|
||||
it("never terminates on its own", () => {
|
||||
const rep = makeRepeat(world);
|
||||
const leaf = makeLeaf(world, rep);
|
||||
const cyc = makeCycle(world);
|
||||
const action = makeWait(world, cyc);
|
||||
|
||||
runner.schedule(rep);
|
||||
runner.tick(); // schedules leaf
|
||||
runner.tick(); // runs leaf
|
||||
runner.succeed(leaf);
|
||||
runner.schedule(cyc);
|
||||
runner.tick();
|
||||
runner.succeed(action);
|
||||
|
||||
// After many cycles, repeat is still not terminal
|
||||
// After many cycles, cycle is still not terminal
|
||||
for (let i = 0; i < 5; i++) {
|
||||
runner.tick(); // repeat resets + schedules leaf
|
||||
runner.tick(); // leaf runs
|
||||
runner.succeed(leaf);
|
||||
runner.tick();
|
||||
runner.succeed(action);
|
||||
}
|
||||
|
||||
expect(world.has(rep, Succeeded)).toBe(false);
|
||||
expect(world.has(rep, Failed)).toBe(false);
|
||||
expect(world.has(rep, Cancelled)).toBe(false);
|
||||
expect(world.has(cyc, Succeeded)).toBe(false);
|
||||
expect(world.has(cyc, Failed)).toBe(false);
|
||||
expect(world.has(cyc, Cancelled)).toBe(false);
|
||||
});
|
||||
|
||||
it("can be cancelled", () => {
|
||||
const rep = makeRepeat(world);
|
||||
const leaf = makeLeaf(world, rep);
|
||||
const cyc = makeCycle(world);
|
||||
const action = makeWait(world, cyc);
|
||||
|
||||
runner.schedule(rep);
|
||||
runner.tick(); // schedules leaf
|
||||
runner.tick(); // runs leaf
|
||||
runner.schedule(cyc);
|
||||
runner.tick();
|
||||
|
||||
runner.cancel(rep);
|
||||
runner.cancel(cyc);
|
||||
|
||||
expect(world.has(rep, Cancelled)).toBe(true);
|
||||
expect(world.has(leaf, Cancelled)).toBe(true);
|
||||
expect(world.has(cyc, Cancelled)).toBe(true);
|
||||
expect(world.has(action, Cancelled)).toBe(true);
|
||||
});
|
||||
|
||||
it("empty repeat does nothing", () => {
|
||||
const rep = makeRepeat(world);
|
||||
it("empty cycle does nothing", () => {
|
||||
const cyc = makeCycle(world);
|
||||
|
||||
runner.schedule(rep);
|
||||
runner.schedule(cyc);
|
||||
runner.tick();
|
||||
|
||||
// No child, so nothing happens
|
||||
expect(world.has(rep, Succeeded)).toBe(false);
|
||||
expect(world.has(rep, Failed)).toBe(false);
|
||||
expect(world.has(cyc, Succeeded)).toBe(false);
|
||||
expect(world.has(cyc, Failed)).toBe(false);
|
||||
});
|
||||
|
||||
it("repeat inside sequential advances parent when cancelled", () => {
|
||||
it("cycle inside sequential advances parent when cancelled", () => {
|
||||
const seq = makeSequential(world);
|
||||
const rep = makeRepeat(world, seq);
|
||||
const leaf = makeLeaf(world, rep);
|
||||
const after = makeLeaf(world, seq);
|
||||
const cyc = makeCycle(world, seq);
|
||||
const action = makeWait(world, cyc);
|
||||
const after = makeWait(world, seq);
|
||||
|
||||
runner.schedule(seq);
|
||||
runner.tick(); // seq schedules rep
|
||||
runner.tick(); // rep schedules leaf
|
||||
runner.tick(); // leaf runs
|
||||
runner.tick();
|
||||
|
||||
// Cancel the repeat
|
||||
runner.cancel(rep);
|
||||
runner.tick(); // seq sees rep cancelled, seq becomes cancelled
|
||||
// Cancel the cycle
|
||||
runner.cancel(cyc);
|
||||
|
||||
expect(world.has(seq, Cancelled)).toBe(true);
|
||||
expect(world.has(after, Scheduled)).toBe(false);
|
||||
@@ -519,8 +672,8 @@ describe("Selector tasks", () => {
|
||||
|
||||
it("succeeds on first child that succeeds", () => {
|
||||
const sel = makeSelector(world);
|
||||
const a = makeLeaf(world, sel);
|
||||
const b = makeLeaf(world, sel);
|
||||
const a = makeWait(world, sel);
|
||||
const b = makeWait(world, sel);
|
||||
|
||||
runner.schedule(sel);
|
||||
runner.tick(); // schedules a
|
||||
@@ -537,35 +690,28 @@ describe("Selector tasks", () => {
|
||||
|
||||
it("tries next child when previous fails", () => {
|
||||
const sel = makeSelector(world);
|
||||
const a = makeLeaf(world, sel);
|
||||
const b = makeLeaf(world, sel);
|
||||
const c = makeLeaf(world, sel);
|
||||
const a = makeWait(world, sel);
|
||||
const b = makeWait(world, sel);
|
||||
const c = makeWait(world, sel);
|
||||
|
||||
runner.schedule(sel);
|
||||
runner.tick(); // schedules a
|
||||
runner.tick(); // runs a
|
||||
runner.fail(a);
|
||||
|
||||
runner.tick(); // selector schedules b
|
||||
expect(world.has(b, Scheduled)).toBe(true);
|
||||
expect(world.has(b, Running)).toBe(true);
|
||||
|
||||
runner.tick(); // runs b
|
||||
runner.fail(b);
|
||||
expect(world.has(c, Running)).toBe(true);
|
||||
|
||||
runner.tick(); // selector schedules c
|
||||
expect(world.has(c, Scheduled)).toBe(true);
|
||||
|
||||
runner.tick(); // runs c
|
||||
runner.succeed(c);
|
||||
|
||||
runner.tick(); // selector succeeds
|
||||
expect(world.has(sel, Succeeded)).toBe(true);
|
||||
});
|
||||
|
||||
it("fails when all children fail", () => {
|
||||
const sel = makeSelector(world);
|
||||
const a = makeLeaf(world, sel);
|
||||
const b = makeLeaf(world, sel);
|
||||
const a = makeWait(world, sel);
|
||||
const b = makeWait(world, sel);
|
||||
|
||||
runner.schedule(sel);
|
||||
runner.tick(); // schedules a
|
||||
@@ -590,16 +736,15 @@ describe("Selector tasks", () => {
|
||||
|
||||
it("skips cancelled children and continues", () => {
|
||||
const sel = makeSelector(world);
|
||||
const a = makeLeaf(world, sel);
|
||||
const b = makeLeaf(world, sel);
|
||||
const a = makeWait(world, sel);
|
||||
const b = makeWait(world, sel);
|
||||
|
||||
runner.schedule(sel);
|
||||
runner.tick(); // schedules a
|
||||
runner.tick(); // runs a
|
||||
runner.cancel(a);
|
||||
|
||||
runner.tick(); // selector sees a cancelled, tries b
|
||||
expect(world.has(b, Scheduled)).toBe(true);
|
||||
expect(world.has(b, Running)).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -616,8 +761,8 @@ describe("Cancel", () => {
|
||||
it("cancels all descendants", () => {
|
||||
const root = makeSequential(world);
|
||||
const child = makeParallel(world, root);
|
||||
const a = makeLeaf(world, child);
|
||||
const b = makeLeaf(world, child);
|
||||
const a = makeWait(world, child);
|
||||
const b = makeWait(world, child);
|
||||
|
||||
runner.schedule(root);
|
||||
runner.tick(); // schedules child
|
||||
@@ -636,17 +781,17 @@ describe("Cancel", () => {
|
||||
it("cancel propagates to parent", () => {
|
||||
const root = makeSequential(world);
|
||||
const child = makeSequential(world, root);
|
||||
const leaf = makeLeaf(world, child);
|
||||
const action = makeWait(world, child);
|
||||
|
||||
runner.schedule(root);
|
||||
runner.tick(); // schedules child
|
||||
runner.tick(); // schedules leaf
|
||||
runner.tick(); // runs leaf
|
||||
runner.tick(); // schedules action
|
||||
runner.tick(); // runs action
|
||||
|
||||
runner.cancel(leaf);
|
||||
runner.cancel(action);
|
||||
|
||||
// leaf cancelled → child re-scheduled → child sees leaf cancelled → child cancelled
|
||||
runner.tick(); // child processes cancelled leaf
|
||||
// action cancelled → child re-scheduled → child sees action cancelled → child cancelled
|
||||
runner.tick(); // child processes cancelled action
|
||||
expect(world.has(child, Cancelled)).toBe(true);
|
||||
|
||||
// child cancelled → root re-scheduled → root sees child cancelled → root cancelled
|
||||
@@ -655,8 +800,8 @@ describe("Cancel", () => {
|
||||
});
|
||||
});
|
||||
|
||||
// ── Multi-frame leaves ──────────────────────────────
|
||||
describe("Multi-frame leaves", () => {
|
||||
// ── Multi-frame wait tasks ──────────────────────────────
|
||||
describe("Multi-frame wait tasks", () => {
|
||||
let world: World;
|
||||
let runner: TaskRunner;
|
||||
|
||||
@@ -665,28 +810,28 @@ describe("Multi-frame leaves", () => {
|
||||
runner = new TaskRunner(world);
|
||||
});
|
||||
|
||||
it("leaf stays Running across ticks until explicitly finished", () => {
|
||||
const leaf = makeLeaf(world);
|
||||
it("wait task stays Running across ticks until explicitly finished", () => {
|
||||
const action = makeWait(world);
|
||||
|
||||
runner.schedule(leaf);
|
||||
runner.schedule(action);
|
||||
runner.tick();
|
||||
|
||||
expect(world.has(leaf, Running)).toBe(true);
|
||||
expect(world.has(action, Running)).toBe(true);
|
||||
|
||||
// Tick again — leaf is Running, not Scheduled, so nothing happens
|
||||
// Tick again — action is Running, not Scheduled, so nothing happens
|
||||
runner.tick();
|
||||
expect(world.has(leaf, Running)).toBe(true);
|
||||
expect(world.has(action, Running)).toBe(true);
|
||||
|
||||
// External system finishes it
|
||||
runner.succeed(leaf);
|
||||
expect(world.has(leaf, Succeeded)).toBe(true);
|
||||
expect(world.has(leaf, Running)).toBe(false);
|
||||
runner.succeed(action);
|
||||
expect(world.has(action, Succeeded)).toBe(true);
|
||||
expect(world.has(action, Running)).toBe(false);
|
||||
});
|
||||
|
||||
it("sequential waits for multi-frame leaf before advancing", () => {
|
||||
it("sequential waits for multi-frame wait before advancing", () => {
|
||||
const seq = makeSequential(world);
|
||||
const a = makeLeaf(world, seq);
|
||||
const b = makeLeaf(world, seq);
|
||||
const a = makeWait(world, seq);
|
||||
const b = makeWait(world, seq);
|
||||
|
||||
runner.schedule(seq);
|
||||
runner.tick(); // schedules a
|
||||
@@ -698,10 +843,9 @@ describe("Multi-frame leaves", () => {
|
||||
expect(world.has(b, Scheduled)).toBe(false);
|
||||
expect(world.has(b, Running)).toBe(false);
|
||||
|
||||
// Finish a
|
||||
// Finish a; parent propagation starts b immediately.
|
||||
runner.succeed(a);
|
||||
runner.tick(); // seq schedules b
|
||||
expect(world.has(b, Scheduled)).toBe(true);
|
||||
expect(world.has(b, Running)).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -729,11 +873,11 @@ describe("Edge cases", () => {
|
||||
it("tick is a no-op when nothing is scheduled", () => {
|
||||
const world = new World();
|
||||
const runner = new TaskRunner(world);
|
||||
const leaf = makeLeaf(world);
|
||||
const action = makeWait(world);
|
||||
|
||||
// Leaf exists but is not Scheduled
|
||||
// Wait task exists but is not Scheduled
|
||||
expect(() => runner.tick()).not.toThrow();
|
||||
expect(world.has(leaf, Running)).toBe(false);
|
||||
expect(world.has(action, Running)).toBe(false);
|
||||
});
|
||||
|
||||
it("deeply nested tree works correctly", () => {
|
||||
@@ -742,29 +886,15 @@ describe("Edge cases", () => {
|
||||
|
||||
const root = makeSequential(world);
|
||||
const mid = makeSequential(world, root);
|
||||
const leaf = makeLeaf(world, mid);
|
||||
const action = makeWait(world, mid);
|
||||
|
||||
runner.schedule(root);
|
||||
|
||||
// Tick 1: root schedules mid
|
||||
runner.tick();
|
||||
expect(world.has(mid, Scheduled)).toBe(true);
|
||||
expect(world.has(action, Running)).toBe(true);
|
||||
|
||||
// Tick 2: mid schedules leaf
|
||||
runner.tick();
|
||||
expect(world.has(leaf, Scheduled)).toBe(true);
|
||||
|
||||
// Tick 3: leaf runs
|
||||
runner.tick();
|
||||
expect(world.has(leaf, Running)).toBe(true);
|
||||
|
||||
runner.succeed(leaf);
|
||||
// leaf done → mid scheduled
|
||||
|
||||
runner.tick(); // mid sees leaf done → mid succeeds
|
||||
runner.succeed(action);
|
||||
expect(world.has(mid, Succeeded)).toBe(true);
|
||||
|
||||
runner.tick(); // root sees mid done → root succeeds
|
||||
expect(world.has(root, Succeeded)).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -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]);
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user