M2: бот и headless-прогон матчей

- PlayerView: проекция состояния, в которой боту видно только то,
  что видно живому игроку (своя рука, стол, размеры чужих рук, счётчики)
- BasicBot: политика из GAMEPLAY.md, полностью детерминированная
- Match: обёртка с состоянием и подпиской на события (её же возьмёт UI)
- runMatch: прогон матча без движка и без таймеров
- soak-тесты: 3500 полных матчей (боты и случайные легальные ходы,
  2-4 игрока), инварианты состояния проверяются после каждого действия
- npm run stats:bot — распределение исходов самоигры

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
ftc
2026-09-13 10:43:06 +03:00
co-authored by Claude Opus 5
parent fddab60527
commit c60fbcbb94
19 changed files with 927 additions and 13 deletions
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import { Card } from '@core/cards/Card';
import { GameState, Phase } from '@core/rules/GameState';
import { attackSeats, currentActor, legalActions, maxTableSlots, unbeatenSlots } from '@core/rules/DurakRules';
/**
* Everything that must be true of any reachable state. Called after every single
* action in the soak test, so a rule bug is caught at the move that caused it
* rather than a hundred moves later.
*
* Throws with a description of the first violation.
*/
export function assertInvariants(state: GameState): void {
const problems: string[] = [];
// Cards are conserved: all 36, each exactly once, somewhere.
const seen: Card[] = [
...state.deck,
...state.discard,
...state.players.flatMap((p) => p.hand),
];
for (const slot of state.table) {
seen.push(slot.attack);
if (slot.defence) seen.push(slot.defence);
}
if (seen.length !== 36) {
problems.push(`${seen.length} cards in play, expected 36`);
}
if (new Set(seen).size !== seen.length) {
problems.push('the same card exists in two places');
}
// The trump card is the bottom of the deck until it is drawn.
if (state.deck.length > 0 && state.deck[state.deck.length - 1] !== state.trumpCard) {
problems.push('the trump card is not at the bottom of the deck');
}
if (state.trumpSuit !== state.trumpCard.suit) {
problems.push('the trump suit does not match the trump card');
}
// Table shape.
if (state.table.length > maxTableSlots(state)) {
problems.push(`${state.table.length} attacking cards exceeds the limit`);
}
for (const slot of state.table) {
if (slot.defence && slot.defence === slot.attack) {
problems.push('a card beat itself');
}
}
// Seats.
if (state.attacker === state.defender) {
problems.push('the attacker is also the defender');
}
if (state.phase !== Phase.Finished) {
if (state.players[state.attacker].out) problems.push('the attacker has left the game');
if (state.players[state.defender].out) problems.push('the defender has left the game');
}
// A player who is out holds nothing; a player who holds nothing while the
// deck still has cards should have refilled.
for (const player of state.players) {
if (player.out && player.hand.length > 0) {
problems.push(`${player.id} is out but still holds cards`);
}
if (!player.out && player.hand.length === 0 && state.phase === Phase.Attack) {
problems.push(`${player.id} is at the table with an empty hand`);
}
}
// Phase consistency.
switch (state.phase) {
case Phase.Attack:
if (state.table.length !== 0) problems.push('a turn opened with cards already down');
if (state.defenderTook) problems.push('a turn opened mid-take');
break;
case Phase.Defence:
if (unbeatenSlots(state).length === 0) problems.push('defending with nothing to beat');
if (state.defenderTook) problems.push('defending after declaring a take');
break;
case Phase.Reinforce:
if (!state.defenderTook && unbeatenSlots(state).length > 0) {
problems.push('adding cards while an attack is unanswered');
}
if (attackSeats(state).every((s) => state.passed[s])) {
problems.push('every attacker has passed but the turn is still open');
}
break;
case Phase.Finished:
if (state.players.filter((p) => !p.out).length > 1) {
problems.push('the game ended with more than one player left');
}
break;
}
// Whoever is on move must have something to do.
const actor = currentActor(state);
if (state.phase !== Phase.Finished) {
if (actor === null) {
problems.push('nobody is on move in an unfinished game');
} else if (legalActions(state, actor).length === 0) {
problems.push(`${actor} is on move with no legal action`);
}
}
if (problems.length > 0) {
throw new Error(`Broken state: ${problems.join('; ')}`);
}
}