maze-test 0.2.0 → 0.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.cjs CHANGED
@@ -25,15 +25,20 @@ __export(index_exports, {
25
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  cellKey: () => cellKey,
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  columnLabel: () => columnLabel,
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  decorateSolidCellMaze: () => decorateSolidCellMaze,
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+ defaultObjectCounts: () => defaultObjectCounts,
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+ emptyMaterialCounts: () => emptyMaterialCounts,
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+ emptyTreasureCounts: () => emptyTreasureCounts,
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  generateAnswer: () => generateAnswer,
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  generateQuestion: () => generateQuestion,
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  generateSolidCellMaze: () => generateSolidCellMaze,
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  generateTrial: () => generateTrial,
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  isFloor: () => isFloor,
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  letterNumberCoordinate: () => letterNumberCoordinate,
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+ mechanismPreset: () => mechanismPreset,
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  neighbors: () => neighbors,
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  packageName: () => packageName,
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  renderCharacterMaze: () => renderCharacterMaze,
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+ resolveMechanisms: () => resolveMechanisms,
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  resolveTrialOptions: () => resolveTrialOptions,
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  rowColumnCoordinate: () => rowColumnCoordinate,
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  sameCell: () => sameCell,
@@ -41,6 +46,7 @@ __export(index_exports, {
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  simulateTrial: () => simulateTrial,
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  stateKey: () => stateKey,
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  terrainAt: () => terrainAt,
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+ totalMaterialKeys: () => totalMaterialKeys,
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  validateSolidCellMaze: () => validateSolidCellMaze
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  });
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  module.exports = __toCommonJS(index_exports);
@@ -81,6 +87,122 @@ function neighbors(value, rows, cols) {
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  ].filter((item) => item.row >= 1 && item.row <= rows && item.col >= 1 && item.col <= cols);
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  }
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+ // src/mechanisms.ts
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+ var MATERIALS = ["copper", "silver", "gold"];
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+ var TREASURE_TYPES = ["treasure", "coin", "gem", "relic"];
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+ var POTION_KINDS = ["healing", "poison", "antidote", "haste", "slow"];
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+ function mechanismPreset(complexity) {
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+ if (complexity === "basic") {
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+ return {
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+ complexity,
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+ trapDamages: [1],
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+ potionKinds: ["healing"],
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+ keyMaterials: [],
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+ treasureTypes: ["treasure"],
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+ poisonDamage: 1,
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+ poisonDuration: 3,
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+ speedDuration: 4,
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+ movementTime: { normal: 1, fast: 1, slow: 1 }
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+ };
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+ }
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+ if (complexity === "intermediate") {
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+ return {
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+ complexity,
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+ trapDamages: [1, 2, 3],
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+ potionKinds: ["healing", "poison", "antidote"],
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+ keyMaterials: [],
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+ treasureTypes: ["coin", "gem", "relic"],
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+ poisonDamage: 1,
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+ poisonDuration: 3,
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+ speedDuration: 4,
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+ movementTime: { normal: 1, fast: 1, slow: 1 }
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+ };
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+ }
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+ return {
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+ complexity,
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+ trapDamages: [1, 2, 3],
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+ potionKinds: ["healing", "poison", "antidote", "haste", "slow"],
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+ keyMaterials: ["copper", "silver", "gold"],
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+ treasureTypes: ["coin", "gem", "relic"],
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+ poisonDamage: 1,
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+ poisonDuration: 3,
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+ speedDuration: 4,
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+ movementTime: { normal: 2, fast: 1, slow: 3 }
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+ };
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+ }
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+ function resolveMechanisms(options) {
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+ const complexity = options.complexity ?? "basic";
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+ if (!isComplexity(complexity)) throw new Error(`Unknown complexity: ${String(complexity)}`);
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+ const preset = mechanismPreset(complexity);
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+ const trapDamages = options.trapDamages ?? preset.trapDamages;
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+ const potionKinds = options.potionKinds ?? preset.potionKinds;
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+ const keyMaterials = options.keyMaterials ?? preset.keyMaterials;
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+ const treasureTypes = options.treasureTypes ?? preset.treasureTypes;
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+ validatePositiveList(trapDamages, "trapDamages");
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+ validateEnumList(potionKinds, POTION_KINDS, "potionKinds");
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+ validateEnumList(keyMaterials, MATERIALS, "keyMaterials", true);
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+ validateEnumList(treasureTypes, TREASURE_TYPES, "treasureTypes");
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+ if (complexity !== "advanced" && potionKinds.some((kind) => kind === "haste" || kind === "slow")) {
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+ throw new Error("Haste and slow potions require advanced complexity so their movement-time costs are defined.");
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+ }
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+ if (complexity === "advanced" && keyMaterials.length === 0) {
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+ throw new Error("Advanced complexity requires at least one key material.");
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+ }
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+ return {
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+ ...preset,
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+ trapDamages: [...trapDamages],
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+ potionKinds: [...potionKinds],
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+ keyMaterials: [...keyMaterials],
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+ treasureTypes: [...treasureTypes],
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+ poisonDamage: positiveInteger(options.poisonDamage ?? preset.poisonDamage, "poisonDamage"),
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+ poisonDuration: positiveInteger(
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+ options.poisonDuration ?? preset.poisonDuration,
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+ "poisonDuration"
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+ ),
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+ speedDuration: positiveInteger(options.speedDuration ?? preset.speedDuration, "speedDuration")
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+ };
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+ }
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+ function defaultObjectCounts(complexity) {
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+ if (complexity === "basic") return { doors: 1, chests: 2, traps: 2, potions: 2 };
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+ if (complexity === "intermediate") return { doors: 2, chests: 3, traps: 3, potions: 3 };
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+ return { doors: 3, chests: 3, traps: 3, potions: 5 };
169
+ }
170
+ function emptyMaterialCounts(values = {}) {
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+ return {
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+ copper: values.copper ?? 0,
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+ silver: values.silver ?? 0,
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+ gold: values.gold ?? 0
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+ };
176
+ }
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+ function emptyTreasureCounts(values = {}) {
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+ return {
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+ treasure: values.treasure ?? 0,
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+ coin: values.coin ?? 0,
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+ gem: values.gem ?? 0,
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+ relic: values.relic ?? 0
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+ };
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+ }
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+ function totalMaterialKeys(counts) {
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+ return counts.copper + counts.silver + counts.gold;
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+ }
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+ function isComplexity(value) {
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+ return value === "basic" || value === "intermediate" || value === "advanced";
190
+ }
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+ function positiveInteger(value, name) {
192
+ if (!Number.isInteger(value) || value < 1) throw new Error(`${name} must be a positive integer.`);
193
+ return value;
194
+ }
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+ function validatePositiveList(values, name) {
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+ if (values.length === 0) throw new Error(`${name} must not be empty.`);
197
+ for (const value of values) positiveInteger(value, name);
198
+ }
199
+ function validateEnumList(values, allowed, name, allowEmpty = false) {
200
+ if (!allowEmpty && values.length === 0) throw new Error(`${name} must not be empty.`);
201
+ for (const value of values) {
202
+ if (!allowed.includes(value)) throw new Error(`Unknown ${name} value: ${value}`);
203
+ }
204
+ }
205
+
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206
  // src/maze.ts
85
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  function generateSolidCellMaze(options = {}) {
86
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  const rows = oddDimension(options.rows ?? 15, "rows");
@@ -88,6 +210,7 @@ function generateSolidCellMaze(options = {}) {
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  const seed = integerOption(options.seed ?? 1, "seed", 0);
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  const requestedSeed = integerOption(options.requestedSeed ?? seed, "requestedSeed", 0);
90
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  const braid = numberOption(options.braid ?? 0, "braid", 0, 1);
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+ const mechanisms = options.mechanisms ?? mechanismPreset("basic");
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  const rng = mulberry32(seed);
92
215
  const grid = Array.from({ length: rows }, () => Array(cols).fill("#"));
93
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  const logicalCells = [];
@@ -121,7 +244,7 @@ function generateSolidCellMaze(options = {}) {
121
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  const first = farthestFloor(cell(2, 2), terrain).cell;
122
245
  const second = farthestFloor(first, terrain).cell;
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246
  const maze = {
124
- schemaVersion: "solid-cell-maze-v3@1",
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+ schemaVersion: "solid-cell-maze-v4@1",
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  id: options.id ?? `solid-maze-${rows}x${cols}-${requestedSeed}`,
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  seed,
127
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  requestedSeed,
@@ -133,6 +256,7 @@ function generateSolidCellMaze(options = {}) {
133
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  columns: "letters-left-to-right",
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  rows: "numbers-top-to-bottom"
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  },
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+ mechanisms: structuredClone(mechanisms),
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  terrain,
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  entry: first,
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  goal: second,
@@ -145,6 +269,8 @@ function generateSolidCellMaze(options = {}) {
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  }
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  function decorateSolidCellMaze(maze, options = {}) {
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  const result = structuredClone(maze);
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+ const mechanisms = options.mechanisms ?? maze.mechanisms ?? mechanismPreset("basic");
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+ result.mechanisms = structuredClone(mechanisms);
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  const decorationSeed = integerOption(options.seed ?? maze.seed + 71311, "decoration seed", 0);
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  const rng = mulberry32(decorationSeed);
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  const mainPath = shortestPath(result, result.entry, result.goal);
@@ -156,13 +282,23 @@ function decorateSolidCellMaze(maze, options = {}) {
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  );
157
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  const chestCount = integerOption(options.chestCount ?? 2, "chestCount", 0);
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  const trapCount = integerOption(options.trapCount ?? 2, "trapCount", 0);
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- const medicineCount = integerOption(options.medicineCount ?? 2, "medicineCount", 0);
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+ const potionCount = integerOption(
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+ options.potionCount ?? options.medicineCount ?? 2,
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+ "potionCount",
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+ 0
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+ );
160
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  const doorIndices = selectGatingDoorIndices(result, mainPath, doorCount);
161
291
  result.doors = doorIndices.map((index, doorIndex) => {
162
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  const position = mainPath[index];
163
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  if (!position) throw new Error(`No path cell exists at door index ${index}.`);
164
294
  occupied.add(cellKey(position));
165
- return { id: `door-${doorIndex + 1}`, position, state: "closed" };
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+ const material = cyclicValue(mechanisms.keyMaterials, doorIndex + decorationSeed);
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+ return {
297
+ id: `door-${doorIndex + 1}`,
298
+ position,
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+ state: "closed",
300
+ ...material ? { material } : {}
301
+ };
166
302
  });
167
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  const objects = [];
168
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  for (let index = 0; index < result.doors.length; index += 1) {
@@ -171,7 +307,13 @@ function decorateSolidCellMaze(maze, options = {}) {
171
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  const preferredIndex = Math.max(1, Math.floor(doorIndex * 0.55));
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308
  const position = freePathCellBefore(mainPath, preferredIndex, occupied);
173
309
  occupied.add(cellKey(position));
174
- const key = { id: `key-${index + 1}`, type: "key", position };
310
+ const door = result.doors[index];
311
+ const key = {
312
+ id: `key-${index + 1}`,
313
+ type: "key",
314
+ position,
315
+ ...door?.material ? { material: door.material } : {}
316
+ };
175
317
  objects.push(key);
176
318
  }
177
319
  const degrees = degreeMap(result);
@@ -184,11 +326,17 @@ function decorateSolidCellMaze(maze, options = {}) {
184
326
  for (let index = 0; index < chestCount; index += 1) {
185
327
  const position = takeFree(deadEnds, result, occupied, rng, "chest");
186
328
  occupied.add(cellKey(position));
329
+ const treasureType = cyclicValue(mechanisms.treasureTypes, index + decorationSeed);
330
+ if (!treasureType) throw new Error("At least one treasure type is required.");
331
+ const count = 1 + index % 3;
332
+ const lockMaterial = cyclicValue(mechanisms.keyMaterials, index + decorationSeed + 1);
187
333
  const chest = {
188
334
  id: `chest-${index + 1}`,
189
335
  type: "chest",
190
336
  position,
191
- treasures: 1 + index % 3
337
+ treasures: count,
338
+ contents: [{ type: treasureType, count }],
339
+ ...lockMaterial ? { lockMaterial } : {}
192
340
  };
193
341
  objects.push(chest);
194
342
  }
@@ -200,21 +348,36 @@ function decorateSolidCellMaze(maze, options = {}) {
200
348
  id: `trap-${index + 1}`,
201
349
  type: "trap",
202
350
  position,
203
- damage: 1
351
+ damage: mechanisms.trapDamages[index % mechanisms.trapDamages.length] ?? 1
204
352
  };
205
353
  objects.push(trap);
206
354
  }
207
- const medicineCandidates = shuffle(rng, floorCells(result));
208
- for (let index = 0; index < medicineCount; index += 1) {
209
- const position = takeFree(medicineCandidates, result, occupied, rng, "medicine");
355
+ const potionCandidates = shuffle(rng, floorCells(result));
356
+ for (let index = 0; index < potionCount; index += 1) {
357
+ const position = takeFree(potionCandidates, result, occupied, rng, "potion");
210
358
  occupied.add(cellKey(position));
211
- const medicine = {
212
- id: `medicine-${index + 1}`,
213
- type: "medicine",
359
+ if (mechanisms.complexity === "basic" && mechanisms.potionKinds.length === 1 && mechanisms.potionKinds[0] === "healing") {
360
+ const medicine = {
361
+ id: `medicine-${index + 1}`,
362
+ type: "medicine",
363
+ position,
364
+ recovery: 1
365
+ };
366
+ objects.push(medicine);
367
+ continue;
368
+ }
369
+ const kind = mechanisms.potionKinds[index % mechanisms.potionKinds.length];
370
+ if (!kind) throw new Error("At least one potion kind is required.");
371
+ const potion = {
372
+ id: `potion-${index + 1}`,
373
+ type: "potion",
214
374
  position,
215
- recovery: 1
375
+ kind,
376
+ ...kind === "healing" ? { potency: 1 + index % 2 } : {},
377
+ ...kind === "poison" ? { potency: mechanisms.poisonDamage, duration: mechanisms.poisonDuration } : {},
378
+ ...kind === "haste" || kind === "slow" ? { duration: mechanisms.speedDuration } : {}
216
379
  };
217
- objects.push(medicine);
380
+ objects.push(potion);
218
381
  }
219
382
  result.objects = objects;
220
383
  result.metrics = analyzeSolidCellMaze(result);
@@ -227,7 +390,8 @@ function analyzeSolidCellMaze(maze) {
227
390
  const distances = bfsDistances(maze.entry, graph);
228
391
  const degreeValues = [...graph.values()].map((items) => items.length);
229
392
  const edgeCount = degreeValues.reduce((sum, value) => sum + value, 0) / 2;
230
- const mainPath = shortestPath(maze, maze.entry, maze.goal);
393
+ const mainPath = shortestPathInGraph(graph, maze.entry, maze.goal);
394
+ const entryGoalSeparators = separatingCellKeys(graph, maze.entry, maze.goal);
231
395
  const objectCounts = {};
232
396
  for (const object of maze.objects ?? []) {
233
397
  objectCounts[object.type] = (objectCounts[object.type] ?? 0) + 1;
@@ -245,7 +409,7 @@ function analyzeSolidCellMaze(maze) {
245
409
  entryGoalDistance: mainPath.length > 0 ? mainPath.length - 1 : null,
246
410
  doorCount: maze.doors.length,
247
411
  gatingDoorCount: maze.doors.filter(
248
- (door) => shortestPath(maze, maze.entry, maze.goal, door.position).length === 0
412
+ (door) => entryGoalSeparators.has(cellKey(door.position))
249
413
  ).length,
250
414
  objectCounts
251
415
  };
@@ -306,6 +470,8 @@ function validateSolidCellMaze(maze) {
306
470
  if (!key) errors.push(`Missing a key for ${door.id}.`);
307
471
  else if (keyIndex === void 0 || doorIndex === void 0 || keyIndex >= doorIndex) {
308
472
  errors.push(`${key.id} is not before ${door.id} on the main path.`);
473
+ } else if (door.material !== (key.type === "key" ? key.material : void 0)) {
474
+ errors.push(`${key.id} does not match the material of ${door.id}.`);
309
475
  }
310
476
  }
311
477
  return { valid: errors.length === 0, errors, metrics };
@@ -313,6 +479,9 @@ function validateSolidCellMaze(maze) {
313
479
  function shortestPath(maze, start, goal, excludedCell = null) {
314
480
  if (excludedCell && (sameCell(start, excludedCell) || sameCell(goal, excludedCell))) return [];
315
481
  const graph = adjacency(maze, excludedCell);
482
+ return shortestPathInGraph(graph, start, goal);
483
+ }
484
+ function shortestPathInGraph(graph, start, goal) {
316
485
  const queue = [start];
317
486
  const parent = /* @__PURE__ */ new Map([[cellKey(start), null]]);
318
487
  const values = /* @__PURE__ */ new Map([[cellKey(start), start]]);
@@ -444,12 +613,14 @@ function degreeMap(maze) {
444
613
  }
445
614
  function selectGatingDoorIndices(maze, mainPath, count) {
446
615
  if (count === 0) return [];
447
- const degrees = degreeMap(maze);
616
+ const graph = adjacency(maze);
617
+ const separators = separatingCellKeys(graph, maze.entry, maze.goal);
448
618
  const candidates = [];
449
619
  for (let index = 3; index < mainPath.length - 3; index += 1) {
450
620
  const pathCell = mainPath[index];
451
- if (!pathCell || (degrees.get(cellKey(pathCell)) ?? 0) !== 2) continue;
452
- if (shortestPath(maze, maze.entry, maze.goal, pathCell).length === 0) candidates.push(index);
621
+ if (!pathCell) continue;
622
+ const key = cellKey(pathCell);
623
+ if ((graph.get(key)?.length ?? 0) === 2 && separators.has(key)) candidates.push(index);
453
624
  }
454
625
  if (candidates.length < count) {
455
626
  throw new Error(`Only ${candidates.length} non-bypassable path cells are available for ${count} doors.`);
@@ -468,6 +639,59 @@ function selectGatingDoorIndices(maze, mainPath, count) {
468
639
  if (selected.length !== count) throw new Error(`Could not space ${count} doors along the main path.`);
469
640
  return selected.sort((left, right) => left - right);
470
641
  }
642
+ function separatingCellKeys(graph, start, goal) {
643
+ const startKey = cellKey(start);
644
+ const goalKey = cellKey(goal);
645
+ if (!graph.has(startKey) || !graph.has(goalKey)) return /* @__PURE__ */ new Set();
646
+ const discovered = /* @__PURE__ */ new Map();
647
+ const low = /* @__PURE__ */ new Map();
648
+ const parent = /* @__PURE__ */ new Map([[startKey, null]]);
649
+ const stack = [
650
+ { key: startKey, nextNeighbor: 0 }
651
+ ];
652
+ let order = 1;
653
+ discovered.set(startKey, order);
654
+ low.set(startKey, order);
655
+ while (stack.length > 0) {
656
+ const frame = stack.at(-1);
657
+ if (!frame) break;
658
+ const adjacent = graph.get(frame.key) ?? [];
659
+ const next = adjacent[frame.nextNeighbor];
660
+ if (next) {
661
+ frame.nextNeighbor += 1;
662
+ const nextKey = cellKey(next);
663
+ if (!discovered.has(nextKey)) {
664
+ order += 1;
665
+ discovered.set(nextKey, order);
666
+ low.set(nextKey, order);
667
+ parent.set(nextKey, frame.key);
668
+ stack.push({ key: nextKey, nextNeighbor: 0 });
669
+ continue;
670
+ }
671
+ if (nextKey !== parent.get(frame.key)) {
672
+ low.set(frame.key, Math.min(low.get(frame.key) ?? order, discovered.get(nextKey) ?? order));
673
+ }
674
+ continue;
675
+ }
676
+ stack.pop();
677
+ const parentKey = parent.get(frame.key);
678
+ if (parentKey) {
679
+ low.set(parentKey, Math.min(low.get(parentKey) ?? order, low.get(frame.key) ?? order));
680
+ }
681
+ }
682
+ if (!discovered.has(goalKey)) return /* @__PURE__ */ new Set();
683
+ const separators = /* @__PURE__ */ new Set();
684
+ let childKey = goalKey;
685
+ while (childKey !== startKey) {
686
+ const parentKey = parent.get(childKey);
687
+ if (!parentKey) break;
688
+ if (parentKey !== startKey && (low.get(childKey) ?? Number.POSITIVE_INFINITY) >= (discovered.get(parentKey) ?? Number.NEGATIVE_INFINITY)) {
689
+ separators.add(parentKey);
690
+ }
691
+ childKey = parentKey;
692
+ }
693
+ return separators;
694
+ }
471
695
  function freePathCellBefore(mainPath, preferredIndex, occupied) {
472
696
  for (let distance = 0; distance < mainPath.length; distance += 1) {
473
697
  for (const index of [preferredIndex - distance, preferredIndex + distance]) {
@@ -543,6 +767,10 @@ function shuffle(rng, input) {
543
767
  }
544
768
  return values;
545
769
  }
770
+ function cyclicValue(values, index) {
771
+ if (values.length === 0) return void 0;
772
+ return values[(index % values.length + values.length) % values.length];
773
+ }
546
774
  function mulberry32(seed) {
547
775
  let value = seed >>> 0;
548
776
  return () => {
@@ -572,7 +800,7 @@ function emptyMetrics(rows, cols) {
572
800
  }
573
801
 
574
802
  // src/renderer.ts
575
- var SYMBOLS = { key: "K", chest: "B", trap: "T", medicine: "H" };
803
+ var SYMBOLS = { key: "K", chest: "B", trap: "T", medicine: "H", potion: "P" };
576
804
  function renderCharacterMaze(maze, language = "en") {
577
805
  const rowWidth = String(maze.rows).length;
578
806
  const prefix = " ".repeat(rowWidth + 1);
@@ -601,7 +829,7 @@ function renderCharacterMaze(maze, language = "en") {
601
829
  }
602
830
  lines.push("");
603
831
  lines.push(
604
- language === "zh" ? "\u56FE\u4F8B\uFF1A\u5B9E\u5FC3\u65B9\u5757\u4E3A\u5899\u683C\uFF1B\u7A7A\u767D\u4E3A\u901A\u8DEF\u683C\uFF1BS\u5165\u53E3\uFF1BG\u7EC8\u70B9\uFF1BD\u95E8\uFF1BK\u94A5\u5319\uFF1BB\u5B9D\u7BB1\uFF1BT\u9677\u9631\uFF1BH\u836F\u54C1\u623F\u3002\u5DE6\u4E0A\u89D2\u4E3AA1\u3002" : "Legend: solid blocks are walls; blank cells are passages; S entry; G goal; D door; K key; B chest; T trap; H medicine room. The top-left cell is A1."
832
+ language === "zh" ? "\u56FE\u4F8B\uFF1A\u5B9E\u5FC3\u65B9\u5757\u4E3A\u5899\u683C\uFF1B\u7A7A\u767D\u4E3A\u901A\u8DEF\u683C\uFF1BS\u5165\u53E3\uFF1BG\u7EC8\u70B9\uFF1BD\u95E8\uFF1BK\u94A5\u5319\uFF1BB\u5B9D\u7BB1\uFF1BT\u9677\u9631\uFF1BH\u836F\u54C1\u623F\uFF1BP\u836F\u6C34\u3002\u5DE6\u4E0A\u89D2\u4E3AA1\u3002" : "Legend: solid blocks are walls; blank cells are passages; S entry; G goal; D door; K key; B chest; T trap; H medicine room; P potion. The top-left cell is A1."
605
833
  );
606
834
  return `${lines.join("\n")}
607
835
  `;
@@ -615,40 +843,105 @@ function center(value, width) {
615
843
 
616
844
  // src/simulator.ts
617
845
  var DELTAS = {
618
- up: [-1, 0],
619
- down: [1, 0],
620
- left: [0, -1],
621
- right: [0, 1]
846
+ up: { row: -1, col: 0 },
847
+ down: { row: 1, col: 0 },
848
+ left: { row: 0, col: -1 },
849
+ right: { row: 0, col: 1 }
622
850
  };
623
851
  function simulateTrial(maze, actions, initial = {}) {
852
+ const mechanisms = maze.mechanisms ?? mechanismPreset("basic");
624
853
  const health = initial.health ?? 5;
625
854
  const state = {
626
855
  position: structuredClone(maze.entry),
627
856
  health,
628
857
  healthMax: initial.healthMax ?? health,
629
858
  keys: initial.keys ?? 0,
859
+ keysByMaterial: emptyMaterialCounts(initial.keysByMaterial),
630
860
  treasures: initial.treasures ?? 0,
861
+ treasuresByType: emptyTreasureCounts(initial.treasuresByType),
862
+ elapsedTime: initial.elapsedTime ?? 0,
863
+ speed: initial.speed ?? "normal",
864
+ speedRemaining: initial.speedRemaining ?? 0,
865
+ poisonDamage: initial.poisonDamage ?? 0,
866
+ poisonRemaining: initial.poisonRemaining ?? 0,
631
867
  alive: health > 0,
632
868
  reachedGoal: false,
633
869
  openedDoors: [],
634
870
  collectedKeys: [],
635
871
  openedChests: [],
636
872
  triggeredTraps: [],
637
- usedMedicines: []
873
+ usedMedicines: [],
874
+ usedPotions: []
638
875
  };
639
876
  const trace = [];
640
877
  for (let index = 0; index < actions.length; index += 1) {
641
878
  const direction = actions[index];
642
879
  if (!direction) continue;
643
- trace.push(executeStep(maze, state, direction, index + 1));
880
+ const before = cloneState(state);
881
+ const events = [];
882
+ if (!state.alive) {
883
+ trace.push({ step: index + 1, direction, before, moved: false, reason: "dead", events, after: cloneState(state) });
884
+ continue;
885
+ }
886
+ const context = {
887
+ speedAtStart: state.speed,
888
+ speedRemainingAtStart: state.speedRemaining,
889
+ poisonDamageAtStart: state.poisonDamage,
890
+ poisonRemainingAtStart: state.poisonRemaining,
891
+ speedReplaced: false,
892
+ poisonReplaced: false
893
+ };
894
+ const timeCost = mechanisms.movementTime[context.speedAtStart];
895
+ state.elapsedTime += timeCost;
896
+ const delta = DELTAS[direction];
897
+ const target = cell(state.position.row + delta.row, state.position.col + delta.col);
898
+ let moved = false;
899
+ let reason = null;
900
+ if (terrainAt(maze, target) !== ".") {
901
+ reason = "wall-or-outside";
902
+ } else {
903
+ const door = maze.doors.find((item) => cellKey(item.position) === cellKey(target));
904
+ if (door && !state.openedDoors.includes(door.id)) {
905
+ if (door.material) {
906
+ if (state.keysByMaterial[door.material] < 1) {
907
+ reason = "closed-door-without-matching-key";
908
+ } else {
909
+ state.keysByMaterial[door.material] -= 1;
910
+ state.openedDoors.push(door.id);
911
+ events.push({ type: "open-door", id: door.id, material: door.material, keyCost: 1, timeCost });
912
+ }
913
+ } else if (state.keys < 1) {
914
+ reason = "closed-door-without-key";
915
+ } else {
916
+ state.keys -= 1;
917
+ state.openedDoors.push(door.id);
918
+ events.push({ type: "open-door", id: door.id, keyCost: 1, timeCost });
919
+ }
920
+ }
921
+ if (!reason) {
922
+ state.position = target;
923
+ moved = true;
924
+ applyCellObjects(maze, state, events, context);
925
+ if (cellKey(state.position) === cellKey(maze.goal) && !state.reachedGoal) {
926
+ state.reachedGoal = true;
927
+ events.push({ type: "reach-goal" });
928
+ }
929
+ }
930
+ }
931
+ finishStatuses(state, events, context);
932
+ trace.push({ step: index + 1, direction, before, moved, reason, events, after: cloneState(state) });
644
933
  }
934
+ const blockedMoves = trace.filter((item) => !item.moved).length;
935
+ const blockedAfterDeath = trace.filter((item) => item.reason === "dead").length;
645
936
  return {
646
- state: structuredClone(state),
937
+ state,
647
938
  trace,
648
939
  answers: {
649
940
  finalPosition: letterNumberCoordinate(state.position),
650
- keys: state.keys,
941
+ keys: state.keys + totalMaterialKeys(state.keysByMaterial),
942
+ keysByMaterial: structuredClone(state.keysByMaterial),
651
943
  treasures: state.treasures,
944
+ treasuresByType: structuredClone(state.treasuresByType),
652
945
  health: state.health,
653
946
  alive: state.alive,
654
947
  reachedGoal: state.reachedGoal,
@@ -656,106 +949,158 @@ function simulateTrial(maze, actions, initial = {}) {
656
949
  openedChests: state.openedChests.length,
657
950
  triggeredTraps: state.triggeredTraps.length,
658
951
  usedMedicines: state.usedMedicines.length,
659
- blockedMoves: trace.filter((item) => !item.moved).length,
660
- blockedAfterDeath: trace.filter((item) => item.reason === "dead").length
952
+ usedPotions: state.usedPotions.length,
953
+ elapsedTime: state.elapsedTime,
954
+ finalSpeed: state.speed,
955
+ speedRemaining: state.speedRemaining,
956
+ poisonDamage: state.poisonDamage,
957
+ poisonRemaining: state.poisonRemaining,
958
+ blockedMoves,
959
+ blockedAfterDeath
661
960
  }
662
961
  };
663
962
  }
664
- function executeStep(maze, state, direction, step) {
665
- const before = structuredClone(state);
666
- const events = [];
667
- if (!state.alive) return record(step, direction, before, state, false, "dead", events);
668
- const [dr, dc] = DELTAS[direction];
669
- const target = cell(state.position.row + dr, state.position.col + dc);
670
- if (terrainAt(maze, target) !== ".") {
671
- return record(step, direction, before, state, false, "wall-or-outside", events);
672
- }
673
- const door = maze.doors.find((item) => sameCell(item.position, target));
674
- if (door && !state.openedDoors.includes(door.id)) {
675
- if (state.keys <= 0) {
676
- return record(
677
- step,
678
- direction,
679
- before,
680
- state,
681
- false,
682
- "closed-door-without-key",
683
- events
684
- );
685
- }
686
- state.keys -= 1;
687
- state.openedDoors.push(door.id);
688
- events.push({ type: "open-door", id: door.id, keyCost: 1 });
689
- }
690
- state.position = target;
691
- const object = maze.objects.find((item) => sameCell(item.position, target));
692
- if (object?.type === "key" && !state.collectedKeys.includes(object.id)) {
963
+ function applyCellObjects(maze, state, events, context) {
964
+ const object = maze.objects.find((item) => cellKey(item.position) === cellKey(state.position));
965
+ if (!object) return;
966
+ if (object.type === "key" && !state.collectedKeys.includes(object.id)) {
693
967
  state.collectedKeys.push(object.id);
694
- state.keys += 1;
695
- events.push({ type: "collect-key", id: object.id });
696
- }
697
- if (object?.type === "chest" && !state.openedChests.includes(object.id)) {
698
- if (state.keys > 0) {
699
- state.keys -= 1;
700
- state.openedChests.push(object.id);
701
- state.treasures += object.treasures;
968
+ if (object.material) state.keysByMaterial[object.material] += 1;
969
+ else state.keys += 1;
970
+ events.push({
971
+ type: "collect-key",
972
+ id: object.id,
973
+ ...object.material ? { material: object.material } : {}
974
+ });
975
+ return;
976
+ }
977
+ if (object.type === "chest" && !state.openedChests.includes(object.id)) {
978
+ let canOpen = false;
979
+ if (object.lockMaterial) {
980
+ canOpen = state.keysByMaterial[object.lockMaterial] > 0;
981
+ if (canOpen) state.keysByMaterial[object.lockMaterial] -= 1;
982
+ } else {
983
+ canOpen = state.keys > 0;
984
+ if (canOpen) state.keys -= 1;
985
+ }
986
+ if (!canOpen) {
702
987
  events.push({
703
- type: "open-chest",
988
+ type: "pass-closed-chest",
704
989
  id: object.id,
705
- keyCost: 1,
706
- treasures: object.treasures
990
+ ...object.lockMaterial ? { material: object.lockMaterial } : {}
707
991
  });
708
- } else {
709
- events.push({ type: "pass-closed-chest", id: object.id });
992
+ return;
993
+ }
994
+ state.openedChests.push(object.id);
995
+ const contents = object.contents?.length > 0 ? object.contents : [{ type: "treasure", count: object.treasures }];
996
+ for (const content of contents) {
997
+ state.treasures += content.count;
998
+ state.treasuresByType[content.type] += content.count;
710
999
  }
1000
+ events.push({
1001
+ type: "open-chest",
1002
+ id: object.id,
1003
+ ...object.lockMaterial ? { material: object.lockMaterial } : {},
1004
+ keyCost: 1,
1005
+ treasures: object.treasures,
1006
+ contents: structuredClone(contents)
1007
+ });
1008
+ return;
711
1009
  }
712
- if (object?.type === "trap" && !state.triggeredTraps.includes(object.id)) {
1010
+ if (object.type === "trap" && !state.triggeredTraps.includes(object.id)) {
713
1011
  state.triggeredTraps.push(object.id);
714
1012
  state.health = Math.max(0, state.health - object.damage);
715
1013
  events.push({ type: "trigger-trap", id: object.id, damage: object.damage });
1014
+ return;
716
1015
  }
717
- if (object?.type === "medicine" && !state.usedMedicines.includes(object.id)) {
1016
+ if (object.type === "medicine" && !state.usedMedicines.includes(object.id)) {
718
1017
  state.usedMedicines.push(object.id);
719
- const prior = state.health;
1018
+ const before = state.health;
720
1019
  state.health = Math.min(state.healthMax, state.health + object.recovery);
721
- events.push({ type: "use-medicine", id: object.id, recovery: state.health - prior });
1020
+ events.push({ type: "use-medicine", id: object.id, recovery: state.health - before });
1021
+ return;
1022
+ }
1023
+ if (object.type === "potion" && !state.usedPotions.includes(object.id)) {
1024
+ state.usedPotions.push(object.id);
1025
+ applyPotion(state, object, context);
1026
+ const recovery = object.kind === "healing" ? object.potency ?? 1 : void 0;
1027
+ const damage = object.kind === "poison" ? object.potency ?? maze.mechanisms.poisonDamage : void 0;
1028
+ events.push({
1029
+ type: "drink-potion",
1030
+ id: object.id,
1031
+ potionKind: object.kind,
1032
+ ...recovery === void 0 ? {} : { recovery },
1033
+ ...damage === void 0 ? {} : { damage },
1034
+ ...object.duration === void 0 ? {} : { duration: object.duration }
1035
+ });
1036
+ }
1037
+ }
1038
+ function applyPotion(state, potion, context) {
1039
+ if (potion.kind === "healing") {
1040
+ state.health = Math.min(state.healthMax, state.health + (potion.potency ?? 1));
1041
+ } else if (potion.kind === "poison") {
1042
+ state.poisonDamage = potion.potency ?? 1;
1043
+ state.poisonRemaining = potion.duration ?? 1;
1044
+ context.poisonReplaced = true;
1045
+ } else if (potion.kind === "antidote") {
1046
+ state.poisonDamage = 0;
1047
+ state.poisonRemaining = 0;
1048
+ context.poisonReplaced = true;
1049
+ } else if (potion.kind === "haste") {
1050
+ state.speed = "fast";
1051
+ state.speedRemaining = potion.duration ?? 1;
1052
+ context.speedReplaced = true;
1053
+ } else {
1054
+ state.speed = "slow";
1055
+ state.speedRemaining = potion.duration ?? 1;
1056
+ context.speedReplaced = true;
1057
+ }
1058
+ }
1059
+ function finishStatuses(state, events, context) {
1060
+ if (!context.poisonReplaced && context.poisonRemainingAtStart > 0) {
1061
+ state.health = Math.max(0, state.health - context.poisonDamageAtStart);
1062
+ state.poisonRemaining = context.poisonRemainingAtStart - 1;
1063
+ state.poisonDamage = state.poisonRemaining > 0 ? context.poisonDamageAtStart : 0;
1064
+ events.push({ type: "poison-tick", damage: context.poisonDamageAtStart });
1065
+ }
1066
+ if (!context.speedReplaced && context.speedRemainingAtStart > 0) {
1067
+ state.speedRemaining = context.speedRemainingAtStart - 1;
1068
+ if (state.speedRemaining === 0) {
1069
+ state.speed = "normal";
1070
+ events.push({ type: "speed-expired" });
1071
+ }
722
1072
  }
723
1073
  if (state.health <= 0 && state.alive) {
1074
+ state.health = 0;
724
1075
  state.alive = false;
725
1076
  events.push({ type: "die" });
726
1077
  }
727
- if (sameCell(state.position, maze.goal) && !state.reachedGoal) {
728
- state.reachedGoal = true;
729
- events.push({ type: "reach-goal" });
730
- }
731
- return record(step, direction, before, state, true, null, events);
732
1078
  }
733
- function record(step, direction, before, state, moved, reason, events) {
734
- return {
735
- step,
736
- direction,
737
- before,
738
- moved,
739
- reason,
740
- events,
741
- after: structuredClone(state)
742
- };
1079
+ function cloneState(state) {
1080
+ return structuredClone(state);
743
1081
  }
744
1082
  function stateKey(state) {
745
- return [
746
- cellKey(state.position),
747
- state.health,
748
- state.healthMax,
749
- state.keys,
750
- state.treasures,
751
- state.alive,
752
- state.reachedGoal,
753
- [...state.openedDoors].sort().join(","),
754
- [...state.collectedKeys].sort().join(","),
755
- [...state.openedChests].sort().join(","),
756
- [...state.triggeredTraps].sort().join(","),
757
- [...state.usedMedicines].sort().join(",")
758
- ].join("|");
1083
+ return JSON.stringify({
1084
+ position: state.position,
1085
+ health: state.health,
1086
+ keys: state.keys,
1087
+ keysByMaterial: state.keysByMaterial,
1088
+ treasures: state.treasures,
1089
+ treasuresByType: state.treasuresByType,
1090
+ elapsedTime: state.elapsedTime,
1091
+ speed: state.speed,
1092
+ speedRemaining: state.speedRemaining,
1093
+ poisonDamage: state.poisonDamage,
1094
+ poisonRemaining: state.poisonRemaining,
1095
+ alive: state.alive,
1096
+ reachedGoal: state.reachedGoal,
1097
+ openedDoors: state.openedDoors,
1098
+ collectedKeys: state.collectedKeys,
1099
+ openedChests: state.openedChests,
1100
+ triggeredTraps: state.triggeredTraps,
1101
+ usedMedicines: state.usedMedicines,
1102
+ usedPotions: state.usedPotions
1103
+ });
759
1104
  }
760
1105
 
761
1106
  // src/trial.ts
@@ -765,54 +1110,29 @@ var DIRECTIONS = {
765
1110
  left: { en: "left", zh: "\u5DE6" },
766
1111
  right: { en: "right", zh: "\u53F3" }
767
1112
  };
768
- var ENGLISH_RULES = [
769
- "The explorer can move only one cell at a time to an orthogonally adjacent cell. An instruction to move several cells is executed as that many consecutive one-cell moves.",
770
- "If the next cell is a wall or outside the map, the explorer stays in place, and the remaining actions continue.",
771
- "A closed door occupies a whole cell. To enter it, the explorer must spend one key; the door then stays open. Without a key, the explorer stays in place.",
772
- "The first time the explorer enters a cell containing a key, they collect it. A key cannot be collected twice.",
773
- "The first time the explorer enters a cell containing an unopened chest, one key is spent to open it if a key is available. Without a key, the explorer may pass through but does not open the chest.",
774
- "A trap removes one health point the first time it is entered and has no effect afterward.",
775
- "A medicine room restores one health point the first time it is entered, without exceeding maximum health, and has no effect afterward.",
776
- "When health reaches zero, the explorer dies. All remaining moves are still read but cannot change any state.",
777
- "Once the explorer enters the goal cell, reached-goal remains true even if the explorer later leaves it."
778
- ];
779
- var CHINESE_RULES = [
780
- "\u63A2\u9669\u8005\u6BCF\u6B21\u53EA\u80FD\u5411\u4E0A\u3001\u4E0B\u3001\u5DE6\u3001\u53F3\u76F8\u90BB\u7684\u4E00\u683C\u79FB\u52A8\uFF1B\u201C\u5411\u67D0\u65B9\u5411\u79FB\u52A8\u82E5\u5E72\u683C\u201D\u4F9D\u6B21\u6267\u884C\u76F8\u5E94\u6B21\u6570\u7684\u5355\u683C\u79FB\u52A8\u3002",
781
- "\u5982\u679C\u4E00\u6B21\u79FB\u52A8\u7684\u76EE\u6807\u662F\u5899\u683C\u6216\u8D85\u51FA\u5730\u56FE\uFF0C\u63A2\u9669\u8005\u505C\u5728\u539F\u5730\uFF0C\u4F46\u540E\u7EED\u884C\u52A8\u4ECD\u7136\u7EE7\u7EED\u3002",
782
- "\u95E8\u5360\u636E\u4E00\u4E2A\u5B8C\u6574\u683C\u5B50\u3002\u76EE\u6807\u683C\u662F\u5173\u95ED\u7684\u95E8\u65F6\uFF0C\u63A2\u9669\u8005\u82E5\u6301\u6709\u94A5\u5319\uFF0C\u5C31\u6D88\u8017\u4E00\u628A\u94A5\u5319\u3001\u6253\u5F00\u8BE5\u95E8\u5E76\u8FDB\u5165\u95E8\u683C\uFF1B\u6CA1\u6709\u94A5\u5319\u5219\u505C\u5728\u539F\u5730\u3002\u5DF2\u7ECF\u6253\u5F00\u7684\u95E8\u53EF\u4EE5\u76F4\u63A5\u8FDB\u5165\u3002",
783
- "\u63A2\u9669\u8005\u7B2C\u4E00\u6B21\u8FDB\u5165\u67D0\u628A\u94A5\u5319\u6240\u5728\u7684\u683C\u5B50\u65F6\u53D6\u5F97\u8BE5\u94A5\u5319\uFF0C\u94A5\u5319\u6570\u589E\u52A0\u4E00\uFF1B\u540C\u4E00\u628A\u94A5\u5319\u4E0D\u80FD\u91CD\u590D\u53D6\u5F97\u3002",
784
- "\u63A2\u9669\u8005\u7B2C\u4E00\u6B21\u8FDB\u5165\u5C1A\u672A\u6253\u5F00\u7684\u5B9D\u7BB1\u683C\u4E14\u6301\u6709\u94A5\u5319\u65F6\uFF0C\u6D88\u8017\u4E00\u628A\u94A5\u5319\u3001\u6253\u5F00\u5B9D\u7BB1\u5E76\u53D6\u5F97\u5176\u4E2D\u5168\u90E8\u5B9D\u7269\uFF1B\u6CA1\u6709\u94A5\u5319\u65F6\u53EF\u4EE5\u7ECF\u8FC7\u8BE5\u683C\uFF0C\u4F46\u4E0D\u80FD\u6253\u5F00\u5B9D\u7BB1\u3002",
785
- "\u63A2\u9669\u8005\u7B2C\u4E00\u6B21\u8FDB\u5165\u67D0\u4E2A\u9677\u9631\u683C\u65F6\u51CF\u5C11\u4E00\u70B9\u5065\u5EB7\u503C\uFF1B\u540C\u4E00\u9677\u9631\u4EE5\u540E\u4E0D\u518D\u751F\u6548\u3002",
786
- "\u4ECD\u7136\u5B58\u6D3B\u7684\u63A2\u9669\u8005\u7B2C\u4E00\u6B21\u8FDB\u5165\u67D0\u4E2A\u836F\u54C1\u623F\u65F6\u6062\u590D\u4E00\u70B9\u5065\u5EB7\u503C\uFF0C\u4F46\u4E0D\u5F97\u8D85\u8FC7\u5065\u5EB7\u4E0A\u9650\uFF1B\u540C\u4E00\u836F\u54C1\u623F\u4EE5\u540E\u4E0D\u518D\u751F\u6548\u3002",
787
- "\u5065\u5EB7\u503C\u964D\u4E3A\u96F6\u65F6\u63A2\u9669\u8005\u6B7B\u4EA1\u3002\u6B7B\u4EA1\u4EE5\u540E\uFF0C\u6240\u6709\u5C1A\u672A\u6267\u884C\u7684\u79FB\u52A8\u90FD\u4E0D\u518D\u6539\u53D8\u4EFB\u4F55\u72B6\u6001\u3002",
788
- "\u63A2\u9669\u8005\u4E00\u65E6\u8FDB\u5165\u7EC8\u70B9\u683C\uFF0C\u5C31\u628A\u201C\u66FE\u7ECF\u5230\u8FBE\u7EC8\u70B9\u201D\u8BB0\u5F55\u4E3A\u771F\uFF1B\u4EE5\u540E\u5373\u4F7F\u79BB\u5F00\u7EC8\u70B9\uFF0C\u8BE5\u8BB0\u5F55\u4ECD\u7136\u4FDD\u6301\u4E3A\u771F\u3002"
789
- ];
790
- var ENGLISH_QUESTIONS = [
791
- "Which cell is the explorer in after all actions are complete?",
792
- "How many keys does the explorer have at the end?",
793
- "How many treasures has the explorer collected at the end?",
794
- "How many health points does the explorer have at the end?",
795
- "Is the explorer alive at the end?",
796
- "Did the explorer ever reach the goal?",
797
- "How many doors were opened?",
798
- "How many chests were opened?",
799
- "How many traps were triggered?",
800
- "How many medicine rooms were used?",
801
- "How many individual moves did not change the explorer's position?"
802
- ];
803
- var CHINESE_QUESTIONS = [
804
- "\u5168\u90E8\u884C\u52A8\u7ED3\u675F\u540E\uFF0C\u63A2\u9669\u8005\u4F4D\u4E8E\u54EA\u4E00\u683C\uFF1F",
805
- "\u63A2\u9669\u8005\u6700\u540E\u6301\u6709\u51E0\u628A\u94A5\u5319\uFF1F",
806
- "\u63A2\u9669\u8005\u6700\u540E\u53D6\u5F97\u4E86\u51E0\u4EF6\u5B9D\u7269\uFF1F",
807
- "\u63A2\u9669\u8005\u6700\u540E\u8FD8\u5269\u51E0\u70B9\u5065\u5EB7\u503C\uFF1F",
808
- "\u63A2\u9669\u8005\u6700\u540E\u662F\u5426\u4ECD\u7136\u5B58\u6D3B\uFF1F",
809
- "\u884C\u52A8\u8FC7\u7A0B\u4E2D\uFF0C\u63A2\u9669\u8005\u662F\u5426\u66FE\u7ECF\u5230\u8FBE\u7EC8\u70B9\uFF1F",
810
- "\u884C\u52A8\u8FC7\u7A0B\u4E2D\u4E00\u5171\u6253\u5F00\u4E86\u51E0\u9053\u95E8\uFF1F",
811
- "\u884C\u52A8\u8FC7\u7A0B\u4E2D\u4E00\u5171\u6253\u5F00\u4E86\u51E0\u53EA\u5B9D\u7BB1\uFF1F",
812
- "\u884C\u52A8\u8FC7\u7A0B\u4E2D\u4E00\u5171\u89E6\u53D1\u4E86\u51E0\u4E2A\u9677\u9631\uFF1F",
813
- "\u884C\u52A8\u8FC7\u7A0B\u4E2D\u4E00\u5171\u4F7F\u7528\u4E86\u51E0\u4E2A\u836F\u54C1\u623F\uFF1F",
814
- "\u884C\u52A8\u8FC7\u7A0B\u4E2D\u5171\u6709\u591A\u5C11\u6B21\u79FB\u52A8\u6CA1\u6709\u6539\u53D8\u63A2\u9669\u8005\u7684\u4F4D\u7F6E\uFF1F"
815
- ];
1113
+ var MATERIAL_NAMES = {
1114
+ copper: { en: "copper", zh: "\u94DC" },
1115
+ silver: { en: "silver", zh: "\u94F6" },
1116
+ gold: { en: "gold", zh: "\u91D1" }
1117
+ };
1118
+ var TREASURE_NAMES = {
1119
+ treasure: { en: "treasure", zh: "\u5B9D\u7269" },
1120
+ coin: { en: "coin", zh: "\u94B1\u5E01" },
1121
+ gem: { en: "gem", zh: "\u5B9D\u77F3" },
1122
+ relic: { en: "relic", zh: "\u9057\u7269" }
1123
+ };
1124
+ var POTION_NAMES = {
1125
+ healing: { en: "healing potion", zh: "\u6CBB\u7597\u836F\u6C34" },
1126
+ poison: { en: "poison potion", zh: "\u6BD2\u836F" },
1127
+ antidote: { en: "antidote potion", zh: "\u89E3\u6BD2\u836F\u6C34" },
1128
+ haste: { en: "haste potion", zh: "\u52A0\u901F\u836F\u6C34" },
1129
+ slow: { en: "slow potion", zh: "\u51CF\u901F\u836F\u6C34" }
1130
+ };
1131
+ var SPEED_NAMES = {
1132
+ normal: { en: "normal", zh: "\u6B63\u5E38" },
1133
+ fast: { en: "fast", zh: "\u52A0\u901F" },
1134
+ slow: { en: "slow", zh: "\u51CF\u901F" }
1135
+ };
816
1136
  function generateTrial(options = {}) {
817
1137
  const resolved = resolveTrialOptions(options);
818
1138
  const maze = selectMaze(resolved);
@@ -821,21 +1141,19 @@ function generateTrial(options = {}) {
821
1141
  verifyScenario(resolved.scenario, result.answers, maze);
822
1142
  const sections = {
823
1143
  map: renderMapDescription(maze, plan.initialState, resolved.language, resolved.style),
824
- rules: renderRules(resolved.language),
1144
+ rules: renderRules(maze, resolved.language),
825
1145
  actions: renderActionDescription(plan.actions, resolved.language, resolved.style),
826
- questions: renderQuestions(resolved.language)
1146
+ questions: renderQuestions(maze, resolved.language)
827
1147
  };
828
- const question = renderQuestion(resolved, maze, sections);
829
- const answer = renderAnswer(resolved, maze, result.answers, plan.actions.length);
830
1148
  return {
831
- schemaVersion: "maze-test-trial@1",
1149
+ schemaVersion: "maze-test-trial@2",
832
1150
  options: resolved,
833
1151
  maze,
834
1152
  initialState: plan.initialState,
835
1153
  actions: plan.actions,
836
1154
  sections,
837
- question,
838
- answer,
1155
+ question: renderQuestion(resolved, maze, sections),
1156
+ answer: renderAnswer(resolved, maze, result.answers, plan.actions.length),
839
1157
  result
840
1158
  };
841
1159
  }
@@ -848,61 +1166,53 @@ function generateAnswer(options = {}) {
848
1166
  function resolveTrialOptions(options = {}) {
849
1167
  const scenario = options.scenario ?? "success";
850
1168
  const language = options.language ?? "en";
851
- if (!["success", "treasure-and-leave", "death-and-stop"].includes(scenario)) {
852
- throw new Error(`Unknown scenario: ${scenario}`);
853
- }
1169
+ if (!["success", "treasure-and-leave", "death-and-stop", "mechanism-tour"].includes(scenario)) throw new Error(`Unknown scenario: ${scenario}`);
854
1170
  if (language !== "en" && language !== "zh") throw new Error(`Unknown language: ${language}`);
1171
+ const mechanisms = resolveMechanisms(options);
1172
+ const defaults = defaultObjectCounts(mechanisms.complexity);
855
1173
  const resolved = {
856
1174
  seed: integer(options.seed ?? 1, "seed", 0),
857
1175
  rows: oddInteger(options.rows ?? 15, "rows", 7),
858
1176
  cols: oddInteger(options.cols ?? 15, "cols", 7),
859
1177
  braid: finiteNumber(options.braid ?? 0, "braid", 0, 1),
860
- doorCount: integer(options.doorCount ?? 1, "doorCount", 0),
861
- chestCount: integer(options.chestCount ?? 2, "chestCount", 0),
862
- trapCount: integer(options.trapCount ?? 2, "trapCount", 0),
863
- medicineCount: integer(options.medicineCount ?? 2, "medicineCount", 0),
1178
+ doorCount: integer(options.doorCount ?? defaults.doors, "doorCount", 0),
1179
+ chestCount: integer(options.chestCount ?? defaults.chests, "chestCount", 0),
1180
+ trapCount: integer(options.trapCount ?? defaults.traps, "trapCount", 0),
1181
+ potionCount: integer(options.potionCount ?? options.medicineCount ?? defaults.potions, "potionCount", 0),
1182
+ mechanisms,
864
1183
  scenario,
865
1184
  language,
866
1185
  style: integer(options.style ?? 0, "style", 0),
867
1186
  minDistance: integer(options.minDistance ?? 0, "minDistance", 0),
868
1187
  maxAttempts: integer(options.maxAttempts ?? 500, "maxAttempts", 1)
869
1188
  };
870
- if (scenario === "treasure-and-leave" && resolved.chestCount < 1) {
871
- throw new Error("The treasure-and-leave scenario requires at least one chest.");
872
- }
873
- if (scenario === "treasure-and-leave" && resolved.medicineCount < 1) {
874
- throw new Error("The treasure-and-leave scenario requires at least one medicine room.");
1189
+ validateScenarioOptions(resolved);
1190
+ return resolved;
1191
+ }
1192
+ function validateScenarioOptions(options) {
1193
+ if (options.scenario === "treasure-and-leave") {
1194
+ if (options.chestCount < 1) throw new Error("The treasure-and-leave scenario requires at least one chest.");
1195
+ if (!options.mechanisms.potionKinds.includes("healing")) throw new Error("The treasure-and-leave scenario requires healing in potionKinds.");
1196
+ if (options.potionCount < 1) throw new Error("The treasure-and-leave scenario requires at least one potion.");
875
1197
  }
876
- if (scenario === "death-and-stop" && resolved.trapCount < 1) {
877
- throw new Error("The death-and-stop scenario requires at least one trap.");
1198
+ if (options.scenario === "death-and-stop" && options.trapCount < 1) throw new Error("The death-and-stop scenario requires at least one trap.");
1199
+ if (options.scenario === "mechanism-tour") {
1200
+ if (options.trapCount < options.mechanisms.trapDamages.length) throw new Error("The mechanism-tour scenario needs at least one trap for every configured trap damage.");
1201
+ if (options.potionCount < options.mechanisms.potionKinds.length) throw new Error("The mechanism-tour scenario needs at least one potion for every configured potion kind.");
1202
+ if (options.chestCount < options.mechanisms.treasureTypes.length) throw new Error("The mechanism-tour scenario needs at least one chest for every configured treasure type.");
1203
+ if (options.doorCount < options.mechanisms.keyMaterials.length) throw new Error("The mechanism-tour scenario needs at least one door for every configured key material.");
878
1204
  }
879
- return resolved;
880
1205
  }
881
1206
  function selectMaze(options) {
882
1207
  let lastError = null;
883
1208
  for (let offset = 0; offset < options.maxAttempts; offset += 1) {
884
1209
  const effectiveSeed = options.seed + offset;
885
1210
  try {
886
- const base = generateSolidCellMaze({
887
- rows: options.rows,
888
- cols: options.cols,
889
- braid: options.braid,
890
- seed: effectiveSeed,
891
- requestedSeed: options.seed,
892
- id: `maze-test-${options.rows}x${options.cols}-${options.seed}`
893
- });
894
- const maze = decorateSolidCellMaze(base, {
895
- seed: effectiveSeed + 8e4,
896
- doorCount: options.doorCount,
897
- chestCount: options.chestCount,
898
- trapCount: options.trapCount,
899
- medicineCount: options.medicineCount
900
- });
1211
+ const base = generateSolidCellMaze({ rows: options.rows, cols: options.cols, braid: options.braid, seed: effectiveSeed, requestedSeed: options.seed, mechanisms: options.mechanisms, id: `maze-test-${options.rows}x${options.cols}-${options.seed}` });
1212
+ const maze = decorateSolidCellMaze(base, { seed: effectiveSeed + 8e4, doorCount: options.doorCount, chestCount: options.chestCount, trapCount: options.trapCount, potionCount: options.potionCount, mechanisms: options.mechanisms });
901
1213
  const validation = validateSolidCellMaze(maze);
902
1214
  if (!validation.valid) throw new Error(validation.errors.join(" "));
903
- if ((validation.metrics?.entryGoalDistance ?? 0) < options.minDistance) {
904
- throw new Error(`The entry-goal distance is below ${options.minDistance}.`);
905
- }
1215
+ if ((validation.metrics?.entryGoalDistance ?? 0) < options.minDistance) throw new Error(`The entry-goal distance is below ${options.minDistance}.`);
906
1216
  const plan = buildScenarioPlan(maze, options.scenario);
907
1217
  const result = simulateTrial(maze, plan.actions, plan.initialState);
908
1218
  verifyScenario(options.scenario, result.answers, maze);
@@ -912,172 +1222,82 @@ function selectMaze(options) {
912
1222
  }
913
1223
  }
914
1224
  const detail = lastError instanceof Error ? ` Last error: ${lastError.message}` : "";
915
- throw new Error(
916
- `Could not generate a valid trial in ${options.maxAttempts} deterministic attempts.${detail}`
917
- );
1225
+ throw new Error(`Could not generate a valid trial in ${options.maxAttempts} deterministic attempts.${detail}`);
918
1226
  }
919
1227
  function buildScenarioPlan(maze, scenario) {
1228
+ const ample = ampleInitialState(maze);
920
1229
  if (scenario === "success") {
921
- return {
922
- initialState: { health: 5, healthMax: 5, keys: 0, treasures: 0 },
923
- actions: pathToActions(shortestPath(maze, maze.entry, maze.goal))
924
- };
1230
+ const damage = maze.objects.filter((item) => item.type === "trap").reduce((sum, item) => sum + item.damage, 0);
1231
+ const poisonBudget = maze.mechanisms.potionKinds.includes("poison") ? maze.mechanisms.poisonDamage * maze.mechanisms.poisonDuration : 0;
1232
+ const health = Math.max(5, damage + poisonBudget + 1);
1233
+ return { initialState: { health, healthMax: health, keys: 0, treasures: 0 }, actions: pathToActions(shortestPath(maze, maze.entry, maze.goal)) };
925
1234
  }
926
1235
  if (scenario === "treasure-and-leave") {
927
- const medicine = maze.objects.find((item) => item.type === "medicine");
1236
+ const healing = maze.objects.find((item) => item.type === "medicine" || item.type === "potion" && item.kind === "healing");
928
1237
  const chest = maze.objects.find((item) => item.type === "chest");
929
- if (!medicine || !chest) throw new Error("This scenario requires a medicine room and a chest.");
930
- const path1 = shortestPath(maze, maze.entry, medicine.position);
931
- const path2 = shortestPath(maze, medicine.position, chest.position);
932
- const path3 = shortestPath(maze, chest.position, maze.goal);
933
- const leavePath = [...path3].reverse().slice(0, Math.min(10, path3.length));
934
- let actions = [
935
- ...pathToActions(path1),
936
- ...pathToActions(path2),
937
- ...pathToActions(path3),
938
- ...pathToActions(leavePath)
939
- ];
940
- const initialState = {
941
- health: 3,
942
- healthMax: 5,
943
- keys: maze.doors.length + 2,
944
- treasures: 0
945
- };
946
- const beforeBump = simulateTrial(maze, actions, initialState);
947
- const bump = wallDirection(maze, beforeBump.state.position);
948
- if (bump) actions = [...actions, bump, bump];
1238
+ if (!healing || !chest) throw new Error("This scenario requires a healing object and a chest.");
1239
+ let actions = routeThrough(maze, [maze.entry, healing.position, chest.position, maze.goal]);
1240
+ const leavePath = shortestPath(maze, maze.goal, chest.position).slice(0, 10);
1241
+ actions.push(...pathToActions(leavePath));
1242
+ const initialState = { ...ample, health: 50, healthMax: 100 };
1243
+ const bump = wallDirection(maze, simulateTrial(maze, actions, initialState).state.position);
1244
+ if (bump) actions.push(bump, bump);
949
1245
  return { initialState, actions };
950
1246
  }
951
- const trap = maze.objects.find((item) => item.type === "trap");
952
- if (!trap) throw new Error("This scenario requires a trap.");
953
- const toTrap = shortestPath(maze, maze.entry, trap.position);
954
- const afterTrap = shortestPath(maze, trap.position, maze.goal).slice(0, 14);
955
- return {
956
- initialState: {
957
- health: 1,
958
- healthMax: 1,
959
- keys: maze.doors.length + 1,
960
- treasures: 0
961
- },
962
- actions: [...pathToActions(toTrap), ...pathToActions(afterTrap)]
963
- };
964
- }
965
- function verifyScenario(scenario, answers, maze) {
966
- if (scenario === "success" && (!answers.reachedGoal || !answers.alive || answers.finalPosition !== letterNumberCoordinate(maze.goal))) {
967
- throw new Error("The success scenario did not finish alive at the goal.");
968
- }
969
- if (scenario === "treasure-and-leave" && (!answers.reachedGoal || answers.finalPosition === letterNumberCoordinate(maze.goal) || answers.openedChests < 1 || answers.usedMedicines < 1 || answers.blockedMoves < 2)) {
970
- throw new Error("The treasure-and-leave scenario did not meet its invariants.");
1247
+ if (scenario === "death-and-stop") {
1248
+ const trap = maze.objects.find((item) => item.type === "trap");
1249
+ if (!trap) throw new Error("This scenario requires a trap.");
1250
+ const actions = [...pathToActions(shortestPath(maze, maze.entry, trap.position)), ...pathToActions(shortestPath(maze, trap.position, maze.goal).slice(0, 14))];
1251
+ for (let health = 1; health <= 200; health += 1) {
1252
+ const initialState = { ...ample, health, healthMax: health };
1253
+ const result = simulateTrial(maze, actions, initialState);
1254
+ if (result.trace.some((item) => item.events.some((event) => event.type === "trigger-trap" && event.id === trap.id) && item.events.some((event) => event.type === "die"))) return { initialState, actions };
1255
+ }
1256
+ throw new Error("Could not choose health that makes the death-and-stop scenario die on its target trap.");
971
1257
  }
972
- if (scenario === "death-and-stop" && (answers.alive || answers.blockedAfterDeath < 5)) {
973
- throw new Error("The death-and-stop scenario did not meet its invariants.");
1258
+ return { initialState: { ...ample, health: 1e3, healthMax: 1e3 }, actions: routeThrough(maze, [maze.entry, ...maze.objects.map((item) => item.position), maze.goal]) };
1259
+ }
1260
+ function ampleInitialState(maze) {
1261
+ const material = emptyMaterialCounts();
1262
+ for (const door of maze.doors) if (door.material) material[door.material] += 1;
1263
+ for (const object of maze.objects) if (object.type === "chest" && object.lockMaterial) material[object.lockMaterial] += 1;
1264
+ return { health: 100, healthMax: 100, keys: maze.doors.filter((door) => !door.material).length + maze.objects.filter((item) => item.type === "chest" && !item.lockMaterial).length, keysByMaterial: material, treasures: 0 };
1265
+ }
1266
+ function verifyScenario(scenario, a, maze) {
1267
+ if (scenario === "success" && (!a.reachedGoal || !a.alive || a.finalPosition !== letterNumberCoordinate(maze.goal))) throw new Error("The success scenario did not finish alive at the goal.");
1268
+ if (scenario === "treasure-and-leave" && (!a.reachedGoal || a.finalPosition === letterNumberCoordinate(maze.goal) || a.openedChests < 1 || a.usedMedicines + a.usedPotions < 1 || a.blockedMoves < 2)) throw new Error("The treasure-and-leave scenario did not meet its invariants.");
1269
+ if (scenario === "death-and-stop" && (a.alive || a.triggeredTraps < 1 || a.blockedAfterDeath < 5)) throw new Error("The death-and-stop scenario did not meet its invariants.");
1270
+ if (scenario === "mechanism-tour") {
1271
+ const count = (type) => maze.objects.filter((item) => item.type === type).length;
1272
+ if (!a.alive || !a.reachedGoal || a.openedDoors !== maze.doors.length || a.openedChests !== count("chest") || a.triggeredTraps !== count("trap") || a.usedPotions !== count("potion") || a.usedMedicines !== count("medicine")) throw new Error("The mechanism-tour scenario did not exercise every generated mechanism object.");
974
1273
  }
975
1274
  }
976
1275
  function renderQuestion(options, maze, sections) {
977
- const isZh = options.language === "zh";
978
- const title = isZh ? "\u8FF7\u5BAB\u8BD5\u9898" : "Maze Trial";
979
- const labels = isZh ? ["\u5730\u56FE\u63CF\u8FF0", "\u673A\u5236\u63CF\u8FF0", "\u884C\u52A8\u63CF\u8FF0", "\u95EE\u9898"] : ["Map", "Rules", "Actions", "Questions"];
980
- const seedLine = maze.seed === options.seed ? `${isZh ? "\u79CD\u5B50" : "Seed"}: ${options.seed}` : `${isZh ? "\u79CD\u5B50" : "Seed"}: ${options.seed} (${isZh ? "\u6709\u6548\u8FF7\u5BAB\u79CD\u5B50" : "effective maze seed"}: ${maze.seed})`;
981
- return [
982
- `# ${title}`,
983
- "",
984
- seedLine,
985
- "",
986
- `## 1. ${labels[0]}`,
987
- "",
988
- sections.map,
989
- "",
990
- `## 2. ${labels[1]}`,
991
- "",
992
- sections.rules,
993
- "",
994
- `## 3. ${labels[2]}`,
995
- "",
996
- sections.actions,
997
- "",
998
- `## 4. ${labels[3]}`,
999
- "",
1000
- sections.questions,
1001
- ""
1002
- ].join("\n");
1003
- }
1004
- function renderAnswer(options, maze, answers, actionCount) {
1005
1276
  const zh = options.language === "zh";
1006
- const rows = zh ? [
1007
- ["\u6700\u7EC8\u4F4D\u7F6E", answers.finalPosition],
1008
- ["\u6700\u7EC8\u94A5\u5319\u6570", answers.keys],
1009
- ["\u6700\u7EC8\u5B9D\u7269\u6570", answers.treasures],
1010
- ["\u6700\u7EC8\u5065\u5EB7\u503C", answers.health],
1011
- ["\u662F\u5426\u5B58\u6D3B", answers.alive ? "\u662F" : "\u5426"],
1012
- ["\u662F\u5426\u66FE\u5230\u8FBE\u7EC8\u70B9", answers.reachedGoal ? "\u662F" : "\u5426"],
1013
- ["\u6253\u5F00\u7684\u95E8", answers.openedDoors],
1014
- ["\u6253\u5F00\u7684\u5B9D\u7BB1", answers.openedChests],
1015
- ["\u89E6\u53D1\u7684\u9677\u9631", answers.triggeredTraps],
1016
- ["\u4F7F\u7528\u7684\u836F\u54C1\u623F", answers.usedMedicines],
1017
- ["\u672A\u6539\u53D8\u4F4D\u7F6E\u7684\u79FB\u52A8", answers.blockedMoves]
1018
- ] : [
1019
- ["Final position", answers.finalPosition],
1020
- ["Keys remaining", answers.keys],
1021
- ["Treasures collected", answers.treasures],
1022
- ["Health remaining", answers.health],
1023
- ["Alive", answers.alive ? "Yes" : "No"],
1024
- ["Ever reached the goal", answers.reachedGoal ? "Yes" : "No"],
1025
- ["Doors opened", answers.openedDoors],
1026
- ["Chests opened", answers.openedChests],
1027
- ["Traps triggered", answers.triggeredTraps],
1028
- ["Medicine rooms used", answers.usedMedicines],
1029
- ["Moves that did not change position", answers.blockedMoves]
1030
- ];
1031
- return [
1032
- `# ${zh ? "\u6807\u51C6\u7B54\u6848" : "Answer Key"}`,
1033
- "",
1034
- `${zh ? "\u79CD\u5B50" : "Seed"}: ${options.seed}`,
1035
- ...maze.seed === options.seed ? [] : [
1036
- `${zh ? "\u6709\u6548\u8FF7\u5BAB\u79CD\u5B50" : "Effective maze seed"}: ${maze.seed}`
1037
- ],
1038
- "",
1039
- `| ${zh ? "\u95EE\u9898" : "Item"} | ${zh ? "\u7B54\u6848" : "Answer"} |`,
1040
- "|---|---|",
1041
- ...rows.map(([label, value]) => `| ${label} | ${String(value)} |`),
1042
- "",
1043
- `${zh ? "\u539F\u5B50\u884C\u52A8\u6570" : "Atomic action count"}: ${actionCount}`,
1044
- ""
1045
- ].join("\n");
1277
+ const labels = zh ? ["\u5730\u56FE\u63CF\u8FF0", "\u673A\u5236\u63CF\u8FF0", "\u884C\u52A8\u63CF\u8FF0", "\u95EE\u9898"] : ["Map", "Rules", "Actions", "Questions"];
1278
+ const seedLine = maze.seed === options.seed ? `${zh ? "\u79CD\u5B50" : "Seed"}: ${options.seed}` : `${zh ? "\u79CD\u5B50" : "Seed"}: ${options.seed} (${zh ? "\u6709\u6548\u8FF7\u5BAB\u79CD\u5B50" : "effective maze seed"}: ${maze.seed})`;
1279
+ return [`# ${zh ? "\u8FF7\u5BAB\u8BD5\u9898" : "Maze Trial"}`, "", seedLine, `${zh ? "\u673A\u5236\u590D\u6742\u5EA6" : "Mechanism complexity"}: ${options.mechanisms.complexity}`, "", `## 1. ${labels[0]}`, "", sections.map, "", `## 2. ${labels[1]}`, "", sections.rules, "", `## 3. ${labels[2]}`, "", sections.actions, "", `## 4. ${labels[3]}`, "", sections.questions, ""].join("\n");
1280
+ }
1281
+ function renderAnswer(options, maze, a, actionCount) {
1282
+ const zh = options.language === "zh";
1283
+ const rows = zh ? [["\u6700\u7EC8\u4F4D\u7F6E", a.finalPosition], ["\u6700\u7EC8\u94A5\u5319\u603B\u6570", a.keys], ["\u6700\u7EC8\u5B9D\u7269\u603B\u6570", a.treasures], ["\u6700\u7EC8\u5065\u5EB7\u503C", a.health], ["\u662F\u5426\u5B58\u6D3B", a.alive ? "\u662F" : "\u5426"], ["\u662F\u5426\u66FE\u5230\u8FBE\u7EC8\u70B9", a.reachedGoal ? "\u662F" : "\u5426"], ["\u6253\u5F00\u7684\u95E8", a.openedDoors], ["\u6253\u5F00\u7684\u5B9D\u7BB1", a.openedChests], ["\u89E6\u53D1\u7684\u9677\u9631", a.triggeredTraps]] : [["Final position", a.finalPosition], ["Keys remaining in total", a.keys], ["Treasures collected in total", a.treasures], ["Health remaining", a.health], ["Alive", a.alive ? "Yes" : "No"], ["Ever reached the goal", a.reachedGoal ? "Yes" : "No"], ["Doors opened", a.openedDoors], ["Chests opened", a.openedChests], ["Traps triggered", a.triggeredTraps]];
1284
+ if (maze.objects.some((item) => item.type === "medicine")) rows.push([zh ? "\u4F7F\u7528\u7684\u836F\u54C1\u623F" : "Medicine rooms used", a.usedMedicines]);
1285
+ if (maze.objects.some((item) => item.type === "potion")) rows.push([zh ? "\u996E\u7528\u7684\u836F\u6C34" : "Potions drunk", a.usedPotions]);
1286
+ rows.push([zh ? "\u672A\u6539\u53D8\u4F4D\u7F6E\u7684\u539F\u5B50\u79FB\u52A8\u6307\u4EE4" : "Atomic movement instructions that did not change position", a.blockedMoves]);
1287
+ for (const material of maze.mechanisms.keyMaterials) rows.push([zh ? `\u5269\u4F59${MATERIAL_NAMES[material].zh}\u94A5\u5319` : `${capitalize(MATERIAL_NAMES[material].en)} keys remaining`, a.keysByMaterial[material]]);
1288
+ if (maze.mechanisms.treasureTypes.some((type) => type !== "treasure")) for (const type of maze.mechanisms.treasureTypes) rows.push([zh ? `${TREASURE_NAMES[type].zh}\u6570\u91CF` : `${capitalize(TREASURE_NAMES[type].en)}s collected`, a.treasuresByType[type]]);
1289
+ if (maze.mechanisms.complexity === "advanced") rows.push([zh ? "\u7D2F\u8BA1\u8017\u65F6\uFF08\u65F6\u95F4\u5355\u4F4D\uFF09" : "Elapsed time (time units)", a.elapsedTime], [zh ? "\u6700\u7EC8\u901F\u5EA6\u72B6\u6001" : "Final speed state", SPEED_NAMES[a.finalSpeed][zh ? "zh" : "en"]], [zh ? "\u901F\u5EA6\u6548\u679C\u5269\u4F59\u6307\u4EE4\u6570" : "Speed-effect instructions remaining", a.speedRemaining], [zh ? "\u4E2D\u6BD2\u5269\u4F59\u6307\u4EE4\u6570" : "Poison instructions remaining", a.poisonRemaining]);
1290
+ return [`# ${zh ? "\u6807\u51C6\u7B54\u6848" : "Answer Key"}`, "", `${zh ? "\u79CD\u5B50" : "Seed"}: ${options.seed}`, ...maze.seed === options.seed ? [] : [`${zh ? "\u6709\u6548\u8FF7\u5BAB\u79CD\u5B50" : "Effective maze seed"}: ${maze.seed}`], "", `| ${zh ? "\u95EE\u9898" : "Item"} | ${zh ? "\u7B54\u6848" : "Answer"} |`, "|---|---|", ...rows.map(([label, value]) => `| ${label} | ${String(value)} |`), "", `${zh ? "\u539F\u5B50\u79FB\u52A8\u6307\u4EE4\u6570" : "Atomic movement instruction count"}: ${actionCount}`, ""].join("\n");
1046
1291
  }
1047
1292
  function renderMapDescription(maze, initial, language, style) {
1048
1293
  const terrain = renderTerrainDescription(maze, language, style);
1049
1294
  const objects = renderObjectDescription(maze, language);
1050
- if (language === "zh") {
1051
- return [
1052
- `\u8FD9\u662F\u4E00\u5EA7${maze.rows}\u884C${maze.cols}\u5217\u7684\u8FF7\u5BAB\u3002\u5DE6\u4E0A\u89D2\u4E3AA1\uFF0C\u5217\u4ECE\u5DE6\u5411\u53F3\u4F9D\u6B21\u6807\u4E3AA\u81F3${columnLabel(maze.cols)}\uFF0C\u884C\u4ECE\u4E0A\u5411\u4E0B\u7F16\u53F7\u4E3A1\u81F3${maze.rows}\u3002`,
1053
- `\u5165\u53E3\u4F4D\u4E8E${letterNumberCoordinate(maze.entry)}\uFF0C\u7EC8\u70B9\u4F4D\u4E8E${letterNumberCoordinate(maze.goal)}\u3002`,
1054
- "",
1055
- terrain,
1056
- "",
1057
- "\u8FF7\u5BAB\u4E2D\u7684\u95E8\u548C\u5176\u4ED6\u5BF9\u8C61\u5206\u5E03\u5982\u4E0B\u3002\u95E8\u672C\u8EAB\u5360\u636E\u4E00\u4E2A\u5B8C\u6574\u683C\u5B50\u3002",
1058
- objects,
1059
- "",
1060
- `\u8FF7\u5BAB\u4E2D\u6709\u4E00\u540D\u63A2\u9669\u8005\u3002\u4ED6\u4ECE\u5165\u53E3\u51FA\u53D1\uFF0C\u521D\u59CB\u5065\u5EB7\u503C\u4E3A${numberZh(initial.health)}\u70B9\uFF0C\u5065\u5EB7\u4E0A\u9650\u4E3A${numberZh(initial.healthMax)}\u70B9\uFF1B${initialPossessions(initial, language)}\uFF0C\u5C1A\u672A\u5230\u8FBE\u7EC8\u70B9\u3002`
1061
- ].join("\n");
1062
- }
1063
- return [
1064
- `This maze has ${maze.rows} rows and ${maze.cols} columns. The top-left cell is A1. Columns run left to right from A to ${columnLabel(maze.cols)}, and rows run top to bottom from 1 to ${maze.rows}.`,
1065
- `The entry is at ${letterNumberCoordinate(maze.entry)}, and the goal is at ${letterNumberCoordinate(maze.goal)}.`,
1066
- "",
1067
- terrain,
1068
- "",
1069
- "Doors and other objects are distributed as follows. Each door occupies a whole cell.",
1070
- objects,
1071
- "",
1072
- `An explorer starts at the entry with ${initial.health} health point${plural(initial.health)}, a maximum health of ${initial.healthMax}, ${initialPossessions(initial, language)}, and reached-goal set to false.`
1073
- ].join("\n");
1295
+ if (language === "zh") return [`\u8FD9\u662F\u4E00\u5EA7${maze.rows}\u884C${maze.cols}\u5217\u7684\u8FF7\u5BAB\u3002\u5DE6\u4E0A\u89D2\u4E3AA1\uFF0C\u5217\u4ECE\u5DE6\u5411\u53F3\u4F9D\u6B21\u6807\u4E3AA\u81F3${columnLabel(maze.cols)}\uFF0C\u884C\u4ECE\u4E0A\u5411\u4E0B\u7F16\u53F7\u4E3A1\u81F3${maze.rows}\u3002`, `\u5165\u53E3\u4F4D\u4E8E${letterNumberCoordinate(maze.entry)}\uFF0C\u7EC8\u70B9\u4F4D\u4E8E${letterNumberCoordinate(maze.goal)}\u3002`, "", terrain, "", "\u95E8\u548C\u5BF9\u8C61\u7684\u4F4D\u7F6E\u5982\u4E0B\uFF1B\u95E8\u4E0E\u5BF9\u8C61\u6240\u5728\u683C\u4ECD\u662F\u53EF\u4EE5\u8FDB\u5165\u7684\u901A\u8DEF\u683C\u3002", objects, "", `\u63A2\u9669\u8005\u4ECE\u5165\u53E3\u51FA\u53D1\uFF0C\u521D\u59CB\u5065\u5EB7\u503C\u4E3A${initial.health}\uFF0C\u5065\u5EB7\u4E0A\u9650\u4E3A${initial.healthMax}\uFF1B${initialPossessions(initial, language)}\uFF1B\u521D\u59CB\u672A\u4E2D\u6BD2\u3001\u901F\u5EA6\u4E3A\u6B63\u5E38\uFF1B\u201C\u66FE\u7ECF\u5230\u8FBE\u7EC8\u70B9\u201D\u8BB0\u5F55\u4E3A\u5047\u3002`].join("\n");
1296
+ return [`This maze has ${maze.rows} rows and ${maze.cols} columns. The top-left cell is A1. Columns run left to right from A to ${columnLabel(maze.cols)}, and rows run top to bottom from 1 to ${maze.rows}.`, `The entry is at ${letterNumberCoordinate(maze.entry)}, and the goal is at ${letterNumberCoordinate(maze.goal)}.`, "", terrain, "", "Door and object locations follow. A cell containing a door or object is still a passage cell that may be entered, subject to the door rule.", objects, "", `The explorer starts at the entry with ${initial.health} health, a maximum health of ${initial.healthMax}, ${initialPossessions(initial, language)}, no poison, normal speed, and reached-goal set to false.`].join("\n");
1074
1297
  }
1075
1298
  function renderTerrainDescription(maze, language, style) {
1076
1299
  const clauses = Array.from({ length: maze.rows }, (_, index) => index + 1).map((row) => {
1077
- const kinds = Array.from(
1078
- { length: maze.cols },
1079
- (_, index) => terrainAt(maze, cell(row, index + 1)) === "." ? "floor" : "wall"
1080
- );
1300
+ const kinds = Array.from({ length: maze.cols }, (_, index) => terrainAt(maze, cell(row, index + 1)) === "." ? "floor" : "wall");
1081
1301
  const label = language === "zh" ? [`\u7B2C${row}\u884C`, `${row}\u3001`, `\uFF08${row}\uFF09`][style % 3] : `Row ${row}: `;
1082
1302
  return `${label ?? `\u7B2C${row}\u884C`}${describeTerrainLine(kinds, language)}`;
1083
1303
  });
@@ -1086,9 +1306,7 @@ function renderTerrainDescription(maze, language, style) {
1086
1306
  function describeTerrainLine(kinds, language) {
1087
1307
  const walls = [];
1088
1308
  const floors = [];
1089
- for (let index = 0; index < kinds.length; index += 1) {
1090
- (kinds[index] === "wall" ? walls : floors).push(index + 1);
1091
- }
1309
+ for (let index = 0; index < kinds.length; index += 1) (kinds[index] === "wall" ? walls : floors).push(index + 1);
1092
1310
  if (language === "zh") {
1093
1311
  if (walls.length === 0) return "\u90FD\u662F\u901A\u8DEF";
1094
1312
  if (floors.length === 0) return "\u90FD\u662F\u5899\u58C1";
@@ -1119,76 +1337,110 @@ function positionList(indices, language) {
1119
1337
  end = value;
1120
1338
  }
1121
1339
  ranges.push([start, end]);
1122
- const parts = ranges.map(
1123
- ([from, to]) => language === "zh" ? from === to ? `\u7B2C${from}\u683C` : `\u7B2C${from}\u683C\u81F3\u7B2C${to}\u683C` : from === to ? `cell ${from}` : `cells ${from}-${to}`
1124
- );
1340
+ const parts = ranges.map(([from, to]) => language === "zh" ? from === to ? `\u7B2C${from}\u683C` : `\u7B2C${from}\u683C\u81F3\u7B2C${to}\u683C` : from === to ? `cell ${from}` : `cells ${from}-${to}`);
1125
1341
  if (parts.length === 1) return parts[0] ?? "";
1126
- const last = parts.at(-1);
1127
- return language === "zh" ? `${parts.slice(0, -1).join("\u3001")}\u548C${last}` : `${parts.slice(0, -1).join(", ")} and ${last}`;
1342
+ return language === "zh" ? `${parts.slice(0, -1).join("\u3001")}\u548C${parts.at(-1)}` : `${parts.slice(0, -1).join(", ")} and ${parts.at(-1)}`;
1128
1343
  }
1129
1344
  function renderObjectDescription(maze, language) {
1130
- const sentences = [];
1131
- const doorPositions = maze.doors.map((item) => letterNumberCoordinate(item.position));
1132
- const keys = maze.objects.filter((item) => item.type === "key");
1133
- const chests = maze.objects.filter((item) => item.type === "chest");
1134
- const traps = maze.objects.filter((item) => item.type === "trap");
1135
- const medicines = maze.objects.filter((item) => item.type === "medicine");
1136
- if (language === "zh") {
1137
- if (doorPositions.length > 0) sentences.push(`${coordinateList(doorPositions, language)}${doorPositions.length > 1 ? "\u5404" : ""}\u6709\u4E00\u9053\u521D\u59CB\u5173\u95ED\u7684\u95E8\u3002`);
1138
- const keyPositions = keys.map((item) => letterNumberCoordinate(item.position));
1139
- if (keyPositions.length > 0) sentences.push(`${coordinateList(keyPositions, language)}${keyPositions.length > 1 ? "\u5404" : ""}\u653E\u7740\u4E00\u628A\u94A5\u5319\u3002`);
1140
- for (const chest of chests) sentences.push(`${letterNumberCoordinate(chest.position)}\u653E\u7740\u4E00\u53EA\u521D\u59CB\u5173\u95ED\u7684\u5B9D\u7BB1\uFF0C\u7BB1\u5185\u6709${numberZh(chest.treasures)}\u4EF6\u5B9D\u7269\u3002`);
1141
- const trapPositions = traps.map((item) => letterNumberCoordinate(item.position));
1142
- if (trapPositions.length > 0) sentences.push(`${coordinateList(trapPositions, language)}${trapPositions.length > 1 ? "\u5404" : ""}\u8BBE\u6709\u4E00\u4E2A\u5C1A\u672A\u89E6\u53D1\u7684\u9677\u9631\u3002`);
1143
- const medicinePositions = medicines.map((item) => letterNumberCoordinate(item.position));
1144
- if (medicinePositions.length > 0) sentences.push(`${coordinateList(medicinePositions, language)}${medicinePositions.length > 1 ? "\u5404" : ""}\u6709\u4E00\u4E2A\u5C1A\u672A\u4F7F\u7528\u7684\u836F\u54C1\u623F\u3002`);
1145
- } else {
1146
- if (doorPositions.length > 0) sentences.push(`${coordinateList(doorPositions, language)} ${doorPositions.length === 1 ? "contains a closed door" : "each contain a closed door"}.`);
1147
- const keyPositions = keys.map((item) => letterNumberCoordinate(item.position));
1148
- if (keyPositions.length > 0) sentences.push(`${coordinateList(keyPositions, language)} ${keyPositions.length === 1 ? "contains a key" : "each contain a key"}.`);
1149
- for (const chest of chests) sentences.push(`${letterNumberCoordinate(chest.position)} contains a closed chest with ${chest.treasures} treasure${plural(chest.treasures)}.`);
1150
- const trapPositions = traps.map((item) => letterNumberCoordinate(item.position));
1151
- if (trapPositions.length > 0) sentences.push(`${coordinateList(trapPositions, language)} ${trapPositions.length === 1 ? "contains an untriggered trap" : "each contain an untriggered trap"}.`);
1152
- const medicinePositions = medicines.map((item) => letterNumberCoordinate(item.position));
1153
- if (medicinePositions.length > 0) sentences.push(`${coordinateList(medicinePositions, language)} ${medicinePositions.length === 1 ? "contains an unused medicine room" : "each contain an unused medicine room"}.`);
1345
+ const lines = [];
1346
+ for (const door of maze.doors) {
1347
+ const at = letterNumberCoordinate(door.position);
1348
+ lines.push(language === "zh" ? `${at}\u6709\u4E00\u9053\u521D\u59CB\u5173\u95ED\u7684${door.material ? MATERIAL_NAMES[door.material].zh : "\u666E\u901A"}\u95E8\u3002` : `${at} contains an initially closed ${door.material ? `${MATERIAL_NAMES[door.material].en} ` : "ordinary "}door.`);
1154
1349
  }
1155
- return sentences.length > 0 ? sentences.join("\n") : language === "zh" ? "\u6CA1\u6709\u95E8\u6216\u5176\u4ED6\u5BF9\u8C61\u3002" : "There are no doors or other objects.";
1156
- }
1157
- function renderRules(language) {
1158
- return (language === "zh" ? CHINESE_RULES : ENGLISH_RULES).join("\n");
1350
+ for (const object of maze.objects) {
1351
+ const at = letterNumberCoordinate(object.position);
1352
+ if (object.type === "key") lines.push(language === "zh" ? `${at}\u653E\u7740\u4E00\u628A${object.material ? MATERIAL_NAMES[object.material].zh : "\u666E\u901A"}\u94A5\u5319\u3002` : `${at} contains one ${object.material ? `${MATERIAL_NAMES[object.material].en} ` : "ordinary "}key.`);
1353
+ else if (object.type === "chest") {
1354
+ const contents = (object.contents ?? [{ type: "treasure", count: object.treasures }]).map((item) => language === "zh" ? `${item.count}${treasureUnit(item.type)}${TREASURE_NAMES[item.type].zh}` : `${item.count} ${TREASURE_NAMES[item.type].en}${plural(item.count)}`).join(language === "zh" ? "\u3001" : " and ");
1355
+ const lock = object.lockMaterial ? `a ${MATERIAL_NAMES[object.lockMaterial].en} lock` : "an ordinary lock";
1356
+ lines.push(language === "zh" ? `${at}\u6709\u4E00\u53EA\u521D\u59CB\u5173\u95ED\u7684${object.lockMaterial ? MATERIAL_NAMES[object.lockMaterial].zh : "\u666E\u901A"}\u9501\u5B9D\u7BB1\uFF0C\u5185\u6709${contents}\u3002` : `${at} contains an initially closed chest with ${lock}, containing ${contents}.`);
1357
+ } else if (object.type === "trap") lines.push(language === "zh" ? `${at}\u6709\u4E00\u4E2A\u5C1A\u672A\u89E6\u53D1\u7684\u9677\u9631\uFF0C\u4F24\u5BB3\u4E3A${object.damage}\u70B9\u3002` : `${at} contains an untriggered trap that deals ${object.damage} damage.`);
1358
+ else if (object.type === "medicine") lines.push(language === "zh" ? `${at}\u6709\u4E00\u4E2A\u5C1A\u672A\u4F7F\u7528\u7684\u836F\u54C1\u623F\uFF0C\u53EF\u6062\u590D${object.recovery}\u70B9\u5065\u5EB7\u503C\u3002` : `${at} contains an unused medicine room that restores ${object.recovery} health.`);
1359
+ else {
1360
+ const details = potionDetails(object.kind, object.potency, object.duration, language);
1361
+ lines.push(language === "zh" ? `${at}\u6709\u4E00\u74F6\u5C1A\u672A\u996E\u7528\u7684${POTION_NAMES[object.kind].zh}${details}\u3002` : `${at} contains an unused ${POTION_NAMES[object.kind].en}${details}.`);
1362
+ }
1363
+ }
1364
+ return lines.length > 0 ? lines.join("\n") : language === "zh" ? "\u6CA1\u6709\u95E8\u6216\u5176\u4ED6\u5BF9\u8C61\u3002" : "There are no doors or other objects.";
1159
1365
  }
1160
- function renderQuestions(language) {
1161
- return (language === "zh" ? CHINESE_QUESTIONS : ENGLISH_QUESTIONS).join("\n");
1366
+ function potionDetails(kind, potency, duration, language) {
1367
+ if (language === "zh") {
1368
+ if (kind === "healing") return `\uFF0C\u6062\u590D${potency ?? 1}\u70B9\u5065\u5EB7\u503C\uFF0C\u4F46\u4E0D\u8D85\u8FC7\u5065\u5EB7\u4E0A\u9650`;
1369
+ if (kind === "poison") return `\uFF0C\u4F7F\u996E\u7528\u8005\u5728\u4E4B\u540E${duration ?? 1}\u6761\u539F\u5B50\u79FB\u52A8\u6307\u4EE4\u5404\u635F\u5931${potency ?? 1}\u70B9\u5065\u5EB7\u503C`;
1370
+ if (kind === "haste" || kind === "slow") return `\uFF0C\u6548\u679C\u6301\u7EED\u4E4B\u540E${duration ?? 1}\u6761\u539F\u5B50\u79FB\u52A8\u6307\u4EE4`;
1371
+ return "\uFF0C\u53EF\u7ACB\u5373\u6E05\u9664\u4E2D\u6BD2\u72B6\u6001";
1372
+ }
1373
+ if (kind === "healing") return ` that restores ${potency ?? 1} health without exceeding maximum health`;
1374
+ if (kind === "poison") return ` that causes ${potency ?? 1} damage after each of the next ${duration ?? 1} atomic movement instructions`;
1375
+ if (kind === "haste" || kind === "slow") return ` whose effect lasts for the next ${duration ?? 1} atomic movement instructions`;
1376
+ return " that immediately clears poison";
1377
+ }
1378
+ function renderRules(maze, language) {
1379
+ const m = maze.mechanisms;
1380
+ const usesPotionObjects = maze.objects.some((item) => item.type === "potion");
1381
+ const usesPoison = usesPotionObjects && m.potionKinds.some((kind) => kind === "poison" || kind === "antidote");
1382
+ const usesMaterials = m.keyMaterials.length > 0;
1383
+ const doorRuleZh = usesMaterials ? "\u76EE\u6807\u683C\u662F\u5173\u95ED\u7684\u95E8\u65F6\uFF0C\u5FC5\u987B\u6D88\u8017\u4E00\u628A\u4E0E\u95E8\u6750\u8D28\u76F8\u540C\u7684\u94A5\u5319\uFF1B\u94A5\u5319\u4E0D\u8DB3\u6216\u6750\u8D28\u4E0D\u7B26\u65F6\u505C\u5728\u539F\u5730\u3002\u94A5\u5319\u5339\u914D\u65F6\uFF0C\u5728\u540C\u4E00\u6761\u6307\u4EE4\u4E2D\u5F00\u95E8\u5E76\u8FDB\u5165\u95E8\u683C\u3002\u95E8\u4E00\u7ECF\u6253\u5F00\u4FBF\u6C38\u4E45\u4FDD\u6301\u6253\u5F00\u3002" : "\u76EE\u6807\u683C\u662F\u5173\u95ED\u7684\u666E\u901A\u95E8\u65F6\uFF0C\u5FC5\u987B\u6D88\u8017\u4E00\u628A\u666E\u901A\u94A5\u5319\uFF1B\u6CA1\u6709\u666E\u901A\u94A5\u5319\u65F6\u505C\u5728\u539F\u5730\u3002\u6709\u94A5\u5319\u65F6\uFF0C\u5728\u540C\u4E00\u6761\u6307\u4EE4\u4E2D\u5F00\u95E8\u5E76\u8FDB\u5165\u95E8\u683C\u3002\u95E8\u4E00\u7ECF\u6253\u5F00\u4FBF\u6C38\u4E45\u4FDD\u6301\u6253\u5F00\u3002";
1384
+ const doorRuleEn = usesMaterials ? "If the target cell contains a closed door, the explorer must spend one key whose material matches the door. Without a matching key, the explorer stays in place. With a matching key, the door opens and the explorer enters the door cell in the same instruction. Once opened, a door remains open." : "If the target cell contains a closed ordinary door, the explorer must spend one ordinary key. Without an ordinary key, the explorer stays in place. With one, the door opens and the explorer enters the door cell in the same instruction. Once opened, a door remains open.";
1385
+ const chestRuleZh = usesMaterials ? "\u6BCF\u6B21\u8FDB\u5165\u542B\u6709\u5C1A\u672A\u6253\u5F00\u5B9D\u7BB1\u7684\u683C\u5B50\u65F6\uFF0C\u82E5\u6301\u6709\u4E0E\u9501\u6750\u8D28\u76F8\u540C\u7684\u94A5\u5319\uFF0C\u5219\u6D88\u8017\u4E00\u628A\u8BE5\u94A5\u5319\u3001\u6253\u5F00\u5B9D\u7BB1\u5E76\u53D6\u5F97\u7BB1\u4E2D\u5168\u90E8\u7269\u54C1\uFF1B\u5426\u5219\u5B9D\u7BB1\u4FDD\u6301\u5173\u95ED\u3002\u5B9D\u7BB1\u683C\u65E0\u8BBA\u662F\u5426\u6253\u5F00\u90FD\u53EF\u4EE5\u8FDB\u5165\u6216\u7ECF\u8FC7\u3002\u7BB1\u5185\u6BCF\u4E00\u679A\u94B1\u5E01\u3001\u6BCF\u4E00\u9897\u5B9D\u77F3\u6216\u6BCF\u4E00\u4EF6\u9057\u7269\u90FD\u5206\u522B\u8BA1\u4E3A\u4E00\u4EF6\u5B9D\u7269\u3002" : "\u6BCF\u6B21\u8FDB\u5165\u542B\u6709\u5C1A\u672A\u6253\u5F00\u666E\u901A\u9501\u5B9D\u7BB1\u7684\u683C\u5B50\u65F6\uFF0C\u82E5\u6301\u6709\u666E\u901A\u94A5\u5319\uFF0C\u5219\u6D88\u8017\u4E00\u628A\u666E\u901A\u94A5\u5319\u3001\u6253\u5F00\u5B9D\u7BB1\u5E76\u53D6\u5F97\u7BB1\u4E2D\u5168\u90E8\u7269\u54C1\uFF1B\u5426\u5219\u5B9D\u7BB1\u4FDD\u6301\u5173\u95ED\u3002\u5B9D\u7BB1\u683C\u65E0\u8BBA\u662F\u5426\u6253\u5F00\u90FD\u53EF\u4EE5\u8FDB\u5165\u6216\u7ECF\u8FC7\u3002\u7BB1\u5185\u6BCF\u4EF6\u7269\u54C1\u8BA1\u4E3A\u4E00\u4EF6\u5B9D\u7269\u3002";
1386
+ const chestRuleEn = usesMaterials ? "Whenever the explorer enters a cell containing an unopened chest, if a key matching its lock is available, one such key is spent, the chest opens, and all its contents are collected; otherwise, the chest remains closed. A chest cell may be entered or crossed whether or not the chest is open. Each coin, gem, or relic counts as one treasure." : "Whenever the explorer enters a cell containing an unopened chest with an ordinary lock, if an ordinary key is available, one ordinary key is spent, the chest opens, and all its contents are collected; otherwise, the chest remains closed. A chest cell may be entered or crossed whether or not the chest is open. Each item inside counts as one treasure.";
1387
+ const orderRuleZh = m.complexity === "advanced" ? "\u4E00\u6761\u6307\u4EE4\u4E2D\uFF0C\u4F9D\u6B21\u7ED3\u7B97\u8017\u65F6\u3001\u79FB\u52A8\u4E0E\u76EE\u6807\u683C\u6548\u679C\u3001\u5230\u8FBE\u7EC8\u70B9\u8BB0\u5F55\u3001\u8BE5\u6307\u4EE4\u5F00\u59CB\u65F6\u5DF2\u6709\u7684\u4E2D\u6BD2\u4E0E\u901F\u5EA6\u72B6\u6001\uFF0C\u6700\u540E\u5224\u65AD\u662F\u5426\u6B7B\u4EA1\u3002" : usesPoison ? "\u4E00\u6761\u6307\u4EE4\u4E2D\uFF0C\u4F9D\u6B21\u7ED3\u7B97\u79FB\u52A8\u4E0E\u76EE\u6807\u683C\u6548\u679C\u3001\u5230\u8FBE\u7EC8\u70B9\u8BB0\u5F55\u3001\u8BE5\u6307\u4EE4\u5F00\u59CB\u65F6\u5DF2\u6709\u7684\u4E2D\u6BD2\u72B6\u6001\uFF0C\u6700\u540E\u5224\u65AD\u662F\u5426\u6B7B\u4EA1\u3002" : "\u4E00\u6761\u6307\u4EE4\u4E2D\uFF0C\u4F9D\u6B21\u7ED3\u7B97\u79FB\u52A8\u4E0E\u76EE\u6807\u683C\u6548\u679C\u3001\u5230\u8FBE\u7EC8\u70B9\u8BB0\u5F55\uFF0C\u6700\u540E\u5224\u65AD\u662F\u5426\u6B7B\u4EA1\u3002";
1388
+ const orderRuleEn = m.complexity === "advanced" ? "Within one instruction, resolve time cost first, then movement and target-cell effects, then the reached-goal record, then poison and speed states that were active at the instruction's start, and finally death." : usesPoison ? "Within one instruction, resolve movement and target-cell effects, then the reached-goal record, then poison that was active at the instruction's start, and finally death." : "Within one instruction, resolve movement and target-cell effects, then the reached-goal record, and finally death.";
1389
+ const poisonRuleZh = "\u6BD2\u836F\u4ECE\u996E\u7528\u540E\u7684\u4E0B\u4E00\u6761\u539F\u5B50\u79FB\u52A8\u6307\u4EE4\u5F00\u59CB\u751F\u6548\u3002\u6BCF\u6761\u6307\u4EE4\uFF08\u5305\u62EC\u56E0\u5899\u3001\u5730\u56FE\u8FB9\u754C\u6216\u95E8\u800C\u672A\u79FB\u52A8\u7684\u6307\u4EE4\uFF09\u7ED3\u675F\u65F6\u6263\u9664\u6307\u5B9A\u5065\u5EB7\u503C\u5E76\u51CF\u5C11\u4E00\u6B21\u5269\u4F59\u6B21\u6570\u3002\u996E\u7528\u65B0\u7684\u6BD2\u836F\u4F1A\u8986\u76D6\u539F\u4E2D\u6BD2\u72B6\u6001\uFF1B\u996E\u7528\u6BD2\u836F\u6216\u89E3\u6BD2\u836F\u6C34\u7684\u5F53\u524D\u6307\u4EE4\u90FD\u4E0D\u4F1A\u89E6\u53D1\u539F\u6709\u6BD2\u7D20\u3002";
1390
+ const poisonRuleEn = "Poison starts with the instruction after it is drunk. At the end of each such instruction\u2014including one blocked by a wall, map boundary, or door\u2014it deals the stated damage and consumes one remaining instruction. New poison replaces any previous poison; neither a poison potion nor an antidote potion lets the previous poison tick on the instruction in which it is drunk.";
1391
+ const speedRuleZh = `\u6BCF\u6761\u539F\u5B50\u79FB\u52A8\u6307\u4EE4\u5728\u5F00\u59CB\u65F6\u6309\u5F53\u65F6\u901F\u5EA6\u8BA1\u5165\u65F6\u95F4\u5355\u4F4D\uFF1A\u6B63\u5E38${m.movementTime.normal}\u3001\u52A0\u901F${m.movementTime.fast}\u3001\u51CF\u901F${m.movementTime.slow}\u3002\u996E\u7528\u52A0\u901F\u836F\u6C34\u4F1A\u628A\u901F\u5EA6\u8BBE\u4E3A\u52A0\u901F\uFF0C\u996E\u7528\u51CF\u901F\u836F\u6C34\u4F1A\u628A\u901F\u5EA6\u8BBE\u4E3A\u51CF\u901F\uFF1B\u4E24\u79CD\u6548\u679C\u90FD\u4ECE\u996E\u7528\u540E\u7684\u4E0B\u4E00\u6761\u6307\u4EE4\u5F00\u59CB\uFF0C\u6301\u7EED\u6307\u5B9A\u6570\u91CF\u7684\u6307\u4EE4\u3002\u649E\u5899\u6216\u88AB\u95E8\u6321\u4F4F\u4E5F\u4F1A\u6D88\u8017\u4E00\u6B21\u6301\u7EED\u6B21\u6570\u3002\u996E\u7528\u901F\u5EA6\u836F\u6C34\u7684\u5F53\u524D\u6307\u4EE4\u6309\u996E\u7528\u524D\u7684\u901F\u5EA6\u8BA1\u65F6\uFF1B\u65B0\u901F\u5EA6\u836F\u6C34\u8986\u76D6\u65E7\u901F\u5EA6\u72B6\u6001\uFF0C\u5F53\u524D\u6307\u4EE4\u4E0D\u6D88\u8017\u65E7\u72B6\u6001\u6216\u65B0\u72B6\u6001\u7684\u6301\u7EED\u6B21\u6570\u3002\u6301\u7EED\u6B21\u6570\u8017\u5C3D\u540E\uFF0C\u901F\u5EA6\u6062\u590D\u4E3A\u6B63\u5E38\uFF0C\u5269\u4F59\u6307\u4EE4\u6570\u4E3A0\u3002`;
1392
+ const speedRuleEn = `At the start of each atomic movement instruction, add time units according to the current speed: normal ${m.movementTime.normal}, fast ${m.movementTime.fast}, slow ${m.movementTime.slow}. A haste potion sets speed to fast, and a slow potion sets speed to slow; either effect starts with the instruction after it is drunk and lasts for its stated number of instructions. Blocked instructions also consume one duration. The instruction that drinks a speed potion uses the pre-drink speed for time. A new speed potion replaces the previous speed state, and that instruction consumes neither the old nor the new duration. When the duration is exhausted, speed returns to normal with 0 speed-effect instructions remaining.`;
1393
+ const rules = language === "zh" ? [
1394
+ "\u6BCF\u6761\u539F\u5B50\u79FB\u52A8\u6307\u4EE4\u53EA\u5C1D\u8BD5\u5411\u4E0A\u3001\u4E0B\u3001\u5DE6\u6216\u53F3\u76F8\u90BB\u7684\u4E00\u683C\u79FB\u52A8\u3002\u884C\u52A8\u63CF\u8FF0\u4E2D\u7684\u201C\u79FB\u52A8N\u683C\u201D\u8868\u793A\u8FDE\u7EED\u6267\u884CN\u6761\u540C\u65B9\u5411\u7684\u539F\u5B50\u79FB\u52A8\u6307\u4EE4\u3002\u521D\u59CB\u4F4D\u4E8E\u5165\u53E3\u4E0D\u89C6\u4E3A\u8FDB\u5165\u8BE5\u683C\uFF1B\u53EA\u6709\u6210\u529F\u79FB\u52A8\u8FDB\u5165\u76EE\u6807\u683C\u65F6\uFF0C\u624D\u7ED3\u7B97\u8BE5\u683C\u7684\u6548\u679C\u3002",
1395
+ "\u82E5\u76EE\u6807\u683C\u662F\u5899\u683C\u6216\u5728\u5730\u56FE\u5916\uFF0C\u63A2\u9669\u8005\u505C\u5728\u539F\u5730\uFF0C\u4F46\u8BE5\u6307\u4EE4\u4ECD\u7B97\u4F5C\u4E00\u6761\u5DF2\u6267\u884C\u7684\u539F\u5B50\u79FB\u52A8\u6307\u4EE4\uFF0C\u4E4B\u540E\u7684\u6307\u4EE4\u7EE7\u7EED\u6267\u884C\u3002",
1396
+ doorRuleZh,
1397
+ "\u7B2C\u4E00\u6B21\u8FDB\u5165\u94A5\u5319\u683C\u65F6\u53D6\u5F97\u8BE5\u94A5\u5319\uFF1B\u540C\u4E00\u628A\u94A5\u5319\u4E0D\u80FD\u91CD\u590D\u53D6\u5F97\u3002",
1398
+ chestRuleZh,
1399
+ "\u7B2C\u4E00\u6B21\u8FDB\u5165\u9677\u9631\u683C\u65F6\u53D7\u5230\u8BE5\u9677\u9631\u6807\u660E\u7684\u4F24\u5BB3\uFF1B\u540C\u4E00\u9677\u9631\u4EE5\u540E\u4E0D\u518D\u751F\u6548\u3002",
1400
+ usesPotionObjects ? "\u836F\u6C34\u683C\u662F\u6307\u542B\u6709\u6CBB\u7597\u836F\u6C34\u3001\u6BD2\u836F\u3001\u89E3\u6BD2\u836F\u6C34\u3001\u52A0\u901F\u836F\u6C34\u6216\u51CF\u901F\u836F\u6C34\u7684\u683C\u5B50\u3002\u7B2C\u4E00\u6B21\u8FDB\u5165\u836F\u6C34\u683C\u65F6\u7ACB\u5373\u996E\u7528\u5176\u4E2D\u7684\u836F\u6C34\u5E76\u5E94\u7528\u5176\u6548\u679C\uFF1B\u540C\u4E00\u74F6\u836F\u6C34\u4E0D\u80FD\u91CD\u590D\u996E\u7528\u3002" : "\u7B2C\u4E00\u6B21\u8FDB\u5165\u836F\u54C1\u623F\u65F6\u6062\u590D\u5176\u6807\u660E\u7684\u5065\u5EB7\u503C\uFF0C\u4F46\u4E0D\u8D85\u8FC7\u5065\u5EB7\u4E0A\u9650\uFF1B\u540C\u4E00\u836F\u54C1\u623F\u4EE5\u540E\u4E0D\u518D\u751F\u6548\u3002",
1401
+ orderRuleZh,
1402
+ ...usesPoison ? [poisonRuleZh] : [],
1403
+ ...m.complexity === "advanced" ? [speedRuleZh] : [],
1404
+ "\u5065\u5EB7\u503C\u964D\u81F30\u6216\u4EE5\u4E0B\u65F6\uFF0C\u5C06\u5065\u5EB7\u503C\u8BB0\u4E3A0\uFF0C\u63A2\u9669\u8005\u6B7B\u4EA1\u3002\u6B7B\u4EA1\u540E\u5C1A\u672A\u6267\u884C\u7684\u6307\u4EE4\u4ECD\u88AB\u8BFB\u53D6\uFF0C\u4F46\u4E0D\u79FB\u52A8\u3001\u4E0D\u8017\u65F6\uFF0C\u4E5F\u4E0D\u6539\u53D8\u4EFB\u4F55\u72B6\u6001\u3002",
1405
+ "\u4E00\u65E6\u8FDB\u5165\u7EC8\u70B9\u683C\uFF0C\u201C\u66FE\u7ECF\u5230\u8FBE\u7EC8\u70B9\u201D\u6C38\u4E45\u8BB0\u4E3A\u771F\uFF0C\u5373\u4F7F\u540E\u6765\u79BB\u5F00\u6216\u6B7B\u4EA1\u4E5F\u4E0D\u64A4\u9500\u3002"
1406
+ ] : [
1407
+ "Each atomic movement instruction attempts to move exactly one cell up, down, left, or right. A direction followed by N cells means N consecutive atomic movement instructions in that direction. Starting at the entry does not count as entering its cell; target-cell effects are resolved only after a successful movement into that cell.",
1408
+ "If the target is a wall or outside the map, the explorer stays in place. The instruction still counts as executed, and later instructions continue.",
1409
+ doorRuleEn,
1410
+ "The first time the explorer enters a key cell, that key is collected. A key cannot be collected twice.",
1411
+ chestRuleEn,
1412
+ "The first time the explorer enters a trap cell, the trap reduces health by its stated amount. That trap has no effect afterward.",
1413
+ usesPotionObjects ? "A potion cell contains a healing, poison, antidote, haste, or slow potion. The first time the explorer enters a potion cell, its potion is drunk immediately and its effect is applied. A potion cannot be drunk twice." : "The first time the explorer enters a medicine room, it restores the stated health without exceeding maximum health. It has no effect afterward.",
1414
+ orderRuleEn,
1415
+ ...usesPoison ? [poisonRuleEn] : [],
1416
+ ...m.complexity === "advanced" ? [speedRuleEn] : [],
1417
+ "If health becomes 0 or less, set it to 0 and the explorer dies. Remaining instructions are still read but cause no movement, consume no time, and change no state.",
1418
+ "Once the explorer enters the goal, ever-reached-goal remains true even if the explorer later leaves or dies."
1419
+ ];
1420
+ return rules.map((rule, index) => `${index + 1}. ${rule}`).join("\n");
1421
+ }
1422
+ function renderQuestions(maze, language) {
1423
+ const materialKeys = maze.mechanisms.keyMaterials.length > 0;
1424
+ const questions = language === "zh" ? ["\u5168\u90E8\u6307\u4EE4\u5904\u7406\u5B8C\u6BD5\u540E\uFF0C\u63A2\u9669\u8005\u4F4D\u4E8E\u54EA\u4E00\u683C\uFF1F", materialKeys ? "\u6700\u540E\u6301\u6709\u7684\u94A5\u5319\u603B\u6570\uFF08\u6240\u6709\u6750\u8D28\u5408\u8BA1\uFF09\u662F\u591A\u5C11\uFF1F" : "\u6700\u540E\u6301\u6709\u51E0\u628A\u666E\u901A\u94A5\u5319\uFF1F", "\u6700\u540E\u53D6\u5F97\u7684\u5B9D\u7269\u603B\u6570\uFF08\u6240\u6709\u7C7B\u578B\u5408\u8BA1\uFF09\u662F\u591A\u5C11\uFF1F", "\u6700\u540E\u5269\u4F59\u591A\u5C11\u5065\u5EB7\u503C\uFF1F", "\u6700\u540E\u662F\u5426\u5B58\u6D3B\uFF1F", "\u662F\u5426\u66FE\u7ECF\u5230\u8FBE\u7EC8\u70B9\uFF1F", "\u5171\u6253\u5F00\u51E0\u9053\u95E8\uFF1F", "\u5171\u6253\u5F00\u51E0\u53EA\u5B9D\u7BB1\uFF1F", "\u5171\u89E6\u53D1\u51E0\u4E2A\u9677\u9631\uFF1F"] : ["Which cell contains the explorer after all instructions have been processed?", materialKeys ? "How many keys remain in total across all key materials?" : "How many ordinary keys remain?", "How many treasures were collected in total across all treasure types?", "How much health remains?", "Is the explorer alive at the end?", "Did the explorer ever reach the goal?", "How many doors were opened?", "How many chests were opened?", "How many traps were triggered?"];
1425
+ if (maze.objects.some((item) => item.type === "medicine")) questions.push(language === "zh" ? "\u5171\u4F7F\u7528\u51E0\u4E2A\u836F\u54C1\u623F\uFF1F" : "How many medicine rooms were used?");
1426
+ if (maze.objects.some((item) => item.type === "potion")) questions.push(language === "zh" ? "\u5171\u996E\u7528\u51E0\u74F6\u836F\u6C34\uFF1F" : "How many potions were drunk?");
1427
+ questions.push(language === "zh" ? "\u6309\u5168\u90E8\u5217\u51FA\u7684\u539F\u5B50\u79FB\u52A8\u6307\u4EE4\u8BA1\u6570\uFF08\u5305\u62EC\u6B7B\u4EA1\u540E\u4ECD\u88AB\u8BFB\u53D6\u7684\u6307\u4EE4\uFF09\uFF0C\u5176\u4E2D\u591A\u5C11\u6761\u6CA1\u6709\u6539\u53D8\u63A2\u9669\u8005\u7684\u4F4D\u7F6E\uFF1F" : "Counting every listed atomic movement instruction, including instructions read after death, how many did not change the explorer's position?");
1428
+ for (const material of maze.mechanisms.keyMaterials) questions.push(language === "zh" ? `\u6700\u540E\u5269\u4F59\u51E0\u628A${MATERIAL_NAMES[material].zh}\u94A5\u5319\uFF1F` : `How many ${MATERIAL_NAMES[material].en} keys remain?`);
1429
+ if (maze.mechanisms.treasureTypes.some((type) => type !== "treasure")) for (const type of maze.mechanisms.treasureTypes) questions.push(language === "zh" ? `\u5171\u53D6\u5F97\u591A\u5C11${treasureUnit(type)}${TREASURE_NAMES[type].zh}\uFF1F` : `How many ${TREASURE_NAMES[type].en}s were collected?`);
1430
+ if (maze.mechanisms.complexity === "advanced") questions.push(language === "zh" ? "\u7D2F\u8BA1\u8017\u65F6\u662F\u591A\u5C11\u4E2A\u65F6\u95F4\u5355\u4F4D\uFF1F" : "What is the total elapsed time in time units?", language === "zh" ? "\u6700\u7EC8\u901F\u5EA6\u72B6\u6001\uFF08\u6B63\u5E38\u3001\u52A0\u901F\u6216\u51CF\u901F\uFF09\u53CA\u901F\u5EA6\u6548\u679C\u5269\u4F59\u6307\u4EE4\u6570\u5206\u522B\u662F\u4EC0\u4E48\uFF1F" : "What are the final speed state (normal, fast, or slow) and the number of speed-effect instructions remaining?", language === "zh" ? "\u6700\u7EC8\u4E2D\u6BD2\u72B6\u6001\u8FD8\u5269\u51E0\u6761\u6307\u4EE4\uFF1F" : "How many poison instructions remain at the end?");
1431
+ return questions.map((item, index) => `${index + 1}. ${item}`).join("\n");
1162
1432
  }
1163
1433
  function renderActionDescription(actions, language, style) {
1164
1434
  const runs = compressActions(actions);
1165
1435
  if (language === "zh") {
1166
1436
  const connectors = ["\u968F\u540E", "\u63A5\u7740", "\u7136\u540E", "\u518D", "\u4E4B\u540E"];
1167
- const clauses2 = runs.map((run, index) => {
1168
- const connector = index === 0 ? "\u63A2\u9669\u8005\u5148" : connectors[(style + index) % connectors.length];
1169
- return `${connector ?? "\u7136\u540E"}\u5411${DIRECTIONS[run.direction].zh}\u79FB\u52A8${numberZh(run.count)}\u683C`;
1170
- });
1171
- return paragraphize(clauses2, "\uFF0C", "\u3002");
1172
- }
1173
- const clauses = runs.map((run, index) => {
1174
- const connector = index === 0 ? "First, the explorer moves" : index % 4 === 0 ? "The explorer then moves" : "then moves";
1175
- const directionForms = {
1176
- up: ["up", "upward"],
1177
- down: ["down", "downward"],
1178
- left: ["left", "to the left"],
1179
- right: ["right", "to the right"]
1180
- };
1181
- const forms = directionForms[run.direction];
1182
- const direction = forms[(style + index) % forms.length] ?? DIRECTIONS[run.direction].en;
1183
- return `${connector} ${direction} ${run.count} cell${plural(run.count)}`;
1184
- });
1185
- return paragraphize(clauses, ", ", ".");
1437
+ return paragraphize(runs.map((run, index) => `${index === 0 ? "\u63A2\u9669\u8005\u5148" : connectors[(style + index) % connectors.length] ?? "\u7136\u540E"}\u5411${DIRECTIONS[run.direction].zh}\u79FB\u52A8${run.count}\u683C`), "\uFF0C", "\u3002");
1438
+ }
1439
+ return paragraphize(runs.map((run, index) => `${index === 0 ? "First, the explorer moves" : index % 4 === 0 ? "The explorer then moves" : "then moves"} ${DIRECTIONS[run.direction].en} ${run.count} cell${plural(run.count)}`), ", ", ".");
1186
1440
  }
1187
1441
  function paragraphize(clauses, separator, terminator) {
1188
1442
  const sentences = [];
1189
- for (let index = 0; index < clauses.length; index += 4) {
1190
- sentences.push(`${clauses.slice(index, index + 4).join(separator)}${terminator}`);
1191
- }
1443
+ for (let index = 0; index < clauses.length; index += 4) sentences.push(`${clauses.slice(index, index + 4).join(separator)}${terminator}`);
1192
1444
  return sentences.join("\n");
1193
1445
  }
1194
1446
  function compressActions(actions) {
@@ -1200,6 +1452,18 @@ function compressActions(actions) {
1200
1452
  }
1201
1453
  return runs;
1202
1454
  }
1455
+ function routeThrough(maze, points) {
1456
+ const actions = [];
1457
+ for (let index = 1; index < points.length; index += 1) {
1458
+ const from = points[index - 1];
1459
+ const to = points[index];
1460
+ if (!from || !to) continue;
1461
+ const path = shortestPath(maze, from, to);
1462
+ if (path.length === 0) throw new Error("Could not connect scenario waypoints.");
1463
+ actions.push(...pathToActions(path));
1464
+ }
1465
+ return actions;
1466
+ }
1203
1467
  function pathToActions(path) {
1204
1468
  const actions = [];
1205
1469
  for (let index = 1; index < path.length; index += 1) {
@@ -1213,40 +1477,28 @@ function pathToActions(path) {
1213
1477
  return actions;
1214
1478
  }
1215
1479
  function wallDirection(maze, position) {
1216
- const candidates = [
1217
- ["up", cell(position.row - 1, position.col)],
1218
- ["down", cell(position.row + 1, position.col)],
1219
- ["left", cell(position.row, position.col - 1)],
1220
- ["right", cell(position.row, position.col + 1)]
1221
- ];
1480
+ const candidates = [["up", cell(position.row - 1, position.col)], ["down", cell(position.row + 1, position.col)], ["left", cell(position.row, position.col - 1)], ["right", cell(position.row, position.col + 1)]];
1222
1481
  return candidates.find(([, target]) => terrainAt(maze, target) !== ".")?.[0] ?? null;
1223
1482
  }
1224
- function coordinateList(values, language) {
1225
- if (values.length <= 1) return values[0] ?? "";
1226
- const last = values.at(-1);
1227
- return language === "zh" ? `${values.slice(0, -1).join("\u3001")}\u548C${last}` : `${values.slice(0, -1).join(", ")} and ${last}`;
1228
- }
1229
1483
  function initialPossessions(state, language) {
1230
- if (language === "zh") {
1231
- const keys2 = state.keys > 0 ? `\u8D77\u521D\u6301\u6709${numberZh(state.keys)}\u628A\u94A5\u5319` : "\u8D77\u521D\u6CA1\u6709\u94A5\u5319";
1232
- const treasures2 = state.treasures > 0 ? `\u6301\u6709${numberZh(state.treasures)}\u4EF6\u5B9D\u7269` : "\u6CA1\u6709\u5B9D\u7269";
1233
- return `${keys2}\uFF0C${treasures2}`;
1234
- }
1235
- const keys = state.keys > 0 ? `${state.keys} key${plural(state.keys)}` : "no keys";
1236
- const treasures = state.treasures > 0 ? `${state.treasures} treasure${plural(state.treasures)}` : "no treasures";
1237
- return `${keys} and ${treasures}`;
1484
+ const materials = emptyMaterialCounts(state.keysByMaterial);
1485
+ const parts = Object.keys(materials).filter((key) => materials[key] > 0).map((key) => language === "zh" ? `${materials[key]}\u628A${MATERIAL_NAMES[key].zh}\u94A5\u5319` : `${materials[key]} ${MATERIAL_NAMES[key].en} key${plural(materials[key])}`);
1486
+ if (state.keys > 0) parts.unshift(language === "zh" ? `${state.keys}\u628A\u666E\u901A\u94A5\u5319` : `${state.keys} ordinary key${plural(state.keys)}`);
1487
+ const keys = parts.length > 0 ? parts.join(language === "zh" ? "\u3001" : ", ") : language === "zh" ? "\u6CA1\u6709\u94A5\u5319" : "no keys";
1488
+ const treasures = state.treasures > 0 ? language === "zh" ? `${state.treasures}\u4EF6\u5B9D\u7269` : `${state.treasures} treasure${plural(state.treasures)}` : language === "zh" ? "\u6CA1\u6709\u5B9D\u7269" : "no treasures";
1489
+ return language === "zh" ? `\u6301\u6709${keys}\uFF0C${treasures}` : `${keys} and ${treasures}`;
1238
1490
  }
1239
- function numberZh(value) {
1240
- const forms = ["\u96F6", "\u4E00", "\u4E24", "\u4E09", "\u56DB", "\u4E94", "\u516D", "\u4E03", "\u516B", "\u4E5D", "\u5341"];
1241
- return forms[value] ?? String(value);
1491
+ function treasureUnit(type) {
1492
+ return type === "coin" ? "\u679A" : type === "gem" ? "\u9897" : "\u4EF6";
1242
1493
  }
1243
1494
  function plural(value) {
1244
1495
  return value === 1 ? "" : "s";
1245
1496
  }
1497
+ function capitalize(value) {
1498
+ return `${value[0]?.toUpperCase() ?? ""}${value.slice(1)}`;
1499
+ }
1246
1500
  function integer(value, name, minimum) {
1247
- if (!Number.isInteger(value) || value < minimum) {
1248
- throw new Error(`${name} must be an integer greater than or equal to ${minimum}.`);
1249
- }
1501
+ if (!Number.isInteger(value) || value < minimum) throw new Error(`${name} must be an integer greater than or equal to ${minimum}.`);
1250
1502
  return value;
1251
1503
  }
1252
1504
  function oddInteger(value, name, minimum) {
@@ -1255,9 +1507,7 @@ function oddInteger(value, name, minimum) {
1255
1507
  return value;
1256
1508
  }
1257
1509
  function finiteNumber(value, name, minimum, maximum) {
1258
- if (!Number.isFinite(value) || value < minimum || value > maximum) {
1259
- throw new Error(`${name} must be between ${minimum} and ${maximum}.`);
1260
- }
1510
+ if (!Number.isFinite(value) || value < minimum || value > maximum) throw new Error(`${name} must be between ${minimum} and ${maximum}.`);
1261
1511
  return value;
1262
1512
  }
1263
1513
 
@@ -1270,15 +1520,20 @@ var packageName = "maze-test";
1270
1520
  cellKey,
1271
1521
  columnLabel,
1272
1522
  decorateSolidCellMaze,
1523
+ defaultObjectCounts,
1524
+ emptyMaterialCounts,
1525
+ emptyTreasureCounts,
1273
1526
  generateAnswer,
1274
1527
  generateQuestion,
1275
1528
  generateSolidCellMaze,
1276
1529
  generateTrial,
1277
1530
  isFloor,
1278
1531
  letterNumberCoordinate,
1532
+ mechanismPreset,
1279
1533
  neighbors,
1280
1534
  packageName,
1281
1535
  renderCharacterMaze,
1536
+ resolveMechanisms,
1282
1537
  resolveTrialOptions,
1283
1538
  rowColumnCoordinate,
1284
1539
  sameCell,
@@ -1286,6 +1541,7 @@ var packageName = "maze-test";
1286
1541
  simulateTrial,
1287
1542
  stateKey,
1288
1543
  terrainAt,
1544
+ totalMaterialKeys,
1289
1545
  validateSolidCellMaze
1290
1546
  });
1291
1547
  //# sourceMappingURL=index.cjs.map