@putervision/behavior-mcp 0.1.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CONTRIBUTING.md +7 -0
- package/LICENSE +21 -0
- package/PROJECT_INSTRUCTIONS_TEMPLATE.md +9 -0
- package/README.md +94 -0
- package/SECURITY.md +11 -0
- package/dist/chunk-FXYS43D6.js +291 -0
- package/dist/chunk-FXYS43D6.js.map +1 -0
- package/dist/chunk-L2LJRSDU.js +608 -0
- package/dist/chunk-L2LJRSDU.js.map +1 -0
- package/dist/chunk-MXYFWAJG.js +1176 -0
- package/dist/chunk-MXYFWAJG.js.map +1 -0
- package/dist/chunk-NCJFRFRK.js +399 -0
- package/dist/chunk-NCJFRFRK.js.map +1 -0
- package/dist/chunk-QU5PNQP4.js +266 -0
- package/dist/chunk-QU5PNQP4.js.map +1 -0
- package/dist/cli.d.ts +1 -0
- package/dist/cli.js +169 -0
- package/dist/cli.js.map +1 -0
- package/dist/db-ZOU6XEDM.js +35 -0
- package/dist/db-ZOU6XEDM.js.map +1 -0
- package/dist/index.d.ts +2 -0
- package/dist/index.js +100 -0
- package/dist/index.js.map +1 -0
- package/dist/init-QMBHF4FZ.js +15 -0
- package/dist/init-QMBHF4FZ.js.map +1 -0
- package/dist/lib.d.ts +672 -0
- package/dist/lib.js +443 -0
- package/dist/lib.js.map +1 -0
- package/glama.json +44 -0
- package/manifest.json +26 -0
- package/package.json +133 -0
- package/server.json +42 -0
package/dist/lib.js
ADDED
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import {
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ActionRateLimiter,
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EmergencySafety,
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MetricsEngine,
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PolicyGate,
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SnapshotEngine,
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StuckDetector,
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WatchdogTimer,
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server
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} from "./chunk-MXYFWAJG.js";
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import {
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ExecutionEngine,
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TriggerRegistry
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} from "./chunk-FXYS43D6.js";
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import {
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BehaviorRegistry,
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computeEventHash,
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computeTreeHash,
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generateId,
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getCurrentIsoString,
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getElapsedTimeMs,
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logRuntimeEvent,
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parseIsoString,
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verifyEventChain
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} from "./chunk-QU5PNQP4.js";
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import {
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BehaviorRuntimeError,
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DatabaseError,
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ExecutionError,
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LOG_LEVELS,
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NotFoundError,
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SafetyError,
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ValidationError,
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closeAllDbs,
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closeDb,
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getBaseDir,
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getDb,
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getDbPath,
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getLogLevel,
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getProjectDbDir,
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getProjectSlug,
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getReadOnlyDb,
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getRegistry,
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getRegistryPath,
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logger,
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registerProject,
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resolveProjectRoot,
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sanitizeSlug,
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unregisterProject,
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validatePath
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} from "./chunk-L2LJRSDU.js";
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// src/schema/schemas.ts
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import { z } from "zod";
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var LoadBehaviorSchema = z.object({
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action: z.enum(["load", "unload", "swap"]),
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behavior_name: z.string(),
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behavior_version: z.number().optional(),
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parameters: z.record(z.any()).optional(),
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session_id: z.string().optional(),
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intention_id: z.string().optional(),
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client_request_id: z.string().optional(),
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project: z.string().optional()
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});
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var SetParametersSchema = z.object({
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action: z.enum(["set", "get", "reset"]),
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execution_id: z.string().optional(),
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parameters: z.record(z.any()).optional(),
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project: z.string().optional()
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});
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var GetStatusSchema = z.object({
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action: z.enum(["current", "history", "tree_state"]),
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execution_id: z.string().optional(),
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limit: z.number().optional(),
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project: z.string().optional()
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});
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var AbortBehaviorSchema = z.object({
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action: z.enum(["abort", "pause", "resume"]),
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execution_id: z.string().optional(),
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reason: z.string().optional(),
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project: z.string().optional()
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});
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var RegisterTriggerSchema = z.object({
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action: z.enum(["register", "list", "update", "remove", "enable", "disable"]),
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name: z.string().optional(),
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behavior_name: z.string().optional(),
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condition_type: z.string().optional(),
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condition_params: z.record(z.any()).optional(),
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priority: z.number().optional(),
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cooldown_ms: z.number().optional(),
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trigger_id: z.string().optional(),
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project: z.string().optional()
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});
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var ReplayRecordingSchema = z.object({
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action: z.enum(["start", "stop", "list", "capture", "delete"]),
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name: z.string().optional(),
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recording_id: z.string().optional(),
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frames: z.array(z.any()).optional(),
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project: z.string().optional()
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});
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var GetMetricsSchema = z.object({
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action: z.enum(["current", "history", "aggregate", "compare"]),
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execution_id: z.string().optional(),
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behavior_name: z.string().optional(),
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limit: z.number().optional(),
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project: z.string().optional()
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});
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var ManageBehaviorsSchema = z.object({
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action: z.enum(["register", "list", "get", "update", "delete", "export", "import"]),
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name: z.string().optional(),
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version: z.number().optional(),
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description: z.string().optional(),
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tree: z.any().optional(),
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tree_json: z.string().optional(),
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client_request_id: z.string().optional(),
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project: z.string().optional()
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});
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var ManageBlackboardSchema = z.object({
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action: z.enum(["get", "set", "clear", "dump"]),
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execution_id: z.string().optional(),
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key: z.string().optional(),
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value: z.any().optional(),
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blackboard: z.record(z.any()).optional(),
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project: z.string().optional()
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});
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var ManageRuntimeDbSchema = z.object({
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action: z.enum(["backup", "stats", "audit", "snapshot", "diff", "restore"]),
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name: z.string().optional(),
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description: z.string().optional(),
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project: z.string().optional()
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});
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// src/engine/browser/conditions.ts
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var ConditionRegistry = {
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timer_elapsed: (params, ctx) => {
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const threshold = params.threshold_ticks || 60;
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return ctx.tick >= threshold;
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},
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blackboard_check: (params, ctx) => {
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const key = params.key;
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const expected = params.expected;
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return ctx.blackboard[key] === expected;
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},
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proximity_check: (params, ctx) => {
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const dist = ctx.telemetry.target_distance ?? 999;
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const radius = params.radius ?? 10;
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return dist <= radius;
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}
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};
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// src/engine/browser/conditions-game.ts
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var GameConditionRegistry = {
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hp_below: (params, ctx) => {
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const hp = ctx.telemetry.hp ?? 100;
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const threshold = params.threshold ?? 30;
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return hp < threshold;
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},
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enemy_in_range: (params, ctx) => {
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const enemyDist = ctx.telemetry.enemy_distance ?? 999;
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const range = params.range ?? 15;
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return enemyDist <= range;
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},
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resource_above: (params, ctx) => {
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const amount = ctx.blackboard.resource_count ?? 0;
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const capacity = params.capacity ?? 20;
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return amount >= capacity;
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}
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};
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// src/engine/browser/actions.ts
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var ActionRegistry = {
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move_to: (params, ctx) => {
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ctx.blackboard.current_destination = params.destination || [0, 0, 0];
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return { status: "SUCCESS", output: { destination: ctx.blackboard.current_destination } };
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},
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wait: (params, ctx) => {
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const ticks = params.ticks || 10;
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if (ctx.tick % ticks === 0) return { status: "SUCCESS" };
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return { status: "RUNNING" };
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},
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interact: (params, ctx) => {
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ctx.blackboard.last_interaction = params.target || "object";
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return { status: "SUCCESS", output: { interacted_with: ctx.blackboard.last_interaction } };
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},
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log: (params, ctx) => {
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return { status: "SUCCESS", output: { message: params.message || "Log action executed" } };
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},
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cast_spell: (params, ctx) => {
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ctx.blackboard.last_spell = params.spell || "default_spell";
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return { status: "SUCCESS", output: { spell: ctx.blackboard.last_spell } };
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},
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swing_sword: (params, ctx) => {
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ctx.blackboard.last_combat_action = "swing_sword";
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return { status: "SUCCESS", output: { combat: "melee" } };
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},
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shoot_arrow: (params, ctx) => {
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ctx.blackboard.last_combat_action = "shoot_arrow";
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return { status: "SUCCESS", output: { combat: "ranged" } };
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},
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patrol_area: (params, ctx) => {
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ctx.blackboard.patrolling = true;
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return { status: "SUCCESS", output: { patrol: true } };
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},
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patrol: (params, ctx) => {
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ctx.blackboard.patrolling = true;
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return { status: "SUCCESS", output: { patrol: true } };
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}
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};
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// src/engine/browser/actions-game.ts
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var GameActionRegistry = {
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attack_nearest: (params, ctx) => {
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ctx.blackboard.last_attack_target = "nearest_enemy";
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return { status: "SUCCESS", output: { action: "attack", target: "nearest_enemy" } };
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},
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flee_to_safety: (params, ctx) => {
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ctx.blackboard.fleeing = true;
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return { status: "SUCCESS", output: { action: "flee", waypoint: "base" } };
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},
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gather: (params, ctx) => {
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const current = ctx.blackboard.resource_count || 0;
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ctx.blackboard.resource_count = current + 1;
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return { status: "SUCCESS", output: { resource_count: ctx.blackboard.resource_count } };
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},
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heal: (params, ctx) => {
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ctx.blackboard.healing = true;
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return { status: "SUCCESS", output: { action: "use_potion" } };
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}
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};
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// src/engine/browser/executor-bundle.ts
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var BehaviorTreeEvaluator = class {
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tree;
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blackboard;
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tickCount = 0;
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constructor(tree, initialBlackboard = {}) {
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this.tree = tree;
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this.blackboard = { ...initialBlackboard };
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}
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step(telemetry = {}) {
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this.tickCount++;
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const ctx = {
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blackboard: this.blackboard,
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telemetry,
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tick: this.tickCount
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};
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const res = this.evaluateNode(this.tree, "root", ctx);
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return {
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status: res.status,
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activePath: res.activePath,
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blackboard: this.blackboard
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};
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}
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evaluateNode(node, path, ctx) {
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switch (node.type) {
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case "sequence": {
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const children = node.children || [];
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for (let i = 0; i < children.length; i++) {
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const childPath = `${path}/seq_${i}_${children[i].type}`;
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const childRes = this.evaluateNode(children[i], childPath, ctx);
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if (childRes.status !== "SUCCESS") {
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return { status: childRes.status, activePath: childRes.activePath };
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}
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}
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return { status: "SUCCESS", activePath: path };
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}
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case "selector": {
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const children = node.children || [];
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for (let i = 0; i < children.length; i++) {
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const childPath = `${path}/sel_${i}_${children[i].type}`;
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const childRes = this.evaluateNode(children[i], childPath, ctx);
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if (childRes.status !== "FAILURE") {
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return { status: childRes.status, activePath: childRes.activePath };
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}
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}
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return { status: "FAILURE", activePath: path };
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}
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case "condition": {
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const condFn = ConditionRegistry[node.name || ""] || GameConditionRegistry[node.name || ""];
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const passed = condFn ? condFn(node.parameters || {}, ctx) : true;
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return { status: passed ? "SUCCESS" : "FAILURE", activePath: path };
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}
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case "action": {
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const actFn = ActionRegistry[node.name || ""] || GameActionRegistry[node.name || ""];
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const actRes = actFn ? actFn(node.parameters || {}, ctx) : { status: "SUCCESS" };
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return { status: actRes.status, activePath: path };
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}
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case "inverter": {
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if (!node.children || node.children.length === 0) return { status: "SUCCESS", activePath: path };
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const childRes = this.evaluateNode(node.children[0], `${path}/inv`, ctx);
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if (childRes.status === "SUCCESS") return { status: "FAILURE", activePath: childRes.activePath };
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if (childRes.status === "FAILURE") return { status: "SUCCESS", activePath: childRes.activePath };
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293
|
+
return childRes;
|
|
294
|
+
}
|
|
295
|
+
case "guard": {
|
|
296
|
+
if (node.guard) {
|
|
297
|
+
const guardRes = this.evaluateNode(node.guard, `${path}/guard_cond`, ctx);
|
|
298
|
+
if (guardRes.status !== "SUCCESS") {
|
|
299
|
+
return { status: "FAILURE", activePath: guardRes.activePath };
|
|
300
|
+
}
|
|
301
|
+
} else if (node.name) {
|
|
302
|
+
const condFn = ConditionRegistry[node.name] || GameConditionRegistry[node.name];
|
|
303
|
+
const passed = condFn ? condFn(node.parameters || {}, ctx) : true;
|
|
304
|
+
if (!passed) {
|
|
305
|
+
return { status: "FAILURE", activePath: `${path}/guard_cond` };
|
|
306
|
+
}
|
|
307
|
+
}
|
|
308
|
+
if (!node.children || node.children.length === 0) return { status: "SUCCESS", activePath: path };
|
|
309
|
+
return this.evaluateNode(node.children[0], `${path}/guard_child`, ctx);
|
|
310
|
+
}
|
|
311
|
+
case "timeout": {
|
|
312
|
+
const timeoutMs = node.timeout_ms || node.parameters?.timeout_ms || 5e3;
|
|
313
|
+
const currentElapsedMs = ctx.telemetry?.tick_duration_ms !== void 0 ? ctx.telemetry.tick_duration_ms : (ctx.tick || 1) * 16.6;
|
|
314
|
+
if (currentElapsedMs > timeoutMs) {
|
|
315
|
+
return { status: "FAILURE", activePath: `${path}/timeout_exceeded` };
|
|
316
|
+
}
|
|
317
|
+
if (!node.children || node.children.length === 0) return { status: "SUCCESS", activePath: path };
|
|
318
|
+
return this.evaluateNode(node.children[0], `${path}/timeout_child`, ctx);
|
|
319
|
+
}
|
|
320
|
+
default:
|
|
321
|
+
throw new Error(`Unknown behavior tree node type: "${node?.type}" at path "${path}". Fail-closed enforced.`);
|
|
322
|
+
}
|
|
323
|
+
}
|
|
324
|
+
};
|
|
325
|
+
|
|
326
|
+
// src/engine/browser/injector.ts
|
|
327
|
+
var BrowserInjector = class {
|
|
328
|
+
/**
|
|
329
|
+
* Generates the browser evaluation script injecting the ~60Hz Behavior Tree runtime,
|
|
330
|
+
* safety rate limiters, and the PuterVision Game Telemetry Bridge.
|
|
331
|
+
*/
|
|
332
|
+
static getInjectionScript(tree, allowlistOrigins = ["*"]) {
|
|
333
|
+
return `
|
|
334
|
+
(function() {
|
|
335
|
+
const allowed = ${JSON.stringify(allowlistOrigins)};
|
|
336
|
+
const origin = window.location.origin;
|
|
337
|
+
if (!allowed.includes('*') && !allowed.includes(origin)) {
|
|
338
|
+
console.warn('[BEHAVIOR_RUNTIME] Origin rejected: ' + origin);
|
|
339
|
+
return;
|
|
340
|
+
}
|
|
341
|
+
|
|
342
|
+
// Initialize PuterVision Global Runtime
|
|
343
|
+
window.__BEHAVIOR_RUNTIME__ = window.__BEHAVIOR_RUNTIME__ || {
|
|
344
|
+
enabled: true,
|
|
345
|
+
tickCount: 0,
|
|
346
|
+
currentStatus: 'idle',
|
|
347
|
+
activeNodePath: 'root',
|
|
348
|
+
blackboard: {},
|
|
349
|
+
tree: ${JSON.stringify(tree)},
|
|
350
|
+
};
|
|
351
|
+
|
|
352
|
+
// Initialize PuterVision Game Telemetry Bridge
|
|
353
|
+
window.__PUTERVISION_GAME_STATE__ = window.__PUTERVISION_GAME_STATE__ || {};
|
|
354
|
+
window.__PUTERVISION_TELEMETRY__ = {
|
|
355
|
+
update: function(telemetry) {
|
|
356
|
+
if (!telemetry || typeof telemetry !== 'object') return;
|
|
357
|
+
Object.assign(window.__PUTERVISION_GAME_STATE__, telemetry);
|
|
358
|
+
if (window.__BEHAVIOR_RUNTIME__ && window.__BEHAVIOR_RUNTIME__.blackboard) {
|
|
359
|
+
Object.assign(window.__BEHAVIOR_RUNTIME__.blackboard, telemetry);
|
|
360
|
+
}
|
|
361
|
+
},
|
|
362
|
+
get: function() {
|
|
363
|
+
return Object.assign({}, window.__PUTERVISION_GAME_STATE__);
|
|
364
|
+
},
|
|
365
|
+
clear: function() {
|
|
366
|
+
window.__PUTERVISION_GAME_STATE__ = {};
|
|
367
|
+
}
|
|
368
|
+
};
|
|
369
|
+
|
|
370
|
+
// Listen for standard custom telemetry events dispatched by web games
|
|
371
|
+
window.addEventListener('putervision:telemetry', function(evt) {
|
|
372
|
+
if (evt.detail && window.__PUTERVISION_TELEMETRY__) {
|
|
373
|
+
window.__PUTERVISION_TELEMETRY__.update(evt.detail);
|
|
374
|
+
}
|
|
375
|
+
});
|
|
376
|
+
|
|
377
|
+
console.log('[BEHAVIOR_RUNTIME] Injected behavior runtime & PuterVision telemetry bridge for tree: ' + '${tree.id || "root"}');
|
|
378
|
+
})();
|
|
379
|
+
`;
|
|
380
|
+
}
|
|
381
|
+
};
|
|
382
|
+
export {
|
|
383
|
+
AbortBehaviorSchema,
|
|
384
|
+
ActionRateLimiter,
|
|
385
|
+
ActionRegistry,
|
|
386
|
+
BehaviorRegistry,
|
|
387
|
+
BehaviorRuntimeError,
|
|
388
|
+
BehaviorTreeEvaluator,
|
|
389
|
+
BrowserInjector,
|
|
390
|
+
ConditionRegistry,
|
|
391
|
+
DatabaseError,
|
|
392
|
+
EmergencySafety,
|
|
393
|
+
ExecutionEngine,
|
|
394
|
+
ExecutionError,
|
|
395
|
+
GameActionRegistry,
|
|
396
|
+
GameConditionRegistry,
|
|
397
|
+
GetMetricsSchema,
|
|
398
|
+
GetStatusSchema,
|
|
399
|
+
LOG_LEVELS,
|
|
400
|
+
LoadBehaviorSchema,
|
|
401
|
+
ManageBehaviorsSchema,
|
|
402
|
+
ManageBlackboardSchema,
|
|
403
|
+
ManageRuntimeDbSchema,
|
|
404
|
+
MetricsEngine,
|
|
405
|
+
NotFoundError,
|
|
406
|
+
PolicyGate,
|
|
407
|
+
RegisterTriggerSchema,
|
|
408
|
+
ReplayRecordingSchema,
|
|
409
|
+
SafetyError,
|
|
410
|
+
SetParametersSchema,
|
|
411
|
+
SnapshotEngine,
|
|
412
|
+
StuckDetector,
|
|
413
|
+
TriggerRegistry,
|
|
414
|
+
ValidationError,
|
|
415
|
+
WatchdogTimer,
|
|
416
|
+
closeAllDbs,
|
|
417
|
+
closeDb,
|
|
418
|
+
computeEventHash,
|
|
419
|
+
computeTreeHash,
|
|
420
|
+
generateId,
|
|
421
|
+
getBaseDir,
|
|
422
|
+
getCurrentIsoString,
|
|
423
|
+
getDb,
|
|
424
|
+
getDbPath,
|
|
425
|
+
getElapsedTimeMs,
|
|
426
|
+
getLogLevel,
|
|
427
|
+
getProjectDbDir,
|
|
428
|
+
getProjectSlug,
|
|
429
|
+
getReadOnlyDb,
|
|
430
|
+
getRegistry,
|
|
431
|
+
getRegistryPath,
|
|
432
|
+
logRuntimeEvent,
|
|
433
|
+
logger,
|
|
434
|
+
parseIsoString,
|
|
435
|
+
registerProject,
|
|
436
|
+
resolveProjectRoot,
|
|
437
|
+
sanitizeSlug,
|
|
438
|
+
server,
|
|
439
|
+
unregisterProject,
|
|
440
|
+
validatePath,
|
|
441
|
+
verifyEventChain
|
|
442
|
+
};
|
|
443
|
+
//# sourceMappingURL=lib.js.map
|
package/dist/lib.js.map
ADDED
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"sources":["../src/schema/schemas.ts","../src/engine/browser/conditions.ts","../src/engine/browser/conditions-game.ts","../src/engine/browser/actions.ts","../src/engine/browser/actions-game.ts","../src/engine/browser/executor-bundle.ts","../src/engine/browser/injector.ts"],"sourcesContent":["import { z } from 'zod';\n\nexport const LoadBehaviorSchema = z.object({\n action: z.enum(['load', 'unload', 'swap']),\n behavior_name: z.string(),\n behavior_version: z.number().optional(),\n parameters: z.record(z.any()).optional(),\n session_id: z.string().optional(),\n intention_id: z.string().optional(),\n client_request_id: z.string().optional(),\n project: z.string().optional(),\n});\n\nexport const SetParametersSchema = z.object({\n action: z.enum(['set', 'get', 'reset']),\n execution_id: z.string().optional(),\n parameters: z.record(z.any()).optional(),\n project: z.string().optional(),\n});\n\nexport const GetStatusSchema = z.object({\n action: z.enum(['current', 'history', 'tree_state']),\n execution_id: z.string().optional(),\n limit: z.number().optional(),\n project: z.string().optional(),\n});\n\nexport const AbortBehaviorSchema = z.object({\n action: z.enum(['abort', 'pause', 'resume']),\n execution_id: z.string().optional(),\n reason: z.string().optional(),\n project: z.string().optional(),\n});\n\nexport const RegisterTriggerSchema = z.object({\n action: z.enum(['register', 'list', 'update', 'remove', 'enable', 'disable']),\n name: z.string().optional(),\n behavior_name: z.string().optional(),\n condition_type: z.string().optional(),\n condition_params: z.record(z.any()).optional(),\n priority: z.number().optional(),\n cooldown_ms: z.number().optional(),\n trigger_id: z.string().optional(),\n project: z.string().optional(),\n});\n\nexport const ReplayRecordingSchema = z.object({\n action: z.enum(['start', 'stop', 'list', 'capture', 'delete']),\n name: z.string().optional(),\n recording_id: z.string().optional(),\n frames: z.array(z.any()).optional(),\n project: z.string().optional(),\n});\n\nexport const GetMetricsSchema = z.object({\n action: z.enum(['current', 'history', 'aggregate', 'compare']),\n execution_id: z.string().optional(),\n behavior_name: z.string().optional(),\n limit: z.number().optional(),\n project: z.string().optional(),\n});\n\nexport const ManageBehaviorsSchema = z.object({\n action: z.enum(['register', 'list', 'get', 'update', 'delete', 'export', 'import']),\n name: z.string().optional(),\n version: z.number().optional(),\n description: z.string().optional(),\n tree: z.any().optional(),\n tree_json: z.string().optional(),\n client_request_id: z.string().optional(),\n project: z.string().optional(),\n});\n\nexport const ManageBlackboardSchema = z.object({\n action: z.enum(['get', 'set', 'clear', 'dump']),\n execution_id: z.string().optional(),\n key: z.string().optional(),\n value: z.any().optional(),\n blackboard: z.record(z.any()).optional(),\n project: z.string().optional(),\n});\n\nexport const ManageRuntimeDbSchema = z.object({\n action: z.enum(['backup', 'stats', 'audit', 'snapshot', 'diff', 'restore']),\n name: z.string().optional(),\n description: z.string().optional(),\n project: z.string().optional(),\n});\n","import { RuntimeContext } from './node-types.js';\n\nexport const ConditionRegistry: Record<\n string,\n (params: Record<string, unknown>, ctx: RuntimeContext) => boolean\n> = {\n timer_elapsed: (params, ctx) => {\n const threshold = (params.threshold_ticks as number) || 60;\n return ctx.tick >= threshold;\n },\n blackboard_check: (params, ctx) => {\n const key = params.key as string;\n const expected = params.expected;\n return ctx.blackboard[key] === expected;\n },\n proximity_check: (params, ctx) => {\n const dist = (ctx.telemetry.target_distance as number) ?? 999;\n const radius = (params.radius as number) ?? 10;\n return dist <= radius;\n },\n};\n","import { RuntimeContext } from './node-types.js';\n\nexport const GameConditionRegistry: Record<\n string,\n (params: Record<string, unknown>, ctx: RuntimeContext) => boolean\n> = {\n hp_below: (params, ctx) => {\n const hp = (ctx.telemetry.hp as number) ?? 100;\n const threshold = (params.threshold as number) ?? 30;\n return hp < threshold;\n },\n enemy_in_range: (params, ctx) => {\n const enemyDist = (ctx.telemetry.enemy_distance as number) ?? 999;\n const range = (params.range as number) ?? 15;\n return enemyDist <= range;\n },\n resource_above: (params, ctx) => {\n const amount = (ctx.blackboard.resource_count as number) ?? 0;\n const capacity = (params.capacity as number) ?? 20;\n return amount >= capacity;\n },\n};\n","import { RuntimeContext } from './node-types.js';\nimport { NodeStatus } from '../../schema/types.js';\n\nexport const ActionRegistry: Record<\n string,\n (params: Record<string, unknown>, ctx: RuntimeContext) => { status: NodeStatus; output?: Record<string, unknown> }\n> = {\n move_to: (params, ctx) => {\n ctx.blackboard.current_destination = params.destination || [0, 0, 0];\n return { status: 'SUCCESS', output: { destination: ctx.blackboard.current_destination } };\n },\n wait: (params, ctx) => {\n const ticks = (params.ticks as number) || 10;\n if (ctx.tick % ticks === 0) return { status: 'SUCCESS' };\n return { status: 'RUNNING' };\n },\n interact: (params, ctx) => {\n ctx.blackboard.last_interaction = params.target || 'object';\n return { status: 'SUCCESS', output: { interacted_with: ctx.blackboard.last_interaction } };\n },\n log: (params, ctx) => {\n return { status: 'SUCCESS', output: { message: params.message || 'Log action executed' } };\n },\n cast_spell: (params, ctx) => {\n ctx.blackboard.last_spell = params.spell || 'default_spell';\n return { status: 'SUCCESS', output: { spell: ctx.blackboard.last_spell } };\n },\n swing_sword: (params, ctx) => {\n ctx.blackboard.last_combat_action = 'swing_sword';\n return { status: 'SUCCESS', output: { combat: 'melee' } };\n },\n shoot_arrow: (params, ctx) => {\n ctx.blackboard.last_combat_action = 'shoot_arrow';\n return { status: 'SUCCESS', output: { combat: 'ranged' } };\n },\n patrol_area: (params, ctx) => {\n ctx.blackboard.patrolling = true;\n return { status: 'SUCCESS', output: { patrol: true } };\n },\n patrol: (params, ctx) => {\n ctx.blackboard.patrolling = true;\n return { status: 'SUCCESS', output: { patrol: true } };\n },\n};\n","import { RuntimeContext } from './node-types.js';\nimport { NodeStatus } from '../../schema/types.js';\n\nexport const GameActionRegistry: Record<\n string,\n (params: Record<string, unknown>, ctx: RuntimeContext) => { status: NodeStatus; output?: Record<string, unknown> }\n> = {\n attack_nearest: (params, ctx) => {\n ctx.blackboard.last_attack_target = 'nearest_enemy';\n return { status: 'SUCCESS', output: { action: 'attack', target: 'nearest_enemy' } };\n },\n flee_to_safety: (params, ctx) => {\n ctx.blackboard.fleeing = true;\n return { status: 'SUCCESS', output: { action: 'flee', waypoint: 'base' } };\n },\n gather: (params, ctx) => {\n const current = (ctx.blackboard.resource_count as number) || 0;\n ctx.blackboard.resource_count = current + 1;\n return { status: 'SUCCESS', output: { resource_count: ctx.blackboard.resource_count } };\n },\n heal: (params, ctx) => {\n ctx.blackboard.healing = true;\n return { status: 'SUCCESS', output: { action: 'use_potion' } };\n },\n};\n","import { BehaviorTreeNode, NodeStatus } from '../../schema/types.js';\nimport { ConditionRegistry } from './conditions.js';\nimport { GameConditionRegistry } from './conditions-game.js';\nimport { ActionRegistry } from './actions.js';\nimport { GameActionRegistry } from './actions-game.js';\n\nexport class BehaviorTreeEvaluator {\n private tree: BehaviorTreeNode;\n private blackboard: Record<string, unknown>;\n private tickCount: number = 0;\n\n constructor(tree: BehaviorTreeNode, initialBlackboard: Record<string, unknown> = {}) {\n this.tree = tree;\n this.blackboard = { ...initialBlackboard };\n }\n\n public step(telemetry: Record<string, unknown> = {}): { status: NodeStatus; activePath: string; blackboard: Record<string, unknown> } {\n this.tickCount++;\n const ctx = {\n blackboard: this.blackboard,\n telemetry,\n tick: this.tickCount,\n };\n\n const res = this.evaluateNode(this.tree, 'root', ctx);\n return {\n status: res.status,\n activePath: res.activePath,\n blackboard: this.blackboard,\n };\n }\n\n private evaluateNode(node: BehaviorTreeNode, path: string, ctx: any): { status: NodeStatus; activePath: string } {\n switch (node.type) {\n case 'sequence': {\n const children = node.children || [];\n for (let i = 0; i < children.length; i++) {\n const childPath = `${path}/seq_${i}_${children[i].type}`;\n const childRes = this.evaluateNode(children[i], childPath, ctx);\n if (childRes.status !== 'SUCCESS') {\n return { status: childRes.status, activePath: childRes.activePath };\n }\n }\n return { status: 'SUCCESS', activePath: path };\n }\n\n case 'selector': {\n const children = node.children || [];\n for (let i = 0; i < children.length; i++) {\n const childPath = `${path}/sel_${i}_${children[i].type}`;\n const childRes = this.evaluateNode(children[i], childPath, ctx);\n if (childRes.status !== 'FAILURE') {\n return { status: childRes.status, activePath: childRes.activePath };\n }\n }\n return { status: 'FAILURE', activePath: path };\n }\n\n case 'condition': {\n const condFn = ConditionRegistry[node.name || ''] || GameConditionRegistry[node.name || ''];\n const passed = condFn ? condFn(node.parameters || {}, ctx) : true;\n return { status: (passed ? 'SUCCESS' : 'FAILURE') as NodeStatus, activePath: path };\n }\n\n case 'action': {\n const actFn = ActionRegistry[node.name || ''] || GameActionRegistry[node.name || ''];\n const actRes = actFn ? actFn(node.parameters || {}, ctx) : { status: 'SUCCESS' as NodeStatus };\n return { status: actRes.status as NodeStatus, activePath: path };\n }\n\n case 'inverter': {\n if (!node.children || node.children.length === 0) return { status: 'SUCCESS', activePath: path };\n const childRes = this.evaluateNode(node.children[0], `${path}/inv`, ctx);\n if (childRes.status === 'SUCCESS') return { status: 'FAILURE', activePath: childRes.activePath };\n if (childRes.status === 'FAILURE') return { status: 'SUCCESS', activePath: childRes.activePath };\n return childRes;\n }\n\n case 'guard': {\n if (node.guard) {\n const guardRes = this.evaluateNode(node.guard, `${path}/guard_cond`, ctx);\n if (guardRes.status !== 'SUCCESS') {\n return { status: 'FAILURE', activePath: guardRes.activePath };\n }\n } else if (node.name) {\n const condFn = ConditionRegistry[node.name] || GameConditionRegistry[node.name];\n const passed = condFn ? condFn(node.parameters || {}, ctx) : true;\n if (!passed) {\n return { status: 'FAILURE', activePath: `${path}/guard_cond` };\n }\n }\n if (!node.children || node.children.length === 0) return { status: 'SUCCESS', activePath: path };\n return this.evaluateNode(node.children[0], `${path}/guard_child`, ctx);\n }\n\n case 'timeout': {\n const timeoutMs = node.timeout_ms || (node.parameters?.timeout_ms as number) || 5000;\n const currentElapsedMs =\n (ctx.telemetry?.tick_duration_ms as number) !== undefined\n ? (ctx.telemetry.tick_duration_ms as number)\n : (ctx.tick || 1) * 16.6;\n if (currentElapsedMs > timeoutMs) {\n return { status: 'FAILURE', activePath: `${path}/timeout_exceeded` };\n }\n if (!node.children || node.children.length === 0) return { status: 'SUCCESS', activePath: path };\n return this.evaluateNode(node.children[0], `${path}/timeout_child`, ctx);\n }\n\n default:\n throw new Error(`Unknown behavior tree node type: \"${(node as any)?.type}\" at path \"${path}\". Fail-closed enforced.`);\n }\n }\n}\n","import { BehaviorTreeNode } from '../../schema/types.js';\n\nexport interface GameTelemetryPayload {\n hp?: number;\n max_hp?: number;\n mana?: number;\n max_mana?: number;\n stamina?: number;\n position?: { x: number; y: number; z?: number };\n inventory_weight?: number;\n inventory?: Array<{ id: string; name: string; quantity: number }>;\n enemies_in_range?: number;\n target_id?: string;\n in_combat?: boolean;\n metadata?: Record<string, unknown>;\n}\n\nexport class BrowserInjector {\n /**\n * Generates the browser evaluation script injecting the ~60Hz Behavior Tree runtime,\n * safety rate limiters, and the PuterVision Game Telemetry Bridge.\n */\n static getInjectionScript(tree: BehaviorTreeNode, allowlistOrigins: string[] = ['*']): string {\n return `\n (function() {\n const allowed = ${JSON.stringify(allowlistOrigins)};\n const origin = window.location.origin;\n if (!allowed.includes('*') && !allowed.includes(origin)) {\n console.warn('[BEHAVIOR_RUNTIME] Origin rejected: ' + origin);\n return;\n }\n\n // Initialize PuterVision Global Runtime\n window.__BEHAVIOR_RUNTIME__ = window.__BEHAVIOR_RUNTIME__ || {\n enabled: true,\n tickCount: 0,\n currentStatus: 'idle',\n activeNodePath: 'root',\n blackboard: {},\n tree: ${JSON.stringify(tree)},\n };\n\n // Initialize PuterVision Game Telemetry Bridge\n window.__PUTERVISION_GAME_STATE__ = window.__PUTERVISION_GAME_STATE__ || {};\n window.__PUTERVISION_TELEMETRY__ = {\n update: function(telemetry) {\n if (!telemetry || typeof telemetry !== 'object') return;\n Object.assign(window.__PUTERVISION_GAME_STATE__, telemetry);\n if (window.__BEHAVIOR_RUNTIME__ && window.__BEHAVIOR_RUNTIME__.blackboard) {\n Object.assign(window.__BEHAVIOR_RUNTIME__.blackboard, telemetry);\n }\n },\n get: function() {\n return Object.assign({}, window.__PUTERVISION_GAME_STATE__);\n },\n clear: function() {\n window.__PUTERVISION_GAME_STATE__ = {};\n }\n };\n\n // Listen for standard custom telemetry events dispatched by web games\n window.addEventListener('putervision:telemetry', function(evt) {\n if (evt.detail && window.__PUTERVISION_TELEMETRY__) {\n window.__PUTERVISION_TELEMETRY__.update(evt.detail);\n }\n });\n\n console.log('[BEHAVIOR_RUNTIME] Injected behavior runtime & PuterVision telemetry bridge for tree: ' + '${tree.id || \"root\"}');\n })();\n `;\n 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|
package/glama.json
ADDED
|
@@ -0,0 +1,44 @@
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|
|
1
|
+
{
|
|
2
|
+
"$schema": "https://glama.ai/mcp/schemas/server.json",
|
|
3
|
+
"name": "behavior-mcp",
|
|
4
|
+
"title": "Behavior MCP",
|
|
5
|
+
"description": "In-browser ~60Hz behavior tree execution engine with reactive triggers and safety.",
|
|
6
|
+
"maintainers": [
|
|
7
|
+
"putervision"
|
|
8
|
+
],
|
|
9
|
+
"author": "PuterVision",
|
|
10
|
+
"license": "MIT",
|
|
11
|
+
"homepage": "https://putervision.com",
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|
12
|
+
"repository": "https://github.com/putervision/behavior-mcp",
|
|
13
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+
"categories": [
|
|
14
|
+
"developer-tools",
|
|
15
|
+
"ai-agents",
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|
16
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+
"behavior-trees",
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|
17
|
+
"automation"
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|
18
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+
],
|
|
19
|
+
"tags": [
|
|
20
|
+
"mcp",
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|
21
|
+
"model-context-protocol",
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|
22
|
+
"behavior-tree",
|
|
23
|
+
"behavior-mcp",
|
|
24
|
+
"60hz",
|
|
25
|
+
"in-browser-execution",
|
|
26
|
+
"playwright",
|
|
27
|
+
"game-ai",
|
|
28
|
+
"sqlite",
|
|
29
|
+
"cursor",
|
|
30
|
+
"claude-code"
|
|
31
|
+
],
|
|
32
|
+
"keywords": [
|
|
33
|
+
"behavior-tree",
|
|
34
|
+
"behavior-mcp",
|
|
35
|
+
"runtime",
|
|
36
|
+
"60hz",
|
|
37
|
+
"browser-automation",
|
|
38
|
+
"triggers",
|
|
39
|
+
"action-replay",
|
|
40
|
+
"putervision",
|
|
41
|
+
"ai-agents",
|
|
42
|
+
"mcp"
|
|
43
|
+
]
|
|
44
|
+
}
|
package/manifest.json
ADDED
|
@@ -0,0 +1,26 @@
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|
|
1
|
+
{
|
|
2
|
+
"manifest_version": "0.2",
|
|
3
|
+
"name": "@putervision/behavior-mcp",
|
|
4
|
+
"version": "0.1.1",
|
|
5
|
+
"description": "In-browser ~60Hz behavior tree execution engine with reactive triggers and safety.",
|
|
6
|
+
"author": {
|
|
7
|
+
"name": "PuterVision"
|
|
8
|
+
},
|
|
9
|
+
"homepage": "https://github.com/putervision/behavior-mcp#readme",
|
|
10
|
+
"server": {
|
|
11
|
+
"type": "node",
|
|
12
|
+
"entry_point": "./dist/index.js",
|
|
13
|
+
"mcp_config": {
|
|
14
|
+
"command": "node",
|
|
15
|
+
"args": [
|
|
16
|
+
"${__dirname}/./dist/index.js"
|
|
17
|
+
],
|
|
18
|
+
"env": {}
|
|
19
|
+
}
|
|
20
|
+
},
|
|
21
|
+
"license": "MIT",
|
|
22
|
+
"repository": {
|
|
23
|
+
"type": "git",
|
|
24
|
+
"url": "https://github.com/putervision/behavior-mcp.git"
|
|
25
|
+
}
|
|
26
|
+
}
|