clean: remove old werewolf for fresh rewrite
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@ -1,354 +0,0 @@
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/**
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* Werewolf workflow tests — engine package.
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*
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* 小橘 🍊 (NEKO Team)
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*/
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import { afterEach, describe, expect, it } from 'bun:test';
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import { mkdtempSync, rmSync } from 'node:fs';
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import { tmpdir } from 'node:os';
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import { join } from 'node:path';
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import { createStore, createWorkflowRule, type PulseStore } from '@uncaged/pulse';
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import { END, START, type Role, type WorkflowMessage } from '@uncaged/pulse';
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import {
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checkGameOver,
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createPlayers,
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createWerewolfWorkflow,
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filterChainForPlayer,
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parseGameState,
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type WitchActionMeta,
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} from './werewolf.js';
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describe('werewolf workflow', () => {
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let tmpDir: string;
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afterEach(() => {
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if (tmpDir) rmSync(tmpDir, { recursive: true, force: true });
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});
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async function makeStore(): Promise<PulseStore> {
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tmpDir = mkdtempSync(join(tmpdir(), 'engine-werewolf-'));
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return createStore({
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eventsDbPath: join(tmpDir, 'test.db'),
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objectsDir: join(tmpDir, 'objects'),
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});
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}
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async function trigger(store: PulseStore, topicId: string) {
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const hash = await store.putObject('werewolf start');
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await store.appendEvent({
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occurredAt: Date.now(),
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kind: 'werewolf.__start__',
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key: topicId,
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hash,
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meta: JSON.stringify({}),
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});
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}
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it('mock 模式跑完整局', async () => {
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const store = await makeStore();
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try {
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const wf = createWerewolfWorkflow();
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const rule = createWorkflowRule(wf, store);
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await trigger(store, 'g1');
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const order: string[] = [];
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for (let i = 0; i < 300; i++) {
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const r = await rule.tick();
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if (r.executed.length === 0) break;
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order.push(...r.executed.map((x) => x.role));
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}
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expect(order[0]).toBe('wolf-night');
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expect(order[order.length - 1]).toBe('game-end');
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expect(order.length).toBeGreaterThanOrEqual(8);
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} finally {
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store.close();
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}
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});
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it('阶段流转顺序正确', () => {
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const wf = createWerewolfWorkflow();
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expect(wf.moderator({ role: START, meta: null }, 'x')).toBe('wolf-night');
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expect(
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wf.moderator({ role: 'wolf-night', meta: { phase: 'wolf-night', targetId: 'p7' } }, 'x'),
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).toBe('seer-check');
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expect(
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wf.moderator(
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{
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role: 'seer-check',
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meta: { phase: 'seer-check', targetId: 'p1', isWolf: true, visibleTo: ['p4'] },
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},
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'x',
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),
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).toBe('witch-action');
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expect(
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wf.moderator(
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{
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role: 'witch-action',
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meta: {
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phase: 'witch-action',
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knifedPlayerId: 'p7',
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saved: false,
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poisonTarget: null,
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visibleTo: ['p5'],
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witchPotion: true,
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witchPoison: true,
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gameOver: false,
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},
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},
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'x',
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),
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).toBe('dawn');
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expect(
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wf.moderator(
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{
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role: 'dawn',
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meta: { phase: 'dawn', peaceful: true, publicDeathIds: [], day: 1 },
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},
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'x',
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),
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).toBe('day-speech');
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expect(
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wf.moderator({ role: 'day-speech', meta: { phase: 'day-speech', speeches: [] } }, 'x'),
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).toBe('vote');
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expect(
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wf.moderator(
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{
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role: 'vote',
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meta: {
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phase: 'vote',
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votes: {},
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eliminatedId: 'p7',
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gameOver: false,
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hunterTriggered: false,
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},
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},
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'x',
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),
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).toBe('wolf-night');
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expect(wf.moderator({ role: 'game-end', meta: { phase: 'game-end', winner: 'good', summary: '' } }, 'x')).toBe(
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END,
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);
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});
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it('胜负判定:狼全死 → 好人胜(进入 game-end)', () => {
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const wf = createWerewolfWorkflow();
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expect(
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wf.moderator(
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{ role: 'vote', meta: { phase: 'vote', votes: {}, eliminatedId: 'p3', gameOver: true } },
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'x',
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),
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).toBe('game-end');
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});
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it('胜负判定:狼数 ≥ 好人存活 → 狼人胜', () => {
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const players = createPlayers();
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const alive = [players[0], players[1], players[2], players[6]];
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expect(checkGameOver(alive)).toBe(true);
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const alive2 = [players[0], players[1], players[2], players[3], players[4], players[5], players[6]];
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expect(checkGameOver(alive2)).toBe(false);
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});
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it('filterChainForPlayer 信息隔离', () => {
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const players = createPlayers();
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const wolf = players[0];
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const seer = players[3];
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const villager = players[6];
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const chain: WorkflowMessage[] = [
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{
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role: 'wolf-night',
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content: '狼人杀人',
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meta: { phase: 'wolf-night', targetId: 'p7' },
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timestamp: 1,
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},
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{
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role: 'seer-check',
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content: '预言家验人',
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meta: { phase: 'seer-check', targetId: 'p1', isWolf: true, visibleTo: ['p4'] },
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timestamp: 2,
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},
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{
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role: 'witch-action',
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content: '女巫',
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meta: {
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phase: 'witch-action',
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knifedPlayerId: 'p7',
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saved: false,
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poisonTarget: null,
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visibleTo: ['p5'],
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witchPotion: true,
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witchPoison: true,
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},
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timestamp: 3,
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},
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{
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role: 'dawn',
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content: '天亮',
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meta: { phase: 'dawn', peaceful: false, publicDeathIds: ['p7'], day: 1 },
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timestamp: 4,
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},
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{
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role: 'day-speech',
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content: '发言',
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meta: { phase: 'day-speech', speeches: [] },
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timestamp: 5,
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},
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{
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role: 'vote',
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content: '投票',
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meta: { phase: 'vote', votes: {}, eliminatedId: 'p8' },
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timestamp: 6,
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},
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];
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const wolfView = filterChainForPlayer(chain, wolf.id, wolf.identity);
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expect(wolfView.some((m) => (m.meta as { phase?: string })?.phase === 'wolf-night')).toBe(true);
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expect(wolfView.some((m) => (m.meta as { phase?: string })?.phase === 'seer-check')).toBe(false);
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const seerView = filterChainForPlayer(chain, seer.id, seer.identity);
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expect(seerView.some((m) => (m.meta as { phase?: string })?.phase === 'seer-check')).toBe(true);
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expect(seerView.some((m) => (m.meta as { phase?: string })?.phase === 'wolf-night')).toBe(false);
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const villagerView = filterChainForPlayer(chain, villager.id, villager.identity);
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expect(villagerView.some((m) => (m.meta as { phase?: string })?.phase === 'wolf-night')).toBe(false);
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expect(villagerView.some((m) => (m.meta as { phase?: string })?.phase === 'witch-action')).toBe(false);
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expect(villagerView.some((m) => (m.meta as { phase?: string })?.phase === 'dawn')).toBe(true);
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expect(villagerView.some((m) => (m.meta as { phase?: string })?.phase === 'day-speech')).toBe(true);
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});
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it('平安夜:村民视角看不到刀口 meta(女巫可见 witch-action)', () => {
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const players = createPlayers();
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const witch = players[4];
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const villager = players[6];
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const chain: WorkflowMessage[] = [
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{
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role: 'wolf-night',
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content: '狼刀 p7',
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meta: { phase: 'wolf-night', targetId: 'p7' },
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timestamp: 1,
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},
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{
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role: 'witch-action',
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content: '女巫救',
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meta: {
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phase: 'witch-action',
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knifedPlayerId: 'p7',
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saved: true,
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poisonTarget: null,
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visibleTo: [witch.id],
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witchPotion: false,
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witchPoison: true,
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},
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timestamp: 2,
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},
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{
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role: 'dawn',
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content: '平安夜',
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meta: { phase: 'dawn', peaceful: true, publicDeathIds: [], day: 1 },
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timestamp: 3,
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},
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];
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const villagerView = filterChainForPlayer(chain, villager.id, villager.identity);
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const hasKnifeMeta = villagerView.some((m) => {
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const meta = m.meta as Record<string, unknown> | null;
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return meta != null && 'knifedPlayerId' in meta;
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});
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expect(hasKnifeMeta).toBe(false);
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const witchView = filterChainForPlayer(chain, witch.id, witch.identity);
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expect(witchView.some((m) => (m.meta as { phase?: string })?.phase === 'witch-action')).toBe(true);
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expect(
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(witchView.find((m) => (m.meta as { phase?: string })?.phase === 'witch-action')?.meta as WitchActionMeta)
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?.knifedPlayerId,
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).toBe('p7');
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});
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it('猎人被投票出局后进入 hunter-shot', () => {
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const wf = createWerewolfWorkflow();
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expect(
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wf.moderator(
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{
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role: 'vote',
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meta: {
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phase: 'vote',
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votes: {},
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eliminatedId: 'p6',
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gameOver: false,
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hunterTriggered: true,
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},
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},
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'x',
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),
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).toBe('hunter-shot');
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});
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it('注入的 witch Role 可覆盖默认实现', async () => {
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const store = await makeStore();
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try {
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const savingWitch: Role<WitchActionMeta> = async (chain) => {
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const state = parseGameState(chain);
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const witch = state.alive.find((p) => p.identity.name === '女巫');
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const knifed = state.lastKill;
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const saved = Boolean(knifed && state.witchPotion);
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const poisonTarget: string | null = null;
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const aliveAfter = aliveAfterNightForTest(state, saved, poisonTarget, knifed);
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const gameOver = checkGameOver(aliveAfter);
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return {
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content: saved ? '救' : '不救',
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meta: {
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phase: 'witch-action',
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knifedPlayerId: knifed,
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saved,
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poisonTarget,
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visibleTo: witch ? [witch.id] : [],
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witchPotion: saved ? false : state.witchPotion,
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witchPoison: state.witchPoison,
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gameOver,
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},
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};
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};
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const wf = createWerewolfWorkflow({ witchActionFn: savingWitch });
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const rule = createWorkflowRule(wf, store);
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await trigger(store, 'inj');
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let sawPeacefulDawn = false;
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for (let i = 0; i < 40; i++) {
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const r = await rule.tick();
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if (r.executed.length === 0) break;
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for (const ex of r.executed) {
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if (ex.role === 'dawn' && ex.meta?.peaceful === true) sawPeacefulDawn = true;
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}
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}
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expect(sawPeacefulDawn).toBe(true);
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} finally {
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store.close();
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}
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});
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});
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function aliveAfterNightForTest(
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state: ReturnType<typeof parseGameState>,
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witchSaved: boolean,
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poisonId: string | null,
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knifedId: string | null,
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) {
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const deadIds = new Set(state.dead.map((d) => d.id));
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const pending = new Set<string>();
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if (poisonId) pending.add(poisonId);
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if (knifedId && !witchSaved) pending.add(knifedId);
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return state.players.filter((p) => !deadIds.has(p.id) && !pending.has(p.id));
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}
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@ -1,578 +0,0 @@
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/**
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* Werewolf (狼人杀) workflow — 9-player game with information asymmetry.
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*
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* Trigger: werewolf.__start__
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* Roles are per-phase; game state is rebuilt from chain via parseGameState.
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* Default roles are deterministic mocks (no LLM). Inject real roles via createWerewolfWorkflow(opts).
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*
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* 小橘 🍊 (NEKO Team)
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*/
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import {
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END,
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type ModeratorInput,
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type Role,
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START,
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type WorkflowMessage,
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type WorkflowType,
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} from '@uncaged/pulse';
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// ── Types ──────────────────────────────────────────────────────
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export type Team = 'wolf' | 'good';
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export interface Identity {
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name: string;
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team: Team;
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abilities?: string;
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}
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export interface Player {
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id: string;
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name: string;
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identity: Identity;
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}
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export interface DeadPlayer extends Player {
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cause: 'wolf-kill' | 'vote' | 'poison' | 'hunter-shot';
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day: number;
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}
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export interface GameState {
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players: Player[];
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alive: Player[];
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dead: DeadPlayer[];
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day: number;
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phase: string;
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witchPotion: boolean;
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witchPoison: boolean;
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lastKill: string | null;
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lastDeath: DeadPlayer | null;
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}
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// ── 9 人局 ─────────────────────────────────────────────────────
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const IDENTITIES: Identity[] = [
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{ name: '狼人', team: 'wolf' },
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{ name: '狼人', team: 'wolf' },
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{ name: '狼人', team: 'wolf' },
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{ name: '预言家', team: 'good', abilities: '每晚可查验一名玩家身份' },
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{ name: '女巫', team: 'good', abilities: '有一瓶解药和一瓶毒药' },
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{ name: '猎人', team: 'good', abilities: '死亡时可开枪带走一人' },
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{ name: '村民', team: 'good' },
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{ name: '村民', team: 'good' },
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{ name: '村民', team: 'good' },
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];
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export function createPlayers(): Player[] {
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return IDENTITIES.map((id, i) => ({
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id: `p${i + 1}`,
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name: `玩家${i + 1}`,
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identity: id,
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}));
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}
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// ── Game state from chain ─────────────────────────────────────
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export function parseGameState(chain: WorkflowMessage[]): GameState {
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const players = createPlayers();
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const dead: DeadPlayer[] = [];
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let calendarDay = 1;
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let nightNum = 0;
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let witchPotion = true;
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let witchPoison = true;
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let lastKill: string | null = null;
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let lastDeath: DeadPlayer | null = null;
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let phase = '';
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for (const msg of chain) {
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const meta = msg.meta as Record<string, unknown> | null;
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if (!meta) continue;
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const p = meta.phase as string | undefined;
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if (p === 'wolf-night') {
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phase = 'wolf-night';
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nightNum++;
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if (meta.targetId) lastKill = meta.targetId as string;
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}
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if (p === 'seer-check') {
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phase = 'seer-check';
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}
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if (p === 'witch-action') {
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phase = 'witch-action';
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const saved = meta.saved === true;
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if (saved) {
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lastKill = null;
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witchPotion = false;
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}
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if (meta.poisonTarget) {
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witchPoison = false;
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const pid = meta.poisonTarget as string;
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const pl = players.find((pp) => pp.id === pid);
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if (pl && !dead.some((d) => d.id === pid)) {
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const dp: DeadPlayer = { ...pl, cause: 'poison', day: nightNum };
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dead.push(dp);
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lastDeath = dp;
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}
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}
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if (lastKill) {
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const pl = players.find((pp) => pp.id === lastKill);
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if (pl && !dead.some((d) => d.id === lastKill)) {
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const dp: DeadPlayer = { ...pl, cause: 'wolf-kill', day: nightNum };
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dead.push(dp);
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lastDeath = dp;
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}
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}
|
||||
lastKill = null;
|
||||
}
|
||||
|
||||
if (p === 'dawn') {
|
||||
phase = 'dawn';
|
||||
calendarDay = (meta.day as number) ?? calendarDay;
|
||||
}
|
||||
|
||||
if (p === 'day-speech') {
|
||||
phase = 'day-speech';
|
||||
}
|
||||
|
||||
if (p === 'vote') {
|
||||
phase = 'vote';
|
||||
if (meta.eliminatedId) {
|
||||
const pid = meta.eliminatedId as string;
|
||||
const pl = players.find((pp) => pp.id === pid);
|
||||
if (pl && !dead.some((d) => d.id === pid)) {
|
||||
const dp: DeadPlayer = { ...pl, cause: 'vote', day: calendarDay };
|
||||
dead.push(dp);
|
||||
lastDeath = dp;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (p === 'hunter-shot') {
|
||||
phase = 'hunter-shot';
|
||||
if (meta.shotTarget) {
|
||||
const pid = meta.shotTarget as string;
|
||||
const pl = players.find((pp) => pp.id === pid);
|
||||
if (pl && !dead.some((d) => d.id === pid)) {
|
||||
const dp: DeadPlayer = { ...pl, cause: 'hunter-shot', day: calendarDay };
|
||||
dead.push(dp);
|
||||
lastDeath = dp;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (p === 'game-end') {
|
||||
phase = 'game-end';
|
||||
}
|
||||
|
||||
if (meta.witchPotion === false) witchPotion = false;
|
||||
if (meta.witchPoison === false) witchPoison = false;
|
||||
}
|
||||
|
||||
const deadIds = new Set(dead.map((d) => d.id));
|
||||
const alive = players.filter((pl) => !deadIds.has(pl.id));
|
||||
|
||||
return {
|
||||
players,
|
||||
alive,
|
||||
dead,
|
||||
day: calendarDay,
|
||||
phase,
|
||||
witchPotion,
|
||||
witchPoison,
|
||||
lastKill,
|
||||
lastDeath,
|
||||
};
|
||||
}
|
||||
|
||||
// ── Information visibility ────────────────────────────────────
|
||||
|
||||
/**
|
||||
* 过滤 chain:每个玩家只看到允许的信息。
|
||||
* 平安夜:狼人仍见狼队讨论与刀口;女巫见系统告知的刀口;好人阵营其余角色不见「谁被刀」
|
||||
* (狼夜消息本身仅狼可见;公开阶段不得带 knifedPlayerId)。
|
||||
*/
|
||||
export function filterChainForPlayer(
|
||||
chain: WorkflowMessage[],
|
||||
playerId: string,
|
||||
identity: Identity,
|
||||
): WorkflowMessage[] {
|
||||
return chain.filter((msg) => {
|
||||
const meta = msg.meta as Record<string, unknown> | null;
|
||||
if (!meta) return true;
|
||||
|
||||
const ph = meta.phase as string | undefined;
|
||||
const visibleTo = meta.visibleTo as string[] | undefined;
|
||||
|
||||
if (
|
||||
ph === 'day-speech' ||
|
||||
ph === 'vote' ||
|
||||
ph === 'death' ||
|
||||
ph === 'hunter-shot' ||
|
||||
ph === 'game-end'
|
||||
) {
|
||||
return true;
|
||||
}
|
||||
|
||||
// 天亮公告:全员可见,但 meta 不得包含 knifedPlayerId(由角色保证)
|
||||
if (ph === 'dawn') return true;
|
||||
|
||||
if (ph === 'wolf-night') return identity.team === 'wolf';
|
||||
|
||||
if (ph === 'seer-check' || ph === 'witch-action') {
|
||||
return visibleTo ? visibleTo.includes(playerId) : false;
|
||||
}
|
||||
|
||||
if (ph === 'system') {
|
||||
return visibleTo ? visibleTo.includes(playerId) : true;
|
||||
}
|
||||
|
||||
return true;
|
||||
});
|
||||
}
|
||||
|
||||
// ── Role meta types ───────────────────────────────────────────
|
||||
|
||||
export type WolfNightMeta = {
|
||||
phase: 'wolf-night';
|
||||
targetId: string;
|
||||
};
|
||||
|
||||
export type SeerCheckMeta = {
|
||||
phase: 'seer-check';
|
||||
targetId: string;
|
||||
isWolf: boolean;
|
||||
visibleTo: string[];
|
||||
};
|
||||
|
||||
export type WitchActionMeta = {
|
||||
phase: 'witch-action';
|
||||
/** 狼人刀口(仅女巫可见,用于平安夜信息隔离) */
|
||||
knifedPlayerId: string | null;
|
||||
saved: boolean;
|
||||
poisonTarget: string | null;
|
||||
visibleTo: string[];
|
||||
witchPotion: boolean;
|
||||
witchPoison: boolean;
|
||||
gameOver?: boolean;
|
||||
};
|
||||
|
||||
export type DawnMeta = {
|
||||
phase: 'dawn';
|
||||
peaceful: boolean;
|
||||
/** 公开死亡名单( id ),平安夜为空;不含「被刀但未死者」 */
|
||||
publicDeathIds: string[];
|
||||
day: number;
|
||||
};
|
||||
|
||||
export type DaySpeechMeta = {
|
||||
phase: 'day-speech';
|
||||
speeches: Array<{ playerId: string; speech: string }>;
|
||||
};
|
||||
|
||||
export type VoteMeta = {
|
||||
phase: 'vote';
|
||||
votes: Record<string, string>;
|
||||
eliminatedId: string | null;
|
||||
hunterTriggered?: boolean;
|
||||
gameOver?: boolean;
|
||||
};
|
||||
|
||||
export type HunterShotMeta = {
|
||||
phase: 'hunter-shot';
|
||||
shotTarget: string;
|
||||
gameOver?: boolean;
|
||||
};
|
||||
|
||||
export type GameEndMeta = {
|
||||
phase: 'game-end';
|
||||
winner: Team;
|
||||
summary: string;
|
||||
};
|
||||
|
||||
export type WerewolfRoles = {
|
||||
'wolf-night': Role<WolfNightMeta>;
|
||||
'seer-check': Role<SeerCheckMeta>;
|
||||
'witch-action': Role<WitchActionMeta>;
|
||||
'dawn': Role<DawnMeta>;
|
||||
'day-speech': Role<DaySpeechMeta>;
|
||||
vote: Role<VoteMeta>;
|
||||
'hunter-shot': Role<HunterShotMeta>;
|
||||
'game-end': Role<GameEndMeta>;
|
||||
};
|
||||
|
||||
// ── Helpers ───────────────────────────────────────────────────
|
||||
|
||||
function firstById<T extends { id: string }>(arr: T[]): T {
|
||||
return [...arr].sort((a, b) => a.id.localeCompare(b.id))[0];
|
||||
}
|
||||
|
||||
export function checkGameOver(alive: Player[]): boolean {
|
||||
const wolves = alive.filter((p) => p.identity.team === 'wolf');
|
||||
if (wolves.length === 0) return true;
|
||||
if (wolves.length >= alive.length - wolves.length) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
function aliveAfterNight(
|
||||
state: GameState,
|
||||
witchSaved: boolean,
|
||||
poisonId: string | null,
|
||||
knifedId: string | null,
|
||||
): Player[] {
|
||||
const deadIds = new Set(state.dead.map((d) => d.id));
|
||||
const pending = new Set<string>();
|
||||
if (poisonId) pending.add(poisonId);
|
||||
if (knifedId && !witchSaved) pending.add(knifedId);
|
||||
return state.players.filter((p) => !deadIds.has(p.id) && !pending.has(p.id));
|
||||
}
|
||||
|
||||
// ── Default mock roles (deterministic) ────────────────────────
|
||||
|
||||
const mockWolfNight: Role<WolfNightMeta> = async (chain) => {
|
||||
const state = parseGameState(chain);
|
||||
const goodAlive = state.alive.filter((p) => p.identity.team === 'good');
|
||||
if (goodAlive.length === 0) {
|
||||
const fallback = firstById(state.alive);
|
||||
return {
|
||||
content: `[狼人夜晚] 无好人可刀,指认 ${fallback.name}`,
|
||||
meta: { phase: 'wolf-night', targetId: fallback.id },
|
||||
};
|
||||
}
|
||||
const target = firstById(goodAlive);
|
||||
return {
|
||||
content: `[狼人夜晚] 狼人决定击杀 ${target.name}`,
|
||||
meta: { phase: 'wolf-night', targetId: target.id },
|
||||
};
|
||||
};
|
||||
|
||||
const mockSeerCheck: Role<SeerCheckMeta> = async (chain) => {
|
||||
const state = parseGameState(chain);
|
||||
const seer = state.alive.find((p) => p.identity.name === '预言家');
|
||||
if (!seer) {
|
||||
return {
|
||||
content: '[预言家已死,跳过]',
|
||||
meta: {
|
||||
phase: 'seer-check',
|
||||
targetId: '',
|
||||
isWolf: false,
|
||||
visibleTo: [],
|
||||
},
|
||||
};
|
||||
}
|
||||
const others = state.alive.filter((p) => p.id !== seer.id);
|
||||
const target = firstById(others);
|
||||
return {
|
||||
content: `[预言家查验] ${target.name} 是${target.identity.team === 'wolf' ? '狼人' : '好人'}`,
|
||||
meta: {
|
||||
phase: 'seer-check',
|
||||
targetId: target.id,
|
||||
isWolf: target.identity.team === 'wolf',
|
||||
visibleTo: [seer.id],
|
||||
},
|
||||
};
|
||||
};
|
||||
|
||||
/** 不解药、不用毒,便于对局快速收敛且可测 */
|
||||
const mockWitchAction: Role<WitchActionMeta> = async (chain) => {
|
||||
const state = parseGameState(chain);
|
||||
const witch = state.alive.find((p) => p.identity.name === '女巫');
|
||||
const knifedPlayerId = state.lastKill;
|
||||
const saved = false;
|
||||
const poisonTarget: string | null = null;
|
||||
|
||||
const aliveAfter = aliveAfterNight(state, saved, poisonTarget, knifedPlayerId);
|
||||
const gameOver = checkGameOver(aliveAfter);
|
||||
|
||||
return {
|
||||
content: `[女巫行动] 未使用解药与毒药`,
|
||||
meta: {
|
||||
phase: 'witch-action',
|
||||
knifedPlayerId,
|
||||
saved,
|
||||
poisonTarget,
|
||||
visibleTo: witch ? [witch.id] : [],
|
||||
witchPotion: state.witchPotion,
|
||||
witchPoison: state.witchPoison,
|
||||
gameOver,
|
||||
},
|
||||
};
|
||||
};
|
||||
|
||||
const mockDawn: Role<DawnMeta> = async (chain) => {
|
||||
const stateAfter = parseGameState(chain);
|
||||
const stateBefore = parseGameState(chain.slice(0, -1));
|
||||
const beforeIds = new Set(stateBefore.dead.map((d) => d.id));
|
||||
const newDead = stateAfter.dead.filter((d) => !beforeIds.has(d.id));
|
||||
const publicDeathIds = newDead.map((d) => d.id);
|
||||
|
||||
const peaceful = publicDeathIds.length === 0;
|
||||
const priorDawns = chain.slice(0, -1).filter((m) => (m.meta as Record<string, unknown> | null)?.phase === 'dawn').length;
|
||||
const dayNum = priorDawns + 1;
|
||||
|
||||
const lines = peaceful
|
||||
? ['天亮了,昨晚平安夜。']
|
||||
: [
|
||||
`天亮了,昨夜死亡:${publicDeathIds
|
||||
.map((id) => stateAfter.players.find((p) => p.id === id)?.name ?? id)
|
||||
.join('、')}`,
|
||||
];
|
||||
|
||||
return {
|
||||
content: lines.join('\n'),
|
||||
meta: {
|
||||
phase: 'dawn',
|
||||
peaceful,
|
||||
publicDeathIds,
|
||||
day: dayNum,
|
||||
},
|
||||
};
|
||||
};
|
||||
|
||||
const mockDaySpeech: Role<DaySpeechMeta> = async (chain) => {
|
||||
const state = parseGameState(chain);
|
||||
const speeches = state.alive.map((p) => ({
|
||||
playerId: p.id,
|
||||
speech: `${p.name}:请大家理性分析。`,
|
||||
}));
|
||||
return {
|
||||
content: speeches.map((s) => `【${s.playerId}】${s.speech}`).join('\n'),
|
||||
meta: { phase: 'day-speech', speeches },
|
||||
};
|
||||
};
|
||||
|
||||
const mockVote: Role<VoteMeta> = async (chain) => {
|
||||
const state = parseGameState(chain);
|
||||
const votes: Record<string, string> = {};
|
||||
for (const p of state.alive) {
|
||||
const others = state.alive.filter((o) => o.id !== p.id);
|
||||
if (others.length > 0) votes[p.id] = firstById(others).id;
|
||||
}
|
||||
const tally: Record<string, number> = {};
|
||||
for (const target of Object.values(votes)) {
|
||||
tally[target] = (tally[target] || 0) + 1;
|
||||
}
|
||||
const maxVotes = Math.max(0, ...Object.values(tally));
|
||||
const topIds = Object.entries(tally)
|
||||
.filter(([, v]) => v === maxVotes)
|
||||
.map(([k]) => k);
|
||||
const eliminatedId = topIds.length === 1 ? topIds[0] : firstById(topIds.map((id) => ({ id }))).id;
|
||||
|
||||
const eliminated = state.alive.find((p) => p.id === eliminatedId);
|
||||
const aliveAfter = state.alive.filter((p) => p.id !== eliminatedId);
|
||||
const gameOver = checkGameOver(aliveAfter);
|
||||
const hunterTriggered = eliminated?.identity.name === '猎人';
|
||||
|
||||
return {
|
||||
content: `[投票] ${eliminated?.name ?? '无人'} 出局`,
|
||||
meta: {
|
||||
phase: 'vote',
|
||||
votes,
|
||||
eliminatedId,
|
||||
hunterTriggered,
|
||||
gameOver,
|
||||
},
|
||||
};
|
||||
};
|
||||
|
||||
const mockHunterShot: Role<HunterShotMeta> = async (chain) => {
|
||||
const state = parseGameState(chain);
|
||||
const target = firstById(state.alive);
|
||||
const aliveAfter = state.alive.filter((p) => p.id !== target.id);
|
||||
const gameOver = checkGameOver(aliveAfter);
|
||||
return {
|
||||
content: `[猎人开枪] 带走了 ${target.name}`,
|
||||
meta: { phase: 'hunter-shot', shotTarget: target.id, gameOver },
|
||||
};
|
||||
};
|
||||
|
||||
const mockGameEnd: Role<GameEndMeta> = async (chain) => {
|
||||
const state = parseGameState(chain);
|
||||
const wolves = state.alive.filter((p) => p.identity.team === 'wolf');
|
||||
const winner: Team = wolves.length === 0 ? 'good' : 'wolf';
|
||||
return {
|
||||
content: `[游戏结束] ${winner === 'good' ? '好人' : '狼人'}获胜`,
|
||||
meta: {
|
||||
phase: 'game-end',
|
||||
winner,
|
||||
summary: `存活: ${state.alive.map((p) => p.name).join(', ')}`,
|
||||
},
|
||||
};
|
||||
};
|
||||
|
||||
// ── Moderator ─────────────────────────────────────────────────
|
||||
|
||||
type WerewolfModIn = ModeratorInput<WerewolfRoles>;
|
||||
|
||||
function werewolfModerator(
|
||||
output: WerewolfModIn,
|
||||
_topicId: string,
|
||||
remainingRounds?: number,
|
||||
): keyof WerewolfRoles | typeof END {
|
||||
if (remainingRounds !== undefined && remainingRounds <= 1) return 'game-end';
|
||||
|
||||
if (output.role === START) return 'wolf-night';
|
||||
|
||||
const meta = output.meta as Record<string, unknown> | null;
|
||||
const gameOver = meta?.gameOver === true;
|
||||
|
||||
switch (output.role) {
|
||||
case 'wolf-night':
|
||||
return 'seer-check';
|
||||
case 'seer-check':
|
||||
return 'witch-action';
|
||||
case 'witch-action':
|
||||
if (gameOver) return 'game-end';
|
||||
return 'dawn';
|
||||
case 'dawn':
|
||||
return 'day-speech';
|
||||
case 'day-speech':
|
||||
return 'vote';
|
||||
case 'vote':
|
||||
if (gameOver) return 'game-end';
|
||||
if (meta?.hunterTriggered === true) return 'hunter-shot';
|
||||
return 'wolf-night';
|
||||
case 'hunter-shot':
|
||||
if (gameOver) return 'game-end';
|
||||
return 'wolf-night';
|
||||
case 'game-end':
|
||||
return END;
|
||||
default:
|
||||
return END;
|
||||
}
|
||||
}
|
||||
|
||||
// ── Factory ───────────────────────────────────────────────────
|
||||
|
||||
export type CreateWerewolfWorkflowOpts = {
|
||||
wolfNightFn?: Role<WolfNightMeta>;
|
||||
seerCheckFn?: Role<SeerCheckMeta>;
|
||||
witchActionFn?: Role<WitchActionMeta>;
|
||||
dawnFn?: Role<DawnMeta>;
|
||||
daySpeechFn?: Role<DaySpeechMeta>;
|
||||
voteFn?: Role<VoteMeta>;
|
||||
hunterShotFn?: Role<HunterShotMeta>;
|
||||
gameEndFn?: Role<GameEndMeta>;
|
||||
};
|
||||
|
||||
export function createWerewolfWorkflow(
|
||||
opts?: CreateWerewolfWorkflowOpts,
|
||||
): WorkflowType<WerewolfRoles> {
|
||||
return {
|
||||
name: 'werewolf',
|
||||
roles: {
|
||||
'wolf-night': opts?.wolfNightFn ?? mockWolfNight,
|
||||
'seer-check': opts?.seerCheckFn ?? mockSeerCheck,
|
||||
'witch-action': opts?.witchActionFn ?? mockWitchAction,
|
||||
dawn: opts?.dawnFn ?? mockDawn,
|
||||
'day-speech': opts?.daySpeechFn ?? mockDaySpeech,
|
||||
vote: opts?.voteFn ?? mockVote,
|
||||
'hunter-shot': opts?.hunterShotFn ?? mockHunterShot,
|
||||
'game-end': opts?.gameEndFn ?? mockGameEnd,
|
||||
},
|
||||
moderator: werewolfModerator,
|
||||
limits: { maxRounds: 80 },
|
||||
};
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user