@ai-rpg-engine/modules 1.0.0

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Files changed (117) hide show
  1. package/dist/belief-provenance.d.ts +41 -0
  2. package/dist/belief-provenance.d.ts.map +1 -0
  3. package/dist/belief-provenance.js +254 -0
  4. package/dist/belief-provenance.js.map +1 -0
  5. package/dist/belief-provenance.test.d.ts +2 -0
  6. package/dist/belief-provenance.test.d.ts.map +1 -0
  7. package/dist/belief-provenance.test.js +139 -0
  8. package/dist/belief-provenance.test.js.map +1 -0
  9. package/dist/cognition-core.d.ts +89 -0
  10. package/dist/cognition-core.d.ts.map +1 -0
  11. package/dist/cognition-core.js +370 -0
  12. package/dist/cognition-core.js.map +1 -0
  13. package/dist/cognition-core.test.d.ts +2 -0
  14. package/dist/cognition-core.test.d.ts.map +1 -0
  15. package/dist/cognition-core.test.js +215 -0
  16. package/dist/cognition-core.test.js.map +1 -0
  17. package/dist/combat-core.d.ts +11 -0
  18. package/dist/combat-core.d.ts.map +1 -0
  19. package/dist/combat-core.js +152 -0
  20. package/dist/combat-core.js.map +1 -0
  21. package/dist/dialogue-core.d.ts +10 -0
  22. package/dist/dialogue-core.d.ts.map +1 -0
  23. package/dist/dialogue-core.js +172 -0
  24. package/dist/dialogue-core.js.map +1 -0
  25. package/dist/district-core.d.ts +59 -0
  26. package/dist/district-core.d.ts.map +1 -0
  27. package/dist/district-core.js +224 -0
  28. package/dist/district-core.js.map +1 -0
  29. package/dist/district-core.test.d.ts +2 -0
  30. package/dist/district-core.test.d.ts.map +1 -0
  31. package/dist/district-core.test.js +157 -0
  32. package/dist/district-core.test.js.map +1 -0
  33. package/dist/environment-core.d.ts +78 -0
  34. package/dist/environment-core.d.ts.map +1 -0
  35. package/dist/environment-core.js +229 -0
  36. package/dist/environment-core.js.map +1 -0
  37. package/dist/environment-core.test.d.ts +2 -0
  38. package/dist/environment-core.test.d.ts.map +1 -0
  39. package/dist/environment-core.test.js +252 -0
  40. package/dist/environment-core.test.js.map +1 -0
  41. package/dist/faction-cognition.d.ts +39 -0
  42. package/dist/faction-cognition.d.ts.map +1 -0
  43. package/dist/faction-cognition.js +139 -0
  44. package/dist/faction-cognition.js.map +1 -0
  45. package/dist/faction-cognition.test.d.ts +2 -0
  46. package/dist/faction-cognition.test.d.ts.map +1 -0
  47. package/dist/faction-cognition.test.js +166 -0
  48. package/dist/faction-cognition.test.js.map +1 -0
  49. package/dist/index.d.ts +31 -0
  50. package/dist/index.d.ts.map +1 -0
  51. package/dist/index.js +18 -0
  52. package/dist/index.js.map +1 -0
  53. package/dist/inventory-core.d.ts +10 -0
  54. package/dist/inventory-core.d.ts.map +1 -0
  55. package/dist/inventory-core.js +69 -0
  56. package/dist/inventory-core.js.map +1 -0
  57. package/dist/knowledge-decay.test.d.ts +2 -0
  58. package/dist/knowledge-decay.test.d.ts.map +1 -0
  59. package/dist/knowledge-decay.test.js +143 -0
  60. package/dist/knowledge-decay.test.js.map +1 -0
  61. package/dist/narrative-authority.d.ts +40 -0
  62. package/dist/narrative-authority.d.ts.map +1 -0
  63. package/dist/narrative-authority.js +89 -0
  64. package/dist/narrative-authority.js.map +1 -0
  65. package/dist/narrative-authority.test.d.ts +2 -0
  66. package/dist/narrative-authority.test.d.ts.map +1 -0
  67. package/dist/narrative-authority.test.js +237 -0
  68. package/dist/narrative-authority.test.js.map +1 -0
  69. package/dist/observer-presentation.d.ts +74 -0
  70. package/dist/observer-presentation.d.ts.map +1 -0
  71. package/dist/observer-presentation.js +277 -0
  72. package/dist/observer-presentation.js.map +1 -0
  73. package/dist/observer-presentation.test.d.ts +2 -0
  74. package/dist/observer-presentation.test.d.ts.map +1 -0
  75. package/dist/observer-presentation.test.js +156 -0
  76. package/dist/observer-presentation.test.js.map +1 -0
  77. package/dist/perception-filter.d.ts +46 -0
  78. package/dist/perception-filter.d.ts.map +1 -0
  79. package/dist/perception-filter.js +281 -0
  80. package/dist/perception-filter.js.map +1 -0
  81. package/dist/perception-filter.test.d.ts +2 -0
  82. package/dist/perception-filter.test.d.ts.map +1 -0
  83. package/dist/perception-filter.test.js +308 -0
  84. package/dist/perception-filter.test.js.map +1 -0
  85. package/dist/progression-core.d.ts +63 -0
  86. package/dist/progression-core.d.ts.map +1 -0
  87. package/dist/progression-core.js +232 -0
  88. package/dist/progression-core.js.map +1 -0
  89. package/dist/progression-core.test.d.ts +2 -0
  90. package/dist/progression-core.test.d.ts.map +1 -0
  91. package/dist/progression-core.test.js +328 -0
  92. package/dist/progression-core.test.js.map +1 -0
  93. package/dist/rumor-propagation.d.ts +31 -0
  94. package/dist/rumor-propagation.d.ts.map +1 -0
  95. package/dist/rumor-propagation.js +180 -0
  96. package/dist/rumor-propagation.js.map +1 -0
  97. package/dist/rumor-propagation.test.d.ts +2 -0
  98. package/dist/rumor-propagation.test.d.ts.map +1 -0
  99. package/dist/rumor-propagation.test.js +176 -0
  100. package/dist/rumor-propagation.test.js.map +1 -0
  101. package/dist/simulation-inspector.d.ts +78 -0
  102. package/dist/simulation-inspector.d.ts.map +1 -0
  103. package/dist/simulation-inspector.js +263 -0
  104. package/dist/simulation-inspector.js.map +1 -0
  105. package/dist/simulation-inspector.test.d.ts +2 -0
  106. package/dist/simulation-inspector.test.d.ts.map +1 -0
  107. package/dist/simulation-inspector.test.js +152 -0
  108. package/dist/simulation-inspector.test.js.map +1 -0
  109. package/dist/status-core.d.ts +17 -0
  110. package/dist/status-core.d.ts.map +1 -0
  111. package/dist/status-core.js +106 -0
  112. package/dist/status-core.js.map +1 -0
  113. package/dist/traversal-core.d.ts +3 -0
  114. package/dist/traversal-core.d.ts.map +1 -0
  115. package/dist/traversal-core.js +93 -0
  116. package/dist/traversal-core.js.map +1 -0
  117. package/package.json +34 -0
@@ -0,0 +1,252 @@
1
+ import { describe, it, expect } from 'vitest';
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+ import { createTestEngine } from '@ai-rpg-engine/core';
3
+ import { createEnvironmentCore, getZoneProperty, setZoneProperty, modifyZoneProperty, getHazardLog, processEnvironmentDecays, } from './environment-core.js';
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+ import { traversalCore } from './traversal-core.js';
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+ import { combatCore } from './combat-core.js';
6
+ const makePlayer = (zoneId) => ({
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+ id: 'player',
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+ blueprintId: 'player',
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+ type: 'player',
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+ name: 'Hero',
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+ tags: ['player'],
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+ stats: { vigor: 5, instinct: 5 },
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+ resources: { hp: 20, stamina: 5 },
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+ statuses: [],
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+ zoneId,
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+ });
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+ const makeEnemy = (id, zoneId) => ({
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+ id,
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+ blueprintId: id,
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+ type: 'enemy',
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+ name: id,
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+ tags: ['enemy'],
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+ stats: { vigor: 3, instinct: 3 },
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+ resources: { hp: 5, stamina: 3 },
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+ statuses: [],
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+ zoneId,
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+ });
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+ describe('Zone property access', () => {
29
+ it('reads base zone property', () => {
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+ const engine = createTestEngine({
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+ modules: [createEnvironmentCore()],
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+ entities: [makePlayer('a')],
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+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: [], light: 7 }],
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+ });
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+ expect(getZoneProperty(engine.world, 'a', 'light')).toBe(7);
36
+ expect(getZoneProperty(engine.world, 'a', 'noise')).toBe(0); // Default
37
+ });
38
+ it('sets and reads dynamic zone property', () => {
39
+ const engine = createTestEngine({
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+ modules: [createEnvironmentCore()],
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+ entities: [makePlayer('a')],
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+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: [], light: 5 }],
43
+ });
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+ setZoneProperty(engine.world, 'a', 'noise', 10);
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+ expect(getZoneProperty(engine.world, 'a', 'noise')).toBe(10);
46
+ });
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+ it('modifies zone property by delta', () => {
48
+ const engine = createTestEngine({
49
+ modules: [createEnvironmentCore()],
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+ entities: [makePlayer('a')],
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+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: [], light: 5 }],
52
+ });
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+ setZoneProperty(engine.world, 'a', 'noise', 3);
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+ modifyZoneProperty(engine.world, 'a', 'noise', 5);
55
+ expect(getZoneProperty(engine.world, 'a', 'noise')).toBe(8);
56
+ });
57
+ });
58
+ describe('Combat raises noise (built-in rule)', () => {
59
+ it('combat hit increases zone noise', () => {
60
+ const engine = createTestEngine({
61
+ modules: [traversalCore, combatCore, createEnvironmentCore()],
62
+ entities: [makePlayer('a'), makeEnemy('rat', 'a')],
63
+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: [] }],
64
+ });
65
+ engine.submitAction('attack', { targetIds: ['rat'] });
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+ // Combat should have raised noise (hit=3, miss=2)
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+ const noise = getZoneProperty(engine.world, 'a', 'noise');
68
+ expect(noise).toBeGreaterThan(0);
69
+ });
70
+ it('zone entry adds minor noise', () => {
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+ const engine = createTestEngine({
72
+ modules: [traversalCore, createEnvironmentCore()],
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+ entities: [makePlayer('a')],
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+ zones: [
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+ { id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: ['b'] },
76
+ { id: 'b', roomId: 'test', name: 'B', tags: [], neighbors: ['a'] },
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+ ],
78
+ });
79
+ engine.submitAction('move', { targetIds: ['b'] });
80
+ const noise = getZoneProperty(engine.world, 'b', 'noise');
81
+ expect(noise).toBeGreaterThan(0);
82
+ });
83
+ });
84
+ describe('Noise decay', () => {
85
+ it('noise decays toward baseline over time', () => {
86
+ const engine = createTestEngine({
87
+ modules: [traversalCore, combatCore, createEnvironmentCore()],
88
+ entities: [makePlayer('a'), makeEnemy('rat', 'a')],
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+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: ['b'] },
90
+ { id: 'b', roomId: 'test', name: 'B', tags: [], neighbors: ['a'] }],
91
+ });
92
+ engine.submitAction('attack', { targetIds: ['rat'] });
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+ const noiseAfterCombat = getZoneProperty(engine.world, 'a', 'noise');
94
+ expect(noiseAfterCombat).toBeGreaterThan(0);
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+ // Explicitly process decays (in a game loop, this happens via environment-tick)
96
+ processEnvironmentDecays(engine.world);
97
+ const noiseAfterDecay = getZoneProperty(engine.world, 'a', 'noise');
98
+ expect(noiseAfterDecay).toBeLessThan(noiseAfterCombat);
99
+ });
100
+ });
101
+ describe('Custom environment rules', () => {
102
+ it('custom rule modifies zone property on event', () => {
103
+ const engine = createTestEngine({
104
+ modules: [
105
+ traversalCore,
106
+ createEnvironmentCore({
107
+ rules: [{
108
+ id: 'torch-light',
109
+ eventPattern: 'world.zone.entered',
110
+ property: 'light',
111
+ delta: 2, // Player brings light
112
+ }],
113
+ }),
114
+ ],
115
+ entities: [makePlayer('a')],
116
+ zones: [
117
+ { id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: ['b'] },
118
+ { id: 'b', roomId: 'test', name: 'B', tags: [], neighbors: ['a'], light: 3 },
119
+ ],
120
+ });
121
+ engine.submitAction('move', { targetIds: ['b'] });
122
+ // Light in zone B should have increased by custom rule + base
123
+ const light = getZoneProperty(engine.world, 'b', 'light');
124
+ expect(light).toBe(5); // 3 base + 2 from torch rule
125
+ });
126
+ it('dynamic delta function uses event context', () => {
127
+ const engine = createTestEngine({
128
+ modules: [
129
+ traversalCore,
130
+ combatCore,
131
+ createEnvironmentCore({
132
+ rules: [{
133
+ id: 'blood-stain',
134
+ eventPattern: 'combat.contact.hit',
135
+ property: 'stability',
136
+ delta: (event) => -(event.payload.damage ?? 1),
137
+ }],
138
+ }),
139
+ ],
140
+ entities: [makePlayer('a'), makeEnemy('rat', 'a')],
141
+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: [], stability: 10 }],
142
+ });
143
+ engine.submitAction('attack', { targetIds: ['rat'] });
144
+ const stability = getZoneProperty(engine.world, 'a', 'stability');
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+ // Stability should have decreased based on damage dealt
146
+ expect(stability).toBeLessThanOrEqual(10);
147
+ });
148
+ });
149
+ describe('Hazards', () => {
150
+ it('hazard activates when condition is met', () => {
151
+ let hazardTriggered = false;
152
+ let affectedEntity = '';
153
+ const engine = createTestEngine({
154
+ modules: [
155
+ traversalCore,
156
+ createEnvironmentCore({
157
+ hazards: [{
158
+ id: 'exposed-wiring',
159
+ triggerOn: 'world.zone.entered',
160
+ condition: (zone) => zone.hazards?.includes('exposed wiring') ?? false,
161
+ effect: (zone, entity, world, tick) => {
162
+ hazardTriggered = true;
163
+ affectedEntity = entity.id;
164
+ // Deal 2 damage
165
+ entity.resources.hp = Math.max(0, (entity.resources.hp ?? 0) - 2);
166
+ return [{
167
+ id: `hazard-${tick}`,
168
+ tick,
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+ type: 'environment.hazard.triggered',
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+ actorId: entity.id,
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+ payload: {
172
+ hazardId: 'exposed-wiring',
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+ zoneId: zone.id,
174
+ damage: 2,
175
+ },
176
+ }];
177
+ },
178
+ }],
179
+ }),
180
+ ],
181
+ entities: [makePlayer('a')],
182
+ zones: [
183
+ { id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: ['b'] },
184
+ { id: 'b', roomId: 'test', name: 'B', tags: ['hazardous'], neighbors: ['a'], hazards: ['exposed wiring'] },
185
+ ],
186
+ });
187
+ const hpBefore = engine.player().resources.hp;
188
+ engine.submitAction('move', { targetIds: ['b'] });
189
+ expect(hazardTriggered).toBe(true);
190
+ expect(affectedEntity).toBe('player');
191
+ expect(engine.player().resources.hp).toBe(hpBefore - 2);
192
+ });
193
+ it('hazard log tracks activations', () => {
194
+ const engine = createTestEngine({
195
+ modules: [
196
+ traversalCore,
197
+ createEnvironmentCore({
198
+ hazards: [{
199
+ id: 'ice-floor',
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+ triggerOn: 'world.zone.entered',
201
+ condition: (zone) => zone.tags.includes('icy'),
202
+ effect: (_zone, _entity, _world, tick) => [],
203
+ }],
204
+ }),
205
+ ],
206
+ entities: [makePlayer('a')],
207
+ zones: [
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+ { id: 'a', roomId: 'test', name: 'A', tags: [], neighbors: ['b'] },
209
+ { id: 'b', roomId: 'test', name: 'B', tags: ['icy'], neighbors: ['a'] },
210
+ ],
211
+ });
212
+ engine.submitAction('move', { targetIds: ['b'] });
213
+ const log = getHazardLog(engine.world, 'b');
214
+ expect(log.length).toBeGreaterThan(0);
215
+ expect(log[0].hazardId).toBe('ice-floor');
216
+ expect(log[0].entityId).toBe('player');
217
+ });
218
+ });
219
+ describe('Zone tick effects', () => {
220
+ it('tick effect applies to qualifying zones', () => {
221
+ const regenEvents = [];
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+ const engine = createTestEngine({
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+ modules: [
224
+ createEnvironmentCore({
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+ tickEffects: [{
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+ id: 'healing-spring',
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+ condition: (zone) => zone.tags.includes('healing'),
228
+ apply: (zone, world, tick) => {
229
+ // Heal all entities in zone
230
+ for (const entity of Object.values(world.entities)) {
231
+ if (entity.zoneId === zone.id) {
232
+ entity.resources.hp = Math.min(20, (entity.resources.hp ?? 0) + 1);
233
+ regenEvents.push(entity.id);
234
+ }
235
+ }
236
+ return [];
237
+ },
238
+ }],
239
+ }),
240
+ ],
241
+ entities: [makePlayer('a')],
242
+ zones: [{ id: 'a', roomId: 'test', name: 'A', tags: ['healing'], neighbors: [] }],
243
+ });
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+ // Manually lower HP
245
+ engine.player().resources.hp = 15;
246
+ // Trigger environment tick
247
+ engine.submitAction('environment-tick', {});
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+ expect(engine.player().resources.hp).toBe(16);
249
+ expect(regenEvents).toContain('player');
250
+ });
251
+ });
252
+ //# sourceMappingURL=environment-core.test.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,39 @@
1
+ import type { EngineModule, WorldState, ScalarValue } from '@ai-rpg-engine/core';
2
+ export type FactionBelief = {
3
+ subject: string;
4
+ key: string;
5
+ value: ScalarValue;
6
+ confidence: number;
7
+ sourceEntities: string[];
8
+ lastUpdateTick: number;
9
+ distortion: number;
10
+ };
11
+ export type FactionCognitionState = {
12
+ beliefs: FactionBelief[];
13
+ alertLevel: number;
14
+ cohesion: number;
15
+ };
16
+ export type FactionMembership = {
17
+ factionId: string;
18
+ entityIds: string[];
19
+ cohesion?: number;
20
+ };
21
+ export type FactionCognitionConfig = {
22
+ factions: FactionMembership[];
23
+ };
24
+ export declare function createFactionCognition(config: FactionCognitionConfig): EngineModule;
25
+ /** Get cognition state for a faction */
26
+ export declare function getFactionCognition(world: WorldState, factionId: string): FactionCognitionState;
27
+ /** Get the faction an entity belongs to */
28
+ export declare function getEntityFaction(world: WorldState, entityId: string): string | undefined;
29
+ /** Get all entity IDs in a faction */
30
+ export declare function getFactionMembers(world: WorldState, factionId: string): string[];
31
+ /** Set or update a faction belief */
32
+ export declare function setFactionBelief(factionState: FactionCognitionState, subject: string, key: string, value: ScalarValue, confidence: number, sourceEntityId: string, tick: number, distortion?: number): void;
33
+ /** Get a specific faction belief */
34
+ export declare function getFactionBelief(factionState: FactionCognitionState, subject: string, key: string): FactionBelief | undefined;
35
+ /** Check if a faction believes something */
36
+ export declare function factionBelieves(factionState: FactionCognitionState, subject: string, key: string, value?: ScalarValue): boolean;
37
+ /** Get all beliefs about a subject */
38
+ export declare function getFactionBeliefsAbout(factionState: FactionCognitionState, subject: string): FactionBelief[];
39
+ //# sourceMappingURL=faction-cognition.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"faction-cognition.d.ts","sourceRoot":"","sources":["../src/faction-cognition.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EACV,YAAY,EACZ,UAAU,EAEV,WAAW,EACZ,MAAM,qBAAqB,CAAC;AAI7B,MAAM,MAAM,aAAa,GAAG;IAC1B,OAAO,EAAE,MAAM,CAAC;IAChB,GAAG,EAAE,MAAM,CAAC;IACZ,KAAK,EAAE,WAAW,CAAC;IACnB,UAAU,EAAE,MAAM,CAAC;IACnB,cAAc,EAAE,MAAM,EAAE,CAAC;IACzB,cAAc,EAAE,MAAM,CAAC;IACvB,UAAU,EAAE,MAAM,CAAC;CACpB,CAAC;AAEF,MAAM,MAAM,qBAAqB,GAAG;IAClC,OAAO,EAAE,aAAa,EAAE,CAAC;IACzB,UAAU,EAAE,MAAM,CAAC;IACnB,QAAQ,EAAE,MAAM,CAAC;CAClB,CAAC;AAEF,MAAM,MAAM,iBAAiB,GAAG;IAC9B,SAAS,EAAE,MAAM,CAAC;IAClB,SAAS,EAAE,MAAM,EAAE,CAAC;IACpB,QAAQ,CAAC,EAAE,MAAM,CAAC;CACnB,CAAC;AAEF,MAAM,MAAM,sBAAsB,GAAG;IACnC,QAAQ,EAAE,iBAAiB,EAAE,CAAC;CAC/B,CAAC;AAUF,wBAAgB,sBAAsB,CAAC,MAAM,EAAE,sBAAsB,GAAG,YAAY,CAyCnF;AAYD,wCAAwC;AACxC,wBAAgB,mBAAmB,CAAC,KAAK,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,GAAG,qBAAqB,CAU/F;AAED,2CAA2C;AAC3C,wBAAgB,gBAAgB,CAAC,KAAK,EAAE,UAAU,EAAE,QAAQ,EAAE,MAAM,GAAG,MAAM,GAAG,SAAS,CAExF;AAED,sCAAsC;AACtC,wBAAgB,iBAAiB,CAAC,KAAK,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,GAAG,MAAM,EAAE,CAEhF;AAID,qCAAqC;AACrC,wBAAgB,gBAAgB,CAC9B,YAAY,EAAE,qBAAqB,EACnC,OAAO,EAAE,MAAM,EACf,GAAG,EAAE,MAAM,EACX,KAAK,EAAE,WAAW,EAClB,UAAU,EAAE,MAAM,EAClB,cAAc,EAAE,MAAM,EACtB,IAAI,EAAE,MAAM,EACZ,UAAU,GAAE,MAAU,GACrB,IAAI,CA8BN;AAED,oCAAoC;AACpC,wBAAgB,gBAAgB,CAC9B,YAAY,EAAE,qBAAqB,EACnC,OAAO,EAAE,MAAM,EACf,GAAG,EAAE,MAAM,GACV,aAAa,GAAG,SAAS,CAE3B;AAED,4CAA4C;AAC5C,wBAAgB,eAAe,CAC7B,YAAY,EAAE,qBAAqB,EACnC,OAAO,EAAE,MAAM,EACf,GAAG,EAAE,MAAM,EACX,KAAK,CAAC,EAAE,WAAW,GAClB,OAAO,CAKT;AAED,sCAAsC;AACtC,wBAAgB,sBAAsB,CACpC,YAAY,EAAE,qBAAqB,EACnC,OAAO,EAAE,MAAM,GACd,aAAa,EAAE,CAEjB"}
@@ -0,0 +1,139 @@
1
+ // faction-cognition — faction-level shared belief graphs
2
+ // Factions aggregate beliefs from members, producing collective awareness.
3
+ // Entity beliefs propagate to factions via rumor events with delay and distortion.
4
+ // --- Module ---
5
+ export function createFactionCognition(config) {
6
+ const membershipMap = {};
7
+ const factionMembersMap = {};
8
+ const initialCognition = {};
9
+ for (const faction of config.factions) {
10
+ factionMembersMap[faction.factionId] = [...faction.entityIds];
11
+ initialCognition[faction.factionId] = {
12
+ beliefs: [],
13
+ alertLevel: 0,
14
+ cohesion: faction.cohesion ?? 0.8,
15
+ };
16
+ for (const entityId of faction.entityIds) {
17
+ membershipMap[entityId] = faction.factionId;
18
+ }
19
+ }
20
+ return {
21
+ id: 'faction-cognition',
22
+ version: '0.1.0',
23
+ dependsOn: ['cognition-core'],
24
+ register(ctx) {
25
+ ctx.persistence.registerNamespace('faction-cognition', {
26
+ factionCognition: initialCognition,
27
+ membership: membershipMap,
28
+ factionMembers: factionMembersMap,
29
+ });
30
+ // Handle rumor propagation events → update faction beliefs
31
+ ctx.events.on('rumor.belief.propagated', (event, world) => {
32
+ handleRumorArrival(event, world);
33
+ });
34
+ // Register faction-tick verb for alert level decay
35
+ ctx.actions.registerVerb('faction-tick', (_action, world) => {
36
+ processFactionTick(world);
37
+ return [];
38
+ });
39
+ },
40
+ };
41
+ }
42
+ // --- State Access ---
43
+ function getModuleState(world) {
44
+ return (world.modules['faction-cognition'] ?? {
45
+ factionCognition: {},
46
+ membership: {},
47
+ factionMembers: {},
48
+ });
49
+ }
50
+ /** Get cognition state for a faction */
51
+ export function getFactionCognition(world, factionId) {
52
+ const state = getModuleState(world);
53
+ if (!state.factionCognition[factionId]) {
54
+ state.factionCognition[factionId] = {
55
+ beliefs: [],
56
+ alertLevel: 0,
57
+ cohesion: 0.8,
58
+ };
59
+ }
60
+ return state.factionCognition[factionId];
61
+ }
62
+ /** Get the faction an entity belongs to */
63
+ export function getEntityFaction(world, entityId) {
64
+ return getModuleState(world).membership[entityId];
65
+ }
66
+ /** Get all entity IDs in a faction */
67
+ export function getFactionMembers(world, factionId) {
68
+ return getModuleState(world).factionMembers[factionId] ?? [];
69
+ }
70
+ // --- Faction Belief Operations ---
71
+ /** Set or update a faction belief */
72
+ export function setFactionBelief(factionState, subject, key, value, confidence, sourceEntityId, tick, distortion = 0) {
73
+ const existing = factionState.beliefs.find((b) => b.subject === subject && b.key === key);
74
+ if (existing) {
75
+ // Update if higher confidence or significantly newer
76
+ if (confidence >= existing.confidence || tick > existing.lastUpdateTick + 5) {
77
+ existing.value = value;
78
+ existing.confidence = Math.min(1, confidence);
79
+ existing.lastUpdateTick = tick;
80
+ existing.distortion = Math.min(existing.distortion, distortion);
81
+ }
82
+ // Track corroborating sources
83
+ if (!existing.sourceEntities.includes(sourceEntityId)) {
84
+ existing.sourceEntities.push(sourceEntityId);
85
+ // Multiple corroborating sources boost confidence
86
+ existing.confidence = Math.min(1, existing.confidence + 0.05);
87
+ }
88
+ }
89
+ else {
90
+ factionState.beliefs.push({
91
+ subject,
92
+ key,
93
+ value,
94
+ confidence,
95
+ sourceEntities: [sourceEntityId],
96
+ lastUpdateTick: tick,
97
+ distortion,
98
+ });
99
+ }
100
+ }
101
+ /** Get a specific faction belief */
102
+ export function getFactionBelief(factionState, subject, key) {
103
+ return factionState.beliefs.find((b) => b.subject === subject && b.key === key);
104
+ }
105
+ /** Check if a faction believes something */
106
+ export function factionBelieves(factionState, subject, key, value) {
107
+ const belief = getFactionBelief(factionState, subject, key);
108
+ if (!belief)
109
+ return false;
110
+ if (value !== undefined)
111
+ return belief.value === value;
112
+ return true;
113
+ }
114
+ /** Get all beliefs about a subject */
115
+ export function getFactionBeliefsAbout(factionState, subject) {
116
+ return factionState.beliefs.filter((b) => b.subject === subject);
117
+ }
118
+ // --- Internal ---
119
+ function handleRumorArrival(event, world) {
120
+ const { factionId, subject, key, value, confidence, sourceEntityId, distortion, } = event.payload;
121
+ const factionCog = getFactionCognition(world, factionId);
122
+ // Scale confidence by faction cohesion
123
+ const effectiveConfidence = confidence * factionCog.cohesion;
124
+ setFactionBelief(factionCog, subject, key, value, effectiveConfidence, sourceEntityId, event.tick, distortion);
125
+ // Hostile beliefs raise faction alert level
126
+ if (key === 'hostile' && value === true) {
127
+ factionCog.alertLevel = Math.min(100, factionCog.alertLevel + Math.round(20 * effectiveConfidence));
128
+ }
129
+ }
130
+ function processFactionTick(world) {
131
+ const state = getModuleState(world);
132
+ for (const factionCog of Object.values(state.factionCognition)) {
133
+ // Alert level decays slowly
134
+ if (factionCog.alertLevel > 0) {
135
+ factionCog.alertLevel = Math.max(0, factionCog.alertLevel - 2);
136
+ }
137
+ }
138
+ }
139
+ //# sourceMappingURL=faction-cognition.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=faction-cognition.test.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"faction-cognition.test.d.ts","sourceRoot":"","sources":["../src/faction-cognition.test.ts"],"names":[],"mappings":""}
@@ -0,0 +1,166 @@
1
+ import { describe, test, expect } from 'vitest';
2
+ import { createTestEngine } from '@ai-rpg-engine/core';
3
+ import { createCognitionCore } from './cognition-core.js';
4
+ import { createPerceptionFilter } from './perception-filter.js';
5
+ import { createEnvironmentCore } from './environment-core.js';
6
+ import { createFactionCognition, getFactionCognition, getEntityFaction, getFactionMembers, setFactionBelief, getFactionBelief, factionBelieves, getFactionBeliefsAbout, } from './faction-cognition.js';
7
+ function makeGuard(id, zone) {
8
+ return {
9
+ id,
10
+ blueprintId: id,
11
+ type: 'npc',
12
+ name: `Guard ${id}`,
13
+ tags: ['enemy'],
14
+ stats: { vigor: 5, instinct: 6, will: 4 },
15
+ resources: { hp: 20, stamina: 10 },
16
+ statuses: [],
17
+ zoneId: zone,
18
+ ai: { profileId: 'aggressive', goals: ['guard'], fears: [], alertLevel: 0, knowledge: {} },
19
+ };
20
+ }
21
+ const player = {
22
+ id: 'player',
23
+ blueprintId: 'player',
24
+ type: 'player',
25
+ name: 'Hero',
26
+ tags: ['player'],
27
+ stats: { vigor: 7, instinct: 5, will: 5 },
28
+ resources: { hp: 30, stamina: 15 },
29
+ statuses: [],
30
+ zoneId: 'courtyard',
31
+ };
32
+ const zones = [
33
+ { id: 'courtyard', roomId: 'castle', name: 'Courtyard', tags: [], neighbors: ['gatehouse', 'hall'] },
34
+ { id: 'gatehouse', roomId: 'castle', name: 'Gatehouse', tags: [], neighbors: ['courtyard'] },
35
+ { id: 'hall', roomId: 'castle', name: 'Great Hall', tags: [], neighbors: ['courtyard'] },
36
+ ];
37
+ describe('faction-cognition', () => {
38
+ function createEngine() {
39
+ return createTestEngine({
40
+ modules: [
41
+ createCognitionCore(),
42
+ createPerceptionFilter(),
43
+ createEnvironmentCore(),
44
+ createFactionCognition({
45
+ factions: [
46
+ { factionId: 'castle-guard', entityIds: ['guard_1', 'guard_2'], cohesion: 0.9 },
47
+ ],
48
+ }),
49
+ ],
50
+ entities: [player, makeGuard('guard_1', 'courtyard'), makeGuard('guard_2', 'gatehouse')],
51
+ zones,
52
+ playerId: 'player',
53
+ startZone: 'courtyard',
54
+ });
55
+ }
56
+ test('initializes faction cognition state', () => {
57
+ const engine = createEngine();
58
+ const factionCog = getFactionCognition(engine.world, 'castle-guard');
59
+ expect(factionCog).toBeDefined();
60
+ expect(factionCog.beliefs).toEqual([]);
61
+ expect(factionCog.alertLevel).toBe(0);
62
+ expect(factionCog.cohesion).toBe(0.9);
63
+ });
64
+ test('tracks entity-faction membership', () => {
65
+ const engine = createEngine();
66
+ expect(getEntityFaction(engine.world, 'guard_1')).toBe('castle-guard');
67
+ expect(getEntityFaction(engine.world, 'guard_2')).toBe('castle-guard');
68
+ expect(getEntityFaction(engine.world, 'player')).toBeUndefined();
69
+ });
70
+ test('returns faction members', () => {
71
+ const engine = createEngine();
72
+ const members = getFactionMembers(engine.world, 'castle-guard');
73
+ expect(members).toContain('guard_1');
74
+ expect(members).toContain('guard_2');
75
+ expect(members).toHaveLength(2);
76
+ });
77
+ test('sets and queries faction beliefs', () => {
78
+ const engine = createEngine();
79
+ const factionCog = getFactionCognition(engine.world, 'castle-guard');
80
+ setFactionBelief(factionCog, 'player', 'hostile', true, 0.7, 'guard_1', 5);
81
+ expect(factionBelieves(factionCog, 'player', 'hostile', true)).toBe(true);
82
+ const belief = getFactionBelief(factionCog, 'player', 'hostile');
83
+ expect(belief?.confidence).toBe(0.7);
84
+ expect(belief?.sourceEntities).toEqual(['guard_1']);
85
+ });
86
+ test('corroborating sources boost confidence', () => {
87
+ const engine = createEngine();
88
+ const factionCog = getFactionCognition(engine.world, 'castle-guard');
89
+ setFactionBelief(factionCog, 'player', 'hostile', true, 0.6, 'guard_1', 5);
90
+ setFactionBelief(factionCog, 'player', 'hostile', true, 0.5, 'guard_2', 6);
91
+ const belief = getFactionBelief(factionCog, 'player', 'hostile');
92
+ expect(belief?.sourceEntities).toContain('guard_1');
93
+ expect(belief?.sourceEntities).toContain('guard_2');
94
+ // Corroboration should boost confidence
95
+ expect(belief.confidence).toBeGreaterThan(0.6);
96
+ });
97
+ test('higher confidence updates override lower', () => {
98
+ const engine = createEngine();
99
+ const factionCog = getFactionCognition(engine.world, 'castle-guard');
100
+ setFactionBelief(factionCog, 'player', 'location', 'courtyard', 0.5, 'guard_1', 5);
101
+ setFactionBelief(factionCog, 'player', 'location', 'hall', 0.8, 'guard_2', 6);
102
+ const belief = getFactionBelief(factionCog, 'player', 'location');
103
+ expect(belief?.value).toBe('hall');
104
+ expect(belief?.confidence).toBeGreaterThanOrEqual(0.8);
105
+ });
106
+ test('getFactionBeliefsAbout returns all beliefs about a subject', () => {
107
+ const engine = createEngine();
108
+ const factionCog = getFactionCognition(engine.world, 'castle-guard');
109
+ setFactionBelief(factionCog, 'player', 'hostile', true, 0.7, 'guard_1', 5);
110
+ setFactionBelief(factionCog, 'player', 'location', 'courtyard', 0.6, 'guard_1', 5);
111
+ const beliefs = getFactionBeliefsAbout(factionCog, 'player');
112
+ expect(beliefs).toHaveLength(2);
113
+ });
114
+ test('rumor.belief.propagated event updates faction beliefs', () => {
115
+ const engine = createEngine();
116
+ engine.drainEvents();
117
+ // Simulate a rumor event arriving
118
+ engine.store.emitEvent('rumor.belief.propagated', {
119
+ factionId: 'castle-guard',
120
+ subject: 'player',
121
+ key: 'hostile',
122
+ value: true,
123
+ confidence: 0.8,
124
+ sourceEntityId: 'guard_1',
125
+ distortion: 0.05,
126
+ originTick: 0,
127
+ hops: 1,
128
+ });
129
+ const factionCog = getFactionCognition(engine.world, 'castle-guard');
130
+ expect(factionBelieves(factionCog, 'player', 'hostile', true)).toBe(true);
131
+ // Confidence scaled by cohesion (0.8 * 0.9 = 0.72)
132
+ const belief = getFactionBelief(factionCog, 'player', 'hostile');
133
+ expect(belief.confidence).toBeCloseTo(0.72, 1);
134
+ });
135
+ test('hostile rumor raises faction alert level', () => {
136
+ const engine = createEngine();
137
+ engine.drainEvents();
138
+ engine.store.emitEvent('rumor.belief.propagated', {
139
+ factionId: 'castle-guard',
140
+ subject: 'player',
141
+ key: 'hostile',
142
+ value: true,
143
+ confidence: 0.9,
144
+ sourceEntityId: 'guard_1',
145
+ distortion: 0.02,
146
+ originTick: 0,
147
+ hops: 1,
148
+ });
149
+ const factionCog = getFactionCognition(engine.world, 'castle-guard');
150
+ expect(factionCog.alertLevel).toBeGreaterThan(0);
151
+ });
152
+ test('faction-tick decays alert level', () => {
153
+ const engine = createEngine();
154
+ const factionCog = getFactionCognition(engine.world, 'castle-guard');
155
+ factionCog.alertLevel = 20;
156
+ engine.submitAction('faction-tick');
157
+ expect(factionCog.alertLevel).toBe(18);
158
+ });
159
+ test('unknown faction returns fresh state', () => {
160
+ const engine = createEngine();
161
+ const factionCog = getFactionCognition(engine.world, 'bandits');
162
+ expect(factionCog.beliefs).toEqual([]);
163
+ expect(factionCog.alertLevel).toBe(0);
164
+ });
165
+ });
166
+ //# sourceMappingURL=faction-cognition.test.js.map