#!/usr/bin/env node // D5 (three-turn) construction prototype. Sweeps route families and seeds, // grows each chain lock into a full level, and writes a small playable set. // Usage: node scripts/prototype-d5.mjs [--seeds=8] [--target=12] [--keep=18] [--out=levels/prototypes/d5.json] import { mkdirSync, writeFileSync } from 'node:fs'; import { dirname, resolve } from 'node:path'; import { Game, random } from '../src/core.js'; import { createRouteBoard, ROUTE_FAMILIES } from '../src/route-grammar.js'; import { createDeepLock, growDeepLevel, deepLevelStats, deepLevelKey, deadTurnAudit } from '../src/deep-lock.js'; const args = Object.fromEntries(process.argv.slice(2).map(a => { const [k, v] = a.replace(/^--/, '').split('='); return [k, v ?? true]; })); const SEEDS = Number(args.seeds ?? 8), TARGET = Number(args.target ?? 12), KEEP = Number(args.keep ?? 18); const OUT = resolve(args.out ?? 'levels/prototypes/d5.json'); // 91-cell boards stay out by default: they are a readability problem, not a difficulty band. const RADII = String(args.radii ?? '3,4').split(',').map(Number); const MIN_PIECES = Number(args.minPieces ?? 8); // Random player: taps a random piece; after three blocked taps in a row, turns randomly. function monkeyActionsPerPiece(level, runs = 8) { let total = 0; for (let run = 0; run < runs; run++) { const rng = random(4242 + run * 31), game = new Game(level); let actions = 0, streak = 0; while (!game.won && !game.lost && actions < 800) { if (streak >= 3) { game.rotate(rng() < .5 ? 1 : -1); actions++; streak = 0; continue; } const tile = game.tiles[Math.floor(rng() * game.tiles.length)]; const result = game.tap(tile.id); actions++; if (result.status === 'exit') streak = 0; else streak++; } total += game.won ? actions / level.tiles.length : 999; } return total / runs; } const started = Date.now(); const rows = [], seen = new Set(); const yieldTable = {}; for (const { id: family } of ROUTE_FAMILIES) for (const radius of RADII) { const cellKey = `${family}/r${radius}`; yieldTable[cellKey] = { locks: 0, grown: 0, seeds: SEEDS }; for (let seed = 0; seed < SEEDS; seed++) { const base = createRouteBoard(seed, { family, radius }); const lock = createDeepLock(base, { seed, maxChecks: 600000 }); if (!lock) continue; yieldTable[cellKey].locks++; const target = Math.min(TARGET, { 3: 9, 4: 12, 5: 14 }[radius]); const grown = growDeepLevel(base, lock, { seed, target }); const level = grown.level; if (grown.solution.rotations < 3) continue; const signature = deepLevelKey(level); if (seen.has(signature)) continue; seen.add(signature); yieldTable[cellKey].grown++; const stats = deepLevelStats(level); const audit = deadTurnAudit(level); const apt = monkeyActionsPerPiece(level); level.id = `proto-d5-${family}-r${radius}-s${seed}`; level.prototype = { family, radius, seed, target, lock: { hero: lock.hero.id, heroBends: lock.heroRoute.bends, search: lock.search }, placements: grown.placements, rejected: grown.rejected, stats, audit, monkeyActionsPerPiece: apt }; rows.push({ level, stats, audit, apt, family, radius, seed }); } } // A bare four-piece lock is 100% locked by definition; only fully grown levels // count. The playable set also refuses what reads as "unsolvable": a fully // locked opening, a first turn that only works one way, or any stuck state // where neither adjacent orientation opens anything. const grownEnough = rows.filter(r => r.stats.pieces >= MIN_PIECES); const playable = grownEnough.filter(r => r.audit.unsolvable === 0 && r.stats.firstTurnDirections === 2 && r.stats.lockedShare <= .9); playable.sort((a, b) => (a.audit.doubleDead - b.audit.doubleDead) || (b.stats.minRelease - a.stats.minRelease) || (b.stats.lockedShare - a.stats.lockedShare) || (a.apt - b.apt)); console.log(`\n【可玩性门槛】长成 ${grownEnough.length} 关 → 首转双向 ${grownEnough.filter(r => r.stats.firstTurnDirections === 2).length} → 开局锁住 ≤90% ${grownEnough.filter(r => r.stats.firstTurnDirections === 2 && r.stats.lockedShare <= .9).length} → 无不可解可达态 ${playable.length}`); const kept = []; const perFamily = {}; for (const row of playable) { perFamily[row.family] = (perFamily[row.family] || 0); if (perFamily[row.family] >= Math.ceil(KEEP / ROUTE_FAMILIES.length) + 1) continue; perFamily[row.family]++; kept.push(row); if (kept.length >= KEEP) break; } const pad = (v, w) => String(v).padStart(w); console.log(`D5 三转构造原型 · ${ROUTE_FAMILIES.length} 形态 × ${RADII.length} 尺寸 × ${SEEDS} 种子 · ${((Date.now() - started) / 1000).toFixed(1)} s`); console.log('\n【产出率】形态/尺寸 找到锁 长成 R=3 关'); for (const [k, v] of Object.entries(yieldTable)) console.log(' ' + k.padEnd(18) + pad(v.locks, 5) + '/' + v.seeds + pad(v.grown, 9) + '/' + v.seeds); const all = rows.map(r => r.stats); const med = arr => { const s = [...arr].sort((a, b) => a - b); return s.length ? s[Math.floor(s.length / 2)] : NaN; }; console.log(`\n【全部 ${rows.length} 个 R≥3 关卡】`); console.log(` 旋转次数分布: ${JSON.stringify(all.reduce((m, s) => (m[s.rotations] = (m[s.rotations] || 0) + 1, m), {}))}`); console.log(` 锁住占比(首转时剩余)中位 ${(med(all.map(s => s.lockedShare)) * 100).toFixed(0)}% (v0.5 现状中位 22%)`); console.log(` 每次旋转最少释放 ≥2 枚的关: ${all.filter(s => s.minRelease >= 2).length}/${all.length}`); console.log(` 首转只有一侧能开路的关: ${all.filter(s => s.firstTurnDirections === 1).length}/${all.length}`); console.log(` 猴子 动作/棋子 中位 ${med(rows.map(r => r.apt)).toFixed(2)} (v0.5 全库 1.67 · v0.4 手作 3.42)`); console.log(`\n【写入 ${kept.length} 关】`); console.log(' id 格 枚 R 锁住% 每转释放 首转方向 双向死转态 最长盲转 猴子APT hero弯'); for (const { level, stats, audit, apt } of kept) console.log(' ' + level.id.padEnd(36) + pad(level.cells.length, 3) + pad(stats.pieces, 4) + pad(stats.rotations, 3) + pad((stats.lockedShare * 100).toFixed(0) + '%', 7) + ' ' + stats.releasePerTurn.join('/').padEnd(12) + pad(stats.firstTurnDirections === 1 ? '单向' : '双向', 6) + pad(audit.doubleDead, 10) + pad(audit.maxDeadTurns, 9) + pad(apt.toFixed(2), 9) + pad(level.prototype.lock.heroBends, 7)); console.log('\n 「双向死转态」= 可达的卡住状态里,左右各转一次都打不开任何棋子的状态数;「最长盲转」= 从某个可达卡住态朝错误方向连转、遇到第一个有效朝向前经过的空朝向数。'); mkdirSync(dirname(OUT), { recursive: true }); writeFileSync(OUT, JSON.stringify({ generated: 'prototype-d5', version: 1, options: { seeds: SEEDS, target: TARGET, radii: RADII }, summary: { candidates: rows.length, kept: kept.length, yieldTable }, levels: kept.map(r => r.level) }, null, 1)); console.log(`\n已写入 ${OUT}`);