fable/val Public Public: anyone can read this; nobody can change it.
forked from benjivers/val
workbenchthis machine
A kill feed, read off the match rather than written into it
The round loop counts kills on the players and says a line about it; it keeps no list, and the rules were not mine to change. So the arena compares the players either side of a tick — alive then dead is a victim, a kill count that went up is a killer, and the line the loop said settles which of them did it when two fall at once. A shot that landed on that tick and started where the killer stands is what tells a gun kill from an ability kill, so a molly is never reported as a Vandal. The feed carries names, the gun, whether it was a head shot and how long ago — and no coordinates at all, so it can never be read as a call-out. It shows top-right for a few seconds. src/server.test.ts now forces both players alive in the line-of-sight test: the arena is one live match that other tests run forward, and the test was relying on nobody having died yet. Co-Authored-By: Claude Opus 5 <[email protected]>
6 files
changed +326
−1
src/arena.ts +39 −1
| @@ -13,6 +13,7 @@ | ||
| 13 | 13 | import { agentById, sightBlocked } from "./abilities.ts"; |
| 14 | 14 | import { runBots } from "./bots.ts"; |
| 15 | 15 | import { recordResult } from "./db.ts"; |
| 16 | import { fallsBetween, marksOf, trimFeed, type Fall, type Mark } from "./killfeed.ts"; | |
| 16 | 17 | import type { Point } from "./map.ts"; |
| 17 | 18 | import { |
| 18 | 19 | buyAbility, |
| @@ -25,7 +26,7 @@ import { | ||
| 25 | 26 | visible, |
| 26 | 27 | } from "./match.ts"; |
| 27 | 28 | import type { MatchState, Player } from "./state.ts"; |
| 28 | import { isWeaponId } from "./weapons.ts"; | |
| 29 | import { isWeaponId, WEAPONS } from "./weapons.ts"; | |
| 29 | 30 | |
| 30 | 31 | export const TICK = 1 / 30; |
| 31 | 32 | const BROADCAST_EVERY = 2; |
| @@ -36,6 +37,10 @@ let state: MatchState = newMatch(); | ||
| 36 | 37 | const seats = new Map<string, Seat>(); |
| 37 | 38 | let ticks = 0; |
| 38 | 39 | let lastResult: string | null = null; |
| 40 | // The kill feed is read off the match a tick at a time; the rules keep no | |
| 41 | // list of their own, and this is a view, not a rule. | |
| 42 | let marks: Mark[] = marksOf(state.players); | |
| 43 | let feed: Fall[] = []; | |
| 39 | 44 | |
| 40 | 45 | export const match = (): MatchState => state; |
| 41 | 46 | |
| @@ -211,14 +216,47 @@ export function snapshot(viewerId: string): string { | ||
| 211 | 216 | ultNeeds: agentById(p.agent).abilities.x.points, |
| 212 | 217 | })), |
| 213 | 218 | events: state.events.slice(0, 5).map((e) => e.text), |
| 219 | // Names and a gun, never a position: the feed says what happened, not | |
| 220 | // where, so it can never be read as a call-out. | |
| 221 | feed: feed.map((f) => ({ | |
| 222 | k: f.killer, | |
| 223 | v: f.victim, | |
| 224 | w: f.weapon ? WEAPONS[f.weapon].name : null, | |
| 225 | h: f.headshot, | |
| 226 | t: round2(Math.max(0, state.now - f.at)), | |
| 227 | })), | |
| 214 | 228 | }); |
| 215 | 229 | } |
| 216 | 230 | |
| 231 | /** | |
| 232 | * Who fell on this tick. A shot that landed this tick and started where the | |
| 233 | * killer stands is what tells a gun kill from an ability kill — the position | |
| 234 | * is used here and goes no further. | |
| 235 | */ | |
| 236 | function readFalls(): void { | |
| 237 | const after = marksOf(state.players); | |
| 238 | const shooters = new Set<string>(); | |
| 239 | for (const shot of state.shots) { | |
| 240 | if (!shot.hit || shot.age > 0) continue; | |
| 241 | for (const player of state.players) | |
| 242 | if (Math.hypot(player.x - shot.x1, player.y - shot.y1) < 2) shooters.add(player.id); | |
| 243 | } | |
| 244 | const falls = fallsBetween(marks, after, { | |
| 245 | at: state.now, | |
| 246 | events: state.events.slice(0, 6).map((e) => e.text), | |
| 247 | shooters, | |
| 248 | }); | |
| 249 | marks = after; | |
| 250 | if (falls.length) feed = [...feed, ...falls]; | |
| 251 | feed = trimFeed(feed, state.now); | |
| 252 | } | |
| 253 | ||
| 217 | 254 | // ----------------------------------------------------------------- the loop |
| 218 | 255 | |
| 219 | 256 | function step(): void { |
| 220 | 257 | runBots(state, TICK); |
| 221 | 258 | tick(state, TICK); |
| 259 | readFalls(); | |
| 222 | 260 | if (state.result && state.result !== lastResult) { |
| 223 | 261 | lastResult = state.result; |
| 224 | 262 | recordResult(state.result, state.score.red, state.score.blue, state.round); |
src/client.test.ts +14
| @@ -191,6 +191,20 @@ test("the bundled client connects, paints the HUD and draws a frame", async () = | ||
| 191 | 191 | expect(slots.length).toBe(5); |
| 192 | 192 | expect(slots.filter((slot) => slot.className.includes("mine")).length).toBe(1); |
| 193 | 193 | |
| 194 | // Run the match on a few seconds: bots trade, and the feed fills with | |
| 195 | // names — and with nothing that says where anybody is. | |
| 196 | const arena = await import("./arena.ts"); | |
| 197 | for (let i = 0; i < 40 && (nodes.get("feed")!.children as unknown[]).length === 0; i++) { | |
| 198 | arena.advance(5); | |
| 199 | await Bun.sleep(5); | |
| 200 | } | |
| 201 | const feedRows = nodes.get("feed")!.children as { children: { textContent: string }[] }[]; | |
| 202 | expect(feedRows.length).toBeGreaterThan(0); | |
| 203 | // killer ▸ victim, and the gun or the ability it was: four spans, no numbers. | |
| 204 | const row = feedRows[0]!.children.map((span) => span.textContent).join(""); | |
| 205 | expect(row).toContain(" ▸ "); | |
| 206 | expect(row).not.toMatch(/\d/); | |
| 207 | ||
| 194 | 208 | // A frame of the first-person view actually draws walls: a slice a column, |
| 195 | 209 | // far more rectangles than the map has tiles. |
| 196 | 210 | drawn.length = 0; |
src/killfeed.test.ts added +153
| @@ -0,0 +1,153 @@ | ||
| 1 | import { describe, expect, test } from "bun:test"; | |
| 2 | import { mkdtempSync } from "node:fs"; | |
| 3 | import { tmpdir } from "node:os"; | |
| 4 | import { join } from "node:path"; | |
| 5 | import { fallsBetween, marksOf, trimFeed, type Mark } from "./killfeed.ts"; | |
| 6 | import { newMatch } from "./match.ts"; | |
| 7 | ||
| 8 | process.env.FORGE_APP_DATA ??= mkdtempSync(join(tmpdir(), "app-")); | |
| 9 | ||
| 10 | const mark = (id: string, over: Partial<Mark> = {}): Mark => ({ | |
| 11 | id, | |
| 12 | name: id, | |
| 13 | side: "atk", | |
| 14 | alive: true, | |
| 15 | kills: 0, | |
| 16 | weapon: "vandal", | |
| 17 | ...over, | |
| 18 | }); | |
| 19 | ||
| 20 | const context = (events: string[] = [], shooters: string[] = [], at = 10) => ({ | |
| 21 | at, | |
| 22 | events, | |
| 23 | shooters: new Set(shooters), | |
| 24 | }); | |
| 25 | ||
| 26 | describe("reading falls out of two instants", () => { | |
| 27 | test("a shot kill names the killer, the victim and the gun", () => { | |
| 28 | const before = [mark("A", { side: "atk" }), mark("B", { side: "def" })]; | |
| 29 | const after = [mark("A", { side: "atk", kills: 1 }), mark("B", { side: "def", alive: false })]; | |
| 30 | const falls = fallsBetween(before, after, context(["A killed B"], ["A"])); | |
| 31 | expect(falls).toEqual([{ killer: "A", victim: "B", weapon: "vandal", headshot: false, at: 10 }]); | |
| 32 | }); | |
| 33 | ||
| 34 | test("a head shot is marked as one", () => { | |
| 35 | const before = [mark("A", { side: "atk" }), mark("B", { side: "def" })]; | |
| 36 | const after = [mark("A", { side: "atk", kills: 1 }), mark("B", { side: "def", alive: false })]; | |
| 37 | expect(fallsBetween(before, after, context(["A headshot B"], ["A"]))[0]!.headshot).toBe(true); | |
| 38 | }); | |
| 39 | ||
| 40 | test("a kill with no shot behind it names no gun — a molly is not a Vandal", () => { | |
| 41 | const before = [mark("A", { side: "atk" }), mark("B", { side: "def" })]; | |
| 42 | const after = [mark("A", { side: "atk", kills: 1 }), mark("B", { side: "def", alive: false })]; | |
| 43 | expect(fallsBetween(before, after, context(["A killed B"]))[0]!.weapon).toBe(null); | |
| 44 | }); | |
| 45 | ||
| 46 | test("dying to nobody — a molly of your own, a fall — has no killer", () => { | |
| 47 | const before = [mark("A", { side: "atk" }), mark("B", { side: "def" })]; | |
| 48 | const after = [mark("A", { side: "atk" }), mark("B", { side: "def", alive: false })]; | |
| 49 | const falls = fallsBetween(before, after, context(["B died"])); | |
| 50 | expect(falls.length).toBe(1); | |
| 51 | expect(falls[0]!.killer).toBe(null); | |
| 52 | expect(falls[0]!.weapon).toBe(null); | |
| 53 | }); | |
| 54 | ||
| 55 | test("two kills in one tick go to the right killers, by what the loop said", () => { | |
| 56 | const before = [ | |
| 57 | mark("A", { side: "atk" }), | |
| 58 | mark("C", { side: "atk" }), | |
| 59 | mark("B", { side: "def" }), | |
| 60 | mark("D", { side: "def" }), | |
| 61 | ]; | |
| 62 | const after = [ | |
| 63 | mark("A", { side: "atk", kills: 1 }), | |
| 64 | mark("C", { side: "atk", kills: 1 }), | |
| 65 | mark("B", { side: "def", alive: false }), | |
| 66 | mark("D", { side: "def", alive: false }), | |
| 67 | ]; | |
| 68 | const falls = fallsBetween(before, after, context(["C killed B", "A killed D"], ["A", "C"])); | |
| 69 | expect(falls.find((f) => f.victim === "B")!.killer).toBe("C"); | |
| 70 | expect(falls.find((f) => f.victim === "D")!.killer).toBe("A"); | |
| 71 | }); | |
| 72 | ||
| 73 | test("a killer is never somebody on the victim's own side", () => { | |
| 74 | const before = [mark("A", { side: "atk" }), mark("B", { side: "atk" }), mark("E", { side: "def" })]; | |
| 75 | const after = [ | |
| 76 | mark("A", { side: "atk", kills: 1 }), | |
| 77 | mark("B", { side: "atk", alive: false }), | |
| 78 | mark("E", { side: "def" }), | |
| 79 | ]; | |
| 80 | expect(fallsBetween(before, after, context([]))[0]!.killer).toBe(null); | |
| 81 | }); | |
| 82 | ||
| 83 | test("a kill with two victims and one killer only credits the one kill", () => { | |
| 84 | const before = [mark("A", { side: "atk" }), mark("B", { side: "def" }), mark("C", { side: "def" })]; | |
| 85 | const after = [ | |
| 86 | mark("A", { side: "atk", kills: 1 }), | |
| 87 | mark("B", { side: "def", alive: false }), | |
| 88 | mark("C", { side: "def", alive: false }), | |
| 89 | ]; | |
| 90 | const falls = fallsBetween(before, after, context(["A killed B"], ["A"])); | |
| 91 | expect(falls.filter((f) => f.killer === "A").length).toBe(1); | |
| 92 | expect(falls.filter((f) => f.killer === null).length).toBe(1); | |
| 93 | }); | |
| 94 | ||
| 95 | test("nothing happening is no falls", () => { | |
| 96 | const players = [mark("A"), mark("B", { side: "def" })]; | |
| 97 | expect(fallsBetween(players, players, context())).toEqual([]); | |
| 98 | }); | |
| 99 | ||
| 100 | test("a body that was already dead does not fall twice", () => { | |
| 101 | const before = [mark("B", { side: "def", alive: false })]; | |
| 102 | expect(fallsBetween(before, before, context())).toEqual([]); | |
| 103 | }); | |
| 104 | ||
| 105 | test("a fall never carries a position", () => { | |
| 106 | const before = [mark("A", { side: "atk" }), mark("B", { side: "def" })]; | |
| 107 | const after = [mark("A", { side: "atk", kills: 1 }), mark("B", { side: "def", alive: false })]; | |
| 108 | const fall = fallsBetween(before, after, context(["A killed B"], ["A"]))[0]!; | |
| 109 | expect(Object.keys(fall).sort()).toEqual(["at", "headshot", "killer", "victim", "weapon"]); | |
| 110 | }); | |
| 111 | ||
| 112 | test("marks come off the real players of a real match", () => { | |
| 113 | const marks = marksOf(newMatch().players); | |
| 114 | expect(marks.length).toBe(10); | |
| 115 | expect(marks.every((m) => m.alive && m.kills === 0 && typeof m.name === "string")).toBe(true); | |
| 116 | expect(JSON.stringify(marks)).not.toContain('"x"'); | |
| 117 | }); | |
| 118 | }); | |
| 119 | ||
| 120 | describe("the feed as it is shown", () => { | |
| 121 | const fall = (victim: string, at: number) => ({ killer: "A", victim, weapon: null, headshot: false, at }); | |
| 122 | ||
| 123 | test("keeps the last few and drops the stale", () => { | |
| 124 | const feed = [fall("a", 1), fall("b", 2), fall("c", 9), fall("d", 10)]; | |
| 125 | expect(trimFeed(feed, 10, 5, 8).map((f) => f.victim)).toEqual(["b", "c", "d"]); | |
| 126 | }); | |
| 127 | ||
| 128 | test("never grows past its slots", () => { | |
| 129 | const feed = [1, 2, 3, 4, 5, 6, 7].map((n) => fall(String(n), 10)); | |
| 130 | expect(trimFeed(feed, 10, 5, 8).map((f) => f.victim)).toEqual(["3", "4", "5", "6", "7"]); | |
| 131 | }); | |
| 132 | }); | |
| 133 | ||
| 134 | describe("the feed the arena sends", () => { | |
| 135 | test("bots killing each other reach the snapshot as names, with no positions", async () => { | |
| 136 | const { advance, match, snapshot } = await import("./arena.ts"); | |
| 137 | const viewer = match().players[0]!.id; | |
| 138 | let feed: { k: string | null; v: string; w: string | null; h: boolean; t: number }[] = []; | |
| 139 | for (let seconds = 0; seconds < 400 && feed.length === 0; seconds += 10) { | |
| 140 | advance(10); | |
| 141 | feed = JSON.parse(snapshot(viewer)).feed; | |
| 142 | } | |
| 143 | expect(feed.length).toBeGreaterThan(0); | |
| 144 | const names = match().players.map((p) => p.name); | |
| 145 | for (const line of feed) { | |
| 146 | expect(names).toContain(line.v); | |
| 147 | if (line.k !== null) expect(names).toContain(line.k); | |
| 148 | expect(line.t).toBeLessThanOrEqual(8); | |
| 149 | // Names, a gun, an age. Nothing that says where anybody is. | |
| 150 | expect(Object.keys(line).sort()).toEqual(["h", "k", "t", "v", "w"]); | |
| 151 | } | |
| 152 | }, 30000); | |
| 153 | }); |
src/killfeed.ts added +84
| @@ -0,0 +1,84 @@ | ||
| 1 | /** | |
| 2 | * Who killed whom, read off the match rather than written into it. | |
| 3 | * | |
| 4 | * The round loop counts kills and deaths on the players and says a line | |
| 5 | * about it; it keeps no list. Rather than change the rules to carry one, | |
| 6 | * the arena compares the players before and after a tick: somebody who was | |
| 7 | * alive and is not is a victim, somebody whose kill count went up is a | |
| 8 | * killer, and the line the loop said settles which of them did it when two | |
| 9 | * fall in the same thirtieth of a second. | |
| 10 | * | |
| 11 | * Pure functions over plain marks. Nothing here knows a position, and a fall | |
| 12 | * never carries one — the feed must not be a way to learn where anybody is. | |
| 13 | */ | |
| 14 | ||
| 15 | import type { Player, Side } from "./state.ts"; | |
| 16 | import type { WeaponId } from "./weapons.ts"; | |
| 17 | ||
| 18 | /** Everything about a player this module needs, taken at one instant. */ | |
| 19 | export type Mark = { | |
| 20 | id: string; | |
| 21 | name: string; | |
| 22 | side: Side; | |
| 23 | alive: boolean; | |
| 24 | kills: number; | |
| 25 | weapon: WeaponId; | |
| 26 | }; | |
| 27 | ||
| 28 | export type Fall = { | |
| 29 | killer: string | null; | |
| 30 | victim: string; | |
| 31 | /** The killer's gun when the kill came from a shot; null when it did not. */ | |
| 32 | weapon: WeaponId | null; | |
| 33 | headshot: boolean; | |
| 34 | /** The match clock when it happened. */ | |
| 35 | at: number; | |
| 36 | }; | |
| 37 | ||
| 38 | export const marksOf = (players: Player[]): Mark[] => | |
| 39 | players.map((p) => ({ id: p.id, name: p.name, side: p.side, alive: p.alive, kills: p.kills, weapon: p.weapon })); | |
| 40 | ||
| 41 | export type Context = { | |
| 42 | at: number; | |
| 43 | /** The lines the round loop said this tick, or the most recent few. */ | |
| 44 | events: string[]; | |
| 45 | /** Players whose shot landed on this tick, so a molly is not called a gun. */ | |
| 46 | shooters: Set<string>; | |
| 47 | }; | |
| 48 | ||
| 49 | /** | |
| 50 | * The falls between two instants. Killers are matched to victims by the line | |
| 51 | * the loop said, and by side and a spare kill when there is no line. | |
| 52 | */ | |
| 53 | export function fallsBetween(before: Mark[], after: Mark[], context: Context): Fall[] { | |
| 54 | const was = new Map(before.map((m) => [m.id, m])); | |
| 55 | const falls: Fall[] = []; | |
| 56 | const credit = new Map<string, number>(); | |
| 57 | for (const mark of after) { | |
| 58 | const old = was.get(mark.id); | |
| 59 | if (old && mark.kills > old.kills) credit.set(mark.id, mark.kills - old.kills); | |
| 60 | } | |
| 61 | const named = (killer: Mark, victim: Mark): boolean => | |
| 62 | context.events.includes(`${killer.name} killed ${victim.name}`) || | |
| 63 | context.events.includes(`${killer.name} headshot ${victim.name}`); | |
| 64 | ||
| 65 | for (const mark of after) { | |
| 66 | const old = was.get(mark.id); | |
| 67 | if (!old || !old.alive || mark.alive) continue; | |
| 68 | const able = after.filter((m) => (credit.get(m.id) ?? 0) > 0 && m.side !== mark.side); | |
| 69 | const killer = able.find((m) => named(m, mark)) ?? able[0] ?? null; | |
| 70 | if (killer) credit.set(killer.id, (credit.get(killer.id) ?? 1) - 1); | |
| 71 | falls.push({ | |
| 72 | killer: killer ? killer.name : null, | |
| 73 | victim: mark.name, | |
| 74 | weapon: killer && context.shooters.has(killer.id) ? killer.weapon : null, | |
| 75 | headshot: killer ? context.events.includes(`${killer.name} headshot ${mark.name}`) : false, | |
| 76 | at: context.at, | |
| 77 | }); | |
| 78 | } | |
| 79 | return falls; | |
| 80 | } | |
| 81 | ||
| 82 | /** The feed as it is shown: the last few falls, and only the recent ones. */ | |
| 83 | export const trimFeed = (feed: Fall[], now: number, keep = 5, life = 8): Fall[] => | |
| 84 | feed.filter((f) => now - f.at <= life).slice(-keep); |
src/server.test.ts +5
| @@ -123,6 +123,11 @@ test("a snapshot only carries the enemies that viewer can see", () => { | ||
| 123 | 123 | viewer.x = 1200; |
| 124 | 124 | viewer.y = 1320; |
| 125 | 125 | viewer.blind = 0; |
| 126 | // Both of them alive on purpose: the arena is one live match that other | |
| 127 | // tests run forward, and a dead enemy is invisible for a different reason | |
| 128 | // than the one this test is about. | |
| 129 | viewer.alive = true; | |
| 130 | enemy.alive = true; | |
| 126 | 131 | enemy.x = 1200; |
| 127 | 132 | enemy.y = 1240; |
| 128 | 133 | enemy.revealed = 0; |
static/val.js +31
| @@ -414,6 +414,7 @@ function paintHud(s) { | ||
| 414 | 414 | paintKit(s); |
| 415 | 415 | paintBuy(s); |
| 416 | 416 | paintRoster(s); |
| 417 | paintFeed(s); | |
| 417 | 418 | |
| 418 | 419 | const log = $("log"); |
| 419 | 420 | const lines = s.events.slice(0, 3).join("\n"); |
| @@ -461,6 +462,36 @@ function onSite(me) { | ||
| 461 | 462 | return cell === "A" || cell === "B"; |
| 462 | 463 | } |
| 463 | 464 | |
| 465 | /** | |
| 466 | * What just happened to whom: newest first, and gone a few seconds later. | |
| 467 | * The server sends names and a gun and nothing else, so there is nothing | |
| 468 | * here to read a position out of. | |
| 469 | */ | |
| 470 | function paintFeed(s) { | |
| 471 | const box = $("feed"); | |
| 472 | const lines = (s.feed ?? []).slice().reverse(); | |
| 473 | const key = lines.map((l) => `${l.k}>${l.v}:${l.w}:${l.h}`).join("|"); | |
| 474 | if (box.dataset.key === key) return; | |
| 475 | box.dataset.key = key; | |
| 476 | box.replaceChildren(); | |
| 477 | for (const line of lines) { | |
| 478 | const row = document.createElement("div"); | |
| 479 | const killer = document.createElement("span"); | |
| 480 | killer.className = "k"; | |
| 481 | killer.textContent = line.k ?? "—"; | |
| 482 | const victim = document.createElement("span"); | |
| 483 | victim.className = "v"; | |
| 484 | victim.textContent = line.v; | |
| 485 | const how = document.createElement("span"); | |
| 486 | how.className = "w"; | |
| 487 | how.textContent = `${line.w ? " " + line.w : " ability"}${line.h ? " ✧" : ""}`; | |
| 488 | const arrow = document.createElement("span"); | |
| 489 | arrow.textContent = " ▸ "; | |
| 490 | row.append(killer, arrow, victim, how); | |
| 491 | box.append(row); | |
| 492 | } | |
| 493 | } | |
| 494 | ||
| 464 | 495 | /** |
| 465 | 496 | * Your team, always on screen: five slots, health, and struck through when |
| 466 | 497 | * somebody is dead. The one place both questions — who is with me, who is |