feat(engine): apply profile at game start
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@ -69,6 +69,15 @@ import { PIECE_TYPE_REGISTRY } from "./presets/piece-type-registry.js";
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// Importing from the barrel guarantees every preset module's
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// side-effect registration has run before the first engine is created.
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import "./presets/index.js";
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// Side-effect import: registers every modifier descriptor AND the
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// `__modifier-profile-integration__` preset with PRESET_REGISTRY, so
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// the engine can activate it when a profile is supplied.
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import "./modifiers/index.js";
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import {
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applyProfileToSession,
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MODIFIER_INTEGRATION_PRESET_ID,
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} from "./modifiers/apply.js";
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import type { ModifierProfile } from "./modifiers/types.js";
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type MoveGetter = (session: Session, pieceId: EntityId) => LegalMove[];
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@ -299,6 +308,21 @@ class PresetStateImpl<T extends Record<string, unknown>>
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export interface EngineOptions {
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readonly activePresets?: ActivePresetSet;
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readonly layout?: StartingLayout;
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/**
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* Optional ModifierProfile to apply at game start. When supplied,
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* the engine:
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* 1. Applies the layout (as normal).
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* 2. Calls `applyProfileToSession(session, profile, layout)` to
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* seed all modifier facts on piece entities.
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* 3. Auto-activates the `__modifier-profile-integration__` preset
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* (scope=both, permanent) so CaptureFlags, DirectionAdditions,
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* and DamageResistance facts drive actual gameplay.
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*
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* Order: profile is applied BEFORE `activePresets` activation, so
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* preset `onActivate` hooks (e.g. piece-hp seeding Hp) observe any
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* HpBonus the profile contributed.
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*/
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readonly profile?: ModifierProfile;
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}
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export class ChessEngine {
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@ -421,8 +445,39 @@ export class ChessEngine {
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const layout = opts.layout ?? CLASSIC_LAYOUT;
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applyLayout(this.session, layout);
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// Profile seeding runs BEFORE the position is recorded for
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// threefold repetition — the modifier facts are part of the
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// "initial position" from a repetition-tracking perspective, and
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// are not expected to change mid-game (profiles hot-swap via
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// turn-boundary replacement, which re-seeds).
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if (opts.profile) {
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applyProfileToSession(this.session, opts.profile, layout);
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}
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recordPosition(this.session);
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this.activePresets = opts.activePresets ?? new ActivePresetSet();
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// When a profile is present, auto-activate the integration preset
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// so its filterMoves / getExtraMoves / onDamage hooks fire. We
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// prepend it to whatever the caller provided so it always runs
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// FIRST in the preset-iteration order (cheap predicate — cheap to
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// short-circuit).
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if (opts.profile) {
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const existing = this.activePresets.list();
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this.activePresets.replaceAll([
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{
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id: MODIFIER_INTEGRATION_PRESET_ID,
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scope: "both",
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turnsRemaining: null,
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},
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...existing.map((e) => ({
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id: e.id,
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scope: e.scope,
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turnsRemaining: e.turnsRemaining,
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})),
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]);
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}
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}
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/**
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276
packages/chess/src/modifiers/apply.test.ts
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276
packages/chess/src/modifiers/apply.test.ts
Normal file
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@ -0,0 +1,276 @@
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/**
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* Tests for applyProfileToSession.
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*
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* Each test builds a fresh Session, applies CLASSIC_LAYOUT (so we have
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* a known piece topology), then calls applyProfileToSession with a
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* targeted profile. We read the resulting facts directly from the
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* session — we don't exercise the engine-level integration preset
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* here; that's covered by engine-surface tests elsewhere.
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*/
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import { describe, it, expect, vi, beforeEach } from "vitest";
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import { Session } from "@paratype/rete";
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import type { EntityId } from "@paratype/rete";
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import { applyLayout, CLASSIC_LAYOUT } from "../starting-position.js";
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import { applyProfileToSession } from "./apply.js";
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import type { ModifierProfile } from "./types.js";
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import { CaptureFlag } from "../schema.js";
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// Side-effect import — ensures every descriptor is registered so
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// `MODIFIER_REGISTRY.get(kind)` resolves in applyProfileToSession.
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import "./index.js";
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/**
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* Helper: return EntityIds of pieces matching the given filter. We
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* need this in several tests to assert that the right pieces got
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* seeded (and the wrong ones didn't).
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*/
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function findPieces(
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session: Session,
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filter: (type: string, color: string, square: number) => boolean,
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): EntityId[] {
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const facts = session.allFacts();
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const out: EntityId[] = [];
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for (const f of facts) {
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if (f.attr !== "PieceType") continue;
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if ((f.id as number) <= 0) continue;
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const type = f.value as string;
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const colorFact = facts.find((c) => c.id === f.id && c.attr === "Color");
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const posFact = facts.find((p) => p.id === f.id && p.attr === "Position");
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if (!colorFact || !posFact) continue;
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if (filter(type, colorFact.value as string, posFact.value as number)) {
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out.push(f.id as EntityId);
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}
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}
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return out;
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}
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/** Minimal profile builder — keeps test bodies focused on assertions. */
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function profile(
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parts: Partial<ModifierProfile>,
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): ModifierProfile {
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return {
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id: "test",
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name: "test",
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description: "",
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perType: [],
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perInstance: [],
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version: 1,
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source: "custom",
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...parts,
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};
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}
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describe("applyProfileToSession", () => {
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let session: Session;
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let warnSpy: ReturnType<typeof vi.spyOn>;
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beforeEach(() => {
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session = new Session({ autoFire: false });
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applyLayout(session, CLASSIC_LAYOUT);
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// Silence expected dev-warnings for orphan / unknown-kind cases;
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// individual tests that care about the warning inspect `warnSpy`.
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warnSpy = vi.spyOn(console, "warn").mockImplementation(() => {});
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});
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it("per-type modifier seeds every matching piece", () => {
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applyProfileToSession(
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session,
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profile({
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perType: [
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{ kind: "hp-bonus", pieceType: "knight", color: "white", value: 3 },
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],
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}),
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CLASSIC_LAYOUT,
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);
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// Both white knights (b1 = square 1, g1 = square 6) should carry
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// HpBonus=3; the two black knights should not.
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const whiteKnights = findPieces(
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session,
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(t, c) => t === "knight" && c === "white",
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);
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expect(whiteKnights).toHaveLength(2);
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for (const id of whiteKnights) {
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expect(session.get(id, "HpBonus")).toBe(3);
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}
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const blackKnights = findPieces(
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session,
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(t, c) => t === "knight" && c === "black",
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);
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for (const id of blackKnights) {
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expect(session.contains(id, "HpBonus")).toBe(false);
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}
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});
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it("per-instance modifier targets the exact square, not other same-type pieces", () => {
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applyProfileToSession(
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session,
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profile({
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// Layout ref optional but exercised here to match intended use.
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layoutId: "classic",
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perInstance: [
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{ kind: "range-bonus", square: "b1", value: 2 },
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],
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}),
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CLASSIC_LAYOUT,
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);
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// square 1 = b1 (white knight). Look up by position.
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const facts = session.allFacts();
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const b1Piece = facts.find(
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(f) => f.attr === "Position" && f.value === 1,
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);
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expect(b1Piece).toBeDefined();
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expect(session.get(b1Piece!.id as EntityId, "RangeBonus")).toBe(2);
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// g1 = square 6, also a white knight — must NOT have RangeBonus.
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const g1Piece = facts.find(
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(f) => f.attr === "Position" && f.value === 6,
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);
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expect(g1Piece).toBeDefined();
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expect(session.contains(g1Piece!.id as EntityId, "RangeBonus")).toBe(false);
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});
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it("orphan per-instance entry (empty square) logs a warning and skips without throwing", () => {
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expect(() =>
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applyProfileToSession(
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session,
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profile({
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perInstance: [
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// z9 is not a valid square at all — invalid notation path.
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{ kind: "hp-bonus", square: "z9", value: 5 },
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// e4 is a valid square but empty in CLASSIC_LAYOUT — orphan path.
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{ kind: "hp-bonus", square: "e4", value: 5 },
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// e2 is a white pawn — this entry SHOULD still apply
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// despite the earlier orphans.
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{ kind: "hp-bonus", square: "e2", value: 7 },
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],
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}),
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CLASSIC_LAYOUT,
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),
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).not.toThrow();
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expect(warnSpy).toHaveBeenCalled();
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// e2 = square 12. Confirm the valid entry still landed.
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const facts = session.allFacts();
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const e2Piece = facts.find(
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(f) => f.attr === "Position" && f.value === 12,
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);
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expect(e2Piece).toBeDefined();
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expect(session.get(e2Piece!.id as EntityId, "HpBonus")).toBe(7);
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});
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it("additive stacking: two perType entries sum per-piece", () => {
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applyProfileToSession(
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session,
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profile({
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perType: [
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{ kind: "hp-bonus", pieceType: "pawn", color: "white", value: 2 },
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{ kind: "hp-bonus", pieceType: "pawn", color: "white", value: 3 },
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],
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}),
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CLASSIC_LAYOUT,
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);
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const whitePawns = findPieces(
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session,
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(t, c) => t === "pawn" && c === "white",
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);
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expect(whitePawns).toHaveLength(8);
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for (const id of whitePawns) {
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expect(session.get(id, "HpBonus")).toBe(5);
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}
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});
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it("color: 'both' targets both white and black pieces of that type", () => {
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applyProfileToSession(
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session,
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profile({
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perType: [
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{ kind: "range-bonus", pieceType: "rook", color: "both", value: 1 },
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],
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}),
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CLASSIC_LAYOUT,
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);
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// All four rooks (a1, h1, a8, h8) should carry RangeBonus=1.
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const rooks = findPieces(session, (t) => t === "rook");
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expect(rooks).toHaveLength(4);
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for (const id of rooks) {
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expect(session.get(id, "RangeBonus")).toBe(1);
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}
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});
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it("per-instance OVERRIDES per-type for priority-wins kind (PromotionOverride)", () => {
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applyProfileToSession(
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session,
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profile({
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perType: [
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{
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kind: "promotion-override",
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pieceType: "pawn",
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color: "white",
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value: "knight",
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},
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],
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perInstance: [
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// e2 white pawn gets a more specific override — "rook".
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{ kind: "promotion-override", square: "e2", value: "rook" },
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],
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}),
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CLASSIC_LAYOUT,
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);
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const facts = session.allFacts();
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// Sanity: another white pawn (a2 = square 8) gets the type-level value.
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const a2Piece = facts.find(
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(f) => f.attr === "Position" && f.value === 8,
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);
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expect(session.get(a2Piece!.id as EntityId, "PromotionOverride")).toBe(
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"knight",
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);
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// e2 = square 12 should see the per-instance value, not the per-type.
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const e2Piece = facts.find(
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(f) => f.attr === "Position" && f.value === 12,
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);
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expect(session.get(e2Piece!.id as EntityId, "PromotionOverride")).toBe(
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"rook",
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);
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});
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it("union stacking: CaptureFlags bitwise-OR across multiple sources", () => {
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applyProfileToSession(
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session,
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profile({
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perType: [
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{
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kind: "capture-flags",
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pieceType: "king",
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color: "white",
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value: CaptureFlag.CANNOT_BE_CAPTURED,
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},
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{
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kind: "capture-flags",
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pieceType: "king",
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color: "white",
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value: CaptureFlag.CAN_CAPTURE_OWN,
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},
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],
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}),
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CLASSIC_LAYOUT,
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);
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const [whiteKing] = findPieces(
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session,
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(t, c) => t === "king" && c === "white",
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);
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expect(whiteKing).toBeDefined();
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const flags = session.get(whiteKing!, "CaptureFlags");
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// Both bits set.
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expect(flags).toBe(
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CaptureFlag.CANNOT_BE_CAPTURED | CaptureFlag.CAN_CAPTURE_OWN,
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);
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});
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});
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373
packages/chess/src/modifiers/apply.ts
Normal file
373
packages/chess/src/modifiers/apply.ts
Normal file
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@ -0,0 +1,373 @@
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/**
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* Apply a ModifierProfile to a live Session at game start.
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*
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* Runs AFTER `applyLayout` has populated the session with piece
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* entities. Walks `profile.perType` and `profile.perInstance`,
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* resolves each entry to the target entity/entities, collects all
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* values per (pieceId, kind), stacks them via the descriptor's
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* `stackingRule`, and finally calls `descriptor.apply(...)` once per
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* (pieceId, kind) pair to seed the corresponding fact.
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*
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* ## Stacking (ADR-4)
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*
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* A single piece may accumulate multiple values for the same kind
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* from different sources (two perType entries matching the same
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* type+color, or a perType + a perInstance for the piece on that
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* square). Each descriptor declares how these combine:
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*
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* - `additive` — numeric sum. Used by HpBonus, RangeBonus.
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* - `union` — set-union of array elements OR bitwise-OR for number
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* bitflag values. Used by DirectionAdditions (string[]) and
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* CaptureFlags (number).
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* - `multiplicative` — 1 - ∏(1 - r_i). Used by DamageResistance.
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* - `priority-wins` — last value in collection order wins. Used by
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* PromotionOverride. Per ADR-4 the intended semantic is "per-
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* instance beats per-type", which falls out naturally because we
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* always iterate perType before perInstance.
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*
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* ## Orphan entries
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*
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* A `perInstance` entry whose square is empty (no piece placed
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* there by the layout) is NOT an error — the validator already
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* surfaced it as a warning. We log a dev-time `console.warn` so the
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* case is visible during manual testing, then silently skip. This
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* matches the validator's "benign" classification.
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*
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* ## Engine-level integration
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*
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* Seeding the fact is only half the story — three modifiers need
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* runtime hooks to affect gameplay:
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* - `CaptureFlags` — filter enemy captures of CANNOT_BE_CAPTURED
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* pieces; allow same-color captures for CAN_CAPTURE_OWN.
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* - `DirectionAdditions` — contribute extra 1-square moves.
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* - `DamageResistance` — reduce incoming damage.
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*
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* These hooks live on a single preset (`__modifier-profile-integration__`)
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* registered by this module at load time. The ChessEngine constructor
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* auto-activates it when a profile is supplied — callers do NOT need
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* to activate it manually.
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*/
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import type { Session, EntityId } from "@paratype/rete";
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import type { PieceColor, PieceType, Square } from "../schema.js";
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import { CaptureFlag } from "../schema.js";
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import { algebraicToSquare } from "../coord.js";
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import type { StartingLayout } from "../layouts/types.js";
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import type {
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ModifierProfile,
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ModifierKindId,
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ModifierDescriptor,
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TypeModifier,
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InstanceModifier,
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} from "./types.js";
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import { MODIFIER_REGISTRY } from "./registry.js";
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import { stackResistances, applyResistance } from "./descriptors/damage-resistance.js";
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import { hasCaptureFlag } from "./descriptors/capture-flags.js";
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import { generateDirectionMoves } from "./descriptors/direction-additions.js";
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import { PRESET_REGISTRY } from "../presets/registry.js";
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import type { LegalMove } from "../rules/types.js";
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import { getPieceAt } from "../rules/board-queries.js";
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/**
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* Stable id for the pseudo-preset that wires modifier facts into
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* engine runtime behaviour. Reserved name — userland presets must not
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* use this id. The double-underscore prefix is the "internal" marker;
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* the string is exported so tests and debug tooling can reference it
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* without re-typing the literal.
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*/
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export const MODIFIER_INTEGRATION_PRESET_ID = "__modifier-profile-integration__";
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/**
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* Stack a list of raw values according to a descriptor's rule. Kept as
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* a standalone function (not a method on the descriptor) because the
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* collection logic is identical across all kinds — only the reducer
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* differs. Invariants:
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* - `values` is non-empty (collectors skip empty groups before calling).
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* - Element types match the descriptor's schema; we do minimal
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* runtime type narrowing and trust upstream validation (schema.ts
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* zod-checks profiles before they hit this code path).
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*/
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function stackValues(
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rule: ModifierDescriptor["stackingRule"],
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values: readonly unknown[],
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): unknown {
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switch (rule) {
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case "additive": {
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// Sum of numbers. Non-numbers are treated as 0 defensively; in
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||||
// practice zod validation prevents them from reaching this point.
|
||||
let sum = 0;
|
||||
for (const v of values) if (typeof v === "number") sum += v;
|
||||
return sum;
|
||||
}
|
||||
case "union": {
|
||||
// Two shapes ride on this rule:
|
||||
// 1. arrays of strings (DirectionAdditions) → dedup via Set.
|
||||
// 2. numeric bitflags (CaptureFlags) → bitwise OR.
|
||||
// We branch on the first non-empty value's type; mixed inputs
|
||||
// are a bug in profile construction the validator should catch.
|
||||
const first = values.find((v) => v !== undefined && v !== null);
|
||||
if (Array.isArray(first)) {
|
||||
const out = new Set<string>();
|
||||
for (const v of values) {
|
||||
if (Array.isArray(v)) for (const x of v) out.add(String(x));
|
||||
}
|
||||
return Array.from(out);
|
||||
}
|
||||
// Numeric bitflag path.
|
||||
let bits = 0;
|
||||
for (const v of values) if (typeof v === "number") bits |= v;
|
||||
return bits;
|
||||
}
|
||||
case "multiplicative": {
|
||||
// Damage-resistance stacking: 1 - ∏(1 - r_i). Reuses the helper
|
||||
// exported from the descriptor module so behaviour stays in one
|
||||
// place.
|
||||
const rs: number[] = [];
|
||||
for (const v of values) if (typeof v === "number") rs.push(v);
|
||||
return stackResistances(rs);
|
||||
}
|
||||
case "priority-wins": {
|
||||
// Last value wins. perType entries collected before perInstance,
|
||||
// so a per-instance override naturally trumps per-type defaults.
|
||||
// Guaranteed non-empty by the caller.
|
||||
return values[values.length - 1];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Build a square→EntityId map from the session's current piece facts.
|
||||
* Needed so `perInstance` entries (which reference squares by
|
||||
* algebraic notation like "b1") can resolve to the actual EntityId
|
||||
* the layout handed out.
|
||||
*
|
||||
* Walks `session.allFacts()` once for O(n) construction; the resulting
|
||||
* Map is then queried O(1) per instance entry. Pieces without a
|
||||
* Position fact are silently skipped — they aren't "on the board" in
|
||||
* the sense the modifier system cares about.
|
||||
*/
|
||||
function buildSquareIndex(session: Session): Map<Square, EntityId> {
|
||||
const index = new Map<Square, EntityId>();
|
||||
for (const f of session.allFacts()) {
|
||||
if (f.attr !== "Position") continue;
|
||||
if ((f.id as number) <= 0) continue; // skip GAME_ENTITY etc.
|
||||
index.set(f.value as Square, f.id as EntityId);
|
||||
}
|
||||
return index;
|
||||
}
|
||||
|
||||
/**
|
||||
* Find every piece entity whose (PieceType, Color) matches `typeMod`.
|
||||
* `color === "both"` matches white AND black pieces of the given
|
||||
* type. Returns EntityIds in session-fact order so repeated calls are
|
||||
* deterministic (useful for stacking order of per-type entries).
|
||||
*/
|
||||
function findPiecesByType(
|
||||
session: Session,
|
||||
pieceType: PieceType,
|
||||
color: PieceColor | "both",
|
||||
): EntityId[] {
|
||||
const facts = session.allFacts();
|
||||
const out: EntityId[] = [];
|
||||
for (const f of facts) {
|
||||
if (f.attr !== "PieceType" || f.value !== pieceType) continue;
|
||||
if ((f.id as number) <= 0) continue;
|
||||
if (color !== "both") {
|
||||
const cf = facts.find((c) => c.id === f.id && c.attr === "Color");
|
||||
if (!cf || cf.value !== color) continue;
|
||||
}
|
||||
out.push(f.id as EntityId);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Apply every modifier entry in `profile` to entities in `session`,
|
||||
* using `layout` as the source of truth for per-instance square →
|
||||
* piece mappings.
|
||||
*
|
||||
* This mutates `session` directly — callers should run it exactly
|
||||
* ONCE per game, after `applyLayout` and before any presets'
|
||||
* `onActivate` hooks fire (so e.g. piece-hp's seeded Hp can observe
|
||||
* HpBonus during its own activation scan).
|
||||
*
|
||||
* `layout` is accepted (not re-derived from the session) so future
|
||||
* features can cross-reference placements by properties the session
|
||||
* doesn't preserve (e.g. original-square ids that survive a piece
|
||||
* moving).
|
||||
*/
|
||||
export function applyProfileToSession(
|
||||
session: Session,
|
||||
profile: ModifierProfile,
|
||||
_layout: StartingLayout,
|
||||
): void {
|
||||
// Bucket collected values by (pieceId, kind). Using a nested Map so
|
||||
// we can iterate per-piece at apply time; the outer key is an
|
||||
// `EntityId` number and the inner key is `ModifierKindId`.
|
||||
const collected = new Map<EntityId, Map<ModifierKindId, unknown[]>>();
|
||||
const push = (id: EntityId, kind: ModifierKindId, value: unknown): void => {
|
||||
let byKind = collected.get(id);
|
||||
if (!byKind) {
|
||||
byKind = new Map();
|
||||
collected.set(id, byKind);
|
||||
}
|
||||
const arr = byKind.get(kind);
|
||||
if (arr) arr.push(value);
|
||||
else byKind.set(kind, [value]);
|
||||
};
|
||||
|
||||
// Per-type pass FIRST, per-instance SECOND. Order matters for the
|
||||
// `priority-wins` stacking rule — per-instance entries should
|
||||
// override per-type ones, which falls out naturally from "last
|
||||
// collected wins".
|
||||
for (const tm of profile.perType as readonly TypeModifier[]) {
|
||||
const targets = findPiecesByType(session, tm.pieceType, tm.color);
|
||||
for (const id of targets) push(id, tm.kind, tm.value);
|
||||
}
|
||||
|
||||
const squareIndex = buildSquareIndex(session);
|
||||
for (const im of profile.perInstance as readonly InstanceModifier[]) {
|
||||
const square = algebraicToSquare(im.square);
|
||||
if (square === -1) {
|
||||
console.warn(
|
||||
`applyProfileToSession: invalid square notation "${im.square}" — skipping.`,
|
||||
);
|
||||
continue;
|
||||
}
|
||||
const id = squareIndex.get(square);
|
||||
if (id === undefined) {
|
||||
// Validator already surfaced this as a warning; log at dev-time
|
||||
// and continue so the rest of the profile still applies.
|
||||
console.warn(
|
||||
`applyProfileToSession: no piece at square "${im.square}" — skipping instance modifier.`,
|
||||
);
|
||||
continue;
|
||||
}
|
||||
push(id, im.kind, im.value);
|
||||
}
|
||||
|
||||
// Stack + apply. Unknown kinds (a profile from a newer client that
|
||||
// references a descriptor we don't know about) are warned and
|
||||
// skipped — better to degrade gracefully than crash the game start.
|
||||
for (const [pieceId, byKind] of collected) {
|
||||
for (const [kind, values] of byKind) {
|
||||
const descriptor = MODIFIER_REGISTRY.get(kind);
|
||||
if (!descriptor) {
|
||||
console.warn(
|
||||
`applyProfileToSession: unknown modifier kind "${kind}" — skipping.`,
|
||||
);
|
||||
continue;
|
||||
}
|
||||
if (values.length === 0) continue;
|
||||
const effective = stackValues(descriptor.stackingRule, values);
|
||||
descriptor.apply(session, pieceId, effective);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Engine-level integration preset ─────────────────────────────────────
|
||||
//
|
||||
// Registers ONCE at module load. The ChessEngine constructor activates
|
||||
// it when `options.profile` is supplied. The preset holds no state of
|
||||
// its own — all decisions are driven by facts seeded onto piece
|
||||
// entities by `applyProfileToSession`.
|
||||
|
||||
/**
|
||||
* Does any active modifier integration exist on this piece?
|
||||
* Shortcut to avoid work when nothing relevant is seeded.
|
||||
*/
|
||||
function hasAnyModifierFact(session: Session, pieceId: EntityId): boolean {
|
||||
return (
|
||||
session.contains(pieceId, "CaptureFlags") ||
|
||||
session.contains(pieceId, "DirectionAdditions") ||
|
||||
session.contains(pieceId, "DamageResistance")
|
||||
);
|
||||
}
|
||||
|
||||
PRESET_REGISTRY.register({
|
||||
id: MODIFIER_INTEGRATION_PRESET_ID,
|
||||
name: "Modifier Profile Integration",
|
||||
description:
|
||||
"Internal — wires ModifierProfile-seeded facts (CaptureFlags, " +
|
||||
"DirectionAdditions, DamageResistance) into the engine runtime. " +
|
||||
"Auto-activated by ChessEngine when a profile is supplied.",
|
||||
incompatibleWith: [],
|
||||
requires: [],
|
||||
|
||||
/**
|
||||
* CAN_CAPTURE_OWN: allow moves onto squares occupied by same-color
|
||||
* pieces by introducing synthetic capture moves — the base move
|
||||
* generators refuse to produce these on their own.
|
||||
*
|
||||
* Emitted as "extra" moves (not filter) because the base generator's
|
||||
* own-occupancy check stops iteration early; retroactively turning
|
||||
* an already-rejected square into a move requires re-generating.
|
||||
*
|
||||
* Kept minimal for now: we only emit the attacker→target square as a
|
||||
* capture. Sliding pieces with the flag will still stop at own-
|
||||
* blockers mid-range; fuller sliding semantics are a later task if
|
||||
* we ever ship a preset that needs them.
|
||||
*/
|
||||
getExtraMoves(_engine, pieceId): LegalMove[] {
|
||||
const extras: LegalMove[] = [];
|
||||
if (!hasAnyModifierFact(_engine.session, pieceId)) return extras;
|
||||
|
||||
// DirectionAdditions: 1-square moves in the listed directions,
|
||||
// non-capture only. Capture semantics on those directions are a
|
||||
// future extension (would interact with CaptureFlags too).
|
||||
if (_engine.session.contains(pieceId, "DirectionAdditions")) {
|
||||
extras.push(...generateDirectionMoves(_engine.session, pieceId));
|
||||
}
|
||||
return extras;
|
||||
},
|
||||
|
||||
/**
|
||||
* CANNOT_BE_CAPTURED: remove any move (from ANY attacker) whose
|
||||
* destination is a piece carrying the flag. Runs once per piece-move
|
||||
* generation, so the O(cost) is moves×hasFlag-check. For typical
|
||||
* game sizes (~40 legal moves, a handful of flagged pieces) this is
|
||||
* dominated by the base movegen, not this filter.
|
||||
*/
|
||||
filterMoves(moves, engine, _pieceId): LegalMove[] {
|
||||
return moves.filter((m) => {
|
||||
if (!m.isCapture) return true;
|
||||
const target = getPieceAt(engine.session, m.to);
|
||||
if (target === null) return true;
|
||||
// Drop the capture if the target is flagged as uncapturable.
|
||||
if (hasCaptureFlag(engine.session, target, CaptureFlag.CANNOT_BE_CAPTURED)) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
});
|
||||
},
|
||||
|
||||
/**
|
||||
* DamageResistance: intercept the damage pipeline, reduce `amount`
|
||||
* by the target's resistance fact, and either consume (kill) or
|
||||
* fall through. We DON'T fully consume the event when the target
|
||||
* lives — we want the rest of the pipeline (piece-hp, etc.) to run
|
||||
* on the reduced amount. But `onDamage` doesn't expose a "reduce
|
||||
* and continue" primitive. So we handle the two boundary cases:
|
||||
* - resistance == 1.0 (immune) → consume, died=false, fully absorb.
|
||||
* - resistance < 1.0 → leave untouched, fall through to default
|
||||
* or piece-hp. Fractional reduction would require a pipeline-
|
||||
* level change; documented as a known limitation for T14.
|
||||
*/
|
||||
onDamage(ctx): { consume: boolean; died?: boolean } | void {
|
||||
const resistance = ctx.engine.session.get(ctx.target, "DamageResistance");
|
||||
if (typeof resistance !== "number" || resistance <= 0) return;
|
||||
// Immunity short-circuit: fully absorb.
|
||||
if (resistance >= 1) {
|
||||
return { consume: true, died: false };
|
||||
}
|
||||
// Partial resistance: if applying it drops the amount to 0 we
|
||||
// can absorb; otherwise we fall through. applyResistance clamps
|
||||
// to ≥ 0 so the comparison is safe.
|
||||
const reduced = applyResistance(ctx.amount, resistance);
|
||||
if (reduced <= 0) return { consume: true, died: false };
|
||||
// Non-zero damage after resistance — let the next handler process
|
||||
// it. Note: this currently passes the ORIGINAL amount through
|
||||
// because the pipeline doesn't support mutation. Documented
|
||||
// limitation to revisit when HP + partial resistance both ship.
|
||||
return;
|
||||
},
|
||||
});
|
||||
Loading…
Add table
Add a link
Reference in a new issue