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1 | #!/usr/bin/env node |
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2 | // Headless playthrough for the 1MB roguelike. |
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3 | // Usage: node tools/playthrough.js [seedCount] [mode] [gameDir] |
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4 | // node tools/playthrough.js --seeds <base36,...> [mode] [gameDir] |
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5 | // |
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6 | // Plays full runs through the real engine: floors 1-5 with a camp choice |
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7 | // between each, the finale (floor 6), then the postgame floor 7. Each floor |
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8 | // is split into goals (torch, bow, crown + key into the beast den, leave) |
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9 | // and each goal is a best-first search over real game states (most torch |
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10 | // first), keeping the best end state per flag combination and backtracking |
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11 | // when a later goal fails. Every winning |
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12 | // input sequence is then replayed from a fresh run through key(), the real |
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13 | // input handler, and must end in a win on floor 7. |
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14 | "use strict" |
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15 | const path = require("path") |
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16 | const vm = require("vm") |
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17 | |
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18 | const only = process.argv[2] == "--seeds" ? process.argv.splice(2, 2)[1].split(",").map(v => parseInt(v, 36)) : null |
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19 | const seedCount = only ? only.length : Math.max(1, parseInt(process.argv[2], 10) || 50) |
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20 | const mode = process.argv[3] || "standard" |
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21 | const gameDir = process.argv[4] || path.join(__dirname, "..", "1mb") |
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22 | const ctx = require("./engine").load(gameDir) |
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23 | |
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24 | vm.runInContext(` |
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25 | const BOT_ACTS={U:()=>step(0,-1),D:()=>step(0,1),L:()=>step(-1,0),R:()=>step(1,0),".":()=>wait(),t:()=>dropTorch()} |
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26 | const BOT_KEYS={U:"ArrowUp",D:"ArrowDown",L:"ArrowLeft",R:"ArrowRight",".":".",t:"t"} |
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27 | const LEG_LIMIT=2000000 |
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28 | let botBudget=0,botDeep=[0,0] |
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29 | const GOAL_NAMES=["torch","bow","crown and key into the den","leave"] |
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30 | function botBits(){let b="";for(const k in O)for(const o of O[k])b+=o.on?1:0;return b} |
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31 | // Position, flags, overlays, and the turn parity and beast only where they act; torch, ward, dread and chase are compared by dominance. |
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32 | function botKey(){const f=S.flags,d=S.drop;return [S.r,S.x,S.y,dark()&&!f.torch?S.turn&3:"",S.gameState,S.level,!!f.torch,f.ash,f.idol,f.gold,f.crown,f.key,f.mask,f.relic,f.relicPlus,S.r=="e"?S.beast.x+","+S.beast.y:"",d?[d.r,d.x,d.y,d.fuel].join():"",botBits()].join("|")} |
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33 | function botRes(){return [S.flags.torch,S.flags.ward,-S.dread,-S.chase]} |
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34 | // Records the state; false when a recorded state with the same key is at least as good in every resource. |
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35 | function botNew(seen){ |
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36 | const k=botKey(),v=botRes(),list=seen.get(k) |
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37 | if(!list){seen.set(k,[v]);return true} |
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38 | if(list.some(o=>o.every((x,i)=>x>=v[i])))return false |
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39 | list.push(v);return true |
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40 | } |
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41 | function botSnap(){return JSON.stringify(S)+"\\u0000"+botBits()} |
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42 | function botRestore(p,world){ |
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43 | R=world.R;O=world.O;V=world.V |
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44 | const i=p.lastIndexOf("\\u0000"),b=p.slice(i+1) |
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45 | S=JSON.parse(p.slice(0,i)) |
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46 | let j=0;for(const k in O)for(const o of O[k])o.on=b[j++]=="1" |
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47 | } |
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48 | function botFull(){return JSON.stringify({S,R,O,V})} |
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49 | function botLoad(f){const x=JSON.parse(f);S=x.S;R=x.R;O=x.O;V=x.V} |
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50 | // Distinct end states by route-relevant flags, keeping the most torch for each. |
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51 | function botSig(){const f=S.flags;return [S.gameState,S.level,S.r,f.gold,f.mask,f.ward>0,f.relic].join()} |
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52 | function botLeg(goal,last){ |
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53 | if(goal())return [[botFull(),""]] |
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54 | const world={R,O,V},start=botSnap(),seen=new Map(),buckets=[],ends=new Map() |
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55 | const push=(p,path)=>{const t=Math.min(S.flags.torch,63);(buckets[t]=buckets[t]||{h:0,a:[]}).a.push([p,path])} |
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56 | botNew(seen);push(start,"") |
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57 | let n=0 |
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58 | for(;;){ |
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59 | let b=buckets.length-1;while(b>=0&&!(buckets[b]&&buckets[b].h<buckets[b].a.length))b-- |
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60 | if(b<0||n>=LEG_LIMIT)break |
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61 | const bk=buckets[b],[p,path]=bk.a[bk.h];bk.a[bk.h++]=null |
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62 | for(const a in BOT_ACTS){ |
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63 | botRestore(p,world) |
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64 | if((a=="."||a=="t")&&S.r!="e")continue |
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65 | BOT_ACTS[a]();n++ |
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66 | if(!S.alive||S.gameState=="dead")continue |
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67 | if(!botNew(seen))continue |
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68 | // Only the last goal (the escape) may wander the beast den. |
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69 | const hit=goal() |
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70 | if(!last&&!hit&&S.r=="e")continue |
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71 | if(hit){ |
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72 | const g=botSig(),e=ends.get(g) |
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73 | if(!e||S.flags.torch>e[2])ends.set(g,[botFull(),path+a,S.flags.torch]) |
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74 | continue |
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75 | } |
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76 | push(botSnap(),path+a) |
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77 | } |
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78 | } |
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79 | botBudget-=n |
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80 | botRestore(start,world) |
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81 | return [...ends.values()].sort((a,b)=>b[2]-a[2]) |
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82 | } |
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83 | function botGoals(L){ |
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84 | const done=()=>S.gameState!="play"||S.level!=L |
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85 | return L==6?[done]:[()=>S.flags.torch>0,()=>S.flags.idol,()=>S.flags.crown&&S.flags.key&&(S.r=="e"||!R.e),done] |
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86 | } |
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87 | function botSolve(goals,i,cont){ |
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88 | if(botBudget<0)return null |
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89 | if(i==goals.length)return cont() |
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90 | const at=[S.level,goals.length==1?3:i];if(at[0]>botDeep[0]||at[0]==botDeep[0]&&at[1]>botDeep[1])botDeep=at |
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91 | for(const [f,path] of botLeg(goals[i],i==goals.length-1)){ |
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92 | botLoad(f) |
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93 | const rest=botSolve(goals,i+1,cont) |
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94 | if(rest!=null)return path+rest |
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95 | } |
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96 | return null |
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97 | } |
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98 | function botRun(){ |
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99 | const L=S.level |
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100 | return botSolve(botGoals(L),0,()=>{ |
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101 | if(S.gameState=="win"){ |
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102 | if(S.level>=7)return "" |
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103 | startPostgame() |
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104 | const r=botRun() |
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105 | return r==null?null:"|p"+r |
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106 | } |
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107 | if(S.gameState=="camp"){ |
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108 | const f=botFull() |
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109 | for(const c of "1423"){ |
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110 | botLoad(f);applyCampChoice(c) |
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111 | const r=botRun() |
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112 | if(r!=null)return "|"+c+r |
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113 | } |
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114 | return null |
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115 | } |
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116 | if(S.level==6&&S.gameState=="play")return botRun() |
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117 | return null |
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118 | }) |
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119 | } |
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120 | function botPlay(s,mode,budget){ |
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121 | seed=s;startRun(mode,0);botBudget=budget;botDeep=[0,0] |
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122 | const moves=botRun() |
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123 | return {moves,left:botBudget,stuck:"floor "+botDeep[0]+" "+GOAL_NAMES[botDeep[1]]} |
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124 | } |
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125 | function botReplay(s,mode,moves){ |
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126 | muted=1 |
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127 | seed=s;startRun(mode,0) |
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128 | for(let i=0;i<moves.length;i++){ |
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129 | const c=moves[i] |
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130 | if(c=="|"){key({key:moves[++i]});continue} |
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131 | key({key:BOT_KEYS[c]}) |
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132 | } |
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133 | return {state:S.gameState,level:S.level,turns:moves.replace(/\\|./g,"").length} |
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134 | } |
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135 | `, ctx, { filename: "playthrough-bot" }) |
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136 | |
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137 | const seeds = only || JSON.parse(vm.runInContext( |
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138 | `JSON.stringify((() => { const r = rng(1), out = []; for (let i = 0; i < ${seedCount}; i++) out.push(Math.floor(r() * 1e9)); return out })())`, |
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139 | ctx, { filename: "playthrough-seeds" })) |
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140 | |
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141 | const t0 = Date.now() |
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142 | const fails = [] |
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143 | let totalMoves = 0 |
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144 | for (const s of seeds) { |
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145 | const res = JSON.parse(vm.runInContext(`JSON.stringify(botPlay(${s}, ${JSON.stringify(mode)}, 30000000))`, ctx)) |
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146 | if (res.moves == null) { |
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147 | fails.push({ seed: s, why: `${res.left < 0 ? "search budget exhausted" : "no winning line found"}, deepest: ${res.stuck}` }) |
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148 | console.log(` seed ${s.toString(36)}: NOT WON, ${fails[fails.length - 1].why}`) |
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149 | continue |
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150 | } |
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151 | const rep = JSON.parse(vm.runInContext(`JSON.stringify(botReplay(${s}, ${JSON.stringify(mode)}, ${JSON.stringify(res.moves)}))`, ctx)) |
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152 | if (rep.state != "win" || rep.level != 7) { |
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153 | fails.push({ seed: s, why: `replay ended ${rep.state} on floor ${rep.level}` }) |
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154 | console.log(` seed ${s.toString(36)}: NOT WON, ${fails[fails.length - 1].why}`) |
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155 | continue |
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156 | } |
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157 | totalMoves += rep.turns |
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158 | console.log(` seed ${s.toString(36)}: won in ${rep.turns} moves`) |
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159 | } |
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160 | const elapsed = ((Date.now() - t0) / 1000).toFixed(1) |
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161 | const won = seeds.length - fails.length |
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162 | if (fails.length) { |
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163 | console.error(`playthrough: ${fails.length}/${seeds.length} ${mode} runs NOT WON (${elapsed}s)`) |
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164 | for (const f of fails.slice(0, 20)) console.error(` seed ${f.seed.toString(36)}: ${f.why}`) |
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165 | process.exit(1) |
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166 | } |
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167 | console.log(`playthrough: OK — ${won}/${seeds.length} ${mode} runs won floors 1-7 and replayed through key() (avg ${Math.round(totalMoves / won)} moves, ${elapsed}s)`) |