fix(tongji): stabilize food transitions and mixed weekly rank
This commit is contained in:
@@ -0,0 +1,570 @@
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#!/usr/bin/env node
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// 识糖小课堂棋盘压力测试:复刻生产版的 5x4 棋盘、掉落、洗牌和渐进换组规则。
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// 运行:node tongji/endless-game/build/stress-game.mjs --runs 10000
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const ROWS = 5
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const COLS = 4
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const HIGH_CAP = 3
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const MAX_CASCADE_WAVES = 3
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const DANGER_DROP_CHANCE = 0.1
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const COLUMN_GROUP_BIAS = 0.72
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const FOOD_GROUPS = [
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{ title: '中式早餐', safe: ['egg', 'cucumber', 'corn', 'grainMantou'], danger: 'congee' },
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{ title: '家常粥餐', safe: ['celery', 'mushroom', 'chicken', 'taro'], danger: 'centuryCongee' },
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{ title: '粗粮早餐', safe: ['broccoli', 'milk', 'brownRice', 'potato'], danger: 'milletCongee' },
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{ title: '水果饮品', safe: ['apple', 'strawberry', 'banana', 'mango'], danger: 'orangeJuice' },
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{ title: '日常饮品', safe: ['milk', 'tea', 'blackCoffee', 'coffee'], danger: 'soda' },
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{ title: '南方汤粉', safe: ['pepper', 'greenBean', 'shrimp', 'udon'], danger: 'riceNoodleSoup' },
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{ title: '北方面食', safe: ['onion', 'celery', 'corn', 'grainMantou'], danger: 'noodleSoup' },
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{ title: '家常餐桌', safe: ['tofu', 'spinach', 'carrot', 'fish'], danger: 'redBeanCongee' }
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]
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const HIGH_KEYS = new Set(FOOD_GROUPS.map(group => group.danger))
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const SAFE_KEYS = new Set(FOOD_GROUPS.flatMap(group => group.safe))
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function readNumberArg(name, fallback) {
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const index = process.argv.indexOf(name)
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if (index < 0) return fallback
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const value = Number(process.argv[index + 1])
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return Number.isFinite(value) && value > 0 ? Math.floor(value) : fallback
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}
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const RUNS = readNumberArg('--runs', 10000)
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const TURNS = readNumberArg('--turns', 80)
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const BASE_SEED = readNumberArg('--seed', 20260722)
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function createRng(seed) {
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let state = seed >>> 0 || 1
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return () => {
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state ^= state << 13
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state ^= state >>> 17
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state ^= state << 5
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return (state >>> 0) / 4294967296
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}
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}
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function cloneBoard(source) {
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return source.map(tile => tile ? { ...tile } : null)
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}
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function tile(key) {
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return { key }
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}
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function isAdjacent(a, b) {
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const ar = Math.floor(a / COLS)
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const ac = a % COLS
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const br = Math.floor(b / COLS)
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const bc = b % COLS
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return Math.abs(ar - br) + Math.abs(ac - bc) === 1
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}
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function swap(source, a, b) {
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const next = cloneBoard(source)
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;[next[a], next[b]] = [next[b], next[a]]
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return next
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}
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function shuffle(source, rng) {
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const result = cloneBoard(source)
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for (let i = result.length - 1; i > 0; i -= 1) {
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const j = Math.floor(rng() * (i + 1))
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;[result[i], result[j]] = [result[j], result[i]]
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}
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return result
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}
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function findMatches(source) {
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const groups = []
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for (let row = 0; row < ROWS; row += 1) {
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let start = 0
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while (start < COLS) {
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let end = start + 1
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while (end < COLS && source[row * COLS + end]?.key === source[row * COLS + start]?.key) end += 1
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if (source[row * COLS + start] && end - start >= 3) {
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groups.push({ direction: 'row', indices: Array.from({ length: end - start }, (_, n) => row * COLS + start + n) })
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}
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start = end
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}
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}
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for (let col = 0; col < COLS; col += 1) {
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let start = 0
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while (start < ROWS) {
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let end = start + 1
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while (end < ROWS && source[end * COLS + col]?.key === source[start * COLS + col]?.key) end += 1
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if (source[start * COLS + col] && end - start >= 3) {
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groups.push({ direction: 'col', indices: Array.from({ length: end - start }, (_, n) => (start + n) * COLS + col) })
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}
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start = end
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}
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}
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return groups
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}
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function enumerateMatchingMoves(source) {
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const moves = []
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for (let i = 0; i < source.length; i += 1) {
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const candidates = []
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if (i % COLS < COLS - 1) candidates.push(i + 1)
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if (i + COLS < source.length) candidates.push(i + COLS)
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for (const j of candidates) {
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const copy = swap(source, i, j)
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const groups = findMatches(copy)
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if (!groups.length) continue
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const indices = new Set(groups.flatMap(group => group.indices))
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const hitsHigh = [...indices].some(index => HIGH_KEYS.has(copy[index]?.key))
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moves.push({ from: i, to: j, hitsHigh, groups })
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}
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}
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return moves
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}
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function safeMoves(source) {
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return enumerateMatchingMoves(source).filter(move => !move.hitsHigh)
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}
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function wouldCreateMatchAt(source, index, key) {
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const row = Math.floor(index / COLS)
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const col = index % COLS
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const keyAt = target => target === index ? key : source[target]?.key
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let horizontal = 1
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for (let c = col - 1; c >= 0 && keyAt(row * COLS + c) === key; c -= 1) horizontal += 1
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for (let c = col + 1; c < COLS && keyAt(row * COLS + c) === key; c += 1) horizontal += 1
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if (horizontal >= 3) return true
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let vertical = 1
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for (let r = row - 1; r >= 0 && keyAt(r * COLS + col) === key; r -= 1) vertical += 1
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for (let r = row + 1; r < ROWS && keyAt(r * COLS + col) === key; r += 1) vertical += 1
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return vertical >= 3
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}
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function openingKeys(state) {
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const [a, b, c, d] = state.activeSafeKeys
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const danger = FOOD_GROUPS[state.themeIndex].danger
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return [
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a, b, c, d,
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b, c, d, a,
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c, d, a, danger,
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d, a, danger, b,
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a, b, c, d
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]
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}
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function forcedPlayableKeys(state) {
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const [a, b, c, d] = state.activeSafeKeys
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const danger = FOOD_GROUPS[state.themeIndex].danger
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return [
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d, a, danger, c,
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d, c, b, danger,
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c, a, b, a,
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d, d, a, a,
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b, d, c, b
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]
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}
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function buildPlayableBoard(state, keys = openingKeys(state)) {
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let candidate = keys.map(tile)
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for (let attempt = 0; attempt < 240; attempt += 1) {
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if (!findMatches(candidate).length && safeMoves(candidate).length) return candidate
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candidate = shuffle(candidate, state.rng)
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}
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state.metrics.guaranteedFallbacks += 1
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return forcedPlayableKeys(state).map(tile)
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}
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function makeStablePlayableBoard(state, source) {
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const tiles = source.filter(Boolean).map(item => ({ ...item }))
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if (tiles.length === ROWS * COLS) {
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for (let attempt = 0; attempt < 300; attempt += 1) {
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const candidate = shuffle(tiles, state.rng)
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if (!findMatches(candidate).length && safeMoves(candidate).length) return candidate
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}
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}
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state.metrics.stableFallbacks += 1
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return buildPlayableBoard(state)
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}
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function queueSafeGroupTransition(state, keys) {
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const target = [...keys]
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const last = state.queuedSafeGroups[state.queuedSafeGroups.length - 1]
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if (!last || !last.every((key, index) => key === target[index])) {
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state.queuedSafeGroups.push(target)
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}
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startNextTransition(state)
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}
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function startNextTransition(state) {
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if (state.transition) return false
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while (state.queuedSafeGroups.length) {
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const target = state.queuedSafeGroups[0]
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const slot = target.findIndex((key, index) => state.activeSafeKeys[index] !== key)
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if (slot < 0) {
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state.queuedSafeGroups.shift()
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continue
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}
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const from = state.activeSafeKeys[slot]
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const to = target[slot]
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state.activeSafeKeys[slot] = to
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state.transition = { from, to, slot, age: 0 }
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return true
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}
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return false
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}
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function finishTransitionIfReady(state) {
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let changed = false
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while (state.transition) {
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const { from, to } = state.transition
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const remaining = state.board.filter(item => item?.key === from).length
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if (remaining > 2) break
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if (remaining) {
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state.board = state.board.map(item => item?.key === from ? { ...item, key: to } : item)
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state.metrics.tailConversions += remaining
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}
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state.transition = null
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changed = true
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startNextTransition(state)
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}
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return changed
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}
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function prepareTransitionForReshuffle(state) {
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const activeSet = new Set(state.activeSafeKeys)
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const counts = Object.fromEntries(state.activeSafeKeys.map(key => [key, 0]))
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state.board.forEach(item => {
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if (item && activeSet.has(item.key)) counts[item.key] += 1
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})
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let imported = 0
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const next = state.board.map(item => {
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if (!item || item.key === 'camel' || HIGH_KEYS.has(item.key)) return item ? { ...item } : item
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if (state.transition && item.key === state.transition.from) {
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imported += 1
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counts[state.transition.to] += 1
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return { ...item, key: state.transition.to }
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}
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if (activeSet.has(item.key)) return { ...item }
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const key = [...state.activeSafeKeys].sort((a, b) => counts[a] - counts[b])[0]
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counts[key] += 1
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imported += 1
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return { ...item, key }
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})
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state.board = next
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state.metrics.reshuffleImports += imported
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}
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function randomFoodKey(state, snapshot, col) {
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const highs = snapshot.filter(item => item && HIGH_KEYS.has(item.key)).length
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if (highs < HIGH_CAP && state.rng() < DANGER_DROP_CHANCE) {
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return FOOD_GROUPS[state.themeIndex].danger
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}
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if (state.rng() < COLUMN_GROUP_BIAS) return state.activeSafeKeys[col % state.activeSafeKeys.length]
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return state.activeSafeKeys[Math.floor(state.rng() * state.activeSafeKeys.length)]
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}
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function pickDropKey(state, snapshot, index, col) {
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for (let attempt = 0; attempt < 16; attempt += 1) {
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const key = randomFoodKey(state, snapshot, col)
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if (!wouldCreateMatchAt(snapshot, index, key)) return key
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}
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const fallback = [...state.activeSafeKeys, FOOD_GROUPS[state.themeIndex].danger]
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.find(key => !wouldCreateMatchAt(snapshot, index, key))
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return fallback || state.activeSafeKeys[(index + col) % state.activeSafeKeys.length]
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}
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function collapseAndFill(state) {
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const next = Array(ROWS * COLS).fill(null)
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for (let col = 0; col < COLS; col += 1) {
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const existing = []
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for (let row = ROWS - 1; row >= 0; row -= 1) {
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const item = state.board[row * COLS + col]
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if (item) existing.push(item)
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}
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existing.forEach((item, offset) => {
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next[(ROWS - 1 - offset) * COLS + col] = item
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})
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}
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for (let row = 0; row < ROWS; row += 1) {
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for (let col = 0; col < COLS; col += 1) {
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const index = row * COLS + col
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if (!next[index]) next[index] = tile(pickDropKey(state, next, index, col))
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}
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}
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state.board = next
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}
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function reshuffle(state) {
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prepareTransitionForReshuffle(state)
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let candidate = null
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for (let attempt = 0; attempt < 240; attempt += 1) {
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const shuffled = shuffle(state.board, state.rng)
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if (findMatches(shuffled).length || !safeMoves(shuffled).length) continue
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candidate = shuffled
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break
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}
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state.board = candidate || buildPlayableBoard(state, forcedPlayableKeys(state))
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finishTransitionIfReady(state)
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state.metrics.reshuffles += 1
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}
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function advanceTheme(state) {
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const previous = FOOD_GROUPS[state.themeIndex]
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state.themeIndex = (state.themeIndex + 1) % FOOD_GROUPS.length
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const next = FOOD_GROUPS[state.themeIndex]
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state.board = state.board.map(item => item?.key === previous.danger ? { ...item, key: next.danger } : item)
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queueSafeGroupTransition(state, next.safe)
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state.metrics.themeChanges += 1
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}
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function resolveMatches(state, initialGroups) {
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let groups = initialGroups
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let wave = 0
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let camelMatch = 0
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while (groups.length && wave < MAX_CASCADE_WAVES) {
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wave += 1
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const remove = new Set(groups.flatMap(group => group.indices))
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for (const group of groups) {
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if (group.indices.every(index => state.board[index]?.key === 'camel')) {
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camelMatch = Math.max(camelMatch, group.indices.length)
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}
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}
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remove.forEach(index => { state.board[index] = null })
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collapseAndFill(state)
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finishTransitionIfReady(state)
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groups = findMatches(state.board)
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const autoHigh = groups.some(group => group.indices.some(index => HIGH_KEYS.has(state.board[index]?.key)))
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if (autoHigh) {
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state.metrics.automaticHighAvoided += 1
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state.board = makeStablePlayableBoard(state, state.board)
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groups = []
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} else if (wave >= MAX_CASCADE_WAVES && groups.length) {
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state.metrics.cascadeCaps += 1
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state.board = makeStablePlayableBoard(state, state.board)
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groups = []
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}
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}
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state.metrics.maxCascade = Math.max(state.metrics.maxCascade, wave)
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if (camelMatch >= 3) advanceTheme(state)
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}
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function useCamelTool(state) {
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const danger = FOOD_GROUPS[state.themeIndex].danger
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const targets = state.board
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.map((item, index) => item?.key === danger ? index : -1)
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.filter(index => index >= 0)
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if (!targets.length) return false
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const index = targets[Math.floor(state.rng() * targets.length)]
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state.board[index] = tile('camel')
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state.metrics.toolUses += 1
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const groups = findMatches(state.board)
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if (groups.length) resolveMatches(state, groups)
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return true
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}
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function recordFailure(state, type, detail = '') {
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state.metrics.failures[type] = (state.metrics.failures[type] || 0) + 1
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if (state.metrics.samples.length < 20) {
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state.metrics.samples.push({ run: state.run, turn: state.turn, type, detail, board: state.board.map(item => item?.key || '-') })
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}
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}
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function validateState(state, expectStable = true) {
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if (state.board.length !== ROWS * COLS || state.board.some(item => !item?.key)) {
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recordFailure(state, 'invalid_board_size')
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return false
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}
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const currentDanger = FOOD_GROUPS[state.themeIndex].danger
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const highKeys = state.board.filter(item => HIGH_KEYS.has(item.key)).map(item => item.key)
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if (highKeys.some(key => key !== currentDanger)) recordFailure(state, 'wrong_theme_danger', highKeys.join(','))
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if (highKeys.length > HIGH_CAP) recordFailure(state, 'danger_cap_exceeded', String(highKeys.length))
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const allowed = new Set([...state.activeSafeKeys, 'camel'])
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if (state.transition) allowed.add(state.transition.from)
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const stale = state.board.filter(item => !HIGH_KEYS.has(item.key) && !allowed.has(item.key)).map(item => item.key)
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if (stale.length) recordFailure(state, 'stale_food', stale.join(','))
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const normalTypes = new Set(state.board.filter(item => SAFE_KEYS.has(item.key)).map(item => item.key))
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if (normalTypes.size > 5) recordFailure(state, 'too_many_normal_types', String(normalTypes.size))
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if (new Set(state.activeSafeKeys).size !== 4) recordFailure(state, 'duplicate_active_food')
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if (state.transition) {
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const remaining = state.board.filter(item => item.key === state.transition.from).length
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if (remaining <= 2) recordFailure(state, 'orphan_transition_tail', `${state.transition.from}:${remaining}`)
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}
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if (expectStable && findMatches(state.board).length) recordFailure(state, 'unresolved_match')
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return true
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}
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function createMetrics() {
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return {
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runs: RUNS,
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turnsPerRun: TURNS,
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totalTurns: 0,
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validMoves: 0,
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reshuffles: 0,
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reshuffleImports: 0,
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guaranteedFallbacks: 0,
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stableFallbacks: 0,
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themeChanges: 0,
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toolUses: 0,
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tailConversions: 0,
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automaticHighAvoided: 0,
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cascadeCaps: 0,
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maxCascade: 0,
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unsafeHighMoveProbes: 0,
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maxTransitionAge: 0,
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maxQueuedThemes: 0,
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transitionDrainTurns: 0,
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unfinishedTransitions: 0,
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failures: {},
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samples: []
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||||
}
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||||
}
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||||
|
||||
function runTargetedTailTests(metrics) {
|
||||
for (let groupIndex = 0; groupIndex < FOOD_GROUPS.length; groupIndex += 1) {
|
||||
const nextIndex = (groupIndex + 1) % FOOD_GROUPS.length
|
||||
for (const remaining of [0, 1, 2]) {
|
||||
const state = {
|
||||
run: -1,
|
||||
turn: remaining,
|
||||
rng: createRng(BASE_SEED + groupIndex * 17 + remaining),
|
||||
metrics,
|
||||
themeIndex: nextIndex,
|
||||
activeSafeKeys: [...FOOD_GROUPS[nextIndex].safe],
|
||||
transition: {
|
||||
from: FOOD_GROUPS[groupIndex].safe[0],
|
||||
to: FOOD_GROUPS[nextIndex].safe[0],
|
||||
slot: 0,
|
||||
age: 0
|
||||
},
|
||||
queuedSafeGroups: [[...FOOD_GROUPS[nextIndex].safe]],
|
||||
board: []
|
||||
}
|
||||
const fill = FOOD_GROUPS[nextIndex].safe
|
||||
state.board = Array.from({ length: ROWS * COLS }, (_, index) => tile(fill[index % fill.length]))
|
||||
for (let index = 0; index < remaining; index += 1) state.board[index] = tile(state.transition.from)
|
||||
finishTransitionIfReady(state)
|
||||
if (state.board.some(item => item.key === FOOD_GROUPS[groupIndex].safe[0])) {
|
||||
recordFailure(state, 'targeted_tail_not_converted', `${groupIndex}:${remaining}`)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const metrics = createMetrics()
|
||||
runTargetedTailTests(metrics)
|
||||
|
||||
for (let run = 0; run < RUNS; run += 1) {
|
||||
const state = {
|
||||
run,
|
||||
turn: 0,
|
||||
rng: createRng(BASE_SEED + run * 2654435761),
|
||||
metrics,
|
||||
themeIndex: run % FOOD_GROUPS.length,
|
||||
activeSafeKeys: [...FOOD_GROUPS[run % FOOD_GROUPS.length].safe],
|
||||
transition: null,
|
||||
queuedSafeGroups: [],
|
||||
board: []
|
||||
}
|
||||
state.board = buildPlayableBoard(state)
|
||||
validateState(state)
|
||||
|
||||
let toolsUsed = 0
|
||||
for (let turn = 0; turn < TURNS; turn += 1) {
|
||||
state.turn = turn
|
||||
metrics.totalTurns += 1
|
||||
if (state.transition) {
|
||||
state.transition.age += 1
|
||||
metrics.maxTransitionAge = Math.max(metrics.maxTransitionAge, state.transition.age)
|
||||
}
|
||||
metrics.maxQueuedThemes = Math.max(metrics.maxQueuedThemes, state.queuedSafeGroups.length)
|
||||
|
||||
// 模拟玩家积攒到驼乳后替换高糖,但每局限制5次,避免测试人为填满棋盘。
|
||||
if (toolsUsed < 5 && turn > 0 && turn % 13 === 0 && useCamelTool(state)) {
|
||||
toolsUsed += 1
|
||||
finishTransitionIfReady(state)
|
||||
if (findMatches(state.board).length) state.board = makeStablePlayableBoard(state, state.board)
|
||||
}
|
||||
|
||||
let moves = safeMoves(state.board)
|
||||
if (!moves.length) {
|
||||
reshuffle(state)
|
||||
moves = safeMoves(state.board)
|
||||
}
|
||||
if (!moves.length) {
|
||||
recordFailure(state, 'dead_board_after_reshuffle')
|
||||
break
|
||||
}
|
||||
|
||||
// 额外探测“主动三消高糖会结束”的判定,不改变主模拟棋盘。
|
||||
const unsafe = enumerateMatchingMoves(state.board).find(move => move.hitsHigh)
|
||||
if (unsafe) {
|
||||
const probe = swap(state.board, unsafe.from, unsafe.to)
|
||||
const direct = findMatches(probe)
|
||||
if (!direct.some(group => group.indices.some(index => HIGH_KEYS.has(probe[index]?.key)))) {
|
||||
recordFailure(state, 'unsafe_high_probe_missed')
|
||||
}
|
||||
metrics.unsafeHighMoveProbes += 1
|
||||
}
|
||||
|
||||
const move = moves[Math.floor(state.rng() * moves.length)]
|
||||
state.board = swap(state.board, move.from, move.to)
|
||||
const groups = findMatches(state.board)
|
||||
if (!groups.length) {
|
||||
recordFailure(state, 'safe_move_without_match')
|
||||
break
|
||||
}
|
||||
if (groups.some(group => group.indices.some(index => HIGH_KEYS.has(state.board[index]?.key)))) {
|
||||
recordFailure(state, 'safe_move_hit_high')
|
||||
break
|
||||
}
|
||||
resolveMatches(state, groups)
|
||||
metrics.validMoves += 1
|
||||
|
||||
// 用较快节奏覆盖连续换组和排队逻辑,强度高于正常玩家。
|
||||
if ((turn + 1) % 16 === 0 && turn + 1 < TURNS) advanceTheme(state)
|
||||
finishTransitionIfReady(state)
|
||||
if (findMatches(state.board).length) state.board = makeStablePlayableBoard(state, state.board)
|
||||
if (!safeMoves(state.board).length) reshuffle(state)
|
||||
validateState(state)
|
||||
}
|
||||
|
||||
// 停止新增主题后继续正常消除,验证排队中的旧食物能否全部退出,避免队列永久积压。
|
||||
let drainTurn = 0
|
||||
while ((state.transition || state.queuedSafeGroups.length) && drainTurn < 80) {
|
||||
state.turn = TURNS + drainTurn
|
||||
if (state.transition) {
|
||||
state.transition.age += 1
|
||||
metrics.maxTransitionAge = Math.max(metrics.maxTransitionAge, state.transition.age)
|
||||
}
|
||||
let moves = safeMoves(state.board)
|
||||
if (!moves.length) {
|
||||
reshuffle(state)
|
||||
moves = safeMoves(state.board)
|
||||
}
|
||||
if (!moves.length) {
|
||||
recordFailure(state, 'dead_board_while_draining')
|
||||
break
|
||||
}
|
||||
const move = moves[Math.floor(state.rng() * moves.length)]
|
||||
state.board = swap(state.board, move.from, move.to)
|
||||
resolveMatches(state, findMatches(state.board))
|
||||
metrics.validMoves += 1
|
||||
finishTransitionIfReady(state)
|
||||
if (findMatches(state.board).length) state.board = makeStablePlayableBoard(state, state.board)
|
||||
if (!safeMoves(state.board).length) reshuffle(state)
|
||||
validateState(state)
|
||||
drainTurn += 1
|
||||
}
|
||||
metrics.transitionDrainTurns += drainTurn
|
||||
if (state.transition || state.queuedSafeGroups.length) metrics.unfinishedTransitions += 1
|
||||
}
|
||||
|
||||
const failureCount = Object.values(metrics.failures).reduce((sum, count) => sum + count, 0)
|
||||
const result = {
|
||||
ok: failureCount === 0,
|
||||
...metrics,
|
||||
failureCount
|
||||
}
|
||||
process.stdout.write(`${JSON.stringify(result, null, 2)}\n`)
|
||||
if (!result.ok) process.exitCode = 1
|
||||
@@ -0,0 +1,31 @@
|
||||
import { readFileSync } from 'node:fs'
|
||||
import { resolve } from 'node:path'
|
||||
import type { Plugin } from 'vite'
|
||||
|
||||
const FOOD_ICON_FILES = [
|
||||
'tofu.jpg',
|
||||
'spinach.jpg',
|
||||
'carrot.jpg',
|
||||
'fish.jpg',
|
||||
'redBeanCongee.jpg'
|
||||
]
|
||||
|
||||
/**
|
||||
* Keep endless-game food icons inside the tongji subpackage.
|
||||
* Importing them from Vue would make Vite emit them into the main-package assets folder.
|
||||
*/
|
||||
export function tongjiFoodAssetsPlugin(): Plugin {
|
||||
return {
|
||||
name: 'tongji-food-assets',
|
||||
apply: 'build',
|
||||
generateBundle() {
|
||||
FOOD_ICON_FILES.forEach((fileName) => {
|
||||
this.emitFile({
|
||||
type: 'asset',
|
||||
fileName: `tongji/endless-game/assets/food/${fileName}`,
|
||||
source: readFileSync(resolve(process.cwd(), 'tongji/endless-game/assets/food', fileName))
|
||||
})
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user