- 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>
85 lines
2.6 KiB
TypeScript
85 lines
2.6 KiB
TypeScript
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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