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:
@@ -0,0 +1,119 @@
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import { Card } from '../cards/Card';
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import { Action, ActionType, AttackAction, DefendAction } from '../rules/Action';
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import { Phase } from '../rules/GameState';
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import { Bot } from './Bot';
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import { isTrump, PlayerView } from './PlayerView';
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/**
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* The bot described in GAMEPLAY.md, implemented literally.
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*
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* - Opening a turn: the cheapest non-trump; a trump only if that is all it has.
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* - Adding to an attack: every eligible non-trump it holds. Trumps go in only
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* when the deck is empty and its hand is nothing but trumps.
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* - Defending: the cheapest card that does the job, non-trumps first, and a
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* take only when nothing in hand can beat the attack.
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*
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* Deliberately simple and entirely deterministic — it is the baseline a smarter
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* opponent will be measured against, and the workhorse of the soak tests.
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*
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* Two points GAMEPLAY.md leaves open, decided here: cards are added one per
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* decision, cheapest first (the rules core serialises additions anyway), and
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* when several attacks are unbeaten the lowest slot is answered first.
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*/
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export class BasicBot implements Bot {
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readonly name: string;
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constructor(name = 'basic') {
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this.name = name;
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}
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decide(view: PlayerView): Action {
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if (!view.onMove || view.legalActions.length === 0) {
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throw new Error(`${this.name} was asked to move out of turn`);
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}
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switch (view.phase) {
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case Phase.Attack:
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return this._openTurn(view);
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case Phase.Reinforce:
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return this._reinforce(view);
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case Phase.Defence:
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return this._defend(view);
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default:
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return view.legalActions[0];
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}
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}
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/** Cheapest non-trump, or the cheapest trump when the hand is all trumps. */
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private _openTurn(view: PlayerView): Action {
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const attacks = view.legalActions.filter(isAttack);
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return bestBy(attacks, (a) => cost(view, a.card));
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}
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private _reinforce(view: PlayerView): Action {
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const attacks = view.legalActions.filter(isAttack);
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const nonTrump = attacks.filter((a) => !isTrump(view, a.card));
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if (nonTrump.length > 0) {
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return bestBy(nonTrump, (a) => a.card.rank);
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}
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// Throwing trumps away is only worth it at the very end of a game, when
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// the deck is exhausted and there is nothing else left to throw.
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const holdingOnlyTrumps = view.hand.every((card) => isTrump(view, card));
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if (attacks.length > 0 && view.deckRemaining === 0 && holdingOnlyTrumps) {
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return bestBy(attacks, (a) => a.card.rank);
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}
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return pass(view);
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}
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private _defend(view: PlayerView): Action {
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const defences = view.legalActions.filter(isDefend);
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if (defences.length === 0) {
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return take(view);
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}
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const firstSlot = Math.min(...defences.map((d) => d.slot));
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const forSlot = defences.filter((d) => d.slot === firstSlot);
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return bestBy(forSlot, (d) => cost(view, d.card));
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}
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}
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/** Ranks a card for disposal: non-trumps first, then by value. */
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function cost(view: PlayerView, card: Card): number {
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return (isTrump(view, card) ? 100 : 0) + card.rank;
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}
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function isAttack(action: Action): action is AttackAction {
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return action.type === ActionType.Attack;
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}
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function isDefend(action: Action): action is DefendAction {
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return action.type === ActionType.Defend;
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}
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function pass(view: PlayerView): Action {
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const action = view.legalActions.find((a) => a.type === ActionType.Pass);
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if (!action) throw new Error('Expected passing to be legal');
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return action;
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}
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function take(view: PlayerView): Action {
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const action = view.legalActions.find((a) => a.type === ActionType.Take);
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if (!action) throw new Error('Expected taking to be legal');
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return action;
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}
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/** Lowest score wins; ties break on card id so the choice is reproducible. */
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function bestBy<T extends AttackAction | DefendAction>(items: readonly T[], score: (item: T) => number): T {
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let best = items[0];
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let bestScore = score(best);
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for (const item of items.slice(1)) {
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const s = score(item);
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if (s < bestScore || (s === bestScore && item.card.id < best.card.id)) {
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best = item;
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bestScore = s;
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}
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}
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return best;
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}
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@@ -0,0 +1,9 @@
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{
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||||
"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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||||
"uuid": "f5c8ab8d-419e-4ea8-a96a-64a2cdb24da0",
|
||||
"files": [],
|
||||
"subMetas": {},
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||||
"userData": {}
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}
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@@ -0,0 +1,15 @@
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import { Action } from '../rules/Action';
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import { PlayerView } from './PlayerView';
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/**
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* A decision maker for one seat.
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*
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* Synchronous and pure: given the same view, a bot returns the same action.
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* Any pacing — the pause that makes a bot feel like it is thinking — belongs to
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* the presentation layer, not here.
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*/
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export interface Bot {
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readonly name: string;
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/** Must return one of `view.legalActions`. */
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decide(view: PlayerView): Action;
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}
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@@ -0,0 +1,9 @@
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{
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||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "516a24e0-b9d2-4c08-9940-7c2d27db8cd2",
|
||||
"files": [],
|
||||
"subMetas": {},
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||||
"userData": {}
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}
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@@ -0,0 +1,78 @@
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import { Card } from '../cards/Card';
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import { Suit } from '../cards/Suit';
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import { Action } from '../rules/Action';
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import { GameState, Phase, PlayerId, TableSlot } from '../rules/GameState';
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import { currentActor, legalActions, seatOf } from '../rules/DurakRules';
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/** What one player can see about another. */
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export interface OpponentView {
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readonly id: PlayerId;
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readonly handSize: number;
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readonly out: boolean;
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}
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/**
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* Everything a participant may legitimately know, and nothing else.
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*
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* Bots are handed one of these rather than the `GameState`, which makes
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* cheating structurally impossible instead of a matter of discipline. It is
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* also, not coincidentally, the shape a network protocol would send to a client.
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*/
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export interface PlayerView {
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readonly me: PlayerId;
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readonly hand: readonly Card[];
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/** Opponents in clockwise order, starting with the seat after `me`. */
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readonly opponents: readonly OpponentView[];
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readonly table: readonly TableSlot[];
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readonly trumpSuit: Suit;
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/** The face-up card that set the trump. Visible all game, even once drawn. */
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readonly trumpCard: Card;
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readonly deckRemaining: number;
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/** True while the trump card is still the bottom card of the draw pile. */
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readonly trumpCardStillInDeck: boolean;
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readonly discardCount: number;
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readonly phase: Phase;
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readonly turnNumber: number;
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readonly attacker: PlayerId;
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readonly defender: PlayerId;
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readonly defenderTook: boolean;
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/** True when the game is waiting on this player. */
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readonly onMove: boolean;
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/** Everything this player may do right now. Empty unless `onMove`. */
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readonly legalActions: readonly Action[];
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}
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export function projectView(state: GameState, player: PlayerId): PlayerView {
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const seat = seatOf(state, player);
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const count = state.players.length;
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const opponents: OpponentView[] = [];
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for (let i = 1; i < count; i++) {
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const other = state.players[(seat + i) % count];
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opponents.push({ id: other.id, handSize: other.hand.length, out: other.out });
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}
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return {
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me: player,
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hand: state.players[seat].hand.slice(),
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opponents,
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table: state.table.map((s) => ({ attack: s.attack, defence: s.defence })),
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trumpSuit: state.trumpSuit,
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trumpCard: state.trumpCard,
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deckRemaining: state.deck.length,
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trumpCardStillInDeck: state.deck.length > 0,
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discardCount: state.discard.length,
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phase: state.phase,
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turnNumber: state.turnNumber,
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attacker: state.players[state.attacker].id,
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defender: state.players[state.defender].id,
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defenderTook: state.defenderTook,
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onMove: currentActor(state) === player,
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legalActions: legalActions(state, player),
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};
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}
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/** Convenience: is this card a trump, from a view's point of view. */
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export function isTrump(view: PlayerView, card: Card): boolean {
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return card.suit === view.trumpSuit;
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}
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@@ -0,0 +1,9 @@
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{
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||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "cc518671-becb-4644-96da-2a26cee93102",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
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||||
}
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||||
@@ -0,0 +1,9 @@
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{
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||||
"ver": "1.2.0",
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||||
"importer": "directory",
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"imported": true,
|
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"uuid": "23c6c112-6468-4a31-acb9-ed860cafb8f8",
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"files": [],
|
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"subMetas": {},
|
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"userData": {}
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||||
}
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@@ -0,0 +1,84 @@
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import { Action } from '../rules/Action';
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import { GameEvent } from '../rules/GameEvent';
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import { GameState, Phase, PlayerId } from '../rules/GameState';
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import { apply, createGame, currentActor, GameOptions } from '../rules/DurakRules';
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import { PlayerView, projectView } from '../bot/PlayerView';
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export type MatchListener = (event: GameEvent) => void;
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/**
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* One match in progress.
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*
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* A thin stateful shell over the pure reducer: it remembers the current state,
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* hands out player views, and broadcasts events. Still free of any engine
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* dependency — the game screen holds one of these, and so does the headless
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* soak test.
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*/
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export class Match {
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private _state: GameState;
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private _listeners: MatchListener[] = [];
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private readonly _history: GameEvent[] = [];
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constructor(options: GameOptions) {
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const { state, events } = createGame(options);
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this._state = state;
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this._history.push(...events);
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}
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/** The full state. The UI must not show a player anything they cannot see — use `viewFor`. */
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get state(): GameState {
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return this._state;
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}
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/** Every event since the deal, oldest first. */
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get history(): readonly GameEvent[] {
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return this._history;
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}
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get finished(): boolean {
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return this._state.phase === Phase.Finished;
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}
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/** The fool, or null while the game runs and on the rare mutual finish. */
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get loser(): PlayerId | null {
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return this._state.loser;
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}
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get currentActor(): PlayerId | null {
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return currentActor(this._state);
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}
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viewFor(player: PlayerId): PlayerView {
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return projectView(this._state, player);
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}
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/**
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* Applies an action and broadcasts what happened. Throws `IllegalActionError`
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* if the action is not permitted, leaving the match untouched.
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*/
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perform(action: Action): GameEvent[] {
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const result = apply(this._state, action);
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this._state = result.state;
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this._history.push(...result.events);
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for (const event of result.events) {
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for (const listener of this._listeners) {
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listener(event);
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}
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}
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return result.events;
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}
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/** Subscribes to the event stream. Returns a function that unsubscribes. */
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subscribe(listener: MatchListener): () => void {
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this._listeners.push(listener);
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return () => {
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const i = this._listeners.indexOf(listener);
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if (i >= 0) this._listeners.splice(i, 1);
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};
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}
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/** Drops every listener. Call when tearing a match screen down. */
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clearListeners(): void {
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this._listeners.length = 0;
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}
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}
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@@ -0,0 +1,9 @@
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||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "f362f5f4-1067-40b0-95e1-2793381e372a",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -0,0 +1,56 @@
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import { Bot } from '../bot/Bot';
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import { describeAction } from '../rules/Action';
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import { describeEvent } from '../rules/GameEvent';
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import { PlayerId } from '../rules/GameState';
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import { Match } from './Match';
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export interface RunOptions {
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/** Safety net: a match this long means the rules have a cycle in them. */
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maxActions?: number;
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/** Collects a human-readable trace, for debugging a bad seed. */
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trace?: string[];
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}
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export interface RunResult {
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loser: PlayerId | null;
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actions: number;
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turns: number;
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}
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/**
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* Plays a match out between bots, with no engine and no clock. The soak test
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* leans on this; so does anyone reproducing a bug from a seed.
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*
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* Stops early and returns if it reaches a seat with no bot — that is how the
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* same driver can fast-forward a match that a human is also playing.
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*/
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export function runMatch(match: Match, bots: Record<PlayerId, Bot>, options: RunOptions = {}): RunResult {
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const maxActions = options.maxActions ?? 2000;
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let actions = 0;
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while (!match.finished) {
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const actor = match.currentActor;
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if (actor === null) break;
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const bot = bots[actor];
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if (!bot) break;
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const action = bot.decide(match.viewFor(actor));
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if (options.trace) {
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options.trace.push(describeAction(action));
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}
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const events = match.perform(action);
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if (options.trace) {
|
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for (const event of events) {
|
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options.trace.push(` ${describeEvent(event)}`);
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||||
}
|
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}
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|
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actions += 1;
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if (actions > maxActions) {
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throw new Error(`Match did not finish within ${maxActions} actions`);
|
||||
}
|
||||
}
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return { loser: match.loser, actions, turns: match.state.turnNumber };
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "43fb0ffe-2e16-4efb-9542-6d3dccf0ae10",
|
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"files": [],
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"subMetas": {},
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"userData": {}
|
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}
|
||||
+5
-5
@@ -44,11 +44,11 @@ progress. The Cocos layer only renders state and turns taps into actions.
|
||||
- [x] End conditions and loser ("fool") determination
|
||||
- [x] Unit tests covering every rule clause, including the add-card limits
|
||||
|
||||
### M2 — Bot and headless match runner `[ ]`
|
||||
- [ ] `PlayerView` projection — a bot sees only what a player legitimately sees
|
||||
- [ ] `BasicBot` exactly per GAMEPLAY.md "Basic bot"
|
||||
- [ ] `MatchRunner` driving a full headless match
|
||||
- [ ] Soak test: thousands of seeded self-play matches finish with no illegal state
|
||||
### M2 — Bot and headless match runner `[x]`
|
||||
- [x] `PlayerView` projection — a bot sees only what a player legitimately sees
|
||||
- [x] `BasicBot` exactly per GAMEPLAY.md "Basic bot"
|
||||
- [x] `MatchRunner` driving a full headless match
|
||||
- [x] Soak test: thousands of seeded self-play matches finish with no illegal state
|
||||
|
||||
### M3 — Savegame module `[ ]`
|
||||
- [ ] `ISaveSection` contract, `SaveManager` registry, JSON keyed by section name
|
||||
|
||||
+27
-7
@@ -45,8 +45,9 @@ assets/
|
||||
core/ PURE TS — no engine imports
|
||||
cards/ Suit, Rank, Card, Deck
|
||||
rules/ GameState, actions, events, the reducer
|
||||
bot/ PlayerView projection, BasicBot
|
||||
util/ seeded RNG, shuffle, assertions
|
||||
bot/ PlayerView projection, Bot contract, BasicBot
|
||||
match/ Match (stateful shell), runMatch (headless driver)
|
||||
util/ seeded RNG, shuffle
|
||||
modules/
|
||||
save/ SaveManager, ISaveSection, StatsSection, storage
|
||||
app/ Bootstrap, ServiceLocator, SceneRouter
|
||||
@@ -54,7 +55,10 @@ assets/
|
||||
lobby/ lobby screen controller
|
||||
game/ match screen: hand, table, deck, animations
|
||||
common/ reusable widgets, safe-area root
|
||||
tests/ vitest specs against assets/scripts/core
|
||||
tests/
|
||||
core/ vitest specs against assets/scripts/core
|
||||
support/ position fixtures and the state invariant checker
|
||||
tools/ measuring tools, not part of the suite
|
||||
docs/ specs, this file, plan, decisions
|
||||
local/ scratch art storage; contents get consumed
|
||||
extensions/cocos-code-mode/ editor tool server
|
||||
@@ -83,9 +87,16 @@ apply(state: GameState, action: Action): { state: GameState; events: GameEvent[]
|
||||
|
||||
## Bots
|
||||
|
||||
A bot is a function `(view: PlayerView) => Action`. `PlayerView` is a projection
|
||||
of `GameState` containing only legitimately visible information. `BasicBot`
|
||||
implements the policy in [GAMEPLAY.md](GAMEPLAY.md) verbatim.
|
||||
A bot is `decide(view: PlayerView) => Action`. `PlayerView` is a projection of
|
||||
`GameState` containing only legitimately visible information — own hand, table,
|
||||
trump, opponents' hand *sizes*, deck and discard counts — plus the list of legal
|
||||
actions. `BasicBot` implements the policy in [GAMEPLAY.md](GAMEPLAY.md).
|
||||
|
||||
`Match` wraps the reducer with the current state and an event subscription; the
|
||||
game screen and the headless `runMatch` driver both hold one. As a reference
|
||||
point, 5000 `BasicBot` self-play matches split roughly 43/43/14 between the two
|
||||
seats and draws, with the opening attacker losing about 37% of the time —
|
||||
`npm run stats:bot` reprints these.
|
||||
|
||||
## Savegame
|
||||
|
||||
@@ -114,7 +125,16 @@ Keys are explicit string constants, not class names — release builds minify.
|
||||
npm test
|
||||
```
|
||||
|
||||
Runs vitest over `tests/` against `assets/scripts/core`. No editor required.
|
||||
Runs vitest over `tests/core` against `assets/scripts/core`. No editor required.
|
||||
The soak specs play several thousand complete matches and re-check every state
|
||||
invariant after every single action, so a rule regression surfaces at the move
|
||||
that caused it.
|
||||
|
||||
```bash
|
||||
npm run typecheck # strict tsc over core/ and the tests
|
||||
npm run check:core-purity # fails if core/ ever imports the engine
|
||||
npm run stats:bot # BasicBot self-play distribution, not a test
|
||||
```
|
||||
|
||||
### Driving the editor
|
||||
|
||||
|
||||
+2
-1
@@ -16,6 +16,7 @@
|
||||
"test": "vitest run",
|
||||
"test:watch": "vitest",
|
||||
"typecheck": "tsc -p tsconfig.test.json",
|
||||
"check:core-purity": "node scripts/check-core-purity.mjs"
|
||||
"check:core-purity": "node scripts/check-core-purity.mjs",
|
||||
"stats:bot": "vitest run --config vitest.stats.mts"
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,188 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { ActionType } from '@core/rules/Action';
|
||||
import { Phase } from '@core/rules/GameState';
|
||||
import { projectView } from '@core/bot/PlayerView';
|
||||
import { BasicBot } from '@core/bot/BasicBot';
|
||||
import { makeState } from '../../support/fixtures';
|
||||
|
||||
const YOU = 'you';
|
||||
const BOT = 'bot';
|
||||
|
||||
const bot = new BasicBot();
|
||||
|
||||
function decideFor(state: Parameters<typeof projectView>[0], player: string) {
|
||||
return bot.decide(projectView(state, player));
|
||||
}
|
||||
|
||||
describe('BasicBot opening a turn', () => {
|
||||
it('leads with its cheapest non-trump', () => {
|
||||
const state = makeState({
|
||||
hands: { [BOT]: '9C 6D KH 7S', [YOU]: 'AH AD' },
|
||||
trump: 'S',
|
||||
deck: '10C 10D',
|
||||
attacker: BOT,
|
||||
});
|
||||
|
||||
const action = decideFor(state, BOT);
|
||||
expect(action.type).toBe(ActionType.Attack);
|
||||
expect(action).toMatchObject({ card: expect.objectContaining({ code: '6♦' }) });
|
||||
});
|
||||
|
||||
it('keeps its trumps back even when they are cheaper', () => {
|
||||
const state = makeState({
|
||||
hands: { [BOT]: '6S 9C', [YOU]: 'AH AD' },
|
||||
trump: 'S',
|
||||
deck: '10C 10D',
|
||||
attacker: BOT,
|
||||
});
|
||||
|
||||
expect(decideFor(state, BOT)).toMatchObject({
|
||||
card: expect.objectContaining({ code: '9♣' }),
|
||||
});
|
||||
});
|
||||
|
||||
it('leads with its cheapest trump when that is all it holds', () => {
|
||||
const state = makeState({
|
||||
hands: { [BOT]: 'KS 7S', [YOU]: 'AH AD' },
|
||||
trump: 'S',
|
||||
deck: '10C 10D',
|
||||
attacker: BOT,
|
||||
});
|
||||
|
||||
expect(decideFor(state, BOT)).toMatchObject({
|
||||
card: expect.objectContaining({ code: '7♠' }),
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('BasicBot defending', () => {
|
||||
it('beats with the cheapest card that works', () => {
|
||||
const state = makeState({
|
||||
hands: { [YOU]: 'AC', [BOT]: '10D 8D QD 6S' },
|
||||
trump: 'S',
|
||||
deck: '10C 10H',
|
||||
attacker: YOU,
|
||||
table: [{ attack: '7D' }],
|
||||
phase: Phase.Defence,
|
||||
});
|
||||
|
||||
expect(decideFor(state, BOT)).toMatchObject({
|
||||
type: ActionType.Defend,
|
||||
card: expect.objectContaining({ code: '8♦' }),
|
||||
});
|
||||
});
|
||||
|
||||
it('prefers any non-trump over a cheap trump', () => {
|
||||
const state = makeState({
|
||||
hands: { [YOU]: 'AC', [BOT]: 'AD 6S' },
|
||||
trump: 'S',
|
||||
deck: '10C 10H',
|
||||
attacker: YOU,
|
||||
table: [{ attack: '7D' }],
|
||||
phase: Phase.Defence,
|
||||
});
|
||||
|
||||
expect(decideFor(state, BOT)).toMatchObject({
|
||||
card: expect.objectContaining({ code: 'A♦' }),
|
||||
});
|
||||
});
|
||||
|
||||
it('spends a trump when nothing else beats the attack', () => {
|
||||
const state = makeState({
|
||||
hands: { [YOU]: 'AC', [BOT]: '6D KS 7S' },
|
||||
trump: 'S',
|
||||
deck: '10C 10H',
|
||||
attacker: YOU,
|
||||
table: [{ attack: '7D' }],
|
||||
phase: Phase.Defence,
|
||||
});
|
||||
|
||||
expect(decideFor(state, BOT)).toMatchObject({
|
||||
card: expect.objectContaining({ code: '7♠' }),
|
||||
});
|
||||
});
|
||||
|
||||
it('takes when it cannot beat the attack', () => {
|
||||
const state = makeState({
|
||||
hands: { [YOU]: 'AC', [BOT]: '6D 6H' },
|
||||
trump: 'S',
|
||||
deck: '10C 10H',
|
||||
attacker: YOU,
|
||||
table: [{ attack: '7D' }],
|
||||
phase: Phase.Defence,
|
||||
});
|
||||
|
||||
expect(decideFor(state, BOT).type).toBe(ActionType.Take);
|
||||
});
|
||||
});
|
||||
|
||||
describe('BasicBot adding to an attack', () => {
|
||||
it('throws in every eligible non-trump, cheapest first', () => {
|
||||
const state = makeState({
|
||||
hands: { [BOT]: '7H 7C KD', [YOU]: 'AH AD AC' },
|
||||
trump: 'S',
|
||||
deck: '10C 10D',
|
||||
attacker: BOT,
|
||||
table: [{ attack: '7D', defence: '9D' }],
|
||||
phase: Phase.Reinforce,
|
||||
});
|
||||
|
||||
expect(decideFor(state, BOT)).toMatchObject({
|
||||
type: ActionType.Attack,
|
||||
card: expect.objectContaining({ code: '7♣' }),
|
||||
});
|
||||
});
|
||||
|
||||
it('holds its trumps back while the deck still has cards', () => {
|
||||
const state = makeState({
|
||||
hands: { [BOT]: '7S KD', [YOU]: 'AH AD AC' },
|
||||
trump: 'S',
|
||||
deck: '10C 10D',
|
||||
attacker: BOT,
|
||||
table: [{ attack: '7D', defence: '9D' }],
|
||||
phase: Phase.Reinforce,
|
||||
});
|
||||
|
||||
expect(decideFor(state, BOT).type).toBe(ActionType.Pass);
|
||||
});
|
||||
|
||||
it('holds its trumps back at the end if it still has other cards', () => {
|
||||
const state = makeState({
|
||||
hands: { [BOT]: '7S KD', [YOU]: 'AH AD AC' },
|
||||
trump: 'S',
|
||||
attacker: BOT,
|
||||
table: [{ attack: '7D', defence: '9D' }],
|
||||
phase: Phase.Reinforce,
|
||||
});
|
||||
|
||||
expect(state.deck).toHaveLength(0);
|
||||
expect(decideFor(state, BOT).type).toBe(ActionType.Pass);
|
||||
});
|
||||
|
||||
it('throws in a trump once the deck is empty and trumps are all it has', () => {
|
||||
const state = makeState({
|
||||
hands: { [BOT]: '7S KS', [YOU]: 'AH AD AC' },
|
||||
trump: 'S',
|
||||
attacker: BOT,
|
||||
table: [{ attack: '7D', defence: '9D' }],
|
||||
phase: Phase.Reinforce,
|
||||
});
|
||||
|
||||
expect(decideFor(state, BOT)).toMatchObject({
|
||||
type: ActionType.Attack,
|
||||
card: expect.objectContaining({ code: '7♠' }),
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('BasicBot contract', () => {
|
||||
it('refuses to move out of turn', () => {
|
||||
const state = makeState({
|
||||
hands: { [YOU]: '6C', [BOT]: '8C' },
|
||||
trump: 'S',
|
||||
deck: '10C',
|
||||
attacker: YOU,
|
||||
});
|
||||
expect(() => decideFor(state, BOT)).toThrow(/out of turn/);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,130 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { BasicBot } from '@core/bot/BasicBot';
|
||||
import { Match } from '@core/match/Match';
|
||||
import { runMatch } from '@core/match/runMatch';
|
||||
import { legalActions } from '@core/rules/DurakRules';
|
||||
import { PlayerId } from '@core/rules/GameState';
|
||||
import { Rng } from '@core/util/Rng';
|
||||
import { assertInvariants } from '../../support/invariants';
|
||||
|
||||
/** Plays one seeded match, checking every reachable state along the way. */
|
||||
function playChecked(players: PlayerId[], seed: number, pick?: (n: number, rng: Rng) => number) {
|
||||
const match = new Match({ players, seed });
|
||||
const bots = Object.fromEntries(players.map((p) => [p, new BasicBot(p)]));
|
||||
const rng = new Rng(seed ^ 0x5f3759df);
|
||||
|
||||
assertInvariants(match.state);
|
||||
|
||||
let actions = 0;
|
||||
while (!match.finished) {
|
||||
const actor = match.currentActor;
|
||||
expect(actor).not.toBeNull();
|
||||
|
||||
const options = legalActions(match.state, actor as PlayerId);
|
||||
expect(options.length).toBeGreaterThan(0);
|
||||
|
||||
const action = pick
|
||||
? options[pick(options.length, rng)]
|
||||
: bots[actor as PlayerId].decide(match.viewFor(actor as PlayerId));
|
||||
|
||||
match.perform(action);
|
||||
assertInvariants(match.state);
|
||||
|
||||
if (++actions > 4000) {
|
||||
throw new Error(`Match ${seed} will not end`);
|
||||
}
|
||||
}
|
||||
|
||||
return { match, actions };
|
||||
}
|
||||
|
||||
describe('soak: two basic bots', () => {
|
||||
it('finishes 2000 seeded matches with every invariant intact', () => {
|
||||
const outcomes = new Map<string, number>();
|
||||
|
||||
for (let seed = 0; seed < 2000; seed++) {
|
||||
const { match } = playChecked(['you', 'bot'], seed);
|
||||
const key = match.loser ?? 'draw';
|
||||
outcomes.set(key, (outcomes.get(key) ?? 0) + 1);
|
||||
}
|
||||
|
||||
// Every match must have produced a verdict.
|
||||
const total = [...outcomes.values()].reduce((a, b) => a + b, 0);
|
||||
expect(total).toBe(2000);
|
||||
|
||||
// Two identical bots: neither seat should be losing almost every game.
|
||||
// A wide band — this is a smoke check on the rules, not a balance claim.
|
||||
for (const seat of ['you', 'bot']) {
|
||||
expect(outcomes.get(seat) ?? 0).toBeGreaterThan(2000 * 0.2);
|
||||
}
|
||||
});
|
||||
|
||||
it('finishes three-player matches too', () => {
|
||||
for (let seed = 0; seed < 300; seed++) {
|
||||
const { match } = playChecked(['a', 'b', 'c'], seed);
|
||||
expect(match.finished).toBe(true);
|
||||
if (match.loser !== null) {
|
||||
expect(['a', 'b', 'c']).toContain(match.loser);
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('soak: random legal play', () => {
|
||||
it('survives 1000 matches of arbitrary legal moves', () => {
|
||||
for (let seed = 0; seed < 1000; seed++) {
|
||||
const { match } = playChecked(['you', 'bot'], seed, (n, rng) => rng.nextInt(n));
|
||||
expect(match.finished).toBe(true);
|
||||
}
|
||||
});
|
||||
|
||||
it('survives random play at a crowded table', () => {
|
||||
for (let seed = 0; seed < 200; seed++) {
|
||||
const { match } = playChecked(['a', 'b', 'c', 'd'], seed, (n, rng) => rng.nextInt(n));
|
||||
expect(match.finished).toBe(true);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('match determinism', () => {
|
||||
it('replays a seed move for move', () => {
|
||||
const first: string[] = [];
|
||||
const second: string[] = [];
|
||||
|
||||
for (const trace of [first, second]) {
|
||||
const match = new Match({ players: ['you', 'bot'], seed: 31337 });
|
||||
runMatch(match, { you: new BasicBot('you'), bot: new BasicBot('bot') }, { trace });
|
||||
}
|
||||
|
||||
expect(first).toEqual(second);
|
||||
expect(first.length).toBeGreaterThan(10);
|
||||
});
|
||||
|
||||
it('reports the same loser for the same seed', () => {
|
||||
const play = () => {
|
||||
const match = new Match({ players: ['you', 'bot'], seed: 555 });
|
||||
return runMatch(match, { you: new BasicBot('you'), bot: new BasicBot('bot') });
|
||||
};
|
||||
expect(play()).toEqual(play());
|
||||
});
|
||||
});
|
||||
|
||||
describe('runMatch', () => {
|
||||
it('stops at a seat it has no bot for', () => {
|
||||
const match = new Match({ players: ['you', 'bot'], seed: 8 });
|
||||
const result = runMatch(match, { bot: new BasicBot('bot') });
|
||||
|
||||
expect(match.finished).toBe(false);
|
||||
expect(match.currentActor).toBe('you');
|
||||
expect(result.loser).toBeNull();
|
||||
});
|
||||
|
||||
it('refuses to loop forever', () => {
|
||||
const match = new Match({ players: ['you', 'bot'], seed: 8 });
|
||||
expect(() => runMatch(
|
||||
match,
|
||||
{ you: new BasicBot('you'), bot: new BasicBot('bot') },
|
||||
{ maxActions: 3 },
|
||||
)).toThrow(/did not finish/);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,108 @@
|
||||
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('; ')}`);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,45 @@
|
||||
/**
|
||||
* Not part of the suite — a measuring tool. Run with `npm run stats:bot`.
|
||||
*
|
||||
* Plays a large number of seeded matches between two BasicBots and prints how
|
||||
* they came out. Useful for sanity-checking a rules change (a sudden jump in
|
||||
* draws or in the first-attacker advantage means something moved) and as the
|
||||
* baseline any smarter bot has to beat.
|
||||
*/
|
||||
import { describe, it } from 'vitest';
|
||||
import { BasicBot } from '@core/bot/BasicBot';
|
||||
import { Match } from '@core/match/Match';
|
||||
import { runMatch } from '@core/match/runMatch';
|
||||
|
||||
const MATCHES = 5000;
|
||||
|
||||
describe('BasicBot vs BasicBot', () => {
|
||||
it(`plays ${MATCHES} matches`, () => {
|
||||
const tally: Record<string, number> = { you: 0, bot: 0, draw: 0 };
|
||||
let firstAttackerLost = 0;
|
||||
let actions = 0;
|
||||
let turns = 0;
|
||||
|
||||
for (let seed = 0; seed < MATCHES; seed++) {
|
||||
const match = new Match({ players: ['you', 'bot'], seed });
|
||||
const firstAttacker = match.state.players[match.state.attacker].id;
|
||||
const result = runMatch(match, { you: new BasicBot('you'), bot: new BasicBot('bot') });
|
||||
|
||||
tally[result.loser ?? 'draw'] += 1;
|
||||
if (result.loser === firstAttacker) firstAttackerLost += 1;
|
||||
actions += result.actions;
|
||||
turns += result.turns;
|
||||
}
|
||||
|
||||
const pct = (n: number) => `${((100 * n) / MATCHES).toFixed(1)}%`;
|
||||
console.log([
|
||||
`matches ${MATCHES}`,
|
||||
`seat 'you' lost ${tally.you} (${pct(tally.you)})`,
|
||||
`seat 'bot' lost ${tally.bot} (${pct(tally.bot)})`,
|
||||
`draws ${tally.draw} (${pct(tally.draw)})`,
|
||||
`first attacker lost ${pct(firstAttackerLost)}`,
|
||||
`average actions ${(actions / MATCHES).toFixed(1)}`,
|
||||
`average turns ${(turns / MATCHES).toFixed(1)}`,
|
||||
].join('\n'));
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,16 @@
|
||||
// Config for the measuring tools under tests/tools, which are deliberately not
|
||||
// part of the suite: `npm run stats:bot`.
|
||||
import { defineConfig } from 'vitest/config';
|
||||
import { resolve } from 'node:path';
|
||||
|
||||
export default defineConfig({
|
||||
resolve: {
|
||||
alias: {
|
||||
'@core': resolve(__dirname, 'assets/scripts/core'),
|
||||
},
|
||||
},
|
||||
test: {
|
||||
include: ['tests/tools/**/*.stats.ts'],
|
||||
environment: 'node',
|
||||
},
|
||||
});
|
||||
Reference in New Issue
Block a user