@kradle/challenges-sdk 0.10.0 → 0.11.0

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Files changed (84) hide show
  1. package/CHANGELOG.md +32 -1
  2. package/LLM_README.md +235 -2333
  3. package/README.md +151 -570
  4. package/dist/index.d.ts +1 -4
  5. package/dist/index.d.ts.map +1 -1
  6. package/dist/index.js +2 -6
  7. package/dist/index.js.map +1 -1
  8. package/dist/runtime/examples/capture-the-flag.d.ts +33 -0
  9. package/dist/runtime/examples/capture-the-flag.d.ts.map +1 -0
  10. package/dist/runtime/examples/capture-the-flag.js +79 -0
  11. package/dist/runtime/examples/capture-the-flag.js.map +1 -0
  12. package/dist/runtime/examples/climb.d.ts +34 -0
  13. package/dist/runtime/examples/climb.d.ts.map +1 -0
  14. package/dist/runtime/examples/climb.js +54 -0
  15. package/dist/runtime/examples/climb.js.map +1 -0
  16. package/dist/runtime/examples/four-bridges.d.ts +107 -0
  17. package/dist/runtime/examples/four-bridges.d.ts.map +1 -0
  18. package/dist/runtime/examples/four-bridges.js +294 -0
  19. package/dist/runtime/examples/four-bridges.js.map +1 -0
  20. package/dist/runtime/examples/herding.d.ts +59 -0
  21. package/dist/runtime/examples/herding.d.ts.map +1 -0
  22. package/dist/runtime/examples/herding.js +181 -0
  23. package/dist/runtime/examples/herding.js.map +1 -0
  24. package/dist/runtime/examples/skywars.d.ts +116 -0
  25. package/dist/runtime/examples/skywars.d.ts.map +1 -0
  26. package/dist/runtime/examples/skywars.js +253 -0
  27. package/dist/runtime/examples/skywars.js.map +1 -0
  28. package/dist/runtime/harness.d.ts +176 -0
  29. package/dist/runtime/harness.d.ts.map +1 -0
  30. package/dist/runtime/harness.js +441 -0
  31. package/dist/runtime/harness.js.map +1 -0
  32. package/dist/runtime/index.d.ts +2 -0
  33. package/dist/runtime/index.d.ts.map +1 -0
  34. package/dist/runtime/index.js +18 -0
  35. package/dist/runtime/index.js.map +1 -0
  36. package/dist/runtime/sandbox-registry.d.ts +7 -0
  37. package/dist/runtime/sandbox-registry.d.ts.map +1 -0
  38. package/dist/runtime/sandbox-registry.js +16 -0
  39. package/dist/runtime/sandbox-registry.js.map +1 -0
  40. package/dist/runtime/sandbox.d.ts +29 -0
  41. package/dist/runtime/sandbox.d.ts.map +1 -0
  42. package/dist/runtime/sandbox.js +70 -0
  43. package/dist/runtime/sandbox.js.map +1 -0
  44. package/dist/runtime/sdk.d.ts +1038 -0
  45. package/dist/runtime/sdk.d.ts.map +1 -0
  46. package/dist/runtime/sdk.js +1271 -0
  47. package/dist/runtime/sdk.js.map +1 -0
  48. package/dist/runtime/world.d.ts +141 -0
  49. package/dist/runtime/world.d.ts.map +1 -0
  50. package/dist/runtime/world.js +344 -0
  51. package/dist/runtime/world.js.map +1 -0
  52. package/package.json +76 -40
  53. package/dist/actions.d.ts +0 -901
  54. package/dist/actions.d.ts.map +0 -1
  55. package/dist/actions.js +0 -1155
  56. package/dist/actions.js.map +0 -1
  57. package/dist/api_utils.d.ts +0 -25
  58. package/dist/api_utils.d.ts.map +0 -1
  59. package/dist/api_utils.js +0 -48
  60. package/dist/api_utils.js.map +0 -1
  61. package/dist/challenge.d.ts +0 -58
  62. package/dist/challenge.d.ts.map +0 -1
  63. package/dist/challenge.js +0 -582
  64. package/dist/challenge.js.map +0 -1
  65. package/dist/commands.d.ts +0 -57
  66. package/dist/commands.d.ts.map +0 -1
  67. package/dist/commands.js +0 -200
  68. package/dist/commands.js.map +0 -1
  69. package/dist/constants.d.ts +0 -78
  70. package/dist/constants.d.ts.map +0 -1
  71. package/dist/constants.js +0 -109
  72. package/dist/constants.js.map +0 -1
  73. package/dist/testmode.d.ts +0 -3
  74. package/dist/testmode.d.ts.map +0 -1
  75. package/dist/testmode.js +0 -19
  76. package/dist/testmode.js.map +0 -1
  77. package/dist/types.d.ts +0 -195
  78. package/dist/types.d.ts.map +0 -1
  79. package/dist/types.js +0 -38
  80. package/dist/types.js.map +0 -1
  81. package/dist/utils.d.ts +0 -17
  82. package/dist/utils.d.ts.map +0 -1
  83. package/dist/utils.js +0 -22
  84. package/dist/utils.js.map +0 -1
package/dist/actions.d.ts DELETED
@@ -1,901 +0,0 @@
1
- import { type GAMERULES, type JSONTextComponent, type Score, SelectorClass, type SingleEntityArgument } from "sandstone";
2
- import type { ATTRIBUTES, BLOCKS, ENTITY_TYPES, ITEMS } from "sandstone/arguments/generated";
3
- import type { ConditionType } from "sandstone/flow";
4
- import type { LiteralStringUnion } from "./utils";
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- export type TargetNames = LiteralStringUnion<"all" | "self"> | SelectorClass<any, any>;
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- export declare function mapTarget(target: string | SelectorClass): SelectorClass<any, any> | string;
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- export declare const Actions: {
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- /**
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- * Send a chat message to everyone.
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- * @param {JSONTextComponent} message - The message to send.
11
- */
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- announce: ({ message }: {
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- message: JSONTextComponent;
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- }) => void;
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- /**
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- * Pick `count` random participants and tag them. Used to assign hidden
17
- * roles in social-deduction challenges — combine with `Actions.tellraw` to
18
- * privately notify each tagged participant of their assignment.
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- *
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- * Uses Minecraft's `sort=random,limit=N` selector behavior. The selection
21
- * happens at command time (typically `start_challenge`), so it's stable
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- * for the rest of the run.
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- *
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- * @example Saboteur assignment in a 4-player game:
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- * ```ts
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- * start_challenge: () => {
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- * Actions.assignRandomTag({ tag: "saboteur", count: 1 });
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- * // Then DM each tagged participant their secret role:
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- * Actions.tellraw({
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- * target: Selector("@a", { tag: "saboteur" }),
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- * message: [{ text: "🔪 You're the saboteur. Stop the miners.", color: "red" }],
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- * });
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- * }
34
- * ```
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- *
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- * `count` is capped to the number of participants — over-asking just tags
37
- * everyone available.
38
- */
39
- assignRandomTag: ({ tag: tagName, count }: {
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- tag: string;
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- count: number;
42
- }) => void;
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- /**
44
- * Pick a uniform random integer in `[min, max]` (both inclusive) and
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- * return it as an anonymous `Score`. Wraps Minecraft's `random value`
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- * command, which Sandstone does not expose as a typed primitive — this
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- * helper is the abstraction so that user code never has to write `raw`
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- * for randomness.
49
- *
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- * Use to randomize challenge state at `start_challenge` (which goal block
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- * is "the" goal, which player a saboteur is paired with for a side-quest,
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- * etc.) so behavior isn't gameable across runs.
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- *
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- * @example Pick one of 4 goal directions per run:
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- * ```ts
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- * goal_index: { type: "global", default: 0 },
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- *
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- * start_challenge: () => {
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- * variables.goal_index.score.set(Actions.randomInt({ min: 0, max: 3 }));
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- * // Then branch: _.if(goal_index.equalTo(0), () => place at N), etc.
61
- * }
62
- * ```
63
- */
64
- randomInt: ({ min, max }: {
65
- min: number;
66
- max: number;
67
- }) => Score;
68
- /**
69
- * Clear the inventory of a target.
70
- * @param {TargetNames} target - The target to clear the inventory of.
71
- */
72
- clear: ({ target }: {
73
- target: TargetNames;
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- }) => void;
75
- /**
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- * Fill a region with a block.
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- * @param {BLOCKS} block - The block to fill the region with.
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- * @param {number} x1 - The x coordinate of the region.
79
- * @param {number} y1 - The y coordinate of the region.
80
- * @param {number} z1 - The z coordinate of the region.
81
- * @param {number} x2 - The x coordinate of the region.
82
- * @param {number} y2 - The y coordinate of the region.
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- * @param {number} z2 - The z coordinate of the region.
84
- * @param {boolean} absolute - Whether the coordinates are absolute or relative.
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- * @param {"fill" | "line" | "pyramid"} mode - Required. How to fill the region: `"fill"` (solid box between the two points), `"line"` (1-wide line from point 1 to point 2), or `"pyramid"` (pyramid `|y2|` blocks tall, stepping in by 2 per layer). Omitting it throws `Invalid fill mode` at build time.
86
- */
87
- fill: ({ block, x1, y1, z1, x2, y2, z2, absolute, mode, }: {
88
- block: BLOCKS;
89
- x1: number;
90
- y1: number;
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- z1: number;
92
- x2: number;
93
- y2: number;
94
- z2: number;
95
- absolute: boolean;
96
- mode: "fill" | "line" | "pyramid";
97
- }) => void;
98
- /**
99
- * Give an item to a target.
100
- * @param {ITEMS} item - The item to give.
101
- * @param {TargetNames} target - The target to give the item to.
102
- * @param {number} count - The number of items to give.
103
- */
104
- give: ({ item, target, count }: {
105
- item: ITEMS;
106
- target: TargetNames;
107
- count?: number;
108
- }) => void;
109
- /**
110
- * Give loot to a target with a weighted chance for selecting one of the items.
111
- * @param {{ name: ITEMS, count: number, weight: number }[]} items - The items to give.
112
- * @param {TargetNames} target - The target to give the item to.
113
- */
114
- giveLoot: ({ items, target }: {
115
- items: [{
116
- name: ITEMS;
117
- count: number;
118
- weight: number;
119
- }];
120
- target: TargetNames;
121
- }) => void;
122
- /**
123
- * Set a gamerule.
124
- * @param {GAMERULES} rule - The name of the gamerule.
125
- * @param {boolean | number} value - The value to set the gamerule to.
126
- */
127
- gamerule: ({ rule, value }: {
128
- rule: GAMERULES;
129
- value: boolean | number;
130
- }) => void;
131
- /**
132
- * Kill entities matching a selector.
133
- * @param {SelectorArgument} selector - The entities to kill.
134
- */
135
- kill: ({ selector }: {
136
- selector: TargetNames;
137
- }) => void;
138
- /**
139
- * Set the gamemode of a target. Useful for moving an eliminated player
140
- * to spectator without killing them (preserves the entity, lets them
141
- * watch the rest of the run).
142
- *
143
- * @example
144
- * Actions.setGamemode({ target: "self", mode: "spectator" });
145
- * Actions.setGamemode({ target: "all", mode: "adventure" });
146
- */
147
- setGamemode: ({ target, mode, }: {
148
- target: TargetNames;
149
- mode: "survival" | "creative" | "adventure" | "spectator";
150
- }) => void;
151
- /**
152
- * Eliminate a participant from the active round: switch them to
153
- * spectator mode (so they can still observe but can't act). Sister
154
- * helper to `kill`, intended for vote-out / king-of-the-hill / battle
155
- * royale style games where elimination shouldn't end the agent's
156
- * connection.
157
- *
158
- * Note: this only flips gamemode. The challenge author is responsible
159
- * for any per-player tracking variable (e.g. `is_alive`).
160
- *
161
- * @example
162
- * Actions.eliminate({ target: "self" });
163
- */
164
- eliminate: ({ target }: {
165
- target: TargetNames;
166
- }) => void;
167
- /**
168
- * Set an attribute for a target.
169
- * @param {ATTRIBUTES} attribute_ - The attribute to set.
170
- * @param {number} value - The value to set the attribute to.
171
- * @param {TargetNames} target - The target to set the attribute for.
172
- */
173
- setAttribute: ({ attribute_, value, target }: {
174
- attribute_: ATTRIBUTES;
175
- value: number;
176
- target: TargetNames;
177
- }) => void;
178
- /**
179
- * Set the time of day.
180
- * @param {'day' | 'night'} time_ - The time to set.
181
- */
182
- setTime: ({ time }: {
183
- time: "day" | "night";
184
- }) => void;
185
- /**
186
- * Summon multiple entities at a specific location.
187
- */
188
- summonMultiple: (params: {
189
- entity: ENTITY_TYPES;
190
- count: number;
191
- x: number;
192
- y: number;
193
- z: number;
194
- absolute: boolean;
195
- }) => void;
196
- /**
197
- * Set the end state of the challenge.
198
- * @param {string} end_state - The end state to set.
199
- * @throws {Error} If KRADLE_CHALLENGE_END_STATES is set and endState is not in the list.
200
- */
201
- setEndState: ({ endState }: {
202
- endState: string;
203
- }) => void;
204
- /**
205
- * For each `(name, condition)` pair, emit `_.if(condition, () =>
206
- * setEndState(name))` at the current codegen location. Where (and how
207
- * often) those checks run is up to the caller — `events.on_tick` for a
208
- * per-tick check, `custom_events.actions` for a single fire, etc.
209
- *
210
- * Returns a `ConditionType` that is true when at least one of the input
211
- * conditions is true (i.e. an end-state was applied). Hand it to
212
- * `.end_condition()` if you want the game to end as soon as any end-state
213
- * has been set; ignore it if the game's end is gated on something else
214
- * (timer, separate condition).
215
- *
216
- * Note: conditions are evaluated in whatever execution context the caller
217
- * is in. From `on_tick` that's the server entity, where per-player score
218
- * reads silently fail — see `Actions.maxPlayerScore` for the per-player →
219
- * global bridge.
220
- *
221
- * @example
222
- * let endReached: ConditionType | undefined;
223
- * const challenge = createChallenge({...});
224
- * challenge
225
- * .events((vars) => ({
226
- * on_tick: () => {
227
- * endReached = Actions.setEndStates({
228
- * winner_found: vars.top_kills.greaterOrEqualThan(20),
229
- * all_dead: vars.alive_players.equalTo(0),
230
- * });
231
- * },
232
- * }))
233
- * .end_condition(() => endReached!); // game ends as soon as any branch fires
234
- */
235
- setEndStates: (endStates: Record<string, ConditionType>) => ConditionType;
236
- /**
237
- * Set a block at a specific location.
238
- */
239
- setBlock: (params: {
240
- block: BLOCKS;
241
- x: number;
242
- y: number;
243
- z: number;
244
- absolute: boolean;
245
- }) => void;
246
- /**
247
- * Teleport entities to a specific location, or to another entity.
248
- * @param {TargetNames} target - The entities to teleport.
249
- * @param {SingleEntityArgument} toEntity - The entity to teleport to.
250
- * @param {number} x - The x coordinate of the destination.
251
- * @param {number} y - The y coordinate of the destination.
252
- * @param {number} z - The z coordinate of the destination.
253
- * @param {boolean} absolute - Whether the coordinates are absolute or relative.
254
- */
255
- teleport: (args: {
256
- target: TargetNames;
257
- x: number;
258
- y: number;
259
- z: number;
260
- absolute: boolean;
261
- } | {
262
- target: TargetNames;
263
- toEntity: SingleEntityArgument;
264
- }) => void;
265
- /**
266
- * Force the target player(s) to immediately interrupt whatever code they are
267
- * running and walk to the given absolute coordinates. Server-initiated: the
268
- * challenge forces the move, unlike normal agent movement skills. The agents
269
- * always walk to the destination — they are never teleported, even in cheat
270
- * mode. Only the interrupt plus a single pathfind are guaranteed; an agent
271
- * may decide to walk away again on its next action.
272
- * @param {TargetNames} target - "self", "all", a role name, or a Selector.
273
- * "self" is the acting agent and only resolves inside a per-player
274
- * context; a forceMoveTo("self") reachable from a contextless server
275
- * function is caught by the build context-safety check. Raw "@..."
276
- * selector strings are rejected by mapTarget — use "self" or a Selector.
277
- * @param {number} x - Absolute x coordinate to move to.
278
- * @param {number} y - Absolute y coordinate to move to.
279
- * @param {number} z - Absolute z coordinate to move to.
280
- */
281
- forceMoveTo: ({ target, x, y, z }: {
282
- target: TargetNames;
283
- x: number;
284
- y: number;
285
- z: number;
286
- }) => void;
287
- /**
288
- * Send a chat message to a target.
289
- * @param {JSONTextComponent} message - The message to send.
290
- * @param {TargetNames} target - The target to send the message to.
291
- */
292
- tellraw: ({ message, target }: {
293
- message: JSONTextComponent;
294
- target: TargetNames;
295
- }) => void;
296
- /**
297
- * Increment a score variable by 1.
298
- * @param variable - The score variable to increment.
299
- */
300
- increment: ({ variable }: {
301
- variable: Score;
302
- }) => void;
303
- /**
304
- * Decrement a score variable by 1.
305
- * @param variable - The score variable to decrement.
306
- */
307
- decrement: ({ variable }: {
308
- variable: Score;
309
- }) => void;
310
- /**
311
- * Set a score variable to a specific value.
312
- * @param variable - The score variable to set.
313
- * @param value - The value to set the score variable to, which can be a number or another score variable.
314
- */
315
- set: ({ variable, value }: {
316
- variable: Score;
317
- value: number | Score;
318
- }) => void;
319
- /**
320
- * Selector that matches `@s` only when standing on the block at the
321
- * given absolute coordinate. Use this anywhere you'd otherwise have
322
- * written `Selector("@s", { x, y, z })` — that bare form does NOT
323
- * constrain position (Minecraft treats x/y/z as the selector origin
324
- * for distance math, not as a position filter), so the condition
325
- * silently passes for everyone. This helper bakes in the right
326
- * `dx: 0, dy: 1, dz: 0` volume covering the block above and the
327
- * head space, so the selector matches only when the player's feet
328
- * are inside the 1×1×1 column at (x, y+1, z).
329
- *
330
- * @param {number} x - X of the block being stood on.
331
- * @param {number} y - Y of the block being stood on (the player's feet are at y+1).
332
- * @param {number} z - Z of the block being stood on.
333
- * @param {string} [role] - Optional role tag the player must also have.
334
- *
335
- * @example
336
- * // Trigger alice_shared when Alice steps on her pad block.
337
- * alice_shared: {
338
- * type: "global",
339
- * default: 0,
340
- * updater: (value) => {
341
- * _.if(value.equalTo(0), () => {
342
- * forEveryPlayer(() => {
343
- * _.if(Actions.standingOnBlock({ x: ALICE_PAD.x, y: ALICE_PAD.y, z: ALICE_PAD.z, role: "alice" }), () => {
344
- * value.set(1);
345
- * });
346
- * });
347
- * });
348
- * },
349
- * },
350
- */
351
- standingOnBlock: ({ x, y, z, role }: {
352
- x: number;
353
- y: number;
354
- z: number;
355
- role?: string;
356
- }) => SelectorClass<true, true>;
357
- /**
358
- * Condition that matches `@s` when the player has voted in `voteId` (any
359
- * option), or — when `option` is given — only when they voted for that
360
- * specific option. Agents cast votes with skills.voteForOption; the arena
361
- * records each pick as the player tags kradle.voteOptions.<voteId> and
362
- * kradle.voteOptions.<voteId>.<option>.
363
- *
364
- * It matches `@s`, so use it as a CONDITION in a player context — inside
365
- * `forEveryPlayer(...)`, or in `setEndStates` / win conditions. Don't hand it
366
- * to `execute.as(...)` from a tick/load context: `@s` resolves to no one
367
- * there, so the command runs for nobody (the context-safety check flags this).
368
- *
369
- * @param {string} voteId - The vote's id, e.g. "selectroom".
370
- * @param {string} [option] - Optional specific option, e.g. "red".
371
- * @returns {ConditionType} a per-player condition for `_.if` / win conditions.
372
- * @throws {Error} If the vote or option isn't declared in config.ts's votingOptions.
373
- *
374
- * @example
375
- * // Teleport everyone who picked the red room.
376
- * forEveryPlayer(() => {
377
- * _.if(Actions.votedFor("selectroom", "red"), () => {
378
- * Actions.teleport({ target: "self", x: 10, y: -60, z: 10, absolute: true });
379
- * });
380
- * });
381
- */
382
- votedFor: (voteId: string, option?: string) => SelectorClass<true, true>;
383
- /**
384
- * Announces a vote to all participants over the `***KRADLE***` channel agents
385
- * read, naming the vote and its options. Agents respond with
386
- * skills.voteForOption(voteId, option). Compose with `allVotesIn`,
387
- * `assignDefaultVotes`, and `votedFor` to build a full vote phase.
388
- *
389
- * @param {string} voteId - The vote's id, e.g. "selectroom".
390
- * @param {string} prompt - Human-readable instruction, e.g. "Pick a room!".
391
- * @param {string[]} options - Valid options, e.g. ["red", "green", "blue"].
392
- * @throws {Error} If the vote or any option isn't declared in config.ts's votingOptions.
393
- *
394
- * @example
395
- * Actions.promptVote({ voteId: "selectroom", prompt: "Pick a room!", options: ["red", "green"] });
396
- */
397
- promptVote: ({ voteId, prompt, options }: {
398
- voteId: string;
399
- prompt: string;
400
- options: string[];
401
- }) => void;
402
- /**
403
- * Condition that is true once every participant has voted in `voteId` — i.e.
404
- * no participant is still missing the `kradle.voteOptions.<voteId>` tag the
405
- * arena writes on each vote. Combine with a timer to end a vote phase as soon
406
- * as everyone is in.
407
- *
408
- * @param {string} voteId - The vote's id, e.g. "selectroom".
409
- * @returns {ConditionType} true when all participants have voted.
410
- * @throws {Error} If the vote isn't declared in config.ts's votingOptions.
411
- *
412
- * @example
413
- * _.if(_.or(Actions.allVotesIn("selectroom"), vars.voteTimer.greaterOrEqualThan(600)), () => { ... });
414
- */
415
- allVotesIn: (voteId: string) => import("sandstone/flow").CombinedConditions;
416
- /**
417
- * Records `default` for every participant who has not voted in `voteId` yet —
418
- * call this when a vote phase times out so non-voters are still moved by
419
- * `votedFor`. Writes the same tags the arena would (kradle.voteOptions.<voteId>
420
- * and kradle.voteOptions.<voteId>.<option>).
421
- *
422
- * @param {string} voteId - The vote's id, e.g. "selectroom".
423
- * @param {string} default - Option assigned to non-voters, e.g. "red".
424
- * @throws {Error} If the vote or default option isn't declared in config.ts's votingOptions.
425
- *
426
- * @example
427
- * Actions.assignDefaultVotes({ voteId: "selectroom", default: "red" });
428
- */
429
- assignDefaultVotes: ({ voteId, default: defaultOption }: {
430
- voteId: string;
431
- default: string;
432
- }) => void;
433
- /**
434
- * log a message with the watcher
435
- * @param {string} message - The message to send.
436
- * @param {Score} variable - The variable to log.
437
- * @param {boolean} store - Whether to store the variable in the backend.
438
- */
439
- log_variable: ({ message, variable, store }: {
440
- message: string;
441
- variable: Score;
442
- store: boolean;
443
- }) => void;
444
- /**
445
- * Summon an item at a specific location.
446
- * @param {ITEMS} item - The item to summon.
447
- * @param {number} x - The x coordinate of the location.
448
- * @param {number} y - The y coordinate of the location.
449
- * @param {number} z - The z coordinate of the location.
450
- * @param {boolean} absolute - Whether the coordinates are absolute or relative.
451
- */
452
- summonItem: ({ item, x, y, z, absolute }: {
453
- item: ITEMS;
454
- x: number;
455
- y: number;
456
- z: number;
457
- absolute: boolean;
458
- }) => void;
459
- /**
460
- * Count the number of a specific item in a target's inventory.
461
- * @param params - The parameters object.
462
- * @param params.target - The target to count items for.
463
- * @param params.item - The item to count.
464
- * @returns The variable containing the item count.
465
- */
466
- countItems: ({ target, item }: {
467
- target: TargetNames;
468
- item: ITEMS;
469
- }) => Score<string | undefined>;
470
- /**
471
- * Compute the maximum value of an individual score across all
472
- * participants and store it in a global Variable. Returns the variable.
473
- *
474
- * Why this helper exists: end-state and end-condition checks evaluated
475
- * from `events.on_tick` run in server context (the caller is a non-player
476
- * entity), so an `if score @s X matches Y` check on a per-player score
477
- * silently fails because @s has no entry on the per-player objective.
478
- * Wrapping the comparison in this helper materializes a global "max
479
- * across players" value that IS safe to reference from those checks.
480
- *
481
- * @param {Score} score - The per-player score to aggregate.
482
- * @param {number} [min=0] - Lower bound to seed the result with. Pass a
483
- * negative value if your per-player score can go below 0 (e.g. climb's
484
- * `current_height` defaulting to -1000); otherwise the default `0`
485
- * would mask negative actual maxes.
486
- * @returns {Score} An anonymous Score containing the max.
487
- *
488
- * @example
489
- * // In a custom_variables global updater:
490
- * max_diamonds: {
491
- * type: "global",
492
- * default: 0,
493
- * updater: (value, { diamonds }) => {
494
- * value.set(Actions.maxPlayerScore({ score: diamonds }));
495
- * },
496
- * },
497
- *
498
- * // Then end-states can reference the global:
499
- * .events(({ max_diamonds }) => ({
500
- * on_tick: () => Actions.setEndStates({
501
- * winner_found: max_diamonds.greaterOrEqualThan(5),
502
- * }),
503
- * }))
504
- *
505
- * @example
506
- * // Climb's max_height — y can go below 0:
507
- * max_height_global: {
508
- * type: "global",
509
- * default: -1000,
510
- * updater: (value, { max_height }) => {
511
- * value.set(Actions.maxPlayerScore({ score: max_height, min: -1000 }));
512
- * },
513
- * },
514
- */
515
- maxPlayerScore: ({ score, min }: {
516
- score: Score;
517
- min?: number;
518
- }) => Score;
519
- /**
520
- * Returns a Sandstone condition that's true when the executing player
521
- * (in `as @s` context) is standing on `block`. The default is a
522
- * single-cell check (block at `~ ~-1 ~`), but `slop` widens the check
523
- * to a `(2*slop+1)×(2*slop+1)` patch around the player's foot position
524
- * — useful when the agent's pathfinder leaves them slightly off-center
525
- * from a target block (e.g. mineflayer's `goToNearestBlock` reports
526
- * success once within ~1.5 blocks of the target, so the agent is
527
- * commonly off by a fractional block in x/z).
528
- *
529
- * Compiles to: `block ~ ~-1 ~ <block>` for slop=0, or an `_.or(...)` of
530
- * 9 / 25 / etc. cell checks for slop=1 / 2 / etc.
531
- *
532
- * @example
533
- * // PD-style "did the agent step on the cooperate pad?" check
534
- * choice: {
535
- * type: "individual",
536
- * default: 0,
537
- * updater: (value) => {
538
- * _.if(Actions.isStandingOn({ block: "minecraft:lime_wool", slop: 1 }), () => {
539
- * value.set(COOPERATE);
540
- * });
541
- * },
542
- * },
543
- */
544
- isStandingOn: ({ block, slop }: {
545
- block: BLOCKS;
546
- slop?: number;
547
- }) => ConditionType;
548
- /**
549
- * Count instances of a block within an axis-aligned region. Useful for
550
- * detecting agent-built structures without pinning detection to a single
551
- * coordinate (which breaks the moment the agent moves before building).
552
- *
553
- * Implementation note: emits one `execute if block` check per cell in the
554
- * region at codegen time, so the region is hard-capped at 4096 cells
555
- * (~64×8×8) to keep the generated datapack reasonable.
556
- *
557
- * @param block The block ID to count (e.g. "minecraft:cobblestone").
558
- * @param from First corner of the region (inclusive).
559
- * @param to Opposite corner (inclusive).
560
- * @param absolute Whether `from` / `to` are absolute world coordinates.
561
- * @returns A Sandstone `Score` containing the count.
562
- *
563
- * @example
564
- * // Detect any 5+ cobblestone block tower built within a 12×6×12 zone:
565
- * const count = Actions.countBlocksInRegion({
566
- * block: "minecraft:cobblestone",
567
- * from: { x: -6, y: -60, z: -6 },
568
- * to: { x: 6, y: -55, z: 6 },
569
- * absolute: true,
570
- * });
571
- * _.if(count.greaterOrEqualThan(5), () => Actions.announce({ message: "Tower built!" }));
572
- */
573
- countBlocksInRegion: ({ block, from, to, absolute, }: {
574
- block: BLOCKS;
575
- from: {
576
- x: number;
577
- y: number;
578
- z: number;
579
- };
580
- to: {
581
- x: number;
582
- y: number;
583
- z: number;
584
- };
585
- absolute: boolean;
586
- }) => Score;
587
- /**
588
- * Count instances of a block in a region centered on a target. Same idea
589
- * as `countBlocksInRegion` but the bounds are *relative to the target's
590
- * current position* — useful when the region of interest moves with a
591
- * player (e.g. "how many X blocks are around the agent right now").
592
- *
593
- * What this is NOT: it does not verify a structure (the matches don't
594
- * have to be contiguous), and it does not prove the target placed them.
595
- * Treat the result as "presence count in a volume." Turn it into "the
596
- * agent placed N of these" only when the block type doesn't spawn
597
- * naturally in your world (and your arena init didn't pre-place any), or
598
- * by clearing the volume first and counting the delta.
599
- *
600
- * Implementation note: emits one `execute as <target> at @s if block`
601
- * check per cell at codegen time, so the region is hard-capped at 4096
602
- * cells just like `countBlocksInRegion`.
603
- *
604
- * @example
605
- * // Count diamond_block instances within 6 blocks of the agent. Diamond
606
- * // blocks don't generate naturally, so in a flat-world challenge whose
607
- * // arena init doesn't pre-place any, this is equivalently the count of
608
- * // diamond blocks the agent has placed within reach.
609
- * diamond_blocks_nearby: {
610
- * type: "individual",
611
- * default: 0,
612
- * updater: (value) => {
613
- * value.set(Actions.countBlocksRelativeTo({
614
- * target: "self",
615
- * block: "minecraft:diamond_block",
616
- * dxRange: [-6, 6],
617
- * dyRange: [-2, 4],
618
- * dzRange: [-6, 6],
619
- * }));
620
- * },
621
- * }
622
- */
623
- countBlocksRelativeTo: ({ target, block, dxRange, dyRange, dzRange, }: {
624
- target: TargetNames;
625
- block: BLOCKS;
626
- dxRange: [number, number];
627
- dyRange: [number, number];
628
- dzRange: [number, number];
629
- }) => Score;
630
- /**
631
- * Get the current player's position as x, y, z Score variables.
632
- * Must be called in a player context (e.g., inside forEveryPlayer or when @s is a player).
633
- * @returns An object with x, y, z Score variables containing the player's coordinates.
634
- */
635
- getCurrentPlayerPosition: () => {
636
- x: Score<string | undefined>;
637
- y: Score<string | undefined>;
638
- z: Score<string | undefined>;
639
- };
640
- /**
641
- * Get a location marker entity by name.
642
- * Returns a selector that targets the marker entity with the specified location tag.
643
- * Locations must be defined in config.ts under "challengeConfig.locations".
644
- * @param {string} name - The name of the location (must match a key in config.locations).
645
- * @returns A selector targeting the location marker entity.
646
- * @throws {Error} If KRADLE_CHALLENGE_LOCATIONS is set and the location name is not in the list.
647
- */
648
- getLocation: ({ name }: {
649
- name: string;
650
- }) => SelectorClass<true, false>;
651
- /**
652
- * Build a box (4 walls + optional floor/roof) in a single call. Replaces
653
- * the typical 5+ `Actions.fill` calls per arena.
654
- *
655
- * @param block The wall block (e.g. "minecraft:stone").
656
- * @param from First corner (inclusive).
657
- * @param to Opposite corner (inclusive).
658
- * @param absolute Whether coordinates are absolute or player-relative.
659
- * @param hollow When true (default), only walls are placed; the interior is left untouched.
660
- * When false, the entire volume is filled with `block`.
661
- * @param floor Optional block to fill the floor with (overrides `block` for floor only).
662
- * @param roof Optional block to fill the roof with.
663
- * @param clearInside When true and `hollow=true`, the interior volume is set to air
664
- * (useful for clearing existing terrain inside the new box).
665
- *
666
- * @example
667
- * // 13x13x5 stone arena with a stone-bricks floor, no roof, interior cleared
668
- * Actions.box({
669
- * block: "minecraft:stone",
670
- * from: { x: -6, y: -60, z: -6 },
671
- * to: { x: 6, y: -55, z: 6 },
672
- * absolute: true,
673
- * hollow: true,
674
- * floor: "minecraft:stone_bricks",
675
- * clearInside: true,
676
- * });
677
- */
678
- box: ({ block, from, to, absolute, hollow, floor, roof, clearInside, }: {
679
- block: BLOCKS;
680
- from: {
681
- x: number;
682
- y: number;
683
- z: number;
684
- };
685
- to: {
686
- x: number;
687
- y: number;
688
- z: number;
689
- };
690
- absolute: boolean;
691
- hollow?: boolean;
692
- floor?: BLOCKS;
693
- roof?: BLOCKS;
694
- clearInside?: BLOCKS | boolean;
695
- }) => void;
696
- /**
697
- * Give every participant a list of items in one call. Replaces the
698
- * sequence of `Actions.give({ target: "all", item: …, count: … })` calls
699
- * that opens nearly every multi-player start_challenge (castle-ctf has
700
- * six of them for the iron-sword + 4 armor pieces + food loadout).
701
- *
702
- * @example PvP standard kit:
703
- * ```ts
704
- * Actions.giveAll([
705
- * { item: "minecraft:iron_sword" },
706
- * { item: "minecraft:iron_helmet" },
707
- * { item: "minecraft:iron_chestplate" },
708
- * { item: "minecraft:iron_leggings" },
709
- * { item: "minecraft:iron_boots" },
710
- * { item: "minecraft:cooked_beef", count: 5 },
711
- * ]);
712
- * ```
713
- *
714
- * `count` defaults to 1. For role-specific equipment, use plain
715
- * `Actions.give({ target: roleName, … })`.
716
- */
717
- giveAll: (items: Array<{
718
- item: ITEMS;
719
- count?: number;
720
- }>) => void;
721
- /**
722
- * "When the block at this absolute coordinate stops being `expected`, set
723
- * `into` to 1." The standard goal_broken / flag_broken global-variable
724
- * updater idiom. Latches at 1 — once tripped, stays tripped (so the
725
- * end_state fires consistently even if the block is later replaced).
726
- *
727
- * Replaces the 4-line `_.if(_.not(_.block(abs(...), ...)), () => value.set(1))`
728
- * pattern that appears in ~10 challenges' custom_variable updaters
729
- * (castle-ctf×2, castle-siege×4, defender-striker, beanstalk, tower-trio,
730
- * tunnel-rush, sky-walker, …). Removes the need to import `abs` from
731
- * sandstone for this purpose.
732
- *
733
- * For multi-block checks ("all N landmarks broken" — diamond-hunt,
734
- * return-home), keep using the manual `_.if(_.and(...conditions), …)`
735
- * pattern — this helper is single-block only.
736
- *
737
- * @example castle-ctf red flag (latching — once broken, stays broken):
738
- * ```ts
739
- * red_flag_broken: {
740
- * type: "global",
741
- * default: 0,
742
- * updater: (value) => {
743
- * // Latch: only flip 0→1, never reset to 0. The returned Score is
744
- * // itself a Condition (truthy = non-zero), so no `.equalTo(1)` needed.
745
- * _.if(Actions.detectBlockMissing({
746
- * at: { x: RED_BASE.x, y: RED_BASE.y + 1, z: RED_BASE.z },
747
- * expected: "minecraft:red_wool",
748
- * }), () => value.set(1));
749
- * },
750
- * }
751
- * ```
752
- *
753
- * @returns {Score} An anonymous Score: 1 if the block at `at` is NOT
754
- * `expected`, 0 if it is. Non-latching — recomputed every call. Wrap in
755
- * `_.if(missing, () => value.set(1))` (the Score is itself a Condition,
756
- * truthy = non-zero) for the latching "once broken, stays broken" pattern.
757
- */
758
- detectBlockMissing: ({ at, expected }: {
759
- at: {
760
- x: number;
761
- y: number;
762
- z: number;
763
- };
764
- expected: BLOCKS;
765
- }) => Score;
766
- /**
767
- * Summon a single configurable entity with optional health, attack damage,
768
- * movement speed, and tags. Uses Sandstone's typed `summon` + NBT helpers
769
- * (`NBT.byte`, `NBT.float`) so that booleans and NBT primitives serialize
770
- * correctly — sandstone otherwise emits JS `true` as `{}` (an invalid NBT
771
- * token), which broke boss-brawl's `CustomNameVisible: true` summon early on.
772
- *
773
- * For boss-style configured mobs (boss-solo, boss-brawl). Use
774
- * `Actions.summonMultiple` for plain entities without stat overrides.
775
- *
776
- * @example A 60-HP fast-moving boss zombie:
777
- * ```ts
778
- * Actions.summonEntityWithStats({
779
- * entity: "minecraft:zombie",
780
- * x: 0, y: -60, z: 0, absolute: true,
781
- * health: 60,
782
- * attackDamage: 6,
783
- * movementSpeed: 0.18,
784
- * tags: ["boss"], // for `Actions.countEntities({ tag: "boss", … })`
785
- * });
786
- * ```
787
- */
788
- summonEntityWithStats: ({ entity, x, y, z, absolute, health, attackDamage, movementSpeed, tags, }: {
789
- entity: ENTITY_TYPES;
790
- x: number;
791
- y: number;
792
- z: number;
793
- absolute: boolean;
794
- health?: number;
795
- attackDamage?: number;
796
- movementSpeed?: number;
797
- tags?: string[];
798
- }) => void;
799
- /**
800
- * Count entities matching any combination of `entity` type, `tag`, and/or
801
- * `volume`, returning the count as an anonymous `Score`. At least one
802
- * filter must be provided (counting "every entity in the world" is almost
803
- * always a bug — guarded at runtime).
804
- *
805
- * Use this in a global custom_variable updater whose value tracks "how
806
- * many Xs are currently in the world", e.g. boss alive (zombie count),
807
- * chickens left, sheep in a pen.
808
- *
809
- * @param entity Optional entity type (e.g. `"minecraft:zombie"`).
810
- * @param tag Optional tag filter (Minecraft `@e[tag=…]`). Used by e.g.
811
- * boss-brawl, which counts zombies tagged `"boss"` to ignore wave-spawned mooks.
812
- * @param volume Optional bounding box (Minecraft-style: corner + dx/dy/dz
813
- * extents, absolute coords). Omit to count anywhere in the world.
814
- * @returns {Score} An anonymous Score holding the count.
815
- *
816
- * @example boss_alive — counts zombies anywhere
817
- * ```ts
818
- * boss_alive: {
819
- * type: "global",
820
- * default: 1,
821
- * updater: (value) => {
822
- * value.set(Actions.countEntities({ entity: "minecraft:zombie" }));
823
- * },
824
- * }
825
- * ```
826
- *
827
- * @example boss-brawl — count only the tagged boss zombies
828
- * ```ts
829
- * value.set(Actions.countEntities({ entity: "minecraft:zombie", tag: "boss" }));
830
- * ```
831
- *
832
- * @example sheep_in_pen — counts sheep inside a 3×1×3 box
833
- * ```ts
834
- * value.set(Actions.countEntities({
835
- * entity: "minecraft:sheep",
836
- * volume: { x: 14, y: -59, z: -1, dx: 2, dy: 1, dz: 2 },
837
- * }));
838
- * ```
839
- */
840
- countEntities: ({ entity, tag, volume, }: {
841
- entity?: ENTITY_TYPES;
842
- tag?: string;
843
- volume?: {
844
- x: number;
845
- y: number;
846
- z: number;
847
- dx: number;
848
- dy: number;
849
- dz: number;
850
- };
851
- }) => Score;
852
- /**
853
- * Build a flat open arena: a single-block-thick floor at `center.y` with
854
- * cleared airspace above up to `headroom` blocks tall. The "no walls,
855
- * just open ground for things to move on" pattern shared by sumo-arena,
856
- * boss-brawl, wave-survival, stalker, and one half of defender-striker.
857
- *
858
- * For arenas with walls, use `Actions.box({ hollow: true, floor: … })`.
859
- *
860
- * @example
861
- * Actions.flatArena({
862
- * block: "minecraft:stone",
863
- * center: { x: 0, y: -60, z: 0 },
864
- * radius: 10, // 21×21 footprint
865
- * headroom: 4, // 4 blocks of air above the floor (default 4)
866
- * });
867
- */
868
- flatArena: ({ block, center, radius, headroom, }: {
869
- block: BLOCKS;
870
- center: {
871
- x: number;
872
- y: number;
873
- z: number;
874
- };
875
- radius: number;
876
- /** How many blocks of air to clear above the floor. Default 4. */
877
- headroom?: number;
878
- }) => void;
879
- /**
880
- * Apply a non-lethal knockback / displacement to a target via Minecraft's
881
- * `effect` command. The default effect is a brief levitation (lifts the
882
- * target straight up without dealing damage).
883
- *
884
- * Use `mode: "slowfall"` to combine levitation with slow falling so the
885
- * target doesn't take fall damage on landing.
886
- *
887
- * @example
888
- * // Periodic knockback in King-of-the-Hill style:
889
- * Actions.knockbackWithLevitation({ target: "all", durationSeconds: 2, amplifier: 6 });
890
- *
891
- * // Knock with slow-fall for safe landing:
892
- * Actions.knockbackWithLevitation({ target: "self", mode: "slowfall", durationSeconds: 3 });
893
- */
894
- knockbackWithLevitation: ({ target, durationSeconds, amplifier, mode, }: {
895
- target: TargetNames;
896
- durationSeconds?: number;
897
- amplifier?: number;
898
- mode?: "levitation" | "slowfall";
899
- }) => void;
900
- };
901
- //# sourceMappingURL=actions.d.ts.map