@holoscript/core 1.0.0-alpha.1 → 2.0.0

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Files changed (127) hide show
  1. package/package.json +10 -9
  2. package/src/HoloScript2DParser.js +227 -0
  3. package/src/HoloScript2DParser.ts +5 -0
  4. package/src/HoloScriptCodeParser.js +1102 -0
  5. package/src/HoloScriptCodeParser.ts +145 -20
  6. package/src/HoloScriptDebugger.js +458 -0
  7. package/src/HoloScriptParser.js +338 -0
  8. package/src/HoloScriptPlusParser.js +371 -0
  9. package/src/HoloScriptPlusParser.ts +543 -0
  10. package/src/HoloScriptRuntime.js +1399 -0
  11. package/src/HoloScriptRuntime.test.js +351 -0
  12. package/src/HoloScriptRuntime.ts +257 -3
  13. package/src/HoloScriptTypeChecker.js +356 -0
  14. package/src/__tests__/GraphicsServices.test.js +357 -0
  15. package/src/__tests__/GraphicsServices.test.ts +427 -0
  16. package/src/__tests__/HoloScriptPlusParser.test.js +317 -0
  17. package/src/__tests__/HoloScriptPlusParser.test.ts +392 -0
  18. package/src/__tests__/integration.test.js +336 -0
  19. package/src/__tests__/performance.bench.js +218 -0
  20. package/src/__tests__/type-checker.test.js +60 -0
  21. package/src/__tests__/type-checker.test.ts +73 -0
  22. package/src/index.js +217 -0
  23. package/src/index.ts +158 -18
  24. package/src/interop/Interoperability.js +413 -0
  25. package/src/interop/Interoperability.ts +494 -0
  26. package/src/logger.js +42 -0
  27. package/src/parser/EnhancedParser.js +205 -0
  28. package/src/parser/EnhancedParser.ts +251 -0
  29. package/src/parser/HoloScriptPlusParser.js +928 -0
  30. package/src/parser/HoloScriptPlusParser.ts +1089 -0
  31. package/src/runtime/HoloScriptPlusRuntime.js +674 -0
  32. package/src/runtime/HoloScriptPlusRuntime.ts +861 -0
  33. package/src/runtime/PerformanceTelemetry.js +323 -0
  34. package/src/runtime/PerformanceTelemetry.ts +467 -0
  35. package/src/runtime/RuntimeOptimization.js +361 -0
  36. package/src/runtime/RuntimeOptimization.ts +416 -0
  37. package/src/services/HololandGraphicsPipelineService.js +506 -0
  38. package/src/services/HololandGraphicsPipelineService.ts +662 -0
  39. package/src/services/PlatformPerformanceOptimizer.js +356 -0
  40. package/src/services/PlatformPerformanceOptimizer.ts +503 -0
  41. package/src/state/ReactiveState.js +427 -0
  42. package/src/state/ReactiveState.ts +572 -0
  43. package/src/tools/DeveloperExperience.js +376 -0
  44. package/src/tools/DeveloperExperience.ts +438 -0
  45. package/src/traits/AIDriverTrait.js +322 -0
  46. package/src/traits/AIDriverTrait.test.js +329 -0
  47. package/src/traits/AIDriverTrait.test.ts +357 -0
  48. package/src/traits/AIDriverTrait.ts +474 -0
  49. package/src/traits/LightingTrait.js +313 -0
  50. package/src/traits/LightingTrait.test.js +410 -0
  51. package/src/traits/LightingTrait.test.ts +462 -0
  52. package/src/traits/LightingTrait.ts +505 -0
  53. package/src/traits/MaterialTrait.js +194 -0
  54. package/src/traits/MaterialTrait.test.js +286 -0
  55. package/src/traits/MaterialTrait.test.ts +329 -0
  56. package/src/traits/MaterialTrait.ts +324 -0
  57. package/src/traits/RenderingTrait.js +356 -0
  58. package/src/traits/RenderingTrait.test.js +363 -0
  59. package/src/traits/RenderingTrait.test.ts +427 -0
  60. package/src/traits/RenderingTrait.ts +555 -0
  61. package/src/traits/VRTraitSystem.js +740 -0
  62. package/src/traits/VRTraitSystem.ts +1040 -0
  63. package/src/traits/VoiceInputTrait.js +284 -0
  64. package/src/traits/VoiceInputTrait.test.js +226 -0
  65. package/src/traits/VoiceInputTrait.test.ts +252 -0
  66. package/src/traits/VoiceInputTrait.ts +401 -0
  67. package/src/types/AdvancedTypeSystem.js +226 -0
  68. package/src/types/AdvancedTypeSystem.ts +494 -0
  69. package/src/types/HoloScriptPlus.d.ts +853 -0
  70. package/src/types.js +6 -0
  71. package/src/types.ts +96 -1
  72. package/tsconfig.json +1 -1
  73. package/tsup.config.d.ts +2 -0
  74. package/tsup.config.js +18 -0
  75. package/LICENSE +0 -21
  76. package/dist/chunk-3X2EGU7Z.cjs +0 -52
  77. package/dist/chunk-3X2EGU7Z.cjs.map +0 -1
  78. package/dist/chunk-723TPVHD.js +0 -1074
  79. package/dist/chunk-723TPVHD.js.map +0 -1
  80. package/dist/chunk-EOKNAVDO.cjs +0 -424
  81. package/dist/chunk-EOKNAVDO.cjs.map +0 -1
  82. package/dist/chunk-HQZ3HUMY.js +0 -1087
  83. package/dist/chunk-HQZ3HUMY.js.map +0 -1
  84. package/dist/chunk-KWYIVRIH.js +0 -344
  85. package/dist/chunk-KWYIVRIH.js.map +0 -1
  86. package/dist/chunk-LKH4ZAN6.js +0 -421
  87. package/dist/chunk-LKH4ZAN6.js.map +0 -1
  88. package/dist/chunk-SATNCODL.js +0 -45
  89. package/dist/chunk-SATNCODL.js.map +0 -1
  90. package/dist/chunk-VMZN4EVR.cjs +0 -347
  91. package/dist/chunk-VMZN4EVR.cjs.map +0 -1
  92. package/dist/chunk-VV3UUUYP.cjs +0 -1089
  93. package/dist/chunk-VV3UUUYP.cjs.map +0 -1
  94. package/dist/chunk-XRYTSQHZ.cjs +0 -1076
  95. package/dist/chunk-XRYTSQHZ.cjs.map +0 -1
  96. package/dist/debugger.cjs +0 -19
  97. package/dist/debugger.cjs.map +0 -1
  98. package/dist/debugger.d.cts +0 -171
  99. package/dist/debugger.d.ts +0 -171
  100. package/dist/debugger.js +0 -6
  101. package/dist/debugger.js.map +0 -1
  102. package/dist/index.cjs +0 -755
  103. package/dist/index.cjs.map +0 -1
  104. package/dist/index.d.cts +0 -169
  105. package/dist/index.d.ts +0 -169
  106. package/dist/index.js +0 -699
  107. package/dist/index.js.map +0 -1
  108. package/dist/parser.cjs +0 -13
  109. package/dist/parser.cjs.map +0 -1
  110. package/dist/parser.d.cts +0 -154
  111. package/dist/parser.d.ts +0 -154
  112. package/dist/parser.js +0 -4
  113. package/dist/parser.js.map +0 -1
  114. package/dist/runtime.cjs +0 -13
  115. package/dist/runtime.cjs.map +0 -1
  116. package/dist/runtime.d.cts +0 -147
  117. package/dist/runtime.d.ts +0 -147
  118. package/dist/runtime.js +0 -4
  119. package/dist/runtime.js.map +0 -1
  120. package/dist/type-checker.cjs +0 -16
  121. package/dist/type-checker.cjs.map +0 -1
  122. package/dist/type-checker.d.cts +0 -105
  123. package/dist/type-checker.d.ts +0 -105
  124. package/dist/type-checker.js +0 -3
  125. package/dist/type-checker.js.map +0 -1
  126. package/dist/types-WQSk1Qs2.d.cts +0 -238
  127. package/dist/types-WQSk1Qs2.d.ts +0 -238
@@ -0,0 +1,322 @@
1
+ /**
2
+ * @holoscript/core AI-Driven NPC Trait
3
+ *
4
+ * Enables intelligent NPC behaviors using behavior trees and goal planning
5
+ * Integrates with uaa2-service for agent-based decision making
6
+ */
7
+ /**
8
+ * Behavior tree runner
9
+ */
10
+ export class BehaviorTreeRunner {
11
+ constructor(rootNode) {
12
+ this.rootNode = rootNode;
13
+ }
14
+ async tick(context) {
15
+ return this.executeNode(this.rootNode, context);
16
+ }
17
+ async executeNode(node, context) {
18
+ if (node.type === 'action') {
19
+ if (node.action) {
20
+ try {
21
+ return await node.action(context);
22
+ }
23
+ catch (error) {
24
+ console.error(`Action failed: ${node.id}`, error);
25
+ return false;
26
+ }
27
+ }
28
+ return true;
29
+ }
30
+ if (node.type === 'condition') {
31
+ return node.condition ? node.condition(context) : true;
32
+ }
33
+ if (node.type === 'sequence') {
34
+ for (const child of node.children || []) {
35
+ const result = await this.executeNode(child, context);
36
+ if (!result)
37
+ return false;
38
+ }
39
+ return true;
40
+ }
41
+ if (node.type === 'selector') {
42
+ for (const child of node.children || []) {
43
+ const result = await this.executeNode(child, context);
44
+ if (result)
45
+ return true;
46
+ }
47
+ return false;
48
+ }
49
+ if (node.type === 'parallel') {
50
+ const results = await Promise.all((node.children || []).map((child) => this.executeNode(child, context)));
51
+ return results.every((r) => r);
52
+ }
53
+ return true;
54
+ }
55
+ }
56
+ /**
57
+ * Goal-Oriented Action Planning (GOAP)
58
+ */
59
+ export class GOAPPlanner {
60
+ constructor(goals) {
61
+ this.goals = goals.sort((a, b) => b.priority - a.priority);
62
+ }
63
+ /**
64
+ * Plan a sequence of actions to reach goal
65
+ */
66
+ planGoal(currentState, _goal) {
67
+ // Simple greedy planner: select highest-priority achievable goal
68
+ for (const g of this.goals) {
69
+ if (this.canAchieve(currentState, g)) {
70
+ return [g];
71
+ }
72
+ }
73
+ return [];
74
+ }
75
+ canAchieve(currentState, goal) {
76
+ for (const [key, value] of goal.preconditions) {
77
+ if (currentState.get(key) !== value) {
78
+ return false;
79
+ }
80
+ }
81
+ return true;
82
+ }
83
+ }
84
+ /**
85
+ * AIDriverTrait - Enables intelligent NPC behaviors
86
+ */
87
+ export class AIDriverTrait {
88
+ constructor(config) {
89
+ this.behaviorRunner = null;
90
+ this.goapPlanner = null;
91
+ this.updateInterval = null;
92
+ this.learningModel = new Map();
93
+ this.config = {
94
+ decisionMode: 'hybrid',
95
+ personality: {
96
+ sociability: 0.5,
97
+ aggression: 0.3,
98
+ curiosity: 0.6,
99
+ loyalty: 0.7,
100
+ },
101
+ stimuliThresholds: {
102
+ hearing: 50,
103
+ sight: 100,
104
+ touch: 5,
105
+ },
106
+ enableLearning: true,
107
+ learningRate: 0.1,
108
+ ...config,
109
+ };
110
+ this.context = {
111
+ npcId: config.npcId,
112
+ position: [0, 0, 0],
113
+ rotation: [0, 0, 0],
114
+ memory: new Map(),
115
+ state: 'idle',
116
+ energy: 1.0,
117
+ mood: 0,
118
+ perception: {
119
+ nearbyEntities: [],
120
+ visibleEntities: [],
121
+ },
122
+ };
123
+ if (config.behaviorTree) {
124
+ this.behaviorRunner = new BehaviorTreeRunner(config.behaviorTree);
125
+ }
126
+ if (config.goals && config.goals.length > 0) {
127
+ this.goapPlanner = new GOAPPlanner(config.goals);
128
+ }
129
+ }
130
+ /**
131
+ * Start NPC AI loop
132
+ */
133
+ startAI() {
134
+ if (this.updateInterval)
135
+ return;
136
+ this.updateInterval = setInterval(() => {
137
+ this.tick();
138
+ }, 100); // 10 Hz update rate
139
+ }
140
+ /**
141
+ * Stop NPC AI loop
142
+ */
143
+ stopAI() {
144
+ if (this.updateInterval) {
145
+ clearInterval(this.updateInterval);
146
+ this.updateInterval = null;
147
+ }
148
+ }
149
+ /**
150
+ * Main AI tick
151
+ */
152
+ async tick() {
153
+ // Update energy (decreases over time)
154
+ this.context.energy = Math.max(0, this.context.energy - 0.001);
155
+ // Stress/mood changes
156
+ if (this.context.perception.visibleEntities.length > 0) {
157
+ this.context.mood += 0.1 * (Math.random() - 0.5);
158
+ }
159
+ // Execute appropriate decision mode
160
+ switch (this.config.decisionMode) {
161
+ case 'reactive':
162
+ await this.reactiveDecision();
163
+ break;
164
+ case 'goal-driven':
165
+ await this.goalDrivenDecision();
166
+ break;
167
+ case 'learning':
168
+ await this.learningDecision();
169
+ break;
170
+ case 'hybrid':
171
+ await this.hybridDecision();
172
+ break;
173
+ }
174
+ }
175
+ /**
176
+ * Reactive decision: immediate response to stimuli
177
+ */
178
+ async reactiveDecision() {
179
+ if (this.behaviorRunner) {
180
+ await this.behaviorRunner.tick(this.context);
181
+ }
182
+ }
183
+ /**
184
+ * Goal-driven decision: plan towards objectives
185
+ */
186
+ async goalDrivenDecision() {
187
+ if (!this.goapPlanner)
188
+ return;
189
+ const worldState = this.buildWorldState();
190
+ // Select highest priority goal
191
+ const plan = this.goapPlanner.planGoal(worldState, this.config.goals?.[0] || { id: 'idle', name: 'Idle', priority: 0, preconditions: new Map(), effects: new Map(), cost: 0 });
192
+ if (plan.length > 0) {
193
+ // Execute plan
194
+ this.context.state = 'moving';
195
+ }
196
+ }
197
+ /**
198
+ * Learning decision: adapt behavior from experience
199
+ */
200
+ async learningDecision() {
201
+ // Composite reactive + learning
202
+ await this.reactiveDecision();
203
+ // Learn from interactions
204
+ if (this.config.enableLearning) {
205
+ this.updateLearningModel();
206
+ }
207
+ }
208
+ /**
209
+ * Hybrid decision: combination of reactive and goal-driven
210
+ */
211
+ async hybridDecision() {
212
+ // Execute behavior tree (reactive)
213
+ if (this.behaviorRunner) {
214
+ const treeResult = await this.behaviorRunner.tick(this.context);
215
+ // If no immediate action, pursue goals
216
+ if (!treeResult && this.goapPlanner) {
217
+ await this.goalDrivenDecision();
218
+ }
219
+ }
220
+ }
221
+ /**
222
+ * Build world state for planning
223
+ */
224
+ buildWorldState() {
225
+ const state = new Map();
226
+ state.set('position', this.context.position);
227
+ state.set('energy', this.context.energy);
228
+ state.set('mood', this.context.mood);
229
+ state.set('nearbyEntities', this.context.perception.nearbyEntities.length);
230
+ return state;
231
+ }
232
+ /**
233
+ * Update learning model from interactions
234
+ */
235
+ updateLearningModel() {
236
+ // Simple Q-learning-like update
237
+ const currentReward = this.calculateReward();
238
+ const learningRate = this.config.learningRate || 0.1;
239
+ // Update learned value estimates
240
+ const stateKey = `state_${this.context.state}`;
241
+ const currentValue = this.learningModel.get(stateKey) || 0;
242
+ const newValue = currentValue + learningRate * (currentReward - currentValue);
243
+ this.learningModel.set(stateKey, newValue);
244
+ }
245
+ /**
246
+ * Calculate immediate reward
247
+ */
248
+ calculateReward() {
249
+ let reward = 0;
250
+ // Reward based on energy maintenance
251
+ if (this.context.energy > 0.5)
252
+ reward += 1;
253
+ // Reward based on social interaction (if sociable)
254
+ if (this.config.personality?.sociability || 0 > 0.5 &&
255
+ this.context.perception.nearbyEntities.length > 0) {
256
+ reward += 1;
257
+ }
258
+ // Reward based on goal progress
259
+ if (this.context.state !== 'idle')
260
+ reward += 0.5;
261
+ return reward;
262
+ }
263
+ /**
264
+ * Set NPC position
265
+ */
266
+ setPosition(position) {
267
+ this.context.position = position;
268
+ }
269
+ /**
270
+ * Update perception (nearby entities, visible targets)
271
+ */
272
+ updatePerception(nearbyEntities, visibleEntities) {
273
+ this.context.perception.nearbyEntities = nearbyEntities;
274
+ this.context.perception.visibleEntities = visibleEntities;
275
+ }
276
+ /**
277
+ * Add dialogue to conversation history
278
+ */
279
+ speak(text) {
280
+ if (!this.context.dialogue) {
281
+ this.context.dialogue = { conversationHistory: [] };
282
+ }
283
+ this.context.dialogue.lastSaid = text;
284
+ this.context.dialogue.conversationHistory.push({
285
+ speaker: this.config.npcId,
286
+ text,
287
+ });
288
+ }
289
+ /**
290
+ * Receive dialogue from another entity
291
+ */
292
+ hear(speaker, text) {
293
+ if (!this.context.dialogue) {
294
+ this.context.dialogue = { conversationHistory: [] };
295
+ }
296
+ this.context.dialogue.lastHeard = text;
297
+ this.context.dialogue.conversationHistory.push({
298
+ speaker,
299
+ text,
300
+ });
301
+ }
302
+ /**
303
+ * Get current NPC context
304
+ */
305
+ getContext() {
306
+ return { ...this.context };
307
+ }
308
+ /**
309
+ * Dispose and cleanup
310
+ */
311
+ dispose() {
312
+ this.stopAI();
313
+ this.context.memory.clear();
314
+ this.learningModel.clear();
315
+ }
316
+ }
317
+ /**
318
+ * HoloScript+ @ai_driven trait factory
319
+ */
320
+ export function createAIDriverTrait(config) {
321
+ return new AIDriverTrait(config);
322
+ }
@@ -0,0 +1,329 @@
1
+ /**
2
+ * AIDriverTrait Tests
3
+ *
4
+ * Comprehensive tests for AI-driven NPC behavior
5
+ */
6
+ import { describe, it, expect, beforeEach } from 'vitest';
7
+ import { AIDriverTrait } from '../traits/AIDriverTrait';
8
+ describe('AIDriverTrait', () => {
9
+ let trait;
10
+ let config;
11
+ beforeEach(() => {
12
+ config = {
13
+ npcId: 'npc-001',
14
+ decisionMode: 'hybrid',
15
+ personality: {
16
+ sociability: 0.8,
17
+ aggression: 0.2,
18
+ curiosity: 0.9,
19
+ loyalty: 0.7,
20
+ },
21
+ stimuliThresholds: {
22
+ hearing: 50,
23
+ sight: 100,
24
+ touch: 5,
25
+ },
26
+ };
27
+ trait = new AIDriverTrait(config);
28
+ });
29
+ describe('Initialization', () => {
30
+ it('should initialize with config', () => {
31
+ expect(trait).toBeDefined();
32
+ });
33
+ it('should set NPC ID', () => {
34
+ expect(trait).toBeDefined();
35
+ });
36
+ it('should accept decision modes', () => {
37
+ const modes = ['reactive', 'goal-driven', 'learning', 'hybrid'];
38
+ for (const mode of modes) {
39
+ const modeConfig = { ...config, decisionMode: mode };
40
+ const modeTrait = new AIDriverTrait(modeConfig);
41
+ expect(modeTrait).toBeDefined();
42
+ }
43
+ });
44
+ });
45
+ describe('Personality Configuration', () => {
46
+ it('should accept personality traits', () => {
47
+ const personalityConfig = {
48
+ npcId: 'npc-friendly',
49
+ decisionMode: 'hybrid',
50
+ personality: {
51
+ sociability: 1.0,
52
+ aggression: 0.0,
53
+ curiosity: 0.5,
54
+ loyalty: 1.0,
55
+ },
56
+ };
57
+ const friendlyNPC = new AIDriverTrait(personalityConfig);
58
+ expect(friendlyNPC).toBeDefined();
59
+ });
60
+ it('should have default personality if not specified', () => {
61
+ const minimalConfig = {
62
+ npcId: 'npc-default',
63
+ decisionMode: 'reactive',
64
+ };
65
+ const defaultNPC = new AIDriverTrait(minimalConfig);
66
+ expect(defaultNPC).toBeDefined();
67
+ });
68
+ it('should validate personality values 0-1', () => {
69
+ const validConfig = {
70
+ npcId: 'npc-valid',
71
+ decisionMode: 'hybrid',
72
+ personality: {
73
+ sociability: 0.5,
74
+ aggression: 0.5,
75
+ curiosity: 0.5,
76
+ loyalty: 0.5,
77
+ },
78
+ };
79
+ const validNPC = new AIDriverTrait(validConfig);
80
+ expect(validNPC).toBeDefined();
81
+ });
82
+ });
83
+ describe('Stimuli Perception', () => {
84
+ it('should support custom stimulus thresholds', () => {
85
+ const customConfig = {
86
+ npcId: 'npc-sharp-senses',
87
+ decisionMode: 'reactive',
88
+ stimuliThresholds: {
89
+ hearing: 200,
90
+ sight: 300,
91
+ touch: 10,
92
+ },
93
+ };
94
+ const sensitivNPC = new AIDriverTrait(customConfig);
95
+ expect(sensitivNPC).toBeDefined();
96
+ });
97
+ it('should have default thresholds if not specified', () => {
98
+ const minimalConfig = {
99
+ npcId: 'npc-minimal',
100
+ decisionMode: 'reactive',
101
+ };
102
+ const defaultNPC = new AIDriverTrait(minimalConfig);
103
+ expect(defaultNPC).toBeDefined();
104
+ });
105
+ });
106
+ describe('Behavior Trees', () => {
107
+ it('should accept behavior tree configuration', () => {
108
+ const behaviorTree = {
109
+ id: 'root',
110
+ type: 'selector',
111
+ children: [
112
+ {
113
+ id: 'idle',
114
+ type: 'action',
115
+ action: async () => true,
116
+ },
117
+ ],
118
+ };
119
+ const behaviorConfig = {
120
+ npcId: 'npc-behavioral',
121
+ decisionMode: 'reactive',
122
+ behaviorTree,
123
+ };
124
+ const behaviorNPC = new AIDriverTrait(behaviorConfig);
125
+ expect(behaviorNPC).toBeDefined();
126
+ });
127
+ it('should support sequence nodes', () => {
128
+ const sequenceTree = {
129
+ id: 'sequence',
130
+ type: 'sequence',
131
+ children: [
132
+ { id: 'step1', type: 'action', action: async () => true },
133
+ { id: 'step2', type: 'action', action: async () => true },
134
+ ],
135
+ };
136
+ expect(sequenceTree).toBeDefined();
137
+ });
138
+ it('should support selector nodes', () => {
139
+ const selectorTree = {
140
+ id: 'selector',
141
+ type: 'selector',
142
+ children: [
143
+ { id: 'option1', type: 'action', action: async () => false },
144
+ { id: 'option2', type: 'action', action: async () => true },
145
+ ],
146
+ };
147
+ expect(selectorTree).toBeDefined();
148
+ });
149
+ it('should support parallel nodes', () => {
150
+ const parallelTree = {
151
+ id: 'parallel',
152
+ type: 'parallel',
153
+ children: [
154
+ { id: 'task1', type: 'action', action: async () => true },
155
+ { id: 'task2', type: 'action', action: async () => true },
156
+ ],
157
+ };
158
+ expect(parallelTree).toBeDefined();
159
+ });
160
+ it('should support condition nodes', () => {
161
+ const conditionTree = {
162
+ id: 'condition',
163
+ type: 'condition',
164
+ condition: () => true,
165
+ };
166
+ expect(conditionTree).toBeDefined();
167
+ });
168
+ });
169
+ describe('Goal Planning (GOAP)', () => {
170
+ it('should accept goals configuration', () => {
171
+ const goals = [
172
+ {
173
+ id: 'explore',
174
+ name: 'Explore Area',
175
+ priority: 0.5,
176
+ preconditions: new Map([['energy', 50]]),
177
+ effects: new Map([['discovered', true]]),
178
+ cost: 10,
179
+ },
180
+ ];
181
+ const goalConfig = {
182
+ npcId: 'npc-planner',
183
+ decisionMode: 'goal-driven',
184
+ goals,
185
+ };
186
+ const plannerNPC = new AIDriverTrait(goalConfig);
187
+ expect(plannerNPC).toBeDefined();
188
+ });
189
+ it('should support multiple goals with priorities', () => {
190
+ const goals = [
191
+ {
192
+ id: 'survive',
193
+ name: 'Survive',
194
+ priority: 1.0,
195
+ preconditions: new Map(),
196
+ effects: new Map([['alive', true]]),
197
+ cost: 5,
198
+ },
199
+ {
200
+ id: 'succeed',
201
+ name: 'Succeed',
202
+ priority: 0.8,
203
+ preconditions: new Map([['alive', true]]),
204
+ effects: new Map([['succeeded', true]]),
205
+ cost: 20,
206
+ },
207
+ ];
208
+ expect(goals.length).toBe(2);
209
+ });
210
+ it('should support goal timeouts', () => {
211
+ const timedGoal = {
212
+ id: 'escape',
213
+ name: 'Escape Danger',
214
+ priority: 0.9,
215
+ preconditions: new Map([['threatened', true]]),
216
+ effects: new Map([['safe', true]]),
217
+ cost: 15,
218
+ timeoutMs: 5000,
219
+ };
220
+ expect(timedGoal.timeoutMs).toBe(5000);
221
+ });
222
+ });
223
+ describe('Learning Configuration', () => {
224
+ it('should support learning mode', () => {
225
+ const learningConfig = {
226
+ npcId: 'npc-learner',
227
+ decisionMode: 'learning',
228
+ enableLearning: true,
229
+ learningRate: 0.1,
230
+ };
231
+ const learnerNPC = new AIDriverTrait(learningConfig);
232
+ expect(learnerNPC).toBeDefined();
233
+ });
234
+ it('should allow disabling learning', () => {
235
+ const noLearningConfig = {
236
+ npcId: 'npc-fixed',
237
+ decisionMode: 'reactive',
238
+ enableLearning: false,
239
+ };
240
+ const staticNPC = new AIDriverTrait(noLearningConfig);
241
+ expect(staticNPC).toBeDefined();
242
+ });
243
+ it('should accept custom learning rate', () => {
244
+ const fastLearning = {
245
+ npcId: 'npc-fast',
246
+ decisionMode: 'learning',
247
+ enableLearning: true,
248
+ learningRate: 0.5,
249
+ };
250
+ const slowLearning = {
251
+ npcId: 'npc-slow',
252
+ decisionMode: 'learning',
253
+ enableLearning: true,
254
+ learningRate: 0.01,
255
+ };
256
+ expect(fastLearning.learningRate).toBeGreaterThan(slowLearning.learningRate);
257
+ });
258
+ });
259
+ describe('uaa2 Agent Integration', () => {
260
+ it('should accept uaa2 agent ID', () => {
261
+ const uaa2Config = {
262
+ npcId: 'npc-integrated',
263
+ decisionMode: 'hybrid',
264
+ agentId: 'agent-001',
265
+ };
266
+ const integratedNPC = new AIDriverTrait(uaa2Config);
267
+ expect(integratedNPC).toBeDefined();
268
+ });
269
+ it('should work without uaa2 integration', () => {
270
+ const standaloneConfig = {
271
+ npcId: 'npc-standalone',
272
+ decisionMode: 'reactive',
273
+ };
274
+ const standaloneNPC = new AIDriverTrait(standaloneConfig);
275
+ expect(standaloneNPC).toBeDefined();
276
+ });
277
+ });
278
+ describe('Decision Modes', () => {
279
+ it('should support reactive decision making', () => {
280
+ const reactiveConfig = {
281
+ npcId: 'npc-reactive',
282
+ decisionMode: 'reactive',
283
+ };
284
+ const reactiveNPC = new AIDriverTrait(reactiveConfig);
285
+ expect(reactiveNPC).toBeDefined();
286
+ });
287
+ it('should support goal-driven decision making', () => {
288
+ const goalConfig = {
289
+ npcId: 'npc-goal',
290
+ decisionMode: 'goal-driven',
291
+ goals: [
292
+ {
293
+ id: 'goal1',
294
+ name: 'Goal 1',
295
+ priority: 0.8,
296
+ preconditions: new Map(),
297
+ effects: new Map(),
298
+ cost: 10,
299
+ },
300
+ ],
301
+ };
302
+ const goalNPC = new AIDriverTrait(goalConfig);
303
+ expect(goalNPC).toBeDefined();
304
+ });
305
+ it('should support learning decision making', () => {
306
+ const learningConfig = {
307
+ npcId: 'npc-learning',
308
+ decisionMode: 'learning',
309
+ enableLearning: true,
310
+ };
311
+ const learningNPC = new AIDriverTrait(learningConfig);
312
+ expect(learningNPC).toBeDefined();
313
+ });
314
+ it('should support hybrid decision making', () => {
315
+ const hybridConfig = {
316
+ npcId: 'npc-hybrid',
317
+ decisionMode: 'hybrid',
318
+ behaviorTree: {
319
+ id: 'root',
320
+ type: 'selector',
321
+ },
322
+ goals: [],
323
+ enableLearning: true,
324
+ };
325
+ const hybridNPC = new AIDriverTrait(hybridConfig);
326
+ expect(hybridNPC).toBeDefined();
327
+ });
328
+ });
329
+ });