@alife-sdk/core 0.1.1 → 0.4.0

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Files changed (43) hide show
  1. package/README.md +20 -2
  2. package/dist/ai/BehaviorTree.d.ts +174 -0
  3. package/dist/ai/BehaviorTree.d.ts.map +1 -0
  4. package/dist/ai/BehaviorTree.js +280 -0
  5. package/dist/ai/BehaviorTree.js.map +1 -0
  6. package/dist/ai/GOAPAction.d.ts +21 -1
  7. package/dist/ai/GOAPAction.d.ts.map +1 -1
  8. package/dist/ai/GOAPPlanner.d.ts +4 -3
  9. package/dist/ai/GOAPPlanner.d.ts.map +1 -1
  10. package/dist/ai/GOAPPlanner.js +31 -3
  11. package/dist/ai/GOAPPlanner.js.map +1 -1
  12. package/dist/ai/StateMachine.d.ts +38 -0
  13. package/dist/ai/StateMachine.d.ts.map +1 -1
  14. package/dist/ai/StateMachine.js +80 -0
  15. package/dist/ai/StateMachine.js.map +1 -1
  16. package/dist/ai/WorldState.d.ts +8 -0
  17. package/dist/ai/WorldState.d.ts.map +1 -1
  18. package/dist/ai/WorldState.js +14 -0
  19. package/dist/ai/WorldState.js.map +1 -1
  20. package/dist/ai/index.d.ts +5 -1
  21. package/dist/ai/index.d.ts.map +1 -1
  22. package/dist/ai/index.js +1 -0
  23. package/dist/ai/index.js.map +1 -1
  24. package/dist/core/ReactiveQuery.d.ts +85 -0
  25. package/dist/core/ReactiveQuery.d.ts.map +1 -0
  26. package/dist/core/ReactiveQuery.js +154 -0
  27. package/dist/core/ReactiveQuery.js.map +1 -0
  28. package/dist/entity/EntityHandle.d.ts +76 -0
  29. package/dist/entity/EntityHandle.d.ts.map +1 -0
  30. package/dist/entity/EntityHandle.js +133 -0
  31. package/dist/entity/EntityHandle.js.map +1 -0
  32. package/dist/entity/index.d.ts +2 -0
  33. package/dist/entity/index.d.ts.map +1 -1
  34. package/dist/entity/index.js +1 -1
  35. package/dist/entity/index.js.map +1 -1
  36. package/dist/index.d.ts +2 -0
  37. package/dist/index.d.ts.map +1 -1
  38. package/dist/index.js +1 -0
  39. package/dist/index.js.map +1 -1
  40. package/dist/registry/AIStateRegistry.d.ts +4 -0
  41. package/dist/registry/AIStateRegistry.d.ts.map +1 -1
  42. package/dist/registry/AIStateRegistry.js.map +1 -1
  43. package/package.json +1 -1
package/README.md CHANGED
@@ -198,9 +198,27 @@ Every online NPC runs a `StateMachine` over states registered in `AIStateRegistr
198
198
  Each state has `enter / update / exit` handlers and optional auto-transition rules.
199
199
 
200
200
  Elite NPCs (rank ≥ 5) additionally run a `GOAPPlanner` — an A* planner over
201
- a `WorldState` bitmask that picks the optimal action sequence to achieve a goal.
201
+ a `WorldState` that picks the optimal action sequence to achieve a goal.
202
202
 
203
- See [`ai/README.md`](src/ai/README.md).
203
+ Actions are registered as plain objects — no subclassing required:
204
+
205
+ ```ts
206
+ import { GOAPPlanner, WorldState } from '@alife-sdk/core/ai';
207
+
208
+ const planner = new GOAPPlanner();
209
+
210
+ planner.registerAction({
211
+ id: 'heal_self', cost: 2,
212
+ preconditions: { hasMedkit: true, isHealthy: false },
213
+ effects: { hasMedkit: false, isHealthy: true },
214
+ });
215
+
216
+ const current = WorldState.from({ isHealthy: false, hasMedkit: true });
217
+ const goal = WorldState.from({ isHealthy: true });
218
+ const plan = planner.plan(current, goal); // ['heal_self']
219
+ ```
220
+
221
+ See [`ai/README.md`](src/ai/README.md) for the full API including class-based `GOAPAction` for complex multi-frame logic.
204
222
 
205
223
  ### Offline simulation — LevelGraph + SmartTerrain
206
224
 
@@ -0,0 +1,174 @@
1
+ /**
2
+ * Behavior Tree — hierarchical AI task composition.
3
+ *
4
+ * Pairs well with GOAP: GOAP decides *what* goal to pursue, the BT decides
5
+ * *how* to execute it step by step. The BT is driven externally by calling
6
+ * `tree.tick(blackboard)` each frame or simulation step.
7
+ *
8
+ * Node types:
9
+ * Composites — Sequence, Selector, Parallel
10
+ * Decorators — Inverter, Repeater, AlwaysSucceed, AlwaysFail, Cooldown
11
+ * Leaves — Task (action), Condition
12
+ *
13
+ * Blackboard:
14
+ * Typed key-value store shared across all nodes in one tick. Nodes read
15
+ * perception data from it and write intermediate results to it.
16
+ *
17
+ * @example
18
+ * ```ts
19
+ * const bb = new Blackboard({ canSeeTarget: false, ammoCount: 10 });
20
+ *
21
+ * const tree = new Selector([
22
+ * new Sequence([
23
+ * new Condition((bb) => bb.get('canSeeTarget')),
24
+ * new Condition((bb) => bb.get('ammoCount') > 0),
25
+ * new Task((bb) => { shoot(); return 'success'; }),
26
+ * ]),
27
+ * new Task(() => { patrol(); return 'running'; }),
28
+ * ]);
29
+ *
30
+ * // Each frame:
31
+ * tree.tick(bb);
32
+ * ```
33
+ */
34
+ /** Result returned by every node's `tick()`. */
35
+ export type TaskStatus = 'success' | 'failure' | 'running';
36
+ /**
37
+ * Typed key-value store shared across all nodes during a single tick.
38
+ *
39
+ * Initialize it with a plain object; the keys become the allowed set of keys
40
+ * via the generic type parameter.
41
+ */
42
+ export declare class Blackboard<T extends Record<string, unknown> = Record<string, unknown>> {
43
+ private readonly data;
44
+ constructor(initial?: Partial<T>);
45
+ get<K extends keyof T>(key: K): T[K] | undefined;
46
+ /** Return the value for `key`, or `defaultValue` if the key is unset. */
47
+ getOr<K extends keyof T>(key: K, defaultValue: NonNullable<T[K]>): NonNullable<T[K]>;
48
+ set<K extends keyof T>(key: K, value: T[K]): void;
49
+ has(key: keyof T): boolean;
50
+ delete(key: keyof T): void;
51
+ }
52
+ /** Every node in the tree implements this single interface. */
53
+ export interface ITreeNode<TBB extends Blackboard = Blackboard> {
54
+ tick(blackboard: TBB): TaskStatus;
55
+ }
56
+ /**
57
+ * Task (action leaf).
58
+ * Runs an arbitrary callback; the callback returns the status directly.
59
+ */
60
+ export declare class Task<TBB extends Blackboard = Blackboard> implements ITreeNode<TBB> {
61
+ private readonly action;
62
+ constructor(action: (bb: TBB) => TaskStatus);
63
+ tick(bb: TBB): TaskStatus;
64
+ }
65
+ /**
66
+ * Condition (boolean leaf).
67
+ * Returns 'success' when the predicate is true, 'failure' otherwise.
68
+ */
69
+ export declare class Condition<TBB extends Blackboard = Blackboard> implements ITreeNode<TBB> {
70
+ private readonly predicate;
71
+ constructor(predicate: (bb: TBB) => boolean);
72
+ tick(bb: TBB): TaskStatus;
73
+ }
74
+ /**
75
+ * Sequence — AND gate.
76
+ * Ticks children left-to-right. Returns 'failure' on the first failing child,
77
+ * 'running' on the first running child, 'success' when all succeed.
78
+ */
79
+ export declare class Sequence<TBB extends Blackboard = Blackboard> implements ITreeNode<TBB> {
80
+ private readonly children;
81
+ constructor(children: ITreeNode<TBB>[]);
82
+ tick(bb: TBB): TaskStatus;
83
+ }
84
+ /**
85
+ * Selector — OR gate.
86
+ * Ticks children left-to-right. Returns 'success' on the first succeeding
87
+ * child, 'running' on the first running child, 'failure' when all fail.
88
+ */
89
+ export declare class Selector<TBB extends Blackboard = Blackboard> implements ITreeNode<TBB> {
90
+ private readonly children;
91
+ constructor(children: ITreeNode<TBB>[]);
92
+ tick(bb: TBB): TaskStatus;
93
+ }
94
+ /** Policy for the Parallel node. */
95
+ export type ParallelPolicy = 'require-all' | 'require-one';
96
+ /**
97
+ * Parallel — ticks ALL children every tick simultaneously.
98
+ *
99
+ * `require-all` (default — AND semantics):
100
+ * - Success: all children succeed.
101
+ * - Failure: any child fails.
102
+ * - Running: otherwise.
103
+ *
104
+ * `require-one` (OR semantics):
105
+ * - Success: at least one child succeeds.
106
+ * - Failure: all children fail.
107
+ * - Running: otherwise (some running, none succeeded yet).
108
+ */
109
+ export declare class Parallel<TBB extends Blackboard = Blackboard> implements ITreeNode<TBB> {
110
+ private readonly children;
111
+ private readonly successPolicy;
112
+ constructor(children: ITreeNode<TBB>[], successPolicy?: ParallelPolicy);
113
+ tick(bb: TBB): TaskStatus;
114
+ }
115
+ /**
116
+ * Inverter — flips 'success' ↔ 'failure'; passes 'running' unchanged.
117
+ */
118
+ export declare class Inverter<TBB extends Blackboard = Blackboard> implements ITreeNode<TBB> {
119
+ private readonly child;
120
+ constructor(child: ITreeNode<TBB>);
121
+ tick(bb: TBB): TaskStatus;
122
+ }
123
+ /**
124
+ * AlwaysSucceed — maps any child result to 'success'.
125
+ */
126
+ export declare class AlwaysSucceed<TBB extends Blackboard = Blackboard> implements ITreeNode<TBB> {
127
+ private readonly child;
128
+ constructor(child: ITreeNode<TBB>);
129
+ tick(bb: TBB): TaskStatus;
130
+ }
131
+ /**
132
+ * AlwaysFail — maps any child result to 'failure'.
133
+ */
134
+ export declare class AlwaysFail<TBB extends Blackboard = Blackboard> implements ITreeNode<TBB> {
135
+ private readonly child;
136
+ constructor(child: ITreeNode<TBB>);
137
+ tick(bb: TBB): TaskStatus;
138
+ }
139
+ /**
140
+ * Repeater — ticks its child N times, returning 'success' after all iterations.
141
+ * If the child returns 'failure' the repeater short-circuits with 'failure'.
142
+ * Pass `Infinity` for an endless loop (returns 'running' every tick).
143
+ */
144
+ export declare class Repeater<TBB extends Blackboard = Blackboard> implements ITreeNode<TBB> {
145
+ private readonly child;
146
+ private readonly times;
147
+ private remaining;
148
+ constructor(child: ITreeNode<TBB>, times: number);
149
+ tick(bb: TBB): TaskStatus;
150
+ /** Reset the repeat counter to allow reuse. */
151
+ reset(): void;
152
+ }
153
+ /**
154
+ * Cooldown — blocks its child while a cooldown timer is active.
155
+ *
156
+ * When the cooldown is inactive: ticks the child normally. If the child
157
+ * succeeds, starts the cooldown and returns 'success'. While the cooldown
158
+ * is active: immediately returns 'failure' (the action is on cooldown).
159
+ *
160
+ * `now` defaults to `Date.now` — inject a custom clock for deterministic tests.
161
+ */
162
+ export declare class Cooldown<TBB extends Blackboard = Blackboard> implements ITreeNode<TBB> {
163
+ private readonly child;
164
+ private readonly durationMs;
165
+ private readonly clock;
166
+ private readyAt;
167
+ constructor(child: ITreeNode<TBB>, durationMs: number, clock?: () => number);
168
+ tick(bb: TBB): TaskStatus;
169
+ /** Force the cooldown to expire immediately. */
170
+ reset(): void;
171
+ /** `true` while the cooldown timer is active. */
172
+ get isOnCooldown(): boolean;
173
+ }
174
+ //# sourceMappingURL=BehaviorTree.d.ts.map
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@@ -0,0 +1,280 @@
1
+ /**
2
+ * Behavior Tree — hierarchical AI task composition.
3
+ *
4
+ * Pairs well with GOAP: GOAP decides *what* goal to pursue, the BT decides
5
+ * *how* to execute it step by step. The BT is driven externally by calling
6
+ * `tree.tick(blackboard)` each frame or simulation step.
7
+ *
8
+ * Node types:
9
+ * Composites — Sequence, Selector, Parallel
10
+ * Decorators — Inverter, Repeater, AlwaysSucceed, AlwaysFail, Cooldown
11
+ * Leaves — Task (action), Condition
12
+ *
13
+ * Blackboard:
14
+ * Typed key-value store shared across all nodes in one tick. Nodes read
15
+ * perception data from it and write intermediate results to it.
16
+ *
17
+ * @example
18
+ * ```ts
19
+ * const bb = new Blackboard({ canSeeTarget: false, ammoCount: 10 });
20
+ *
21
+ * const tree = new Selector([
22
+ * new Sequence([
23
+ * new Condition((bb) => bb.get('canSeeTarget')),
24
+ * new Condition((bb) => bb.get('ammoCount') > 0),
25
+ * new Task((bb) => { shoot(); return 'success'; }),
26
+ * ]),
27
+ * new Task(() => { patrol(); return 'running'; }),
28
+ * ]);
29
+ *
30
+ * // Each frame:
31
+ * tree.tick(bb);
32
+ * ```
33
+ */
34
+ // ---------------------------------------------------------------------------
35
+ // Blackboard
36
+ // ---------------------------------------------------------------------------
37
+ /**
38
+ * Typed key-value store shared across all nodes during a single tick.
39
+ *
40
+ * Initialize it with a plain object; the keys become the allowed set of keys
41
+ * via the generic type parameter.
42
+ */
43
+ export class Blackboard {
44
+ constructor(initial = {}) {
45
+ this.data = new Map(Object.entries(initial));
46
+ }
47
+ get(key) {
48
+ return this.data.get(key);
49
+ }
50
+ /** Return the value for `key`, or `defaultValue` if the key is unset. */
51
+ getOr(key, defaultValue) {
52
+ const v = this.data.get(key);
53
+ return (v !== undefined && v !== null ? v : defaultValue);
54
+ }
55
+ set(key, value) {
56
+ this.data.set(key, value);
57
+ }
58
+ has(key) {
59
+ return this.data.has(key);
60
+ }
61
+ delete(key) {
62
+ this.data.delete(key);
63
+ }
64
+ }
65
+ // ---------------------------------------------------------------------------
66
+ // Leaf nodes
67
+ // ---------------------------------------------------------------------------
68
+ /**
69
+ * Task (action leaf).
70
+ * Runs an arbitrary callback; the callback returns the status directly.
71
+ */
72
+ export class Task {
73
+ constructor(action) {
74
+ this.action = action;
75
+ }
76
+ tick(bb) {
77
+ return this.action(bb);
78
+ }
79
+ }
80
+ /**
81
+ * Condition (boolean leaf).
82
+ * Returns 'success' when the predicate is true, 'failure' otherwise.
83
+ */
84
+ export class Condition {
85
+ constructor(predicate) {
86
+ this.predicate = predicate;
87
+ }
88
+ tick(bb) {
89
+ return this.predicate(bb) ? 'success' : 'failure';
90
+ }
91
+ }
92
+ // ---------------------------------------------------------------------------
93
+ // Composite nodes
94
+ // ---------------------------------------------------------------------------
95
+ /**
96
+ * Sequence — AND gate.
97
+ * Ticks children left-to-right. Returns 'failure' on the first failing child,
98
+ * 'running' on the first running child, 'success' when all succeed.
99
+ */
100
+ export class Sequence {
101
+ constructor(children) {
102
+ this.children = children;
103
+ }
104
+ tick(bb) {
105
+ for (const child of this.children) {
106
+ const status = child.tick(bb);
107
+ if (status !== 'success')
108
+ return status;
109
+ }
110
+ return 'success';
111
+ }
112
+ }
113
+ /**
114
+ * Selector — OR gate.
115
+ * Ticks children left-to-right. Returns 'success' on the first succeeding
116
+ * child, 'running' on the first running child, 'failure' when all fail.
117
+ */
118
+ export class Selector {
119
+ constructor(children) {
120
+ this.children = children;
121
+ }
122
+ tick(bb) {
123
+ for (const child of this.children) {
124
+ const status = child.tick(bb);
125
+ if (status !== 'failure')
126
+ return status;
127
+ }
128
+ return 'failure';
129
+ }
130
+ }
131
+ /**
132
+ * Parallel — ticks ALL children every tick simultaneously.
133
+ *
134
+ * `require-all` (default — AND semantics):
135
+ * - Success: all children succeed.
136
+ * - Failure: any child fails.
137
+ * - Running: otherwise.
138
+ *
139
+ * `require-one` (OR semantics):
140
+ * - Success: at least one child succeeds.
141
+ * - Failure: all children fail.
142
+ * - Running: otherwise (some running, none succeeded yet).
143
+ */
144
+ export class Parallel {
145
+ constructor(children, successPolicy = 'require-all') {
146
+ this.children = children;
147
+ this.successPolicy = successPolicy;
148
+ }
149
+ tick(bb) {
150
+ let successCount = 0;
151
+ let failureCount = 0;
152
+ for (const child of this.children) {
153
+ const status = child.tick(bb);
154
+ if (status === 'success')
155
+ successCount++;
156
+ else if (status === 'failure')
157
+ failureCount++;
158
+ }
159
+ if (this.successPolicy === 'require-all') {
160
+ if (failureCount > 0)
161
+ return 'failure';
162
+ if (successCount === this.children.length)
163
+ return 'success';
164
+ }
165
+ else {
166
+ if (successCount > 0)
167
+ return 'success';
168
+ if (failureCount === this.children.length)
169
+ return 'failure';
170
+ }
171
+ return 'running';
172
+ }
173
+ }
174
+ // ---------------------------------------------------------------------------
175
+ // Decorator nodes
176
+ // ---------------------------------------------------------------------------
177
+ /**
178
+ * Inverter — flips 'success' ↔ 'failure'; passes 'running' unchanged.
179
+ */
180
+ export class Inverter {
181
+ constructor(child) {
182
+ this.child = child;
183
+ }
184
+ tick(bb) {
185
+ const status = this.child.tick(bb);
186
+ if (status === 'success')
187
+ return 'failure';
188
+ if (status === 'failure')
189
+ return 'success';
190
+ return 'running';
191
+ }
192
+ }
193
+ /**
194
+ * AlwaysSucceed — maps any child result to 'success'.
195
+ */
196
+ export class AlwaysSucceed {
197
+ constructor(child) {
198
+ this.child = child;
199
+ }
200
+ tick(bb) {
201
+ this.child.tick(bb);
202
+ return 'success';
203
+ }
204
+ }
205
+ /**
206
+ * AlwaysFail — maps any child result to 'failure'.
207
+ */
208
+ export class AlwaysFail {
209
+ constructor(child) {
210
+ this.child = child;
211
+ }
212
+ tick(bb) {
213
+ this.child.tick(bb);
214
+ return 'failure';
215
+ }
216
+ }
217
+ /**
218
+ * Repeater — ticks its child N times, returning 'success' after all iterations.
219
+ * If the child returns 'failure' the repeater short-circuits with 'failure'.
220
+ * Pass `Infinity` for an endless loop (returns 'running' every tick).
221
+ */
222
+ export class Repeater {
223
+ constructor(child, times) {
224
+ this.child = child;
225
+ this.times = times;
226
+ this.remaining = times;
227
+ }
228
+ tick(bb) {
229
+ if (this.remaining <= 0)
230
+ return 'success';
231
+ const status = this.child.tick(bb);
232
+ if (status === 'failure')
233
+ return 'failure';
234
+ if (status === 'success') {
235
+ this.remaining--;
236
+ if (this.remaining <= 0)
237
+ return 'success';
238
+ }
239
+ return 'running';
240
+ }
241
+ /** Reset the repeat counter to allow reuse. */
242
+ reset() {
243
+ this.remaining = this.times;
244
+ }
245
+ }
246
+ /**
247
+ * Cooldown — blocks its child while a cooldown timer is active.
248
+ *
249
+ * When the cooldown is inactive: ticks the child normally. If the child
250
+ * succeeds, starts the cooldown and returns 'success'. While the cooldown
251
+ * is active: immediately returns 'failure' (the action is on cooldown).
252
+ *
253
+ * `now` defaults to `Date.now` — inject a custom clock for deterministic tests.
254
+ */
255
+ export class Cooldown {
256
+ constructor(child, durationMs, clock = Date.now) {
257
+ this.child = child;
258
+ this.durationMs = durationMs;
259
+ this.clock = clock;
260
+ this.readyAt = 0;
261
+ }
262
+ tick(bb) {
263
+ if (this.clock() < this.readyAt)
264
+ return 'failure';
265
+ const status = this.child.tick(bb);
266
+ if (status === 'success') {
267
+ this.readyAt = this.clock() + this.durationMs;
268
+ }
269
+ return status;
270
+ }
271
+ /** Force the cooldown to expire immediately. */
272
+ reset() {
273
+ this.readyAt = 0;
274
+ }
275
+ /** `true` while the cooldown timer is active. */
276
+ get isOnCooldown() {
277
+ return this.clock() < this.readyAt;
278
+ }
279
+ }
280
+ //# sourceMappingURL=BehaviorTree.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"BehaviorTree.js","sourceRoot":"","sources":["../../src/ai/BehaviorTree.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AASH,8EAA8E;AAC9E,aAAa;AACb,8EAA8E;AAE9E;;;;;GAKG;AACH,MAAM,OAAO,UAAU;IAGrB,YAAY,UAAsB,EAAE;QAClC,IAAI,CAAC,IAAI,GAAG,IAAI,GAAG,CAAC,MAAM,CAAC,OAAO,CAAC,OAAO,CAA4B,CAAC,CAAC;IAC1E,CAAC;IAED,GAAG,CAAoB,GAAM;QAC3B,OAAO,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,CAAqB,CAAC;IAChD,CAAC;IAED,yEAAyE;IACzE,KAAK,CAAoB,GAAM,EAAE,YAA+B;QAC9D,MAAM,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QAC7B,OAAO,CAAC,CAAC,KAAK,SAAS,IAAI,CAAC,KAAK,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,YAAY,CAAsB,CAAC;IACjF,CAAC;IAED,GAAG,CAAoB,GAAM,EAAE,KAAW;QACxC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;IAC5B,CAAC;IAED,GAAG,CAAC,GAAY;QACd,OAAO,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;IAC5B,CAAC;IAED,MAAM,CAAC,GAAY;QACjB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC;IACxB,CAAC;CACF;AAWD,8EAA8E;AAC9E,aAAa;AACb,8EAA8E;AAE9E;;;GAGG;AACH,MAAM,OAAO,IAAI;IACf,YAA6B,MAA+B;QAA/B,WAAM,GAAN,MAAM,CAAyB;IAAG,CAAC;IAEhE,IAAI,CAAC,EAAO;QACV,OAAO,IAAI,CAAC,MAAM,CAAC,EAAE,CAAC,CAAC;IACzB,CAAC;CACF;AAED;;;GAGG;AACH,MAAM,OAAO,SAAS;IACpB,YAA6B,SAA+B;QAA/B,cAAS,GAAT,SAAS,CAAsB;IAAG,CAAC;IAEhE,IAAI,CAAC,EAAO;QACV,OAAO,IAAI,CAAC,SAAS,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,SAAS,CAAC;IACpD,CAAC;CACF;AAED,8EAA8E;AAC9E,kBAAkB;AAClB,8EAA8E;AAE9E;;;;GAIG;AACH,MAAM,OAAO,QAAQ;IACnB,YAA6B,QAA0B;QAA1B,aAAQ,GAAR,QAAQ,CAAkB;IAAG,CAAC;IAE3D,IAAI,CAAC,EAAO;QACV,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,MAAM,MAAM,GAAG,KAAK,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YAC9B,IAAI,MAAM,KAAK,SAAS;gBAAE,OAAO,MAAM,CAAC;QAC1C,CAAC;QACD,OAAO,SAAS,CAAC;IACnB,CAAC;CACF;AAED;;;;GAIG;AACH,MAAM,OAAO,QAAQ;IACnB,YAA6B,QAA0B;QAA1B,aAAQ,GAAR,QAAQ,CAAkB;IAAG,CAAC;IAE3D,IAAI,CAAC,EAAO;QACV,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,MAAM,MAAM,GAAG,KAAK,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YAC9B,IAAI,MAAM,KAAK,SAAS;gBAAE,OAAO,MAAM,CAAC;QAC1C,CAAC;QACD,OAAO,SAAS,CAAC;IACnB,CAAC;CACF;AAKD;;;;;;;;;;;;GAYG;AACH,MAAM,OAAO,QAAQ;IACnB,YACmB,QAA0B,EAC1B,gBAAgC,aAAa;QAD7C,aAAQ,GAAR,QAAQ,CAAkB;QAC1B,kBAAa,GAAb,aAAa,CAAgC;IAC7D,CAAC;IAEJ,IAAI,CAAC,EAAO;QACV,IAAI,YAAY,GAAG,CAAC,CAAC;QACrB,IAAI,YAAY,GAAG,CAAC,CAAC;QAErB,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAClC,MAAM,MAAM,GAAG,KAAK,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YAC9B,IAAI,MAAM,KAAK,SAAS;gBAAE,YAAY,EAAE,CAAC;iBACpC,IAAI,MAAM,KAAK,SAAS;gBAAE,YAAY,EAAE,CAAC;QAChD,CAAC;QAED,IAAI,IAAI,CAAC,aAAa,KAAK,aAAa,EAAE,CAAC;YACzC,IAAI,YAAY,GAAG,CAAC;gBAAE,OAAO,SAAS,CAAC;YACvC,IAAI,YAAY,KAAK,IAAI,CAAC,QAAQ,CAAC,MAAM;gBAAE,OAAO,SAAS,CAAC;QAC9D,CAAC;aAAM,CAAC;YACN,IAAI,YAAY,GAAG,CAAC;gBAAE,OAAO,SAAS,CAAC;YACvC,IAAI,YAAY,KAAK,IAAI,CAAC,QAAQ,CAAC,MAAM;gBAAE,OAAO,SAAS,CAAC;QAC9D,CAAC;QAED,OAAO,SAAS,CAAC;IACnB,CAAC;CACF;AAED,8EAA8E;AAC9E,kBAAkB;AAClB,8EAA8E;AAE9E;;GAEG;AACH,MAAM,OAAO,QAAQ;IACnB,YAA6B,KAAqB;QAArB,UAAK,GAAL,KAAK,CAAgB;IAAG,CAAC;IAEtD,IAAI,CAAC,EAAO;QACV,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QACnC,IAAI,MAAM,KAAK,SAAS;YAAE,OAAO,SAAS,CAAC;QAC3C,IAAI,MAAM,KAAK,SAAS;YAAE,OAAO,SAAS,CAAC;QAC3C,OAAO,SAAS,CAAC;IACnB,CAAC;CACF;AAED;;GAEG;AACH,MAAM,OAAO,aAAa;IACxB,YAA6B,KAAqB;QAArB,UAAK,GAAL,KAAK,CAAgB;IAAG,CAAC;IAEtD,IAAI,CAAC,EAAO;QACV,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QACpB,OAAO,SAAS,CAAC;IACnB,CAAC;CACF;AAED;;GAEG;AACH,MAAM,OAAO,UAAU;IACrB,YAA6B,KAAqB;QAArB,UAAK,GAAL,KAAK,CAAgB;IAAG,CAAC;IAEtD,IAAI,CAAC,EAAO;QACV,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QACpB,OAAO,SAAS,CAAC;IACnB,CAAC;CACF;AAED;;;;GAIG;AACH,MAAM,OAAO,QAAQ;IAGnB,YACmB,KAAqB,EACrB,KAAa;QADb,UAAK,GAAL,KAAK,CAAgB;QACrB,UAAK,GAAL,KAAK,CAAQ;QAE9B,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;IACzB,CAAC;IAED,IAAI,CAAC,EAAO;QACV,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC;YAAE,OAAO,SAAS,CAAC;QAE1C,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QACnC,IAAI,MAAM,KAAK,SAAS;YAAE,OAAO,SAAS,CAAC;QAE3C,IAAI,MAAM,KAAK,SAAS,EAAE,CAAC;YACzB,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC;gBAAE,OAAO,SAAS,CAAC;QAC5C,CAAC;QAED,OAAO,SAAS,CAAC;IACnB,CAAC;IAED,+CAA+C;IAC/C,KAAK;QACH,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC;IAC9B,CAAC;CACF;AAED;;;;;;;;GAQG;AACH,MAAM,OAAO,QAAQ;IAGnB,YACmB,KAAqB,EACrB,UAAkB,EAClB,QAAsB,IAAI,CAAC,GAAG;QAF9B,UAAK,GAAL,KAAK,CAAgB;QACrB,eAAU,GAAV,UAAU,CAAQ;QAClB,UAAK,GAAL,KAAK,CAAyB;QALzC,YAAO,GAAG,CAAC,CAAC;IAMjB,CAAC;IAEJ,IAAI,CAAC,EAAO;QACV,IAAI,IAAI,CAAC,KAAK,EAAE,GAAG,IAAI,CAAC,OAAO;YAAE,OAAO,SAAS,CAAC;QAElD,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QACnC,IAAI,MAAM,KAAK,SAAS,EAAE,CAAC;YACzB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,IAAI,CAAC,UAAU,CAAC;QAChD,CAAC;QACD,OAAO,MAAM,CAAC;IAChB,CAAC;IAED,gDAAgD;IAChD,KAAK;QACH,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;IACnB,CAAC;IAED,iDAAiD;IACjD,IAAI,YAAY;QACd,OAAO,IAAI,CAAC,KAAK,EAAE,GAAG,IAAI,CAAC,OAAO,CAAC;IACrC,CAAC;CACF"}
@@ -12,7 +12,7 @@
12
12
  * 2. execute() -- called every tick; returns RUNNING / SUCCESS / FAILURE
13
13
  * 3. abort() -- called when the action is interrupted (default no-op)
14
14
  */
15
- import type { WorldState } from './WorldState';
15
+ import type { WorldState, WorldStateValue } from './WorldState';
16
16
  import type { IEntity } from '../entity/IEntity';
17
17
  export declare const ActionStatus: {
18
18
  readonly RUNNING: "running";
@@ -42,4 +42,24 @@ export declare abstract class GOAPAction {
42
42
  /** Called when the action is interrupted. Override for cleanup. */
43
43
  abort(_entity: IEntity): void;
44
44
  }
45
+ /**
46
+ * Plain-object descriptor for a GOAP action.
47
+ * Alternative to subclassing {@link GOAPAction} for simple cases.
48
+ *
49
+ * @example
50
+ * planner.registerAction({
51
+ * id: 'TakePosition',
52
+ * cost: 1,
53
+ * preconditions: { inPosition: false },
54
+ * effects: { inPosition: true },
55
+ * });
56
+ */
57
+ export interface GOAPActionDef {
58
+ readonly id: string;
59
+ readonly cost: number;
60
+ readonly preconditions: Record<string, WorldStateValue>;
61
+ readonly effects: Record<string, WorldStateValue>;
62
+ isValid?(entity: IEntity): boolean;
63
+ execute?(entity: IEntity, delta: number): ActionStatus;
64
+ }
45
65
  //# sourceMappingURL=GOAPAction.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"GOAPAction.d.ts","sourceRoot":"","sources":["../../src/ai/GOAPAction.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,mBAAmB,CAAC;AAMjD,eAAO,MAAM,YAAY;;;;CAIf,CAAC;AAEX,MAAM,MAAM,YAAY,GAAG,CAAC,OAAO,YAAY,CAAC,CAAC,MAAM,OAAO,YAAY,CAAC,CAAC;AAM5E,8BAAsB,UAAU;IAC9B,gEAAgE;IAChE,QAAQ,CAAC,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IAE7B,iDAAiD;IACjD,QAAQ,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IAE/B,mEAAmE;IACnE,QAAQ,CAAC,gBAAgB,IAAI,UAAU;IAEvC,oEAAoE;IACpE,QAAQ,CAAC,UAAU,IAAI,UAAU;IAEjC,mEAAmE;IACnE,QAAQ,CAAC,OAAO,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO;IAE1C;;;;;;OAMG;IACH,QAAQ,CAAC,OAAO,CAAC,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,GAAG,YAAY;IAE9D,mEAAmE;IACnE,KAAK,CAAC,OAAO,EAAE,OAAO,GAAG,IAAI;CAG9B"}
1
+ {"version":3,"file":"GOAPAction.d.ts","sourceRoot":"","sources":["../../src/ai/GOAPAction.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,KAAK,EAAE,UAAU,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAChE,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,mBAAmB,CAAC;AAMjD,eAAO,MAAM,YAAY;;;;CAIf,CAAC;AAEX,MAAM,MAAM,YAAY,GAAG,CAAC,OAAO,YAAY,CAAC,CAAC,MAAM,OAAO,YAAY,CAAC,CAAC;AAM5E,8BAAsB,UAAU;IAC9B,gEAAgE;IAChE,QAAQ,CAAC,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IAE7B,iDAAiD;IACjD,QAAQ,CAAC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IAE/B,mEAAmE;IACnE,QAAQ,CAAC,gBAAgB,IAAI,UAAU;IAEvC,oEAAoE;IACpE,QAAQ,CAAC,UAAU,IAAI,UAAU;IAEjC,mEAAmE;IACnE,QAAQ,CAAC,OAAO,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO;IAE1C;;;;;;OAMG;IACH,QAAQ,CAAC,OAAO,CAAC,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,GAAG,YAAY;IAE9D,mEAAmE;IACnE,KAAK,CAAC,OAAO,EAAE,OAAO,GAAG,IAAI;CAG9B;AAMD;;;;;;;;;;;GAWG;AACH,MAAM,WAAW,aAAa;IAC5B,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,CAAC;IACxD,QAAQ,CAAC,OAAO,EAAQ,MAAM,CAAC,MAAM,EAAE,eAAe,CAAC,CAAC;IACxD,OAAO,CAAC,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO,CAAC;IACnC,OAAO,CAAC,CAAC,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,GAAG,YAAY,CAAC;CACxD"}
@@ -13,8 +13,9 @@
13
13
  * Time: O(b^d) where b = |availableActions|, d = plan depth (<= maxDepth)
14
14
  * Space: O(b^d) for the open/closed sets, bounded by maxDepth
15
15
  */
16
- import type { GOAPAction } from './GOAPAction';
17
- import type { WorldState } from './WorldState';
16
+ import { GOAPAction } from './GOAPAction';
17
+ import type { GOAPActionDef } from './GOAPAction';
18
+ import { WorldState } from './WorldState';
18
19
  export declare class GOAPPlanner {
19
20
  private readonly actions;
20
21
  private readonly defaultMaxDepth;
@@ -24,7 +25,7 @@ export declare class GOAPPlanner {
24
25
  private readonly _open;
25
26
  constructor(defaultMaxDepth?: number);
26
27
  /** Register an action that the planner can use when building plans. */
27
- registerAction(action: GOAPAction): void;
28
+ registerAction(action: GOAPAction | GOAPActionDef): void;
28
29
  /**
29
30
  * Find the optimal action sequence from the current state to the goal.
30
31
  *
@@ -1 +1 @@
1
- {"version":3,"file":"GOAPPlanner.d.ts","sourceRoot":"","sources":["../../src/ai/GOAPPlanner.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAEH,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAiC/C,qBAAa,WAAW;IACtB,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAoB;IAC5C,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAS;IAGzC,OAAO,CAAC,WAAW,CAAyB;IAC5C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAqB;IAG7C,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAqB;IAGjD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAkB;gBAE5B,eAAe,GAAE,MAA0B;IAIvD,uEAAuE;IACvE,cAAc,CAAC,MAAM,EAAE,UAAU,GAAG,IAAI;IAQxC;;;;;;;OAOG;IACH,IAAI,CACF,YAAY,EAAE,UAAU,EACxB,IAAI,EAAE,UAAU,EAChB,QAAQ,GAAE,MAA6B,GACtC,UAAU,EAAE,GAAG,IAAI;IA+EtB,0EAA0E;IAC1E,OAAO,CAAC,eAAe;IAiBvB,qCAAqC;IACrC,OAAO,CAAC,SAAS;IAKjB,gEAAgE;IAChE,OAAO,CAAC,QAAQ;IAchB,iDAAiD;IACjD,OAAO,CAAC,WAAW;IAYnB,mDAAmD;IACnD,OAAO,CAAC,aAAa;IAiBrB;;;;;;;;;;;OAWG;IACH,OAAO,CAAC,WAAW;IA2BnB;;;;;;;OAOG;IACH,OAAO,CAAC,iBAAiB;IAOzB;;;;;;;;OAQG;IACH,OAAO,CAAC,eAAe;CAYxB"}
1
+ {"version":3,"file":"GOAPPlanner.d.ts","sourceRoot":"","sources":["../../src/ai/GOAPPlanner.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAEH,OAAO,EAAE,UAAU,EAAgB,MAAM,cAAc,CAAC;AACxD,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,cAAc,CAAC;AAClD,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAkC1C,qBAAa,WAAW;IACtB,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAoB;IAC5C,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAS;IAGzC,OAAO,CAAC,WAAW,CAAyB;IAC5C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAqB;IAG7C,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAqB;IAGjD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAkB;gBAE5B,eAAe,GAAE,MAA0B;IAIvD,uEAAuE;IACvE,cAAc,CAAC,MAAM,EAAE,UAAU,GAAG,aAAa,GAAG,IAAI;IAWxD;;;;;;;OAOG;IACH,IAAI,CACF,YAAY,EAAE,UAAU,EACxB,IAAI,EAAE,UAAU,EAChB,QAAQ,GAAE,MAA6B,GACtC,UAAU,EAAE,GAAG,IAAI;IA+EtB,0EAA0E;IAC1E,OAAO,CAAC,eAAe;IAiBvB,qCAAqC;IACrC,OAAO,CAAC,SAAS;IAKjB,gEAAgE;IAChE,OAAO,CAAC,QAAQ;IAchB,iDAAiD;IACjD,OAAO,CAAC,WAAW;IAYnB,mDAAmD;IACnD,OAAO,CAAC,aAAa;IAiBrB;;;;;;;;;;;OAWG;IACH,OAAO,CAAC,WAAW;IA2BnB;;;;;;;OAOG;IACH,OAAO,CAAC,iBAAiB;IAOzB;;;;;;;;OAQG;IACH,OAAO,CAAC,eAAe;CAYxB"}
@@ -13,6 +13,8 @@
13
13
  * Time: O(b^d) where b = |availableActions|, d = plan depth (<= maxDepth)
14
14
  * Space: O(b^d) for the open/closed sets, bounded by maxDepth
15
15
  */
16
+ import { GOAPAction, ActionStatus } from './GOAPAction';
17
+ import { WorldState } from './WorldState';
16
18
  // ---------------------------------------------------------------------------
17
19
  // Constants
18
20
  // ---------------------------------------------------------------------------
@@ -34,11 +36,14 @@ export class GOAPPlanner {
34
36
  }
35
37
  /** Register an action that the planner can use when building plans. */
36
38
  registerAction(action) {
37
- this.actions.push(action);
39
+ const resolved = isGOAPActionDef(action)
40
+ ? new InlineGOAPAction(action)
41
+ : action;
42
+ this.actions.push(resolved);
38
43
  // P21: Cache action keys incrementally.
39
- for (const k of action.getPreconditions().keys())
44
+ for (const k of resolved.getPreconditions().keys())
40
45
  this._actionKeys.add(k);
41
- for (const k of action.getEffects().keys())
46
+ for (const k of resolved.getEffects().keys())
42
47
  this._actionKeys.add(k);
43
48
  }
44
49
  /**
@@ -256,4 +261,27 @@ export class GOAPPlanner {
256
261
  return h | 0x80000000;
257
262
  }
258
263
  }
264
+ // ---------------------------------------------------------------------------
265
+ // Plain-object action support (module-private)
266
+ // ---------------------------------------------------------------------------
267
+ function isGOAPActionDef(a) {
268
+ return !(a instanceof GOAPAction);
269
+ }
270
+ class InlineGOAPAction extends GOAPAction {
271
+ constructor(def) {
272
+ super();
273
+ this.id = def.id;
274
+ this.cost = def.cost;
275
+ this._pre = WorldState.from(def.preconditions);
276
+ this._eff = WorldState.from(def.effects);
277
+ this._isValid = def.isValid;
278
+ this._execute = def.execute;
279
+ }
280
+ getPreconditions() { return this._pre; }
281
+ getEffects() { return this._eff; }
282
+ isValid(entity) { return this._isValid ? this._isValid(entity) : true; }
283
+ execute(entity, delta) {
284
+ return this._execute ? this._execute(entity, delta) : ActionStatus.SUCCESS;
285
+ }
286
+ }
259
287
  //# sourceMappingURL=GOAPPlanner.js.map
@@ -1 +1 @@
1
- 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1
+ 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