anaytics
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+8
-1
@@ -16,6 +16,8 @@
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* Run with: npx tsx scripts/play.ts [tickSeconds]
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*/
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import readline from 'node:readline';
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import { Analytics, makeAnalyticsGameInfo } from '../src/analytics';
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import { ConsoleAnalyticsTransport } from '../src/analytics/ConsoleAnalyticsTransport';
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import { bushesForDay, treesForDay } from '../src/game/constants';
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import { formatClock } from '../src/game/daynight';
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import { Rabbit } from '../src/game/entities/Rabbit';
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@@ -33,7 +35,12 @@ const TICKS_PER_BATCH = 1000;
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/** How far past the nearest rabbit to aim while fleeing it. */
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const FLEE_DISTANCE = 400;
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const store = new GameStore();
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// Logs every analytics call to the console (see ConsoleAnalyticsTransport) instead of sending it
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// anywhere — this is what actually lets `npm run play` be used to verify analytics behavior.
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let store: GameStore;
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const analytics = new Analytics(new ConsoleAnalyticsTransport(), () => makeAnalyticsGameInfo(store));
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analytics.start();
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store = new GameStore(analytics);
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store.initialize(MAP_WIDTH, MAP_HEIGHT);
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const startedAt = Date.now();
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@@ -1,57 +0,0 @@
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/** Headless example: plays the game for many ticks with no browser/DOM involved at all — proves
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* GameStore/its entities (see src/game/entities) can run standalone, and demonstrates measuring
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* how often a player would need to act (pick a new target) per unit of simulated time.
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*
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* Run with: npx tsx scripts/simulate.ts [ticks] [tickSeconds]
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*/
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import { Rabbit } from '../src/game/entities/Rabbit';
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import { ResourceNode } from '../src/game/entities/ResourceNode';
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import { GameStore } from '../src/game/GameStore';
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const totalTicks = Number(process.argv[2] ?? 1_000_000);
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const tickSeconds = Number(process.argv[3] ?? 0.1);
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const mapWidth = 1200;
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const mapHeight = 800;
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const store = new GameStore();
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store.initialize(mapWidth, mapHeight);
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// A minimal bot policy standing in for a player: keep whatever target is currently held as long
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// as it still exists; otherwise pick the nearest node or rabbit and hold it. Each such pick is
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// counted as one "user action" — a mouse click choosing a new thing to interact with.
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let actionCount = 0;
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for (let i = 0; i < totalTicks; i++) {
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if (store.isDead)
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break;
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const stillHoldingNode = store.heldNodeId !== null && store.nodes.some((node) => node.id === store.heldNodeId);
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const stillHoldingRabbit = store.heldRabbitId !== null && store.rabbits.some((rabbit) => rabbit.id === store.heldRabbitId);
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if (!stillHoldingNode && !stillHoldingRabbit) {
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const nearestNode = ResourceNode.findNearestToPosition(store.nodes, store.character);
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const nearestRabbit = Rabbit.findNearestToPosition(store.rabbits, store.character);
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const nodeDistance = nearestNode ? Math.hypot(nearestNode.x - store.character.x, nearestNode.y - store.character.y) : Infinity;
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const rabbitDistance = nearestRabbit ? Math.hypot(nearestRabbit.x - store.character.x, nearestRabbit.y - store.character.y) : Infinity;
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if (nearestNode && nodeDistance <= rabbitDistance) {
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store.holdNode(nearestNode.id);
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actionCount++;
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} else if (nearestRabbit) {
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store.holdRabbit(nearestRabbit.id);
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actionCount++;
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}
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}
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store.tick(tickSeconds);
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}
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const simulatedSeconds = totalTicks * tickSeconds;
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console.log(JSON.stringify({
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ticks: totalTicks,
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simulatedDay: Number((store.day + store.hour / 24).toFixed(2)),
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isDead: store.isDead,
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inventory: store.inventory,
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actionCount,
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actionsPerSimulatedMinute: Number((actionCount / (simulatedSeconds / 60)).toFixed(3)),
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}, null, 2));
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