@energy8platform/platform-core 0.16.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +482 -0
- package/bin/simulate.ts +139 -0
- package/dist/dev-bridge.cjs.js +237 -0
- package/dist/dev-bridge.cjs.js.map +1 -0
- package/dist/dev-bridge.d.ts +141 -0
- package/dist/dev-bridge.esm.js +235 -0
- package/dist/dev-bridge.esm.js.map +1 -0
- package/dist/index.cjs.js +569 -0
- package/dist/index.cjs.js.map +1 -0
- package/dist/index.d.ts +439 -0
- package/dist/index.esm.js +560 -0
- package/dist/index.esm.js.map +1 -0
- package/dist/loading.cjs.js +190 -0
- package/dist/loading.cjs.js.map +1 -0
- package/dist/loading.d.ts +86 -0
- package/dist/loading.esm.js +185 -0
- package/dist/loading.esm.js.map +1 -0
- package/dist/lua.cjs.js +1129 -0
- package/dist/lua.cjs.js.map +1 -0
- package/dist/lua.d.ts +319 -0
- package/dist/lua.esm.js +1119 -0
- package/dist/lua.esm.js.map +1 -0
- package/dist/simulation.cjs.js +374 -0
- package/dist/simulation.cjs.js.map +1 -0
- package/dist/simulation.d.ts +190 -0
- package/dist/simulation.esm.js +368 -0
- package/dist/simulation.esm.js.map +1 -0
- package/dist/vite.cjs.js +179 -0
- package/dist/vite.cjs.js.map +1 -0
- package/dist/vite.d.ts +13 -0
- package/dist/vite.esm.js +176 -0
- package/dist/vite.esm.js.map +1 -0
- package/package.json +100 -0
- package/scripts/install-simulate.mjs +101 -0
- package/src/EventEmitter.ts +55 -0
- package/src/PlatformSession.ts +156 -0
- package/src/dev-bridge/DevBridge.ts +305 -0
- package/src/dev-bridge/index.ts +2 -0
- package/src/index.ts +98 -0
- package/src/loading/CSSPreloader.ts +129 -0
- package/src/loading/index.ts +3 -0
- package/src/loading/logo.ts +95 -0
- package/src/lua/ActionRouter.ts +132 -0
- package/src/lua/LuaEngine.ts +412 -0
- package/src/lua/LuaEngineAPI.ts +314 -0
- package/src/lua/PersistentState.ts +80 -0
- package/src/lua/SessionManager.ts +227 -0
- package/src/lua/SimulationRunner.ts +192 -0
- package/src/lua/fengari.d.ts +10 -0
- package/src/lua/index.ts +28 -0
- package/src/lua/types.ts +149 -0
- package/src/simulation/NativeSimulationRunner.ts +367 -0
- package/src/simulation/ParallelSimulationRunner.ts +156 -0
- package/src/simulation/SimulationWorker.ts +44 -0
- package/src/simulation/index.ts +21 -0
- package/src/types.ts +85 -0
- package/src/vite/index.ts +196 -0
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import type { ActionDefinition, TransitionRule, GameDefinition } from './types';
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export interface TransitionMatch {
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rule: TransitionRule;
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nextActions: string[];
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}
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/**
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* Replicates the platform's action dispatch and transition evaluation.
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* Routes play requests to the correct action, evaluates transition conditions
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* against current variables to determine next actions and session operations.
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*/
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export class ActionRouter {
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private actions: Record<string, ActionDefinition>;
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constructor(gameDefinition: GameDefinition) {
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this.actions = gameDefinition.actions;
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}
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/** Look up action by name and validate prerequisites */
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resolveAction(actionName: string, hasSession: boolean): ActionDefinition {
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const action = this.actions[actionName];
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if (!action) {
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throw new Error(`Unknown action: "${actionName}". Available: ${Object.keys(this.actions).join(', ')}`);
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}
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if (action.requires_session && !hasSession) {
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throw new Error(`Action "${actionName}" requires an active session`);
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}
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return action;
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}
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/** Evaluate transitions in order, return the first matching rule */
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evaluateTransitions(
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action: ActionDefinition,
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variables: Record<string, number>,
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): TransitionMatch {
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for (const rule of action.transitions) {
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if (evaluateCondition(rule.condition, variables)) {
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return { rule, nextActions: rule.next_actions };
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}
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}
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throw new Error(
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`No matching transition for action with stage "${action.stage}". ` +
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`Variables: ${JSON.stringify(variables)}`
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);
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}
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}
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// ─── Condition Evaluator ────────────────────────────────
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/**
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* Evaluates a transition condition expression against variables.
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*
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* Supports:
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* - "always" → true
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* - Simple comparisons: "var > 0", "var == 1", "var >= 10", "var != 0", "var < 5", "var <= 3"
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* - Logical connectives: "expr && expr", "expr || expr"
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*
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* This covers all patterns used by the platform's govaluate conditions.
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*/
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export function evaluateCondition(
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condition: string,
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variables: Record<string, number>,
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): boolean {
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const trimmed = condition.trim();
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if (trimmed === 'always') return true;
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// Handle || (OR) — lowest precedence
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if (trimmed.includes('||')) {
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const parts = splitOnOperator(trimmed, '||');
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return parts.some(part => evaluateCondition(part, variables));
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}
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// Handle && (AND)
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if (trimmed.includes('&&')) {
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const parts = splitOnOperator(trimmed, '&&');
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return parts.every(part => evaluateCondition(part, variables));
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}
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// Single comparison: "variable op value"
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return evaluateComparison(trimmed, variables);
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}
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function splitOnOperator(expr: string, operator: string): string[] {
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const parts: string[] = [];
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let depth = 0;
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let current = '';
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for (let i = 0; i < expr.length; i++) {
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if (expr[i] === '(') depth++;
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else if (expr[i] === ')') depth--;
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if (depth === 0 && expr.substring(i, i + operator.length) === operator) {
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parts.push(current);
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current = '';
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i += operator.length - 1;
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} else {
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current += expr[i];
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}
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}
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parts.push(current);
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return parts;
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}
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function evaluateComparison(
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expr: string,
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variables: Record<string, number>,
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): boolean {
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// Match: variable_name operator value
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const match = expr.trim().match(
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/^\s*([a-zA-Z_][a-zA-Z0-9_]*)\s*(>=|<=|!=|==|>|<)\s*(-?\d+(?:\.\d+)?)\s*$/
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);
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if (!match) {
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throw new Error(`Cannot parse condition: "${expr}"`);
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}
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const [, varName, op, valueStr] = match;
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const left = variables[varName] ?? 0;
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const right = parseFloat(valueStr);
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switch (op) {
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case '>': return left > right;
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case '>=': return left >= right;
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case '<': return left < right;
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case '<=': return left <= right;
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case '==': return left === right;
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case '!=': return left !== right;
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default: return false;
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}
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}
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import type { PlayParams, SessionData } from '@energy8platform/game-sdk';
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import type { LuaEngineConfig, LuaPlayResult, GameDefinition } from './types';
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import { LuaEngineAPI, createSeededRng, luaToJS, pushJSValue, cachedToLuastring } from './LuaEngineAPI';
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import { ActionRouter } from './ActionRouter';
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import { SessionManager } from './SessionManager';
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import { PersistentState } from './PersistentState';
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// fengari — Lua 5.3 in pure JavaScript
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import fengari from 'fengari';
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const { lua, lauxlib, lualib } = fengari;
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const { to_luastring, to_jsstring } = fengari;
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/** Default engine variables matching the server's NewGameState() */
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const DEFAULT_VARIABLES: Record<string, number> = {
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multiplier: 1,
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total_multiplier: 1,
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global_multiplier: 1,
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last_win_amount: 0,
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free_spins_awarded: 0,
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};
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/**
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* Runs Lua game scripts locally, replicating the platform's server-side execution.
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*
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* Implements the full lifecycle matching `casino_platform/internal/usecase/game_usecase.go`:
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* action routing → state assembly → Lua execute() → result extraction →
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* transition evaluation → session management.
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*/
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export class LuaEngine {
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private L: any;
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private api: LuaEngineAPI;
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private actionRouter: ActionRouter;
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private sessionManager: SessionManager;
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private persistentState: PersistentState;
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private gameDefinition: GameDefinition;
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private variables: Record<string, number> = {};
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private simulationMode: boolean;
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/** Reusable state objects to avoid per-iteration allocation */
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private _stateVars: Record<string, number> = {};
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private _stateParams: Record<string, unknown> = {};
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constructor(config: LuaEngineConfig) {
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this.gameDefinition = config.gameDefinition;
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this.simulationMode = config.simulationMode ?? false;
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const rng = config.seed !== undefined
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? createSeededRng(config.seed)
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: undefined;
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this.api = new LuaEngineAPI(config.gameDefinition, rng, config.logger);
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this.actionRouter = new ActionRouter(config.gameDefinition);
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this.sessionManager = new SessionManager();
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this.persistentState = new PersistentState(config.gameDefinition.persistent_state);
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this.L = lauxlib.luaL_newstate();
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lualib.luaL_openlibs(this.L);
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// Polyfill Lua 5.1/5.2 functions removed in 5.3
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lauxlib.luaL_dostring(this.L, to_luastring(`
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math.pow = function(a, b) return a ^ b end
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math.atan2 = math.atan2 or function(y, x) return math.atan(y, x) end
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math.log10 = math.log10 or function(x) return math.log(x, 10) end
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math.cosh = math.cosh or function(x) return (math.exp(x) + math.exp(-x)) / 2 end
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math.sinh = math.sinh or function(x) return (math.exp(x) - math.exp(-x)) / 2 end
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math.tanh = math.tanh or function(x) return math.sinh(x) / math.cosh(x) end
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math.frexp = math.frexp or function(x)
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if x == 0 then return 0, 0 end
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local e = math.floor(math.log(math.abs(x), 2)) + 1
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return x / (2 ^ e), e
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end
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math.ldexp = math.ldexp or function(m, e) return m * (2 ^ e) end
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unpack = unpack or table.unpack
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loadstring = loadstring or load
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table.getn = table.getn or function(t) return #t end
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`));
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this.api.register(this.L);
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this.loadScript(config.script);
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}
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get session(): SessionData | null {
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return this.sessionManager.current;
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}
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get persistentVars(): Record<string, number> {
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return { ...this.variables };
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}
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/**
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* Execute a play action — replicates server's Play() function.
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*/
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execute(params: PlayParams): LuaPlayResult {
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const { action: actionName, params: clientParams } = params;
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// 1. Resolve action
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const action = this.actionRouter.resolveAction(
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actionName,
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this.sessionManager.isActive,
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);
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// 2. Determine bet — server uses session bet for session actions
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let bet = params.bet;
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if (this.sessionManager.isActive && this.sessionManager.sessionBet !== undefined) {
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bet = this.sessionManager.sessionBet;
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}
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// 3. Build state.variables (matching server's NewGameState + restore)
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// Reuse pooled object to avoid per-iteration allocation
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const stateVars = this._stateVars;
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// Clear previous keys
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for (const key in stateVars) delete stateVars[key];
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// Apply defaults, then engine vars, then bet
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Object.assign(stateVars, DEFAULT_VARIABLES, this.variables);
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stateVars.bet = bet;
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// Load cross-spin persistent state
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this.persistentState.loadIntoVariables(stateVars);
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// Load session persistent vars + restore spinsRemaining
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if (this.sessionManager.isActive) {
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const sessionParams = this.sessionManager.getPersistentParams();
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for (const [k, v] of Object.entries(sessionParams)) {
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if (typeof v === 'number') {
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stateVars[k] = v;
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}
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}
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// Restore spinsRemaining into the variable the script reads
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if (this.sessionManager.spinsVarName) {
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stateVars[this.sessionManager.spinsVarName] = this.sessionManager.spinsRemaining;
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}
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// Also set free_spins_remaining for convenience
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stateVars.free_spins_remaining = this.sessionManager.spinsRemaining;
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}
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// 4. Build state.params (reuse pooled object)
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const stateParams = this._stateParams;
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for (const key in stateParams) delete stateParams[key];
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if (clientParams) Object.assign(stateParams, clientParams);
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stateParams._action = actionName;
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// Inject session _ps_* persistent data
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if (this.sessionManager.isActive) {
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const sessionParams = this.sessionManager.getPersistentParams();
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for (const [k, v] of Object.entries(sessionParams)) {
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if (typeof v !== 'number') {
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stateParams[k] = v;
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}
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}
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|
150
|
+
}
|
|
151
|
+
|
|
152
|
+
// Inject cross-spin _ps_* game data
|
|
153
|
+
const gameDataParams = this.persistentState.getGameDataParams();
|
|
154
|
+
Object.assign(stateParams, gameDataParams);
|
|
155
|
+
|
|
156
|
+
// Handle buy bonus
|
|
157
|
+
if (action.buy_bonus_mode && this.gameDefinition.buy_bonus) {
|
|
158
|
+
const mode = this.gameDefinition.buy_bonus.modes[action.buy_bonus_mode];
|
|
159
|
+
if (mode) {
|
|
160
|
+
stateParams.buy_bonus = true;
|
|
161
|
+
stateParams.buy_bonus_mode = action.buy_bonus_mode;
|
|
162
|
+
if (mode.scatter_distribution) {
|
|
163
|
+
stateParams.forced_scatter_count = this.pickFromDistribution(mode.scatter_distribution);
|
|
164
|
+
}
|
|
165
|
+
}
|
|
166
|
+
}
|
|
167
|
+
|
|
168
|
+
// Handle ante bet
|
|
169
|
+
if (clientParams?.ante_bet && this.gameDefinition.ante_bet) {
|
|
170
|
+
stateParams.ante_bet = true;
|
|
171
|
+
}
|
|
172
|
+
|
|
173
|
+
// 5. Execute Lua (server: executor.Execute(stage, state))
|
|
174
|
+
const luaResult = this.callLuaExecute(action.stage, actionName, stateParams, stateVars);
|
|
175
|
+
|
|
176
|
+
// 6. Process result (server: ApplyLuaResult)
|
|
177
|
+
const totalWinMultiplier = typeof luaResult.total_win === 'number' ? luaResult.total_win : 0;
|
|
178
|
+
const resultVariables = (luaResult.variables ?? {}) as Record<string, number>;
|
|
179
|
+
const spinWin = Math.round(totalWinMultiplier * bet * 100) / 100;
|
|
180
|
+
|
|
181
|
+
// Merge ONLY Lua return variables into engine state (not the whole stateVars).
|
|
182
|
+
// On the server, state.Variables is a temporary object rebuilt each call.
|
|
183
|
+
// Only the Lua result's `variables` table persists between calls.
|
|
184
|
+
Object.assign(this.variables, resultVariables);
|
|
185
|
+
// Also update stateVars for transition evaluation below
|
|
186
|
+
Object.assign(stateVars, resultVariables);
|
|
187
|
+
|
|
188
|
+
// Build client data (everything except special keys)
|
|
189
|
+
const data: Record<string, unknown> = {};
|
|
190
|
+
for (const [key, value] of Object.entries(luaResult)) {
|
|
191
|
+
if (key !== 'total_win' && key !== 'variables') {
|
|
192
|
+
data[key] = value;
|
|
193
|
+
}
|
|
194
|
+
}
|
|
195
|
+
|
|
196
|
+
// 7. Handle _persist_* and _persist_game_* keys
|
|
197
|
+
this.sessionManager.storePersistData(data);
|
|
198
|
+
this.persistentState.storeGameData(data);
|
|
199
|
+
|
|
200
|
+
// Save cross-spin persistent state (from stateVars which has Lua result merged)
|
|
201
|
+
this.persistentState.saveFromVariables(stateVars);
|
|
202
|
+
|
|
203
|
+
// Add exposed persistent vars to client data
|
|
204
|
+
const exposedVars = this.persistentState.getExposedVars();
|
|
205
|
+
if (exposedVars) {
|
|
206
|
+
data.persistent_state = exposedVars;
|
|
207
|
+
}
|
|
208
|
+
|
|
209
|
+
// Remove _persist_* keys from client data
|
|
210
|
+
for (const key of Object.keys(data)) {
|
|
211
|
+
if (key.startsWith('_persist_')) {
|
|
212
|
+
delete data[key];
|
|
213
|
+
}
|
|
214
|
+
}
|
|
215
|
+
|
|
216
|
+
// 8. Evaluate transitions (server uses state.Variables which is stateVars)
|
|
217
|
+
const { rule, nextActions } = this.actionRouter.evaluateTransitions(action, stateVars);
|
|
218
|
+
|
|
219
|
+
// 9. Determine credit behavior (server: creditNow logic)
|
|
220
|
+
let creditDeferred = action.credit === 'defer' || rule.credit_override === 'defer';
|
|
221
|
+
|
|
222
|
+
// 10. Session lifecycle (server: create/update/complete session)
|
|
223
|
+
let session = this.sessionManager.current;
|
|
224
|
+
let resultTotalWin = spinWin;
|
|
225
|
+
let sessionCompleted = false;
|
|
226
|
+
|
|
227
|
+
// Calculate max win cap for session
|
|
228
|
+
const maxWinCap = this.calculateMaxWinCap(bet);
|
|
229
|
+
|
|
230
|
+
if (rule.creates_session && !this.sessionManager.isActive) {
|
|
231
|
+
// CREATE SESSION — initial spin counted (server: createSession includes spinWin)
|
|
232
|
+
session = this.sessionManager.createSession(rule, stateVars, bet, spinWin, maxWinCap);
|
|
233
|
+
creditDeferred = true;
|
|
234
|
+
resultTotalWin = spinWin;
|
|
235
|
+
|
|
236
|
+
// Clear the trigger variable — it was consumed to set spinsRemaining
|
|
237
|
+
if (rule.session_config?.total_spins_var) {
|
|
238
|
+
delete this.variables[rule.session_config.total_spins_var];
|
|
239
|
+
}
|
|
240
|
+
} else if (this.sessionManager.isActive) {
|
|
241
|
+
// UPDATE SESSION — accumulate win, check completion
|
|
242
|
+
session = this.sessionManager.updateSession(rule, stateVars, spinWin);
|
|
243
|
+
|
|
244
|
+
if (session?.completed) {
|
|
245
|
+
// SESSION COMPLETED — server returns session.TotalWin as result.TotalWin
|
|
246
|
+
const completed = this.sessionManager.completeSession();
|
|
247
|
+
session = completed.session;
|
|
248
|
+
resultTotalWin = completed.totalWin;
|
|
249
|
+
sessionCompleted = true;
|
|
250
|
+
creditDeferred = false;
|
|
251
|
+
|
|
252
|
+
// Clean up session-scoped variables
|
|
253
|
+
for (const varName of completed.sessionVarNames) {
|
|
254
|
+
delete this.variables[varName];
|
|
255
|
+
}
|
|
256
|
+
} else {
|
|
257
|
+
// Mid-session: totalWin = spinWin, credit deferred
|
|
258
|
+
resultTotalWin = spinWin;
|
|
259
|
+
creditDeferred = true;
|
|
260
|
+
}
|
|
261
|
+
}
|
|
262
|
+
// No session: resultTotalWin = spinWin (already set)
|
|
263
|
+
|
|
264
|
+
// Apply max win cap for non-session spins
|
|
265
|
+
if (!this.sessionManager.isActive && !sessionCompleted && maxWinCap !== undefined && resultTotalWin > maxWinCap) {
|
|
266
|
+
resultTotalWin = maxWinCap;
|
|
267
|
+
this.variables.max_win_reached = 1;
|
|
268
|
+
data.max_win_reached = true;
|
|
269
|
+
}
|
|
270
|
+
|
|
271
|
+
return {
|
|
272
|
+
totalWin: Math.round(resultTotalWin * 100) / 100,
|
|
273
|
+
data,
|
|
274
|
+
nextActions,
|
|
275
|
+
session,
|
|
276
|
+
// In simulation mode, return reference directly (caller only reads, never mutates)
|
|
277
|
+
variables: this.simulationMode ? this.variables : { ...this.variables },
|
|
278
|
+
creditDeferred,
|
|
279
|
+
};
|
|
280
|
+
}
|
|
281
|
+
|
|
282
|
+
reset(): void {
|
|
283
|
+
this.variables = {};
|
|
284
|
+
this.sessionManager.reset();
|
|
285
|
+
this.persistentState.reset();
|
|
286
|
+
}
|
|
287
|
+
|
|
288
|
+
destroy(): void {
|
|
289
|
+
if (this.L) {
|
|
290
|
+
lua.lua_close(this.L);
|
|
291
|
+
this.L = null;
|
|
292
|
+
}
|
|
293
|
+
}
|
|
294
|
+
|
|
295
|
+
// ─── Private ──────────────────────────────────────────
|
|
296
|
+
|
|
297
|
+
private loadScript(source: string): void {
|
|
298
|
+
const status = lauxlib.luaL_dostring(this.L, to_luastring(source));
|
|
299
|
+
if (status !== lua.LUA_OK) {
|
|
300
|
+
const err = to_jsstring(lua.lua_tostring(this.L, -1));
|
|
301
|
+
lua.lua_pop(this.L, 1);
|
|
302
|
+
throw new Error(`Failed to load Lua script: ${err}`);
|
|
303
|
+
}
|
|
304
|
+
|
|
305
|
+
lua.lua_getglobal(this.L, cachedToLuastring('execute'));
|
|
306
|
+
if (lua.lua_type(this.L, -1) !== lua.LUA_TFUNCTION) {
|
|
307
|
+
lua.lua_pop(this.L, 1);
|
|
308
|
+
throw new Error('Lua script must define a global `execute(state)` function');
|
|
309
|
+
}
|
|
310
|
+
lua.lua_pop(this.L, 1);
|
|
311
|
+
}
|
|
312
|
+
|
|
313
|
+
private callLuaExecute(
|
|
314
|
+
stage: string,
|
|
315
|
+
action: string,
|
|
316
|
+
params: Record<string, unknown>,
|
|
317
|
+
variables: Record<string, number>,
|
|
318
|
+
): Record<string, unknown> {
|
|
319
|
+
lua.lua_getglobal(this.L, cachedToLuastring('execute'));
|
|
320
|
+
|
|
321
|
+
// Build state table: {stage, action, params, variables}
|
|
322
|
+
lua.lua_createtable(this.L, 0, 4);
|
|
323
|
+
|
|
324
|
+
// state.stage
|
|
325
|
+
lua.lua_pushstring(this.L, cachedToLuastring(stage));
|
|
326
|
+
lua.lua_setfield(this.L, -2, cachedToLuastring('stage'));
|
|
327
|
+
|
|
328
|
+
// state.action (server sets this at top level)
|
|
329
|
+
lua.lua_pushstring(this.L, cachedToLuastring(action));
|
|
330
|
+
lua.lua_setfield(this.L, -2, cachedToLuastring('action'));
|
|
331
|
+
|
|
332
|
+
// state.params
|
|
333
|
+
pushJSValue(this.L, params);
|
|
334
|
+
lua.lua_setfield(this.L, -2, cachedToLuastring('params'));
|
|
335
|
+
|
|
336
|
+
// state.variables
|
|
337
|
+
pushJSValue(this.L, variables);
|
|
338
|
+
lua.lua_setfield(this.L, -2, cachedToLuastring('variables'));
|
|
339
|
+
|
|
340
|
+
const status = lua.lua_pcall(this.L, 1, 1, 0);
|
|
341
|
+
if (status !== lua.LUA_OK) {
|
|
342
|
+
const err = to_jsstring(lua.lua_tostring(this.L, -1));
|
|
343
|
+
lua.lua_pop(this.L, 1);
|
|
344
|
+
throw new Error(`Lua execute() failed: ${err}`);
|
|
345
|
+
}
|
|
346
|
+
|
|
347
|
+
if (this.simulationMode) {
|
|
348
|
+
// Fast path: extract only total_win, variables, _persist_* keys
|
|
349
|
+
const result: Record<string, unknown> = {};
|
|
350
|
+
|
|
351
|
+
lua.lua_getfield(this.L, -1, cachedToLuastring('total_win'));
|
|
352
|
+
result.total_win = lua.lua_type(this.L, -1) === lua.LUA_TNUMBER
|
|
353
|
+
? lua.lua_tonumber(this.L, -1) : 0;
|
|
354
|
+
lua.lua_pop(this.L, 1);
|
|
355
|
+
|
|
356
|
+
lua.lua_getfield(this.L, -1, cachedToLuastring('variables'));
|
|
357
|
+
if (lua.lua_type(this.L, -1) === lua.LUA_TTABLE) {
|
|
358
|
+
result.variables = luaToJS(this.L, -1);
|
|
359
|
+
}
|
|
360
|
+
lua.lua_pop(this.L, 1);
|
|
361
|
+
|
|
362
|
+
// Scan for _persist_* keys (different stages may or may not have them)
|
|
363
|
+
lua.lua_pushnil(this.L);
|
|
364
|
+
while (lua.lua_next(this.L, -2) !== 0) {
|
|
365
|
+
if (lua.lua_type(this.L, -2) === lua.LUA_TSTRING) {
|
|
366
|
+
const key = to_jsstring(lua.lua_tostring(this.L, -2));
|
|
367
|
+
if (key.startsWith('_persist_')) {
|
|
368
|
+
result[key] = luaToJS(this.L, -1);
|
|
369
|
+
}
|
|
370
|
+
}
|
|
371
|
+
lua.lua_pop(this.L, 1);
|
|
372
|
+
}
|
|
373
|
+
|
|
374
|
+
lua.lua_pop(this.L, 1);
|
|
375
|
+
return result;
|
|
376
|
+
}
|
|
377
|
+
|
|
378
|
+
// Full path
|
|
379
|
+
const result = luaToJS(this.L, -1);
|
|
380
|
+
lua.lua_pop(this.L, 1);
|
|
381
|
+
|
|
382
|
+
if (!result || typeof result !== 'object' || Array.isArray(result)) {
|
|
383
|
+
throw new Error('Lua execute() must return a table');
|
|
384
|
+
}
|
|
385
|
+
|
|
386
|
+
return result as Record<string, unknown>;
|
|
387
|
+
}
|
|
388
|
+
|
|
389
|
+
private calculateMaxWinCap(bet: number): number | undefined {
|
|
390
|
+
const mw = this.gameDefinition.max_win;
|
|
391
|
+
if (!mw) return undefined;
|
|
392
|
+
|
|
393
|
+
const caps: number[] = [];
|
|
394
|
+
if (mw.multiplier !== undefined) caps.push(bet * mw.multiplier);
|
|
395
|
+
if (mw.fixed !== undefined) caps.push(mw.fixed);
|
|
396
|
+
|
|
397
|
+
return caps.length > 0 ? Math.min(...caps) : undefined;
|
|
398
|
+
}
|
|
399
|
+
|
|
400
|
+
private pickFromDistribution(distribution: Record<string, number>): number {
|
|
401
|
+
const entries = Object.entries(distribution);
|
|
402
|
+
const totalWeight = entries.reduce((sum, [, w]) => sum + w, 0);
|
|
403
|
+
let roll = this.api.randomFloat() * totalWeight;
|
|
404
|
+
|
|
405
|
+
for (const [value, weight] of entries) {
|
|
406
|
+
roll -= weight;
|
|
407
|
+
if (roll < 0) return parseInt(value, 10);
|
|
408
|
+
}
|
|
409
|
+
|
|
410
|
+
return parseInt(entries[entries.length - 1][0], 10);
|
|
411
|
+
}
|
|
412
|
+
}
|