@playcraft/skills 0.0.2

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.
Files changed (479) hide show
  1. package/README.md +333 -0
  2. package/dist/src/index.d.ts +3 -0
  3. package/dist/src/index.d.ts.map +1 -0
  4. package/dist/src/index.js +2 -0
  5. package/dist/src/index.js.map +1 -0
  6. package/dist/src/skills.loader.d.ts +31 -0
  7. package/dist/src/skills.loader.d.ts.map +1 -0
  8. package/dist/src/skills.loader.js +200 -0
  9. package/dist/src/skills.loader.js.map +1 -0
  10. package/dist/src/skills.types.d.ts +44 -0
  11. package/dist/src/skills.types.d.ts.map +1 -0
  12. package/dist/src/skills.types.js +9 -0
  13. package/dist/src/skills.types.js.map +1 -0
  14. package/package.json +35 -0
  15. package/skills/2048_core.aigameplay/SKILL.md +123 -0
  16. package/skills/2048_core.aigameplay/manifest.json +159 -0
  17. package/skills/2048_core.aigameplay/ref/pgs-schema.json +194 -0
  18. package/skills/2048_core.aigameplay/ref/reducer.template.ts +189 -0
  19. package/skills/SKILL.md +46 -0
  20. package/skills/ad_compliance_rules.aiconfig/SKILL.md +85 -0
  21. package/skills/ad_compliance_rules.aiconfig/manifest.json +60 -0
  22. package/skills/agent_remix_orchestrator.aicomponent/SKILL.md +257 -0
  23. package/skills/agent_remix_orchestrator.aicomponent/manifest.json +12 -0
  24. package/skills/app_metadata.aiconfig/SKILL.md +53 -0
  25. package/skills/app_metadata.aiconfig/manifest.json +32 -0
  26. package/skills/appear_sfx.aiaudio/SKILL.md +59 -0
  27. package/skills/appear_sfx.aiaudio/manifest.json +45 -0
  28. package/skills/appear_sfx.aiaudio/ref/appear.mp3 +0 -0
  29. package/skills/arrow_move_error_sfx.aiaudio/SKILL.md +59 -0
  30. package/skills/arrow_move_error_sfx.aiaudio/manifest.json +45 -0
  31. package/skills/arrow_move_error_sfx.aiaudio/ref/arrow_move_error.mp3 +0 -0
  32. package/skills/arrow_path_data_format.aicomponent/SKILL.md +152 -0
  33. package/skills/arrow_path_data_format.aicomponent/manifest.json +57 -0
  34. package/skills/arrow_path_data_format.aicomponent/ref/LevelParser.ts +188 -0
  35. package/skills/arrow_path_data_format.aicomponent/ref/LevelTypes.ts +131 -0
  36. package/skills/arrow_pick_match_rules.aigameplay/SKILL.md +117 -0
  37. package/skills/arrow_pick_match_rules.aigameplay/manifest.json +105 -0
  38. package/skills/arrow_pick_match_rules.aigameplay/ref/pgs-schema.json +180 -0
  39. package/skills/asset_pipeline_scripts.aicomponent/SKILL.md +117 -0
  40. package/skills/asset_pipeline_scripts.aicomponent/manifest.json +17 -0
  41. package/skills/asset_pipeline_scripts.aicomponent/ref/gen-sprite.sh +105 -0
  42. package/skills/ball_sort.aigameplay/SKILL.md +109 -0
  43. package/skills/ball_sort.aigameplay/manifest.json +155 -0
  44. package/skills/ball_sort.aigameplay/ref/pgs-schema.json +192 -0
  45. package/skills/ball_sort.aigameplay/ref/reducer.template.ts +156 -0
  46. package/skills/basketball_shot.aigameplay/SKILL.md +94 -0
  47. package/skills/basketball_shot.aigameplay/manifest.json +150 -0
  48. package/skills/basketball_shot.aigameplay/ref/pgs-schema.json +229 -0
  49. package/skills/basketball_shot.aigameplay/ref/reducer.template.ts +189 -0
  50. package/skills/bg_music.aiaudio/SKILL.md +61 -0
  51. package/skills/bg_music.aiaudio/manifest.json +48 -0
  52. package/skills/bg_music.aiaudio/ref/bg.mp3 +0 -0
  53. package/skills/big_watermelon.aigameplay/SKILL.md +94 -0
  54. package/skills/big_watermelon.aigameplay/manifest.json +155 -0
  55. package/skills/big_watermelon.aigameplay/ref/pgs-schema.json +191 -0
  56. package/skills/big_watermelon.aigameplay/ref/reducer.template.ts +202 -0
  57. package/skills/block_puzzle.aigameplay/SKILL.md +121 -0
  58. package/skills/block_puzzle.aigameplay/manifest.json +154 -0
  59. package/skills/block_puzzle.aigameplay/ref/pgs-schema.json +170 -0
  60. package/skills/block_puzzle.aigameplay/ref/reducer.template.ts +182 -0
  61. package/skills/board_entity_sprite.aiimage/SKILL.md +255 -0
  62. package/skills/board_entity_sprite.aiimage/manifest.json +153 -0
  63. package/skills/board_entity_sprite.aiimage/ref/ProceduralCar.ts +357 -0
  64. package/skills/board_entity_sprite.aiimage/ref/car.png +0 -0
  65. package/skills/board_entity_sprite.aiimage/ref/car.webp +0 -0
  66. package/skills/bottom_ui_bar.aicomponent/SKILL.md +50 -0
  67. package/skills/bottom_ui_bar.aicomponent/manifest.json +31 -0
  68. package/skills/bottom_ui_bar.aicomponent/ref/GameBottomUI.ts +27 -0
  69. package/skills/bubble_shooter.aigameplay/SKILL.md +129 -0
  70. package/skills/bubble_shooter.aigameplay/manifest.json +181 -0
  71. package/skills/bubble_shooter.aigameplay/ref/pgs-schema.json +226 -0
  72. package/skills/bubble_shooter.aigameplay/ref/reducer.template.ts +228 -0
  73. package/skills/button_click_sfx.aiaudio/SKILL.md +59 -0
  74. package/skills/button_click_sfx.aiaudio/manifest.json +45 -0
  75. package/skills/button_click_sfx.aiaudio/ref/button_click.mp3 +0 -0
  76. package/skills/calm_piano.aiaudio/SKILL.md +68 -0
  77. package/skills/calm_piano.aiaudio/manifest.json +50 -0
  78. package/skills/camera_controller_3d.aicomponent/SKILL.md +100 -0
  79. package/skills/camera_controller_3d.aicomponent/manifest.json +52 -0
  80. package/skills/camera_controller_3d.aicomponent/ref/CameraController.ts +199 -0
  81. package/skills/camera_controller_3d.aicomponent/ref/OrbitControlsAdapter.ts +152 -0
  82. package/skills/candy_tile.aiimage/SKILL.md +62 -0
  83. package/skills/candy_tile.aiimage/manifest.json +49 -0
  84. package/skills/car_parking.aigameplay/SKILL.md +105 -0
  85. package/skills/car_parking.aigameplay/manifest.json +164 -0
  86. package/skills/car_parking.aigameplay/ref/pgs-schema.json +163 -0
  87. package/skills/car_parking.aigameplay/ref/reducer.template.ts +166 -0
  88. package/skills/castle.aiimage/SKILL.md +64 -0
  89. package/skills/castle.aiimage/manifest.json +48 -0
  90. package/skills/cheerful_ukulele.aiaudio/SKILL.md +72 -0
  91. package/skills/cheerful_ukulele.aiaudio/manifest.json +50 -0
  92. package/skills/click_sfx.aiaudio/SKILL.md +59 -0
  93. package/skills/click_sfx.aiaudio/manifest.json +45 -0
  94. package/skills/click_sfx.aiaudio/ref/click.mp3 +0 -0
  95. package/skills/combo_display.aicomponent/SKILL.md +45 -0
  96. package/skills/combo_display.aicomponent/manifest.json +31 -0
  97. package/skills/combo_display.aicomponent/ref/ComboManager.ts +362 -0
  98. package/skills/combo_display.aicomponent/ref/ComboSmallUI.ts +232 -0
  99. package/skills/combo_praise_text.aicomponent/SKILL.md +56 -0
  100. package/skills/combo_praise_text.aicomponent/manifest.json +34 -0
  101. package/skills/combo_praise_text.aicomponent/ref/ComboManager.ts +362 -0
  102. package/skills/countdown_timer.aicomponent/SKILL.md +44 -0
  103. package/skills/countdown_timer.aicomponent/manifest.json +35 -0
  104. package/skills/countdown_timer.aicomponent/ref/CountdownDisplay.ts +213 -0
  105. package/skills/cta_platform_config.aiconfig/SKILL.md +72 -0
  106. package/skills/cta_platform_config.aiconfig/manifest.json +56 -0
  107. package/skills/debug_overlay.aicomponent/SKILL.md +75 -0
  108. package/skills/debug_overlay.aicomponent/manifest.json +17 -0
  109. package/skills/debug_overlay.aicomponent/ref/DebugOverlay.ts +144 -0
  110. package/skills/desert.aiimage/SKILL.md +63 -0
  111. package/skills/desert.aiimage/manifest.json +49 -0
  112. package/skills/difficulty_curve_designer.aiconfig/SKILL.md +68 -0
  113. package/skills/difficulty_curve_designer.aiconfig/manifest.json +36 -0
  114. package/skills/digit_renderer.aicomponent/SKILL.md +43 -0
  115. package/skills/digit_renderer.aicomponent/manifest.json +25 -0
  116. package/skills/digit_renderer.aicomponent/ref/DigitRenderer.ts +237 -0
  117. package/skills/download_button.aicomponent/SKILL.md +44 -0
  118. package/skills/download_button.aicomponent/manifest.json +25 -0
  119. package/skills/download_button.aicomponent/ref/DownloadButton.ts +137 -0
  120. package/skills/draw_line_puzzle.aigameplay/SKILL.md +84 -0
  121. package/skills/draw_line_puzzle.aigameplay/manifest.json +152 -0
  122. package/skills/draw_line_puzzle.aigameplay/ref/pgs-schema.json +189 -0
  123. package/skills/draw_line_puzzle.aigameplay/ref/reducer.template.ts +194 -0
  124. package/skills/easy_to_hard.aiconfig/SKILL.md +52 -0
  125. package/skills/easy_to_hard.aiconfig/manifest.json +33 -0
  126. package/skills/eight_ball_pool.aigameplay/SKILL.md +104 -0
  127. package/skills/eight_ball_pool.aigameplay/manifest.json +152 -0
  128. package/skills/eight_ball_pool.aigameplay/ref/pgs-schema.json +205 -0
  129. package/skills/eight_ball_pool.aigameplay/ref/reducer.template.ts +198 -0
  130. package/skills/energetic_electronic.aiaudio/SKILL.md +69 -0
  131. package/skills/energetic_electronic.aiaudio/manifest.json +51 -0
  132. package/skills/fail_sfx.aiaudio/SKILL.md +59 -0
  133. package/skills/fail_sfx.aiaudio/manifest.json +44 -0
  134. package/skills/fail_sfx.aiaudio/ref/fail.mp3 +0 -0
  135. package/skills/figer_icon.aiimage/SKILL.md +58 -0
  136. package/skills/figer_icon.aiimage/manifest.json +48 -0
  137. package/skills/figer_icon.aiimage/ref/figer.png +0 -0
  138. package/skills/figer_icon.aiimage/ref/figer.webp +0 -0
  139. package/skills/forest.aiimage/SKILL.md +74 -0
  140. package/skills/forest.aiimage/manifest.json +48 -0
  141. package/skills/fruit_tile.aiimage/SKILL.md +68 -0
  142. package/skills/fruit_tile.aiimage/manifest.json +48 -0
  143. package/skills/game_over_panel.aicomponent/SKILL.md +47 -0
  144. package/skills/game_over_panel.aicomponent/manifest.json +61 -0
  145. package/skills/game_over_panel.aicomponent/ref/GameOverPanel.ts +74 -0
  146. package/skills/game_scene.aicomponent/SKILL.md +57 -0
  147. package/skills/game_scene.aicomponent/manifest.json +36 -0
  148. package/skills/game_scene.aicomponent/ref/Game.ts +748 -0
  149. package/skills/gameplay_balance_check.aivalidator/SKILL.md +69 -0
  150. package/skills/gameplay_balance_check.aivalidator/manifest.json +21 -0
  151. package/skills/gameplay_unit_test.aivalidator/SKILL.md +89 -0
  152. package/skills/gameplay_unit_test.aivalidator/manifest.json +17 -0
  153. package/skills/gameplay_unit_test.aivalidator/ref/gameplay.test.ts +202 -0
  154. package/skills/gameplay_unit_test.aivalidator/ref/vitest.config.ts +13 -0
  155. package/skills/grid_board_layout.aicomponent/SKILL.md +85 -0
  156. package/skills/grid_board_layout.aicomponent/manifest.json +69 -0
  157. package/skills/grid_board_layout.aicomponent/ref/BoardLayout.ts +416 -0
  158. package/skills/grid_board_layout.aicomponent/ref/BoardLayout3D.ts +125 -0
  159. package/skills/grid_board_layout.aicomponent/ref/BoardLayoutMath.ts +85 -0
  160. package/skills/grid_board_layout.aicomponent/ref/BoardRenderer3D.ts +298 -0
  161. package/skills/heart_lives.aicomponent/SKILL.md +42 -0
  162. package/skills/heart_lives.aicomponent/manifest.json +25 -0
  163. package/skills/heart_lives.aicomponent/ref/HeartDisplay.ts +96 -0
  164. package/skills/idle-breathe.aicomponent/SKILL.md +27 -0
  165. package/skills/idle-breathe.aicomponent/manifest.json +20 -0
  166. package/skills/idle-breathe.aicomponent/ref/phaser.js +25 -0
  167. package/skills/idle-breathe.aicomponent/ref/playcanvas.js +29 -0
  168. package/skills/jewel_tile.aiimage/SKILL.md +63 -0
  169. package/skills/jewel_tile.aiimage/manifest.json +49 -0
  170. package/skills/knife_hit.aigameplay/SKILL.md +103 -0
  171. package/skills/knife_hit.aigameplay/manifest.json +151 -0
  172. package/skills/knife_hit.aigameplay/ref/pgs-schema.json +202 -0
  173. package/skills/knife_hit.aigameplay/ref/reducer.template.ts +196 -0
  174. package/skills/left_right_parkour.aigameplay/SKILL.md +120 -0
  175. package/skills/left_right_parkour.aigameplay/manifest.json +165 -0
  176. package/skills/left_right_parkour.aigameplay/ref/pgs-schema.json +200 -0
  177. package/skills/left_right_parkour.aigameplay/ref/reducer.template.ts +194 -0
  178. package/skills/level_data_pack.aiconfig/SKILL.md +64 -0
  179. package/skills/level_data_pack.aiconfig/manifest.json +37 -0
  180. package/skills/level_data_validator.aivalidator/SKILL.md +85 -0
  181. package/skills/level_data_validator.aivalidator/manifest.json +17 -0
  182. package/skills/level_data_validator.aivalidator/ref/LevelValidator.ts +113 -0
  183. package/skills/level_lifecycle.aicomponent/SKILL.md +81 -0
  184. package/skills/level_lifecycle.aicomponent/manifest.json +87 -0
  185. package/skills/level_lifecycle.aicomponent/ref/LevelLifecycle.ts +235 -0
  186. package/skills/level_solvability_validator.aivalidator/SKILL.md +74 -0
  187. package/skills/level_solvability_validator.aivalidator/manifest.json +23 -0
  188. package/skills/level_solvability_validator.aivalidator/ref/LevelValidator.ts +186 -0
  189. package/skills/level_state.aicomponent/SKILL.md +55 -0
  190. package/skills/level_state.aicomponent/manifest.json +34 -0
  191. package/skills/level_state.aicomponent/ref/LevelDataManager.ts +26 -0
  192. package/skills/level_state.aicomponent/ref/LevelManager.ts +26 -0
  193. package/skills/loading_screen.aicomponent/SKILL.md +57 -0
  194. package/skills/loading_screen.aicomponent/manifest.json +43 -0
  195. package/skills/loading_screen.aicomponent/ref/LoadingUI.ts +339 -0
  196. package/skills/lose_result_panel.aiimage/SKILL.md +58 -0
  197. package/skills/lose_result_panel.aiimage/manifest.json +47 -0
  198. package/skills/lose_result_panel.aiimage/ref/lose.png +0 -0
  199. package/skills/lose_result_panel.aiimage/ref/lose.webp +0 -0
  200. package/skills/lose_sfx.aiaudio/SKILL.md +59 -0
  201. package/skills/lose_sfx.aiaudio/manifest.json +45 -0
  202. package/skills/lose_sfx.aiaudio/ref/lose.mp3 +0 -0
  203. package/skills/match-pop.aicomponent/SKILL.md +29 -0
  204. package/skills/match-pop.aicomponent/manifest.json +19 -0
  205. package/skills/match-pop.aicomponent/ref/phaser.js +30 -0
  206. package/skills/match-pop.aicomponent/ref/playcanvas.js +22 -0
  207. package/skills/match3_core.aigameplay/SKILL.md +125 -0
  208. package/skills/match3_core.aigameplay/manifest.json +107 -0
  209. package/skills/match3_core.aigameplay/ref/pgs-schema.json +154 -0
  210. package/skills/match3_core.aigameplay/ref/reducer.template.ts +191 -0
  211. package/skills/match_engine.aicomponent/SKILL.md +84 -0
  212. package/skills/match_engine.aicomponent/manifest.json +23 -0
  213. package/skills/match_engine.aicomponent/ref/MatchEngine.ts +75 -0
  214. package/skills/memory_match.aigameplay/SKILL.md +111 -0
  215. package/skills/memory_match.aigameplay/manifest.json +164 -0
  216. package/skills/memory_match.aigameplay/ref/pgs-schema.json +190 -0
  217. package/skills/memory_match.aigameplay/ref/reducer.template.ts +162 -0
  218. package/skills/merge_core.aigameplay/SKILL.md +112 -0
  219. package/skills/merge_core.aigameplay/manifest.json +154 -0
  220. package/skills/merge_core.aigameplay/ref/pgs-schema.json +202 -0
  221. package/skills/merge_core.aigameplay/ref/reducer.template.ts +179 -0
  222. package/skills/mistake_sfx.aiaudio/SKILL.md +59 -0
  223. package/skills/mistake_sfx.aiaudio/manifest.json +45 -0
  224. package/skills/mistake_sfx.aiaudio/ref/mistake.mp3 +0 -0
  225. package/skills/nomove_hint_overlay.aiimage/SKILL.md +58 -0
  226. package/skills/nomove_hint_overlay.aiimage/manifest.json +48 -0
  227. package/skills/nomove_hint_overlay.aiimage/ref/nomove_hint.png +0 -0
  228. package/skills/nomove_hint_overlay.aiimage/ref/nomove_hint.webp +0 -0
  229. package/skills/normal_dot.aiimage/SKILL.md +58 -0
  230. package/skills/normal_dot.aiimage/manifest.json +46 -0
  231. package/skills/normal_dot.aiimage/ref/normal_dot.png +0 -0
  232. package/skills/normal_dot.aiimage/ref/normal_dot.webp +0 -0
  233. package/skills/ocean.aiimage/SKILL.md +71 -0
  234. package/skills/ocean.aiimage/manifest.json +49 -0
  235. package/skills/particle-confetti.aicomponent/SKILL.md +32 -0
  236. package/skills/particle-confetti.aicomponent/manifest.json +21 -0
  237. package/skills/particle-confetti.aicomponent/ref/html5-spritesheet.js +17 -0
  238. package/skills/particle-confetti.aicomponent/ref/phaser.js +38 -0
  239. package/skills/particle-explosion.aicomponent/SKILL.md +37 -0
  240. package/skills/particle-explosion.aicomponent/manifest.json +24 -0
  241. package/skills/particle-explosion.aicomponent/ref/html5-spritesheet.js +40 -0
  242. package/skills/particle-explosion.aicomponent/ref/phaser.js +46 -0
  243. package/skills/particle-explosion.aicomponent/ref/playcanvas.js +33 -0
  244. package/skills/particle-trail.aicomponent/SKILL.md +25 -0
  245. package/skills/particle-trail.aicomponent/manifest.json +22 -0
  246. package/skills/particle-trail.aicomponent/ref/phaser.js +31 -0
  247. package/skills/path_animation.aicomponent/SKILL.md +82 -0
  248. package/skills/path_animation.aicomponent/manifest.json +77 -0
  249. package/skills/path_animation.aicomponent/ref/AnimationManager.ts +694 -0
  250. package/skills/path_animation.aicomponent/ref/AnimationManager3D.ts +317 -0
  251. package/skills/path_elimination_rules.aigameplay/SKILL.md +88 -0
  252. package/skills/path_elimination_rules.aigameplay/manifest.json +119 -0
  253. package/skills/path_elimination_rules.aigameplay/ref/pgs-schema.json +227 -0
  254. package/skills/path_input_handler.aicomponent/SKILL.md +87 -0
  255. package/skills/path_input_handler.aicomponent/manifest.json +97 -0
  256. package/skills/path_input_handler.aicomponent/ref/InputHandler.ts +714 -0
  257. package/skills/path_input_handler.aicomponent/ref/InputHandler3D.ts +204 -0
  258. package/skills/path_renderer.aicomponent/SKILL.md +101 -0
  259. package/skills/path_renderer.aicomponent/manifest.json +69 -0
  260. package/skills/path_renderer.aicomponent/ref/PathRenderer.ts +509 -0
  261. package/skills/path_renderer.aicomponent/ref/PathRenderer3D.ts +176 -0
  262. package/skills/path_renderer.aicomponent/ref/PathRenderers.ts +640 -0
  263. package/skills/phaser.aicomponent/SKILL.md +315 -0
  264. package/skills/phaser.aicomponent/manifest.json +156 -0
  265. package/skills/phaser.aicomponent/ref/BootScene.ts +29 -0
  266. package/skills/phaser.aicomponent/ref/GameConfig.ts +29 -0
  267. package/skills/phaser.aicomponent/ref/GameScene.ts +88 -0
  268. package/skills/phaser.aicomponent/ref/PreloaderScene.ts +78 -0
  269. package/skills/phaser.aicomponent/ref/SceneKeys.ts +7 -0
  270. package/skills/phaser.aicomponent/ref/SoundUtils.ts +21 -0
  271. package/skills/phaser.aicomponent/ref/UiLayout.ts +74 -0
  272. package/skills/phaser.aicomponent/ref/globals.d.ts +52 -0
  273. package/skills/phaser.aicomponent/ref/index.css +40 -0
  274. package/skills/phaser.aicomponent/ref/index.html +14 -0
  275. package/skills/phaser.aicomponent/ref/index.ts +48 -0
  276. package/skills/phaser.aicomponent/ref/main.ts +16 -0
  277. package/skills/phaser.aicomponent/ref/package.json +22 -0
  278. package/skills/phaser.aicomponent/ref/tsconfig.json +25 -0
  279. package/skills/phaser.aicomponent/ref/webpack.config.js +57 -0
  280. package/skills/phaser_scene_lifecycle.aicomponent/SKILL.md +63 -0
  281. package/skills/phaser_scene_lifecycle.aicomponent/manifest.json +33 -0
  282. package/skills/pick_and_match_rules.aigameplay/SKILL.md +113 -0
  283. package/skills/pick_and_match_rules.aigameplay/manifest.json +121 -0
  284. package/skills/pick_and_match_rules.aigameplay/ref/pgs-schema.json +354 -0
  285. package/skills/pin_pull.aigameplay/SKILL.md +110 -0
  286. package/skills/pin_pull.aigameplay/manifest.json +164 -0
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@@ -0,0 +1,153 @@
1
+ {
2
+ "schemaVersion": 1,
3
+ "atomId": "sniper_shot.aigameplay",
4
+ "bundleType": "aigameplay",
5
+ "category": "gameplay",
6
+ "mode": "fixed",
7
+ "label": {
8
+ "zh": "狙击射击玩法",
9
+ "en": "Sniper Shot gameplay"
10
+ },
11
+ "tags": [
12
+ "gameplay",
13
+ "sniper",
14
+ "shooting",
15
+ "action",
16
+ "aim",
17
+ "casual"
18
+ ],
19
+ "bindingRoles": [
20
+ "gameplayRule"
21
+ ],
22
+ "imports": [
23
+ {
24
+ "slot": "engine",
25
+ "pinAtomId": "phaser.aicomponent",
26
+ "edgeKind": "requires",
27
+ "bindAs": "engine"
28
+ },
29
+ {
30
+ "slot": "bgMusic",
31
+ "description": "背景循环音乐",
32
+ "bindAs": "bgm",
33
+ "required": false,
34
+ "edgeKind": "compatibleWith",
35
+ "matchBindingRoles": [
36
+ "bgMusic"
37
+ ],
38
+ "allowedBundleTypes": [
39
+ "aiaudio"
40
+ ],
41
+ "constraints": {
42
+ "loop": true
43
+ }
44
+ },
45
+ {
46
+ "slot": "background",
47
+ "description": "游戏背景图(狙击场景)",
48
+ "bindAs": "bg",
49
+ "required": false,
50
+ "edgeKind": "compatibleWith",
51
+ "matchBindingRoles": [
52
+ "backgroundTexture"
53
+ ],
54
+ "allowedBundleTypes": [
55
+ "aiimage"
56
+ ]
57
+ },
58
+ {
59
+ "slot": "tutorial",
60
+ "description": "新手引导浮层",
61
+ "bindAs": "tutorial",
62
+ "required": false,
63
+ "edgeKind": "compatibleWith",
64
+ "matchBindingRoles": [
65
+ "tutorialOverlay"
66
+ ],
67
+ "allowedBundleTypes": [
68
+ "aicomponent"
69
+ ]
70
+ },
71
+ {
72
+ "slot": "winPanel",
73
+ "description": "通关反馈面板视觉",
74
+ "bindAs": "winPanel",
75
+ "required": false,
76
+ "edgeKind": "compatibleWith",
77
+ "matchBindingRoles": [
78
+ "successFeedbackPanel"
79
+ ],
80
+ "allowedBundleTypes": [
81
+ "aiimage"
82
+ ]
83
+ },
84
+ {
85
+ "slot": "losePanel",
86
+ "description": "失败反馈面板视觉",
87
+ "bindAs": "losePanel",
88
+ "required": false,
89
+ "edgeKind": "compatibleWith",
90
+ "matchBindingRoles": [
91
+ "failFeedbackPanel"
92
+ ],
93
+ "allowedBundleTypes": [
94
+ "aiimage"
95
+ ]
96
+ },
97
+ {
98
+ "slot": "endScreen",
99
+ "description": "可玩广告结算屏(含 CTA 按钮)",
100
+ "bindAs": "endScreen",
101
+ "required": false,
102
+ "edgeKind": "compatibleWith",
103
+ "matchBindingRoles": [
104
+ "playableEndScreenLayout"
105
+ ],
106
+ "allowedBundleTypes": [
107
+ "aicomponent"
108
+ ]
109
+ }
110
+ ],
111
+ "generation": {
112
+ "kind": "pgs",
113
+ "pgsVersion": "1.0",
114
+ "gameplayType": "sniper_shot",
115
+ "rules": {
116
+ "scopeDriftEnabled": true,
117
+ "breathCycleMs": 3000,
118
+ "windEnabled": true,
119
+ "friendlyFirePenalty": true,
120
+ "maxFriendlyFireHits": 1
121
+ }
122
+ },
123
+ "result": {
124
+ "outputFile": "reducer.ts",
125
+ "format": "typescript",
126
+ "constraints": {
127
+ "testCasesMustPass": true
128
+ }
129
+ },
130
+ "binding": {
131
+ "role": "gameplayRule",
132
+ "target": "game/gameplay/sniper_shot/reducer.ts",
133
+ "type": "gameplay-module-reference",
134
+ "constraints": {
135
+ "interface": [
136
+ "init(config)",
137
+ "dispatch(action)",
138
+ "getState()",
139
+ "aimScope(state, dx, dy)",
140
+ "applyBreathDrift(state, deltaMs)",
141
+ "shoot(state)",
142
+ "hitDetection(state, scopePos)",
143
+ "updateTargets(state, deltaMs)",
144
+ "calculateScore(hit, target)"
145
+ ]
146
+ }
147
+ },
148
+ "files": {
149
+ "skill": "SKILL.md",
150
+ "pgsSchema": "ref/pgs-schema.json",
151
+ "reducerTemplate": "ref/reducer.template.ts"
152
+ }
153
+ }
@@ -0,0 +1,211 @@
1
+ {
2
+ "_comment": "PGS (PlayCraft Gameplay Schema) 参考骨架 - 狙击射击玩法。Agent 以此为起点编写或 fork 玩法规则。",
3
+ "version": "1.0",
4
+ "gameplayType": "sniper_shot",
5
+ "entities": {
6
+ "scope": {
7
+ "type": "aim-overlay",
8
+ "description": "瞄准镜,覆盖在场景上的瞄准视图",
9
+ "fields": {
10
+ "position": { "type": "vec2", "description": "瞄准镜中心坐标(世界空间)" },
11
+ "driftOffset": { "type": "vec2", "description": "呼吸抖动叠加偏移量,周期性变化" },
12
+ "zoom": { "type": "number", "default": 4, "description": "当前放大倍数(2/4/8)" }
13
+ }
14
+ },
15
+ "targets": {
16
+ "type": "entity-list",
17
+ "description": "场景中的所有目标",
18
+ "item": {
19
+ "id": { "type": "string" },
20
+ "targetType": { "type": "enum", "values": ["enemy", "civilian"], "description": "敌人可击杀,平民误伤扣分" },
21
+ "position": { "type": "vec2" },
22
+ "radius": { "type": "number", "description": "命中判定圆半径(px)" },
23
+ "movementPattern": {
24
+ "type": "enum",
25
+ "values": ["static", "linear", "patrol", "random"],
26
+ "description": "运动模式"
27
+ },
28
+ "movementSpeed": { "type": "number", "default": 0 },
29
+ "patrolPoints": { "type": "vec2[]", "description": "巡逻路径点(patrol 模式)" },
30
+ "state": { "type": "enum", "values": ["alive", "dead"], "default": "alive" }
31
+ }
32
+ },
33
+ "wind": {
34
+ "type": "environmental",
35
+ "description": "风力,影响弹道偏移",
36
+ "fields": {
37
+ "direction": { "type": "number", "description": "风向角度(度,0=右,90=下)" },
38
+ "strength": { "type": "number", "description": "风力强度(0~1),影响弹道偏移量" }
39
+ }
40
+ },
41
+ "ammoCount": {
42
+ "type": "counter",
43
+ "initial": 10,
44
+ "description": "剩余子弹数(由 config 覆盖)"
45
+ },
46
+ "score": {
47
+ "type": "counter",
48
+ "initial": 0,
49
+ "description": "当前得分"
50
+ },
51
+ "friendlyFireCount": {
52
+ "type": "counter",
53
+ "initial": 0,
54
+ "description": "误伤平民次数"
55
+ }
56
+ },
57
+ "rules": {
58
+ "aim": {
59
+ "description": "玩家拖动屏幕,移动瞄准镜中心位置",
60
+ "input": "drag (dx, dy)",
61
+ "effect": "scope.position += (dx, dy),受边界钳制"
62
+ },
63
+ "breathe_cycle": {
64
+ "description": "瞄准镜随呼吸周期自动漂移,形成正弦曲线抖动",
65
+ "period": "breathCycleMs(默认 3000ms)",
66
+ "amplitude": { "base": 8, "zoomScale": "amplitude / zoom", "description": "放大倍数越高抖动越小" },
67
+ "formula": "driftOffset.x = sin(t/period * 2π) * amplitude; driftOffset.y = cos(t/period * 2π) * amplitude * 0.5"
68
+ },
69
+ "wind_correction": {
70
+ "description": "玩家需手动调整瞄准偏移来补偿风力",
71
+ "trajectoryOffset": "wind.strength * wind.direction_vector * 20px(基础偏移量)",
72
+ "note": "实际命中检测使用 scope.position + wind_trajectory_offset,玩家须预判"
73
+ },
74
+ "shoot": {
75
+ "description": "玩家点击屏幕发射子弹",
76
+ "steps": [
77
+ "1. ammoCount - 1",
78
+ "2. 计算有效瞄准位置 = scope.position + driftOffset + wind_trajectory_offset",
79
+ "3. 检测命中:遍历所有 alive 目标,判断有效瞄准位置是否在目标圆内",
80
+ "4a. 命中 enemy:target.state = dead,score += calculateScore(target)",
81
+ "4b. 命中 civilian:friendlyFireCount++,score -= 200,若 friendlyFireCount >= max 则 gameOver",
82
+ "4c. 未命中:无效果"
83
+ ]
84
+ },
85
+ "target_move": {
86
+ "description": "目标按运动模式移动",
87
+ "linear": "以固定速度向初始方向运动,碰壁反弹",
88
+ "patrol": "在 patrolPoints 之间来回巡逻",
89
+ "random": "每隔 1~3 秒随机改变方向"
90
+ },
91
+ "ammo_depletion": {
92
+ "description": "子弹耗尽时检查胜负条件"
93
+ }
94
+ },
95
+ "algorithm": {
96
+ "description": "主循环:aim → drift → shoot → check",
97
+ "steps": [
98
+ "1. 每帧:applyBreathDrift(deltaMs) 更新 scope.driftOffset",
99
+ "2. 每帧:updateTargets(deltaMs) 按运动模式移动目标",
100
+ "3. 玩家拖动:aimScope(dx, dy) 移动 scope.position",
101
+ "4. 玩家点击射击:shoot()",
102
+ " 4a. ammoCount - 1",
103
+ " 4b. hitDetection(effectiveScopePos)",
104
+ " 4c. 根据命中类型更新 score / friendlyFireCount / target.state",
105
+ "5. 检查胜负:",
106
+ " - Win: 所有 enemy targets 均为 dead",
107
+ " - Lose: ammoCount == 0 且仍有 alive enemy,或 friendlyFireCount >= maxFriendlyFireHits"
108
+ ]
109
+ },
110
+ "winCondition": {
111
+ "type": "all_enemies_eliminated",
112
+ "description": "在子弹耗尽前,将所有 enemy 类型目标射杀"
113
+ },
114
+ "loseCondition": {
115
+ "type": "ammo_exhausted_or_friendly_fire",
116
+ "description": "ammoCount == 0 且有 alive enemy,或累计误伤平民超过 maxFriendlyFireHits"
117
+ },
118
+ "testCases": [
119
+ {
120
+ "id": "tc_direct_hit_win",
121
+ "description": "直接命中:瞄准位置正好在唯一敌人圆内,射击后胜利",
122
+ "initialState": {
123
+ "scope": { "position": { "x": 200, "y": 150 }, "driftOffset": { "x": 0, "y": 0 }, "zoom": 4 },
124
+ "targets": [
125
+ { "id": "enemy_1", "targetType": "enemy", "position": { "x": 200, "y": 150 }, "radius": 20, "movementPattern": "static", "state": "alive" }
126
+ ],
127
+ "wind": { "direction": 0, "strength": 0 },
128
+ "ammoCount": 3,
129
+ "score": 0,
130
+ "friendlyFireCount": 0
131
+ },
132
+ "actions": [
133
+ { "type": "shoot" }
134
+ ],
135
+ "expectedState": {
136
+ "targets[0].state": "dead",
137
+ "ammoCount": 2,
138
+ "score": { "min": 100 },
139
+ "gameOver": false,
140
+ "win": true
141
+ }
142
+ },
143
+ {
144
+ "id": "tc_miss_ammo_depleted",
145
+ "description": "连续射失:子弹耗尽仍有存活敌人,游戏失败",
146
+ "initialState": {
147
+ "scope": { "position": { "x": 0, "y": 0 }, "driftOffset": { "x": 0, "y": 0 }, "zoom": 4 },
148
+ "targets": [
149
+ { "id": "enemy_1", "targetType": "enemy", "position": { "x": 300, "y": 300 }, "radius": 20, "movementPattern": "static", "state": "alive" }
150
+ ],
151
+ "wind": { "direction": 0, "strength": 0 },
152
+ "ammoCount": 1,
153
+ "score": 0,
154
+ "friendlyFireCount": 0
155
+ },
156
+ "actions": [
157
+ { "type": "shoot" }
158
+ ],
159
+ "expectedState": {
160
+ "targets[0].state": "alive",
161
+ "ammoCount": 0,
162
+ "win": false,
163
+ "gameOver": true
164
+ }
165
+ },
166
+ {
167
+ "id": "tc_civilian_hit_penalty",
168
+ "description": "误伤平民:命中平民扣分,friendlyFireCount 达上限后游戏失败",
169
+ "initialState": {
170
+ "scope": { "position": { "x": 150, "y": 150 }, "driftOffset": { "x": 0, "y": 0 }, "zoom": 4 },
171
+ "targets": [
172
+ { "id": "civilian_1", "targetType": "civilian", "position": { "x": 150, "y": 150 }, "radius": 20, "movementPattern": "static", "state": "alive" },
173
+ { "id": "enemy_1", "targetType": "enemy", "position": { "x": 400, "y": 400 }, "radius": 20, "movementPattern": "static", "state": "alive" }
174
+ ],
175
+ "wind": { "direction": 0, "strength": 0 },
176
+ "ammoCount": 5,
177
+ "score": 500,
178
+ "friendlyFireCount": 0,
179
+ "config": { "maxFriendlyFireHits": 1 }
180
+ },
181
+ "actions": [
182
+ { "type": "shoot" }
183
+ ],
184
+ "expectedState": {
185
+ "friendlyFireCount": 1,
186
+ "score": 300,
187
+ "win": false,
188
+ "gameOver": true
189
+ }
190
+ },
191
+ {
192
+ "id": "tc_breath_drift_applied",
193
+ "description": "呼吸抖动:经过半个呼吸周期后 driftOffset 不为零",
194
+ "initialState": {
195
+ "scope": { "position": { "x": 200, "y": 200 }, "driftOffset": { "x": 0, "y": 0 }, "zoom": 4 },
196
+ "targets": [],
197
+ "wind": { "direction": 0, "strength": 0 },
198
+ "ammoCount": 5,
199
+ "score": 0,
200
+ "friendlyFireCount": 0,
201
+ "breathTimer": 0
202
+ },
203
+ "actions": [
204
+ { "type": "tick", "deltaMs": 1500 }
205
+ ],
206
+ "expectedState": {
207
+ "scope.driftOffset.x": { "notEqual": 0 }
208
+ }
209
+ }
210
+ ]
211
+ }
@@ -0,0 +1,211 @@
1
+ /**
2
+ * sniper_shot.aigameplay — reducer 接口模板
3
+ *
4
+ * Agent 生成实际 reducer 时,必须导出以下函数。
5
+ * 此文件是接口约束模板,不是可执行代码。
6
+ *
7
+ * ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
8
+ * ⚠️ 重要:渲染层(GameScene)不应直接调用 dispatch()
9
+ *
10
+ * dispatch() 是一体化接口,内部跑完整个射击判定后只返回最终状态,
11
+ * 中间过程(瞄准位置、呼吸偏移、命中特效触发点)全部丢失。
12
+ *
13
+ * 渲染层需要分步动画(抖动更新 → 移动精灵 → 枪声+特效 → HUD 刷新),
14
+ * 因此必须使用下方的「分步函数」逐步驱动,每步之间播放对应动画。
15
+ *
16
+ * dispatch() 的用途:无头测试、AI 模拟、快速跳过动画等场景。
17
+ * ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
18
+ */
19
+
20
+ // ─── 配置类型 ─────────────────────────────────────────────────────────────────
21
+
22
+ export type SniperConfig = {
23
+ /** 场景宽度(px) */
24
+ sceneWidth: number;
25
+ /** 场景高度(px) */
26
+ sceneHeight: number;
27
+ /** 初始子弹数 */
28
+ initialAmmo: number;
29
+ /** 瞄准镜默认放大倍数 */
30
+ defaultZoom: number;
31
+ /** 呼吸周期(ms) */
32
+ breathCycleMs: number;
33
+ /** 呼吸抖动基础振幅(px,zoom=1 时) */
34
+ breathAmplitude: number;
35
+ /** 风力是否启用 */
36
+ windEnabled: boolean;
37
+ /** 最大误伤次数(超过则游戏失败) */
38
+ maxFriendlyFireHits: number;
39
+ /** 命中敌人基础得分 */
40
+ baseScorePerKill: number;
41
+ };
42
+
43
+ // ─── 动作类型 ─────────────────────────────────────────────────────────────────
44
+
45
+ export type SniperAction =
46
+ | { type: 'aim'; dx: number; dy: number }
47
+ | { type: 'shoot' }
48
+ | { type: 'tick'; deltaMs: number }
49
+ | { type: 'reset' };
50
+
51
+ // ─── 状态类型 ─────────────────────────────────────────────────────────────────
52
+
53
+ export type Vec2 = { x: number; y: number };
54
+
55
+ export type TargetType = 'enemy' | 'civilian';
56
+ export type TargetState = 'alive' | 'dead';
57
+ export type MovementPattern = 'static' | 'linear' | 'patrol' | 'random';
58
+
59
+ export type Target = {
60
+ id: string;
61
+ targetType: TargetType;
62
+ position: Vec2;
63
+ radius: number;
64
+ movementPattern: MovementPattern;
65
+ movementSpeed: number;
66
+ patrolPoints: Vec2[];
67
+ patrolIndex: number;
68
+ randomMoveTimer: number;
69
+ moveDirection: Vec2;
70
+ state: TargetState;
71
+ };
72
+
73
+ export type Wind = {
74
+ direction: number;
75
+ strength: number;
76
+ };
77
+
78
+ export type Scope = {
79
+ position: Vec2;
80
+ driftOffset: Vec2;
81
+ zoom: number;
82
+ };
83
+
84
+ export type SniperState = {
85
+ scope: Scope;
86
+ targets: Target[];
87
+ wind: Wind;
88
+ ammoCount: number;
89
+ score: number;
90
+ friendlyFireCount: number;
91
+ breathTimer: number;
92
+ gameOver: boolean;
93
+ win: boolean;
94
+ lastShotResult: ShootResult | null;
95
+ };
96
+
97
+ // ─── 分步操作返回类型 ─────────────────────────────────────────────────────────
98
+
99
+ export type HitResult = {
100
+ hit: boolean;
101
+ targetId: string | null;
102
+ targetType: TargetType | null;
103
+ };
104
+
105
+ export type ShootResult = {
106
+ hit: boolean;
107
+ targetId: string | null;
108
+ isCivilian: boolean;
109
+ scoreGained: number;
110
+ scoreLost: number;
111
+ effectiveScopePos: Vec2;
112
+ };
113
+
114
+ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
115
+ // 必须导出的函数
116
+ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
117
+
118
+ // ─── 初始化 ──────────────────────────────────────────────────────────────────
119
+
120
+ /**
121
+ * init:根据配置初始化游戏状态
122
+ */
123
+ export declare function init(config: SniperConfig, targets: Target[], wind?: Wind): SniperState;
124
+
125
+ // ─── 一体化接口(测试/AI 模拟用) ───────────────────────────────────────────
126
+
127
+ /**
128
+ * dispatch:接收动作,返回新状态(纯函数,不得修改原 state)
129
+ * - aim:移动瞄准镜位置
130
+ * - shoot:发射子弹,包含命中检测、计分、胜负判定(一步到位)
131
+ * - tick:更新物理(呼吸抖动、目标移动)
132
+ * - reset:重置到初始状态
133
+ *
134
+ * ⚠️ 仅用于无头测试和 AI 模拟。渲染层请使用下方分步函数。
135
+ */
136
+ export declare function dispatch(state: SniperState, action: SniperAction): SniperState;
137
+
138
+ /**
139
+ * getState:返回当前状态快照
140
+ */
141
+ export declare function getState(state: SniperState): SniperState;
142
+
143
+ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
144
+ // 分步函数(渲染层/场景层必须使用这些函数驱动动画)
145
+ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
146
+
147
+ /**
148
+ * aimScope:玩家拖动屏幕,移动瞄准镜中心位置
149
+ * 返回更新后的 scope position(已钳制在场景边界内)
150
+ *
151
+ * 场景层根据返回值移动瞄准镜 overlay Sprite/Container 的位置。
152
+ */
153
+ export declare function aimScope(
154
+ state: SniperState,
155
+ dx: number,
156
+ dy: number,
157
+ ): { scopePos: Vec2 };
158
+
159
+ /**
160
+ * applyBreathDrift:更新呼吸抖动偏移
161
+ * 基于正弦函数,每帧调用,deltaMs 为帧时长
162
+ *
163
+ * 场景层将 driftOffset 叠加到瞄准镜显示位置(但不修改 scope.position)。
164
+ * driftOffset 随 zoom 增大而减小(放大镜稳定瞄准)。
165
+ */
166
+ export declare function applyBreathDrift(
167
+ state: SniperState,
168
+ deltaMs: number,
169
+ ): { driftOffset: Vec2 };
170
+
171
+ /**
172
+ * shoot:执行射击
173
+ * 内部调用 hitDetection,根据结果更新 ammoCount / score / target.state / friendlyFireCount
174
+ *
175
+ * 场景层根据返回值:
176
+ * - 播放枪声音效
177
+ * - 若 hit=true 且非平民:播放命中特效
178
+ * - 若 hit=true 且平民:播放误伤警告
179
+ * - 更新 HUD(弹药数、得分)
180
+ */
181
+ export declare function shoot(state: SniperState): ShootResult;
182
+
183
+ /**
184
+ * hitDetection:判断有效瞄准位置是否命中任何目标
185
+ * 有效瞄准位置 = scope.position + scope.driftOffset + wind_trajectory_offset
186
+ */
187
+ export declare function hitDetection(
188
+ state: SniperState,
189
+ scopePos: Vec2,
190
+ ): HitResult;
191
+
192
+ /**
193
+ * updateTargets:按运动模式更新所有目标位置
194
+ * 每帧调用,deltaMs 为帧时长
195
+ *
196
+ * 场景层根据返回的 targets 数组更新每个目标精灵的位置。
197
+ */
198
+ export declare function updateTargets(
199
+ state: SniperState,
200
+ deltaMs: number,
201
+ ): Target[];
202
+
203
+ /**
204
+ * calculateScore:计算命中该类型目标所得的分数
205
+ * - enemy:baseScorePerKill(可加距离/难度系数)
206
+ * - civilian:负分(-200)
207
+ */
208
+ export declare function calculateScore(
209
+ hit: boolean,
210
+ target: Target,
211
+ ): number;
@@ -0,0 +1,101 @@
1
+ ---
2
+ name: solitaire.aigameplay
3
+ description: Klondike 纸牌接龙核心玩法封包 - 标准 7 列牌堆、翻牌堆、4 个花色目标堆的 PGS 实现
4
+ triggers: 纸牌,solitaire,接龙,klondike,扑克,poker,cards,牌堆,tableau,foundation,stock,waste,翻牌,移牌
5
+ ---
6
+
7
+ # solitaire.aigameplay
8
+
9
+ Klondike 纸牌接龙核心玩法封包。实现标准 Klondike 单人纸牌接龙的 PGS (PlayCraft Gameplay Schema, 玩法定义规范) JSON 和 reducer。7 列牌堆(交替颜色降序叠放)+ 翻牌堆 + 4 个花色目标堆(A→K),将所有牌移到目标堆则胜利。
10
+
11
+ ## Recipe
12
+
13
+ - **玩法类型**:solitaire(Klondike 纸牌接龙)
14
+ - **参考文件**:
15
+ - `ref/pgs-schema.json`:PGS 规则骨架(entities、rules、algorithm、testCases)
16
+ - `ref/reducer.template.ts`:reducer 接口约束模板
17
+ - **核心规则**:
18
+ - `tableauColumns`: 7(7 列牌堆,第 i 列初始有 i 张牌,最上面翻开)
19
+ - `foundationPiles`: 4(4 个花色目标堆:♠♥♦♣)
20
+ - `drawCount`: 1(翻牌堆每次翻 1 张)
21
+ - `stockRecycleLimit`: -1(-1 表示无限次循环翻牌堆)
22
+ - **移牌规则**:
23
+ - `move_to_tableau`:目标列顶牌 face_up,且颜色交替(红↔黑),数值恰好比移动牌大 1
24
+ - `move_to_foundation`:目标堆同花色,数值比当前堆顶大 1(空堆只接受 A)
25
+ - 空列(tableau)只接受 K 作为起始牌
26
+ - **PGS Agent 操作流程**:
27
+ 1. 读取 `ref/pgs-schema.json` 作为规则骨架起点
28
+ 2. 读取 `ref/reducer.template.ts` 了解接口约束
29
+ 3. 实现 `reducer.ts`,导出所有必需函数
30
+ 4. 翻牌逻辑:移走 tableau 顶牌后,若新顶牌 face_down → 自动翻开
31
+ 5. 运行 `ref/pgs-schema.json` 中的所有 `testCases`,全部通过后才算完成
32
+ - **自动完成(auto_complete)**:
33
+ - 当所有牌都已翻面(face_up)时,可启用自动完成
34
+ - 自动将可移到目标堆的牌逐一移入
35
+ - **可 fork 变体**:
36
+ - Spider Solitaire:2副牌,8列,可同色叠放
37
+ - FreeCell:4个自由格,不同叠牌规则
38
+ - 计时/计分模式:添加时间奖励分、撤销惩罚
39
+
40
+ ## Result
41
+
42
+ - **产物文件**:`reducer.ts`
43
+ - **格式**:TypeScript,导出 `init(config)`、`dispatch(action)`、`getState()` + 分步函数接口
44
+ - **验证**:所有 testCases 必须通过
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+
46
+ ## 渲染集成(⚠️ 场景层必读)
47
+
48
+ ### 设计原则:逻辑校验先行,动画后置
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+
50
+ ```ts
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+ // ✅ 正确做法:先验证合法性,再播放动画
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+ // Step 1: 玩家拖动一组牌到目标列
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+ const targetCol = getDropTargetColumn(dragPos);
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+ const movingCards = state.tableau[fromCol].slice(-count);
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+
56
+ // Step 2: 验证是否合法
57
+ const canMove = canMoveToTableau(state, movingCards[0], targetCol);
58
+ if (!canMove) {
59
+ await playSnapbackAnimation(movingCards);
60
+ return;
61
+ }
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+
63
+ // Step 3: 执行移牌
64
+ const newState = moveCards(state, { zone: 'tableau', col: fromCol }, { zone: 'tableau', col: targetCol }, count);
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+
66
+ // Step 4: 若源列有牌需要翻面
67
+ if (newState.lastFlipped) {
68
+ await playFlipAnimation(fromCol);
69
+ }
70
+
71
+ // Step 5: 检查是否可以自动完成
72
+ if (newState.allFaceUp) {
73
+ triggerAutoComplete(newState);
74
+ }
75
+ ```
76
+
77
+ ## Binding
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+
79
+ - **Binding Role**:`gameplayRule`
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+ - **挂载目标**:`game/gameplay/solitaire/reducer.ts`
81
+ - **引用类型**:`gameplay-module-reference`
82
+ - **接口契约**:`init(config)` / `dispatch(action)` / `getState()` / `canMoveToTableau()` / `canMoveToFoundation()` / `moveCards()` / `drawFromStock()` / `getValidMoves()`
83
+
84
+ ## Skill Definition
85
+
86
+ tools:
87
+ - bash
88
+ - write
89
+ - read
90
+ prompt_extension: |
91
+ You are implementing a Klondike Solitaire gameplay module following the PGS specification.
92
+ Write the PGS JSON with entities, rules, algorithm, and testCases.
93
+ Implement the reducer.ts with:
94
+ - init/dispatch/getState (一体化接口,用于测试)
95
+ - canMoveToTableau/canMoveToFoundation/moveCards/drawFromStock/getValidMoves (分步函数)
96
+ Card suits: 'S' (Spades♠), 'H' (Hearts♥), 'D' (Diamonds♦), 'C' (Clubs♣)
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+ Card colors: Spades+Clubs = black, Hearts+Diamonds = red
98
+ Tableau rule: alternating color, descending value (K=13, Q=12, J=11, A=1)
99
+ Foundation rule: same suit, ascending from A (1) to K (13)
100
+ After moving cards, auto-flip the new top card of source column if face_down.
101
+ Run the testCases to verify the logic before finalizing.