refactor: simplify meta workflow — coder → tester → promoter
This commit is contained in:
parent
a2b6731aa5
commit
e8771f3e2e
215
docs/werewolf-design.md
Normal file
215
docs/werewolf-design.md
Normal file
@ -0,0 +1,215 @@
|
||||
# 狼人杀 Workflow 设计文档
|
||||
|
||||
## 概述
|
||||
|
||||
用 Pulse workflow 实现 AI 狼人杀。每个玩家是一个 Role(背后一个 LLM),
|
||||
moderator 是主持人控制阶段轮转和胜负判定。
|
||||
|
||||
## 游戏配置(9人局)
|
||||
|
||||
| 身份 | 数量 | 阵营 |
|
||||
|------|------|------|
|
||||
| 狼人 | 3 | 狼 |
|
||||
| 预言家 | 1 | 好人 |
|
||||
| 女巫 | 1 | 好人 |
|
||||
| 猎人 | 1 | 好人 |
|
||||
| 村民 | 3 | 好人 |
|
||||
|
||||
## 核心设计
|
||||
|
||||
### 信息可见性 — 关键创新点
|
||||
|
||||
每个 Role 的 `prepPrompt(chain)` 过滤 chain,只暴露该角色可见的信息:
|
||||
|
||||
```typescript
|
||||
function filterChainForPlayer(chain: WorkflowMessage[], playerId: string, identity: Identity): WorkflowMessage[] {
|
||||
return chain.filter(msg => {
|
||||
const phase = msg.meta?.phase as string;
|
||||
const target = msg.meta?.visibleTo as string[] | undefined;
|
||||
|
||||
// 公开阶段(白天发言、投票结果、死亡公告)所有人可见
|
||||
if (phase === 'day-speech' || phase === 'vote-result' || phase === 'death') return true;
|
||||
|
||||
// 狼人夜晚讨论:只有狼人可见
|
||||
if (phase === 'wolf-night' && identity.team === 'wolf') return true;
|
||||
|
||||
// 预言家验人:只有预言家自己可见
|
||||
if (phase === 'seer-check' && target?.includes(playerId)) return true;
|
||||
|
||||
// 女巫信息:只有女巫自己可见
|
||||
if (phase === 'witch-action' && target?.includes(playerId)) return true;
|
||||
|
||||
// 系统消息(角色分配等):只有目标可见
|
||||
if (phase === 'system' && target?.includes(playerId)) return true;
|
||||
|
||||
return false;
|
||||
});
|
||||
}
|
||||
```
|
||||
|
||||
### Role 设计
|
||||
|
||||
不是每个玩家一个 Role。而是 **每个阶段一个 Role**,Role 内部遍历该阶段需要行动的玩家:
|
||||
|
||||
```typescript
|
||||
type WerewolfRoles = {
|
||||
// 夜晚阶段
|
||||
'wolf-night': Role<WolfNightMeta>; // 狼人讨论+投票杀谁
|
||||
'seer-check': Role<SeerCheckMeta>; // 预言家验人
|
||||
'witch-action': Role<WitchActionMeta>; // 女巫用药
|
||||
|
||||
// 白天阶段
|
||||
'day-speech': Role<DaySpeechMeta>; // 所有存活玩家依次发言
|
||||
'vote': Role<VoteMeta>; // 投票放逐
|
||||
|
||||
// 特殊
|
||||
'hunter-shot': Role<HunterShotMeta>; // 猎人开枪(死亡触发)
|
||||
|
||||
// 结算
|
||||
'game-end': Role<GameEndMeta>; // 生成游戏总结
|
||||
};
|
||||
```
|
||||
|
||||
### 阶段内多玩家执行
|
||||
|
||||
每个阶段 Role 内部对多个玩家分别调 LLM:
|
||||
|
||||
```typescript
|
||||
const daySpeechRole: Role<DaySpeechMeta> = async (chain, topicId, store) => {
|
||||
const state = parseGameState(chain);
|
||||
const speeches: PlayerSpeech[] = [];
|
||||
|
||||
for (const player of state.alivePlayers) {
|
||||
// 过滤 chain,只给该玩家可见的信息
|
||||
const visibleChain = filterChainForPlayer(chain, player.id, player.identity);
|
||||
|
||||
// 调 LLM(通过 Sigil executor)
|
||||
const speech = await invokeLlm({
|
||||
system: buildPlayerPrompt(player),
|
||||
messages: visibleChain,
|
||||
instruction: '现在轮到你发言,分析场上局势,表达你的观点。',
|
||||
});
|
||||
|
||||
speeches.push({ playerId: player.id, speech });
|
||||
}
|
||||
|
||||
return {
|
||||
content: speeches.map(s => `【${s.playerId}】${s.speech}`).join('\n\n'),
|
||||
meta: { speeches, phase: 'day-speech', visibleTo: null }, // 公开
|
||||
};
|
||||
};
|
||||
```
|
||||
|
||||
### Moderator — 主持人
|
||||
|
||||
```typescript
|
||||
function werewolfModerator(
|
||||
output: ModeratorInput<WerewolfRoles>,
|
||||
topicId: string,
|
||||
): keyof WerewolfRoles | typeof END {
|
||||
if (output.role === START) return 'wolf-night'; // 天黑请闭眼
|
||||
|
||||
const state = output.meta?.gameState as GameState;
|
||||
|
||||
// 胜负判定
|
||||
if (state) {
|
||||
const wolves = state.alive.filter(p => p.team === 'wolf');
|
||||
if (wolves.length === 0) return 'game-end'; // 好人胜
|
||||
if (wolves.length >= state.alive.length - wolves.length) return 'game-end'; // 狼人胜
|
||||
}
|
||||
|
||||
// 阶段轮转
|
||||
switch (output.role) {
|
||||
case 'wolf-night': return 'seer-check';
|
||||
case 'seer-check': return 'witch-action';
|
||||
case 'witch-action': return 'day-speech'; // 天亮了
|
||||
case 'day-speech': return 'vote';
|
||||
case 'vote': {
|
||||
// 猎人被投票出局 → 开枪
|
||||
if (state?.lastDeath?.identity === 'hunter') return 'hunter-shot';
|
||||
return 'wolf-night'; // 下一夜
|
||||
}
|
||||
case 'hunter-shot': return 'wolf-night';
|
||||
case 'game-end': return END;
|
||||
default: return END;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 游戏状态
|
||||
|
||||
不存在独立的 state 对象——游戏状态从 chain 重建(event sourcing):
|
||||
|
||||
```typescript
|
||||
interface GameState {
|
||||
players: Player[]; // 所有玩家
|
||||
alive: Player[]; // 存活玩家
|
||||
dead: DeadPlayer[]; // 死亡玩家 + 死因
|
||||
day: number; // 第几天
|
||||
phase: string; // 当前阶段
|
||||
witchPotion: boolean; // 女巫解药是否还在
|
||||
witchPoison: boolean; // 女巫毒药是否还在
|
||||
lastDeath: DeadPlayer | null;
|
||||
}
|
||||
|
||||
function parseGameState(chain: WorkflowMessage[]): GameState {
|
||||
// 从 chain 的 meta 中重建完整游戏状态
|
||||
// 每个阶段 Role 的 meta 都带 gameState diff
|
||||
}
|
||||
```
|
||||
|
||||
### 玩家 Prompt 设计
|
||||
|
||||
每个玩家的 system prompt 包含:
|
||||
1. **角色身份**:你是预言家/狼人/村民...
|
||||
2. **性格特征**:随机分配(谨慎/激进/善于伪装/逻辑型...)
|
||||
3. **游戏规则**:简要规则提醒
|
||||
4. **目标**:你的胜利条件
|
||||
|
||||
```typescript
|
||||
function buildPlayerPrompt(player: Player): string {
|
||||
return `你是玩家 ${player.name},身份是【${player.identity.name}】。
|
||||
性格特征:${player.personality}。
|
||||
阵营:${player.identity.team === 'wolf' ? '狼人阵营' : '好人阵营'}。
|
||||
胜利条件:${player.identity.team === 'wolf' ? '淘汰所有好人' : '找出并淘汰所有狼人'}。
|
||||
${player.identity.abilities ? `特殊能力:${player.identity.abilities}` : ''}
|
||||
|
||||
重要规则:
|
||||
- 不要直接暴露自己的身份(除非策略需要)
|
||||
- 根据场上信息做出合理推理
|
||||
- 发言要有逻辑,但也可以有情感和策略`;
|
||||
}
|
||||
```
|
||||
|
||||
## Meta Workflow 集成
|
||||
|
||||
让 meta workflow 生成这个 werewolf.ts:
|
||||
|
||||
### 任务描述(给 meta workflow 的 __start__ event)
|
||||
|
||||
```
|
||||
目标:实现狼人杀 workflow(werewolf.ts + werewolf.test.ts)
|
||||
位置:packages/pulse/src/workflows/werewolf.ts
|
||||
|
||||
要求:
|
||||
1. 9人局(3狼人 + 预言家 + 女巫 + 猎人 + 3村民)
|
||||
2. 信息可见性:chain 过滤,每个玩家只看到该看的
|
||||
3. 阶段:wolf-night → seer-check → witch-action → day-speech → vote → (hunter-shot) → 循环
|
||||
4. 默认 mock Role(不调 LLM),可注入真 LLM Role
|
||||
5. Moderator 判胜负 + 阶段轮转
|
||||
6. 测试:mock 模式跑完整局,验证阶段流转和胜负判定
|
||||
|
||||
参考:coding-tdd.ts 的结构(WorkflowType + Roles + Moderator + Factory)
|
||||
验证:bun test packages/pulse/src/workflows/werewolf.test.ts
|
||||
```
|
||||
|
||||
## 后续扩展
|
||||
|
||||
1. **真 LLM 对战**:注入 Sigil executor 做的 LLM Role,看 AI 之间互相推理
|
||||
2. **人类参与**:某个玩家的 Role 改为等待用户输入(device effect 模式)
|
||||
3. **观战模式**:实时输出每个阶段的公开信息
|
||||
4. **复盘**:游戏结束后展示所有信息(包括夜晚行动),像"上帝视角"
|
||||
5. **更多身份**:守卫、白痴、丘比特...
|
||||
|
||||
---
|
||||
小橘 🍊 (NEKO Team)
|
||||
@ -28,8 +28,8 @@ describe('ping-pong workflow', () => {
|
||||
const rule = createWorkflowRule(pingPong, store);
|
||||
|
||||
// Trigger
|
||||
const hash = store.putObject('ping');
|
||||
store.appendEvent({
|
||||
const hash = await store.putObject('ping');
|
||||
await store.appendEvent({
|
||||
occurredAt: Date.now(),
|
||||
kind: 'ping-pong.__start__',
|
||||
key: 't1',
|
||||
|
||||
@ -4,7 +4,7 @@
|
||||
* 小橘 🍊 (NEKO Team)
|
||||
*/
|
||||
|
||||
import { END, START, type Role, type WorkflowType } from '@uncaged/pulse/src/workflows/workflow-type.js';
|
||||
import { END, START, type Role, type WorkflowType } from '@uncaged/pulse';
|
||||
|
||||
type PingPongRoles = {
|
||||
pong: Role<{ echo: true }>;
|
||||
|
||||
354
src/workflows/werewolf.test.ts
Normal file
354
src/workflows/werewolf.test.ts
Normal file
@ -0,0 +1,354 @@
|
||||
/**
|
||||
* Werewolf workflow tests — engine package.
|
||||
*
|
||||
* 小橘 🍊 (NEKO Team)
|
||||
*/
|
||||
|
||||
import { afterEach, describe, expect, it } from 'bun:test';
|
||||
import { mkdtempSync, rmSync } from 'node:fs';
|
||||
import { tmpdir } from 'node:os';
|
||||
import { join } from 'node:path';
|
||||
import { createStore, createWorkflowRule, type PulseStore } from '@uncaged/pulse';
|
||||
import { END, START, type Role, type WorkflowMessage } from '@uncaged/pulse';
|
||||
import {
|
||||
checkGameOver,
|
||||
createPlayers,
|
||||
createWerewolfWorkflow,
|
||||
filterChainForPlayer,
|
||||
parseGameState,
|
||||
type WitchActionMeta,
|
||||
} from './werewolf.js';
|
||||
|
||||
describe('werewolf workflow', () => {
|
||||
let tmpDir: string;
|
||||
|
||||
afterEach(() => {
|
||||
if (tmpDir) rmSync(tmpDir, { recursive: true, force: true });
|
||||
});
|
||||
|
||||
async function makeStore(): Promise<PulseStore> {
|
||||
tmpDir = mkdtempSync(join(tmpdir(), 'engine-werewolf-'));
|
||||
return createStore({
|
||||
eventsDbPath: join(tmpDir, 'test.db'),
|
||||
objectsDir: join(tmpDir, 'objects'),
|
||||
});
|
||||
}
|
||||
|
||||
async function trigger(store: PulseStore, topicId: string) {
|
||||
const hash = await store.putObject('werewolf start');
|
||||
await store.appendEvent({
|
||||
occurredAt: Date.now(),
|
||||
kind: 'werewolf.__start__',
|
||||
key: topicId,
|
||||
hash,
|
||||
meta: JSON.stringify({}),
|
||||
});
|
||||
}
|
||||
|
||||
it('mock 模式跑完整局', async () => {
|
||||
const store = await makeStore();
|
||||
try {
|
||||
const wf = createWerewolfWorkflow();
|
||||
const rule = createWorkflowRule(wf, store);
|
||||
await trigger(store, 'g1');
|
||||
|
||||
const order: string[] = [];
|
||||
for (let i = 0; i < 300; i++) {
|
||||
const r = await rule.tick();
|
||||
if (r.executed.length === 0) break;
|
||||
order.push(...r.executed.map((x) => x.role));
|
||||
}
|
||||
|
||||
expect(order[0]).toBe('wolf-night');
|
||||
expect(order[order.length - 1]).toBe('game-end');
|
||||
expect(order.length).toBeGreaterThanOrEqual(8);
|
||||
} finally {
|
||||
store.close();
|
||||
}
|
||||
});
|
||||
|
||||
it('阶段流转顺序正确', () => {
|
||||
const wf = createWerewolfWorkflow();
|
||||
|
||||
expect(wf.moderator({ role: START, meta: null }, 'x')).toBe('wolf-night');
|
||||
|
||||
expect(
|
||||
wf.moderator({ role: 'wolf-night', meta: { phase: 'wolf-night', targetId: 'p7' } }, 'x'),
|
||||
).toBe('seer-check');
|
||||
|
||||
expect(
|
||||
wf.moderator(
|
||||
{
|
||||
role: 'seer-check',
|
||||
meta: { phase: 'seer-check', targetId: 'p1', isWolf: true, visibleTo: ['p4'] },
|
||||
},
|
||||
'x',
|
||||
),
|
||||
).toBe('witch-action');
|
||||
|
||||
expect(
|
||||
wf.moderator(
|
||||
{
|
||||
role: 'witch-action',
|
||||
meta: {
|
||||
phase: 'witch-action',
|
||||
knifedPlayerId: 'p7',
|
||||
saved: false,
|
||||
poisonTarget: null,
|
||||
visibleTo: ['p5'],
|
||||
witchPotion: true,
|
||||
witchPoison: true,
|
||||
gameOver: false,
|
||||
},
|
||||
},
|
||||
'x',
|
||||
),
|
||||
).toBe('dawn');
|
||||
|
||||
expect(
|
||||
wf.moderator(
|
||||
{
|
||||
role: 'dawn',
|
||||
meta: { phase: 'dawn', peaceful: true, publicDeathIds: [], day: 1 },
|
||||
},
|
||||
'x',
|
||||
),
|
||||
).toBe('day-speech');
|
||||
|
||||
expect(
|
||||
wf.moderator({ role: 'day-speech', meta: { phase: 'day-speech', speeches: [] } }, 'x'),
|
||||
).toBe('vote');
|
||||
|
||||
expect(
|
||||
wf.moderator(
|
||||
{
|
||||
role: 'vote',
|
||||
meta: {
|
||||
phase: 'vote',
|
||||
votes: {},
|
||||
eliminatedId: 'p7',
|
||||
gameOver: false,
|
||||
hunterTriggered: false,
|
||||
},
|
||||
},
|
||||
'x',
|
||||
),
|
||||
).toBe('wolf-night');
|
||||
|
||||
expect(wf.moderator({ role: 'game-end', meta: { phase: 'game-end', winner: 'good', summary: '' } }, 'x')).toBe(
|
||||
END,
|
||||
);
|
||||
});
|
||||
|
||||
it('胜负判定:狼全死 → 好人胜(进入 game-end)', () => {
|
||||
const wf = createWerewolfWorkflow();
|
||||
expect(
|
||||
wf.moderator(
|
||||
{ role: 'vote', meta: { phase: 'vote', votes: {}, eliminatedId: 'p3', gameOver: true } },
|
||||
'x',
|
||||
),
|
||||
).toBe('game-end');
|
||||
});
|
||||
|
||||
it('胜负判定:狼数 ≥ 好人存活 → 狼人胜', () => {
|
||||
const players = createPlayers();
|
||||
const alive = [players[0], players[1], players[2], players[6]];
|
||||
expect(checkGameOver(alive)).toBe(true);
|
||||
|
||||
const alive2 = [players[0], players[1], players[2], players[3], players[4], players[5], players[6]];
|
||||
expect(checkGameOver(alive2)).toBe(false);
|
||||
});
|
||||
|
||||
it('filterChainForPlayer 信息隔离', () => {
|
||||
const players = createPlayers();
|
||||
const wolf = players[0];
|
||||
const seer = players[3];
|
||||
const villager = players[6];
|
||||
|
||||
const chain: WorkflowMessage[] = [
|
||||
{
|
||||
role: 'wolf-night',
|
||||
content: '狼人杀人',
|
||||
meta: { phase: 'wolf-night', targetId: 'p7' },
|
||||
timestamp: 1,
|
||||
},
|
||||
{
|
||||
role: 'seer-check',
|
||||
content: '预言家验人',
|
||||
meta: { phase: 'seer-check', targetId: 'p1', isWolf: true, visibleTo: ['p4'] },
|
||||
timestamp: 2,
|
||||
},
|
||||
{
|
||||
role: 'witch-action',
|
||||
content: '女巫',
|
||||
meta: {
|
||||
phase: 'witch-action',
|
||||
knifedPlayerId: 'p7',
|
||||
saved: false,
|
||||
poisonTarget: null,
|
||||
visibleTo: ['p5'],
|
||||
witchPotion: true,
|
||||
witchPoison: true,
|
||||
},
|
||||
timestamp: 3,
|
||||
},
|
||||
{
|
||||
role: 'dawn',
|
||||
content: '天亮',
|
||||
meta: { phase: 'dawn', peaceful: false, publicDeathIds: ['p7'], day: 1 },
|
||||
timestamp: 4,
|
||||
},
|
||||
{
|
||||
role: 'day-speech',
|
||||
content: '发言',
|
||||
meta: { phase: 'day-speech', speeches: [] },
|
||||
timestamp: 5,
|
||||
},
|
||||
{
|
||||
role: 'vote',
|
||||
content: '投票',
|
||||
meta: { phase: 'vote', votes: {}, eliminatedId: 'p8' },
|
||||
timestamp: 6,
|
||||
},
|
||||
];
|
||||
|
||||
const wolfView = filterChainForPlayer(chain, wolf.id, wolf.identity);
|
||||
expect(wolfView.some((m) => (m.meta as { phase?: string })?.phase === 'wolf-night')).toBe(true);
|
||||
expect(wolfView.some((m) => (m.meta as { phase?: string })?.phase === 'seer-check')).toBe(false);
|
||||
|
||||
const seerView = filterChainForPlayer(chain, seer.id, seer.identity);
|
||||
expect(seerView.some((m) => (m.meta as { phase?: string })?.phase === 'seer-check')).toBe(true);
|
||||
expect(seerView.some((m) => (m.meta as { phase?: string })?.phase === 'wolf-night')).toBe(false);
|
||||
|
||||
const villagerView = filterChainForPlayer(chain, villager.id, villager.identity);
|
||||
expect(villagerView.some((m) => (m.meta as { phase?: string })?.phase === 'wolf-night')).toBe(false);
|
||||
expect(villagerView.some((m) => (m.meta as { phase?: string })?.phase === 'witch-action')).toBe(false);
|
||||
expect(villagerView.some((m) => (m.meta as { phase?: string })?.phase === 'dawn')).toBe(true);
|
||||
expect(villagerView.some((m) => (m.meta as { phase?: string })?.phase === 'day-speech')).toBe(true);
|
||||
});
|
||||
|
||||
it('平安夜:村民视角看不到刀口 meta(女巫可见 witch-action)', () => {
|
||||
const players = createPlayers();
|
||||
const witch = players[4];
|
||||
const villager = players[6];
|
||||
|
||||
const chain: WorkflowMessage[] = [
|
||||
{
|
||||
role: 'wolf-night',
|
||||
content: '狼刀 p7',
|
||||
meta: { phase: 'wolf-night', targetId: 'p7' },
|
||||
timestamp: 1,
|
||||
},
|
||||
{
|
||||
role: 'witch-action',
|
||||
content: '女巫救',
|
||||
meta: {
|
||||
phase: 'witch-action',
|
||||
knifedPlayerId: 'p7',
|
||||
saved: true,
|
||||
poisonTarget: null,
|
||||
visibleTo: [witch.id],
|
||||
witchPotion: false,
|
||||
witchPoison: true,
|
||||
},
|
||||
timestamp: 2,
|
||||
},
|
||||
{
|
||||
role: 'dawn',
|
||||
content: '平安夜',
|
||||
meta: { phase: 'dawn', peaceful: true, publicDeathIds: [], day: 1 },
|
||||
timestamp: 3,
|
||||
},
|
||||
];
|
||||
|
||||
const villagerView = filterChainForPlayer(chain, villager.id, villager.identity);
|
||||
const hasKnifeMeta = villagerView.some((m) => {
|
||||
const meta = m.meta as Record<string, unknown> | null;
|
||||
return meta != null && 'knifedPlayerId' in meta;
|
||||
});
|
||||
expect(hasKnifeMeta).toBe(false);
|
||||
|
||||
const witchView = filterChainForPlayer(chain, witch.id, witch.identity);
|
||||
expect(witchView.some((m) => (m.meta as { phase?: string })?.phase === 'witch-action')).toBe(true);
|
||||
expect(
|
||||
(witchView.find((m) => (m.meta as { phase?: string })?.phase === 'witch-action')?.meta as WitchActionMeta)
|
||||
?.knifedPlayerId,
|
||||
).toBe('p7');
|
||||
});
|
||||
|
||||
it('猎人被投票出局后进入 hunter-shot', () => {
|
||||
const wf = createWerewolfWorkflow();
|
||||
expect(
|
||||
wf.moderator(
|
||||
{
|
||||
role: 'vote',
|
||||
meta: {
|
||||
phase: 'vote',
|
||||
votes: {},
|
||||
eliminatedId: 'p6',
|
||||
gameOver: false,
|
||||
hunterTriggered: true,
|
||||
},
|
||||
},
|
||||
'x',
|
||||
),
|
||||
).toBe('hunter-shot');
|
||||
});
|
||||
|
||||
it('注入的 witch Role 可覆盖默认实现', async () => {
|
||||
const store = await makeStore();
|
||||
try {
|
||||
const savingWitch: Role<WitchActionMeta> = async (chain) => {
|
||||
const state = parseGameState(chain);
|
||||
const witch = state.alive.find((p) => p.identity.name === '女巫');
|
||||
const knifed = state.lastKill;
|
||||
const saved = Boolean(knifed && state.witchPotion);
|
||||
const poisonTarget: string | null = null;
|
||||
const aliveAfter = aliveAfterNightForTest(state, saved, poisonTarget, knifed);
|
||||
const gameOver = checkGameOver(aliveAfter);
|
||||
return {
|
||||
content: saved ? '救' : '不救',
|
||||
meta: {
|
||||
phase: 'witch-action',
|
||||
knifedPlayerId: knifed,
|
||||
saved,
|
||||
poisonTarget,
|
||||
visibleTo: witch ? [witch.id] : [],
|
||||
witchPotion: saved ? false : state.witchPotion,
|
||||
witchPoison: state.witchPoison,
|
||||
gameOver,
|
||||
},
|
||||
};
|
||||
};
|
||||
|
||||
const wf = createWerewolfWorkflow({ witchActionFn: savingWitch });
|
||||
const rule = createWorkflowRule(wf, store);
|
||||
await trigger(store, 'inj');
|
||||
|
||||
let sawPeacefulDawn = false;
|
||||
for (let i = 0; i < 40; i++) {
|
||||
const r = await rule.tick();
|
||||
if (r.executed.length === 0) break;
|
||||
for (const ex of r.executed) {
|
||||
if (ex.role === 'dawn' && ex.meta?.peaceful === true) sawPeacefulDawn = true;
|
||||
}
|
||||
}
|
||||
expect(sawPeacefulDawn).toBe(true);
|
||||
} finally {
|
||||
store.close();
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
function aliveAfterNightForTest(
|
||||
state: ReturnType<typeof parseGameState>,
|
||||
witchSaved: boolean,
|
||||
poisonId: string | null,
|
||||
knifedId: string | null,
|
||||
) {
|
||||
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));
|
||||
}
|
||||
578
src/workflows/werewolf.ts
Normal file
578
src/workflows/werewolf.ts
Normal file
@ -0,0 +1,578 @@
|
||||
/**
|
||||
* Werewolf (狼人杀) workflow — 9-player game with information asymmetry.
|
||||
*
|
||||
* Trigger: werewolf.__start__
|
||||
* Roles are per-phase; game state is rebuilt from chain via parseGameState.
|
||||
* Default roles are deterministic mocks (no LLM). Inject real roles via createWerewolfWorkflow(opts).
|
||||
*
|
||||
* 小橘 🍊 (NEKO Team)
|
||||
*/
|
||||
|
||||
import {
|
||||
END,
|
||||
type ModeratorInput,
|
||||
type Role,
|
||||
START,
|
||||
type WorkflowMessage,
|
||||
type WorkflowType,
|
||||
} from '@uncaged/pulse';
|
||||
|
||||
// ── Types ──────────────────────────────────────────────────────
|
||||
|
||||
export type Team = 'wolf' | 'good';
|
||||
|
||||
export interface Identity {
|
||||
name: string;
|
||||
team: Team;
|
||||
abilities?: string;
|
||||
}
|
||||
|
||||
export interface Player {
|
||||
id: string;
|
||||
name: string;
|
||||
identity: Identity;
|
||||
}
|
||||
|
||||
export interface DeadPlayer extends Player {
|
||||
cause: 'wolf-kill' | 'vote' | 'poison' | 'hunter-shot';
|
||||
day: number;
|
||||
}
|
||||
|
||||
export interface GameState {
|
||||
players: Player[];
|
||||
alive: Player[];
|
||||
dead: DeadPlayer[];
|
||||
day: number;
|
||||
phase: string;
|
||||
witchPotion: boolean;
|
||||
witchPoison: boolean;
|
||||
lastKill: string | null;
|
||||
lastDeath: DeadPlayer | null;
|
||||
}
|
||||
|
||||
// ── 9 人局 ─────────────────────────────────────────────────────
|
||||
|
||||
const IDENTITIES: Identity[] = [
|
||||
{ name: '狼人', team: 'wolf' },
|
||||
{ name: '狼人', team: 'wolf' },
|
||||
{ name: '狼人', team: 'wolf' },
|
||||
{ name: '预言家', team: 'good', abilities: '每晚可查验一名玩家身份' },
|
||||
{ name: '女巫', team: 'good', abilities: '有一瓶解药和一瓶毒药' },
|
||||
{ name: '猎人', team: 'good', abilities: '死亡时可开枪带走一人' },
|
||||
{ name: '村民', team: 'good' },
|
||||
{ name: '村民', team: 'good' },
|
||||
{ name: '村民', team: 'good' },
|
||||
];
|
||||
|
||||
export function createPlayers(): Player[] {
|
||||
return IDENTITIES.map((id, i) => ({
|
||||
id: `p${i + 1}`,
|
||||
name: `玩家${i + 1}`,
|
||||
identity: id,
|
||||
}));
|
||||
}
|
||||
|
||||
// ── Game state from chain ─────────────────────────────────────
|
||||
|
||||
export function parseGameState(chain: WorkflowMessage[]): GameState {
|
||||
const players = createPlayers();
|
||||
const dead: DeadPlayer[] = [];
|
||||
let calendarDay = 1;
|
||||
let nightNum = 0;
|
||||
let witchPotion = true;
|
||||
let witchPoison = true;
|
||||
let lastKill: string | null = null;
|
||||
let lastDeath: DeadPlayer | null = null;
|
||||
let phase = '';
|
||||
|
||||
for (const msg of chain) {
|
||||
const meta = msg.meta as Record<string, unknown> | null;
|
||||
if (!meta) continue;
|
||||
|
||||
const p = meta.phase as string | undefined;
|
||||
if (p === 'wolf-night') {
|
||||
phase = 'wolf-night';
|
||||
nightNum++;
|
||||
if (meta.targetId) lastKill = meta.targetId as string;
|
||||
}
|
||||
|
||||
if (p === 'seer-check') {
|
||||
phase = 'seer-check';
|
||||
}
|
||||
|
||||
if (p === 'witch-action') {
|
||||
phase = 'witch-action';
|
||||
const saved = meta.saved === true;
|
||||
if (saved) {
|
||||
lastKill = null;
|
||||
witchPotion = false;
|
||||
}
|
||||
if (meta.poisonTarget) {
|
||||
witchPoison = false;
|
||||
const pid = meta.poisonTarget as string;
|
||||
const pl = players.find((pp) => pp.id === pid);
|
||||
if (pl && !dead.some((d) => d.id === pid)) {
|
||||
const dp: DeadPlayer = { ...pl, cause: 'poison', day: nightNum };
|
||||
dead.push(dp);
|
||||
lastDeath = dp;
|
||||
}
|
||||
}
|
||||
if (lastKill) {
|
||||
const pl = players.find((pp) => pp.id === lastKill);
|
||||
if (pl && !dead.some((d) => d.id === lastKill)) {
|
||||
const dp: DeadPlayer = { ...pl, cause: 'wolf-kill', day: nightNum };
|
||||
dead.push(dp);
|
||||
lastDeath = dp;
|
||||
}
|
||||
}
|
||||
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