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9 Commits

Author SHA1 Message Date
48a45b5447 Fixes 2025-11-06 10:21:44 -08:00
5bd6331ad9 Better greed 2025-11-06 10:21:42 -08:00
eb084e1f07 Deploy 2025-11-03 18:42:04 -08:00
30649488bb Save and load scripts 2025-11-03 16:55:46 -08:00
684ae0ecf8 Agent library 2025-11-03 16:46:33 -08:00
0db5b7a8f1 Select bulk opponent 2025-11-03 16:42:03 -08:00
bfbd9d35bc Persist code 2025-11-03 16:42:03 -08:00
07aeda5e07 Add initial webui 2025-11-03 16:42:03 -08:00
19f523d0ed Add Rust: minimax, runner, and codelens highlighter 2025-11-03 16:41:58 -08:00
24 changed files with 1603 additions and 106 deletions

8
.env_dist Normal file
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@@ -0,0 +1,8 @@
# Script saving configuration
ENABLE_SAVE=true
SAVE_SECRET=save
SAVE_DIRECTORY=./data/scripts
MAX_FILENAME_LENGTH=32
# Next.js environment
NODE_ENV=production

2
.gitignore vendored
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@@ -4,3 +4,5 @@ node_modules
target
.DS_Store
webui/src/wasm
webui/data
.env

30
Dockerfile Normal file
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@@ -0,0 +1,30 @@
FROM rust:1.91 AS rust-builder
WORKDIR /app
RUN cargo install wasm-pack
COPY rust/ ./rust/
WORKDIR /app/rust/rhai-codemirror
RUN wasm-pack build --target web --out-dir "../../webui/src/wasm/rhai-codemirror"
WORKDIR /app/rust/runner
RUN wasm-pack build --target web --out-dir "../../webui/src/wasm/runner"
FROM node:24-alpine AS app
WORKDIR /app
RUN npm install -g bun
COPY webui/package.json webui/bun.lock* ./webui/
WORKDIR /app/webui
RUN bun install --frozen-lockfile
COPY webui/ ./
COPY --from=rust-builder /app/webui/src/wasm/ ./src/wasm/
RUN bun run build
RUN mkdir -p ../data/scripts
EXPOSE 3000
CMD ["bun", "start"]

161
agents/greed-v1.rhai Normal file
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@@ -0,0 +1,161 @@
// Return a random valid action on the given board.
// Used as a last resort.
fn random_action(board) {
let symb = rand_symb();
let pos = rand_int(0, 10);
let action = Action(symb, pos);
while !board.can_play(action) {
let symb = rand_symb();
let pos = rand_int(0, 10);
action = Action(symb, pos);
}
return action
}
/// Returns an array of (idx, f32) for each empty slot in the board.
/// - idx is the index of this slot
/// - f32 is the "influence of" this slot
fn compute_influence(board) {
// Fill all empty slots with fives and compute starting value
let filled = board;
for i in filled.free_spots_idx() {
filled[i] = 5;
}
// Compute the value of the filled board
let base = filled.evaluate();
// Exit early if the board is invalid.
// This is usually caused by zero-division.
if (base == ()) {
return [];
}
// Increase each slot's value by 1
// and record the effect on the expression's total value.
//
// `influence` is an array of (slot_idx, value)
let influence = [];
for i in 0..board.size() {
let slot = board[i];
// Ignore slots that are not empty
if slot != "" {
continue
}
// Don't assign directly to `filled`,
// we want to keep it full of fives.
// Assigning to `b` make a copy of the board.
let b = filled;
b[i] = 6;
influence.push([i, b.evaluate() - base]);
}
// Sort by increasing absolute score
influence.sort(|a, b| {
let a_abs = a[1].abs();
let b_abs = b[1].abs();
// Returns...
// 1 if positive (a_abs > b_abs),
// -1 if negative,
// 0 if equal
return sign(a_abs - b_abs);
});
return influence;
}
fn place_number(board, minimize) {
let numbers = [0,1,2,3,4,5,6,7,8,9];
let available_numbers = numbers.retain(|x| board.contains(x));
let influence = compute_influence(board);
// Stupid edge cases, fall back to random
if influence.len() == 0 || available_numbers.len() == 0 {
return random_action(board);
}
// Get the most influential position
let pos = influence[-1][0];
let val = influence[-1][1];
// Pick the number we should use,
// This is always either the largest
// or the smallest number available to us.
let symbol = 0;
if minimize {
if val > 0 {
symbol = available_numbers[0];
} else {
symbol = available_numbers[-1];
}
} else {
if val > 0 {
symbol = available_numbers[-1];
} else {
symbol = available_numbers[0];
}
}
return Action(symbol, pos);
}
fn place_op(board, minimize) {
let ops = ["+", "-", "*", "/"];
let available_ops = ops.retain(|x| board.contains(x));
// Place operations first,
// they matter much more than numbers
let give_up = 10;
if !available_ops.is_empty() {
let aa = available_ops.rand_shuffle();
let pos = rand_int(0, 10);
let action = Action(aa[0], pos);
while !board.can_play(action) {
let pos = rand_int(0, 10);
action = Action(aa[0], pos);
// In case there are no valid operator moves
give_up -= 1;
if give_up == 0 { break }
}
return action
}
// Could not place an operation
return ();
}
// Main step function (shared between min and max)
fn greed_step(board, minimize) {
let action = place_op(board, minimize);
// We could not place an op, so place a number
if action == () {
action = place_number(board, minimize);
}
// Prevent invalid moves, random fallback
if board.can_play(action) { return action; }
return random_action(board);
}
// Minimizer step
fn step_min(board) {
greed_step(board, true)
}
// Maximizer step
fn step_max(board) {
greed_step(board, false)
}

254
agents/greed-v2.rhai Normal file
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@@ -0,0 +1,254 @@
// SECRET
// Return a random valid action on the given board.
// Used as a last resort.
fn random_action(board) {
let symb = rand_symb();
let pos = rand_int(0, 10);
let action = Action(symb, pos);
while !board.can_play(action) {
let symb = rand_symb();
let pos = rand_int(0, 10);
action = Action(symb, pos);
}
return action
}
/// Returns an array of (idx, f32) for each empty slot in the board.
/// - idx is the index of this slot
/// - f32 is the "influence of" this slot
fn compute_influence(board) {
// Fill all empty slots with fives and compute starting value
let filled = board;
for i in filled.free_spots_idx() {
filled[i] = 5;
}
// Compute the value of the filled board
let base = filled.evaluate();
// Exit early if the board is invalid.
// This is usually caused by zero-division.
if (base == ()) {
return [];
}
// Increase each slot's value by 1
// and record the effect on the expression's total value.
//
// `influence` is an array of (slot_idx, value)
let influence = [];
for i in 0..board.size() {
let slot = board[i];
// Ignore slots that are not empty
if slot != "" {
continue
}
// Don't assign directly to `filled`,
// we want to keep it full of fives.
// Assigning to `b` make a copy of the board.
let b = filled;
b[i] = 6;
influence.push([i, b.evaluate() - base]);
}
// Sort by increasing absolute score
influence.sort(|a, b| {
let a_abs = a[1].abs();
let b_abs = b[1].abs();
// Returns...
// 1 if positive (a_abs > b_abs),
// -1 if negative,
// 0 if equal
return sign(a_abs - b_abs);
});
return influence;
}
fn place_number(board, minimize) {
let numbers = [0,1,2,3,4,5,6,7,8,9];
let available_numbers = numbers.retain(|x| board.contains(x));
let influence = compute_influence(board);
// Stupid edge cases, fall back to random
if influence.len() == 0 || available_numbers.len() == 0 {
return random_action(board);
}
// Get the most influential position
let pos = influence[-1][0];
let val = influence[-1][1];
// Pick the number we should use,
// This is always either the largest
// or the smallest number available to us.
let symbol = 0;
if minimize {
if val > 0 {
symbol = available_numbers[0];
} else {
symbol = available_numbers[-1];
}
} else {
if val > 0 {
symbol = available_numbers[-1];
} else {
symbol = available_numbers[0];
}
}
return Action(symbol, pos);
}
fn op_value(board) {
print(board);
let actions = [];
for o in ["+", "-", "*", "/"] {
if board.contains(o) {
continue;
}
for p in 0..=10 {
let action = Action(o, p);
if board.can_play(action) {
actions.push(action);
}
}
}
// No other operators can be placed, return value of fives
if actions.is_empty() {
let filled = board;
for i in filled.free_spots_idx() {
filled[i] = 5;
}
let v = filled.evaluate();
if v == () {
return ();
} else {
return [v, v];
}
}
let max = ();
let min = ();
for a in actions {
let tmp = board;
tmp.play(a);
let vals = op_value(tmp);
if vals != () {
for v in vals {
if max == () || min == () {
max = v;
min = v;
}
if v > max {
max = v;
} else if v < min {
min = v;
}
}
}
}
if min == () || max == () {
return ();
}
return [min, max];
}
fn place_op(board, minimize) {
let ops = ["+", "-", "*", "/"];
let available_ops = ops.retain(|x| board.contains(x));
// Performance optimization if board is empty.
// This is the move we would pick, hard-coded.
if available_ops.len() == 4 {
if minimize {
let act = Action("+", 3);
if board.can_play(act) {return act}
} else {
let act = Action("/", 9);
if board.can_play(act) {return act}
}
}
// All possible operator actions
let actions = [];
for o in ["+", "-", "*", "/"] {
for p in 0..=10 {
let action = Action(o, p);
if board.can_play(action) {
let tmp = board;
tmp.play(action);
let v = op_value(tmp);
if v != () {
actions.push([action, v]);
}
}
}
}
if actions.is_empty() {
return ();
}
let action = ();
if minimize {
// Sort by increasing minimum score
actions.sort(|a, b| sign(a[1][0] - b[1][0]));
action = actions[0][0];
} else {
// Sort by increasing maximum score
actions.sort(|a, b| sign(a[1][1] - b[1][1]));
action = actions[-1][0];
}
debug(action);
return action;
}
// Main step function (shared between min and max)
fn greed_step(board, minimize) {
let action = place_op(board, minimize);
if action == () {
action = place_number(board, minimize);
}
if board.can_play(action) {
return action;
}
// Prevent invalid moves, random fallback
return random_action(board);
}
// Minimizer step
fn step_min(board) {
greed_step(board, true)
}
// Maximizer step
fn step_max(board) {
greed_step(board, false)
}

21
agents/random.rhai Normal file
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@@ -0,0 +1,21 @@
fn random_action(board) {
let symb = rand_symb();
let pos = rand_int(0, 10);
let action = Action(symb, pos);
while !board.can_play(action) {
let symb = rand_symb();
let pos = rand_int(0, 10);
action = Action(symb, pos);
}
return action
}
fn step_min(board) {
random_action(board)
}
fn step_max(board) {
random_action(board)
}

10
docker-compose.yml Normal file
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@@ -0,0 +1,10 @@
services:
webui:
image: minimax
ports:
- "4000:3000"
volumes:
- ./data:/app/data
env_file:
- .env
restart: unless-stopped

View File

@@ -80,7 +80,6 @@ pub struct RhaiAgent<R: Rng + 'static> {
engine: Engine,
script: AST,
scope: Scope<'static>,
print_callback: Arc<dyn Fn(&str) + 'static>,
}
@@ -118,7 +117,6 @@ impl<R: Rng + 'static> RhaiAgent<R> {
// Do not use FULL, rand_* functions are not pure
engine.set_optimization_level(OptimizationLevel::Simple);
engine.disable_symbol("eval");
engine.set_max_expr_depths(100, 100);
engine.set_max_strings_interned(1024);
@@ -201,13 +199,11 @@ impl<R: Rng + 'static> RhaiAgent<R> {
};
let script = engine.compile(script)?;
let scope = Scope::new(); // Not used
Ok(Self {
rng,
engine,
script,
scope,
print_callback,
})
}
@@ -227,7 +223,7 @@ impl<R: Rng + 'static> Agent for RhaiAgent<R> {
fn step_min(&mut self, board: &Board) -> Result<PlayerAction, Self::ErrorType> {
let res = self.engine.call_fn_with_options::<PlayerAction>(
CallFnOptions::new().eval_ast(false),
&mut self.scope,
&mut Scope::new(),
&self.script,
"step_min",
(board.clone(),),
@@ -242,7 +238,7 @@ impl<R: Rng + 'static> Agent for RhaiAgent<R> {
fn step_max(&mut self, board: &Board) -> Result<PlayerAction, Self::ErrorType> {
let res = self.engine.call_fn_with_options::<PlayerAction>(
CallFnOptions::new().eval_ast(false),
&mut self.scope,
&mut Scope::new(),
&self.script,
"step_max",
(board.clone(),),

View File

@@ -1,8 +1,8 @@
use wasm_bindgen::prelude::*;
mod ansi;
mod gamestate;
mod gamestatehuman;
mod minmaxgame;
mod minmaxgamehuman;
mod terminput;
#[global_allocator]

View File

@@ -251,6 +251,7 @@ impl MinMaxGame {
(GameState::Red, Some(red_score)) => {
self.board = Board::new();
self.is_first_print = true;
self.is_red_turn = false;
self.state = GameState::Blue { red_score }
}

View File

@@ -9,7 +9,7 @@ use wasm_bindgen::prelude::*;
use crate::{ansi, terminput::TermInput};
#[wasm_bindgen]
pub struct GameStateHuman {
pub struct MinMaxGameHuman {
/// Red player
human: TermInput,
@@ -26,7 +26,7 @@ pub struct GameStateHuman {
}
#[wasm_bindgen]
impl GameStateHuman {
impl MinMaxGameHuman {
#[wasm_bindgen(constructor)]
pub fn new(
max_script: &str,
@@ -34,7 +34,7 @@ impl GameStateHuman {
max_debug_callback: js_sys::Function,
game_state_callback: js_sys::Function,
) -> Result<GameStateHuman, String> {
) -> Result<MinMaxGameHuman, String> {
Self::new_native(
max_script,
move |s| {

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@@ -0,0 +1,55 @@
import { NextRequest, NextResponse } from "next/server";
import { readFile } from "fs/promises";
import { join } from "path";
import { existsSync } from "fs";
import { CONFIG } from "@/lib/config";
// Force dynamic rendering for this API route
export const dynamic = "force-dynamic";
export async function GET(request: NextRequest) {
try {
const { searchParams } = request.nextUrl;
const name = searchParams.get("name");
if (!name) {
return NextResponse.json(
{ error: "Script name is required" },
{ status: 400 }
);
}
// Validate filename (same validation as save)
if (!CONFIG.FILENAME_REGEX.test(name)) {
return NextResponse.json(
{ error: "Invalid script name" },
{ status: 400 }
);
}
const saveDir = CONFIG.SAVE_DIRECTORY;
const filename = `${name}.rhai`;
const filepath = join(saveDir, filename);
if (!existsSync(filepath)) {
return NextResponse.json(
{ error: `Script "${name}" not found` },
{ status: 404 }
);
}
let content = await readFile(filepath, "utf8");
return NextResponse.json({
name,
filename,
content,
});
} catch (error) {
console.error("Get script error:", error);
return NextResponse.json(
{ error: "Failed to read script" },
{ status: 500 }
);
}
}

View File

@@ -0,0 +1,40 @@
import { NextRequest, NextResponse } from "next/server";
import { readdir } from "fs/promises";
import { existsSync } from "fs";
import { CONFIG } from "@/lib/config";
// Force dynamic rendering for this API route
export const dynamic = "force-dynamic";
const headers = {
"Cache-Control": "no-store, no-cache, must-revalidate, proxy-revalidate",
Pragma: "no-cache",
Expires: "0",
};
export async function GET(_request: NextRequest) {
try {
const saveDir = CONFIG.SAVE_DIRECTORY;
// If save directory doesn't exist, return empty array
if (!existsSync(saveDir)) {
return NextResponse.json({ scripts: [] }, { headers });
}
// Read directory and filter for .rhai files
const files = await readdir(saveDir);
const scripts = files
.filter((file) => file.endsWith(".rhai"))
.map((file) => file.replace(".rhai", ""))
.sort(); // Sort alphabetically
return NextResponse.json({ scripts }, { headers });
} catch (error) {
console.error("List scripts error:", error);
return NextResponse.json(
{ error: "Failed to list scripts" },
{ status: 500, headers }
);
}
}

View File

@@ -0,0 +1,92 @@
import { NextRequest, NextResponse } from "next/server";
import { writeFile, mkdir } from "fs/promises";
import { join } from "path";
import { existsSync } from "fs";
import { CONFIG } from "@/lib/config";
export async function POST(request: NextRequest) {
try {
// Check if saving is enabled
if (!CONFIG.ENABLE_SAVE) {
return NextResponse.json(
{ error: "Script saving is disabled" },
{ status: 403 }
);
}
const { name, content, secret } = await request.json();
if (secret !== CONFIG.SAVE_SECRET) {
return NextResponse.json(
{ error: "Invalid secret" },
{ status: 401 }
);
}
if (!name || !content) {
return NextResponse.json(
{ error: "Name and content are required" },
{ status: 400 }
);
}
if (name.length > CONFIG.MAX_FILENAME_LENGTH) {
return NextResponse.json(
{
error: `Filename must be ${CONFIG.MAX_FILENAME_LENGTH} characters or less`,
},
{ status: 400 }
);
}
if (content.length > CONFIG.MAX_FILE_SIZE) {
return NextResponse.json(
{
error: `File is too large`,
},
{ status: 400 }
);
}
if (!CONFIG.FILENAME_REGEX.test(name)) {
return NextResponse.json(
{
error: "Filename can only contain alphanumerics, underscores, spaces, and hyphens",
},
{ status: 400 }
);
}
// Ensure save directory exists
const saveDir = CONFIG.SAVE_DIRECTORY;
if (!existsSync(saveDir)) {
await mkdir(saveDir, { recursive: true });
}
// Check if file already exists
const filename = `${name}.rhai`;
const filepath = join(saveDir, filename);
if (existsSync(filepath)) {
return NextResponse.json(
{ error: `A script named "${name}" already exists` },
{ status: 409 }
);
}
// Save the file
await writeFile(filepath, content, "utf8");
return NextResponse.json({
success: true,
message: `Script saved as ${filename}`,
filename,
});
} catch (error) {
console.error("Save script error:", error);
return NextResponse.json(
{ error: "Failed to save script" },
{ status: 500 }
);
}
}

View File

@@ -50,13 +50,24 @@ interface EditorProps {
fontSize?: number;
}
const STORAGE_KEY = "minimax-editor-content";
export const Editor = forwardRef<any, EditorProps>(function Editor(
{ initialValue = "", onChange, onReady, fontSize = 14 },
ref
) {
const textareaRef = useRef<HTMLTextAreaElement>(null);
const editorRef = useRef<any>(null);
const [content, setContent] = useState(initialValue);
const getInitialContent = () => {
if (typeof window !== "undefined") {
const saved = localStorage.getItem(STORAGE_KEY);
return saved || initialValue;
}
return initialValue;
};
const [content, setContent] = useState(getInitialContent);
useImperativeHandle(ref, () => editorRef.current);
@@ -100,6 +111,11 @@ export const Editor = forwardRef<any, EditorProps>(function Editor(
editor.on("change", (instance: any, changes: any) => {
const newContent = instance.getValue();
setContent(newContent);
if (typeof window !== "undefined") {
localStorage.setItem(STORAGE_KEY, newContent);
}
onChange?.(instance, changes);
});
@@ -112,7 +128,8 @@ export const Editor = forwardRef<any, EditorProps>(function Editor(
editorRef.current = null;
}
};
}, []); // DO NOT FILL ARRAY
// eslint-disable-next-line react-hooks/exhaustive-deps
}, []); // DO NOT FILL ARRAY - intentionally empty to prevent re-initialization
// Update font size when it changes
useEffect(() => {
@@ -129,7 +146,7 @@ export const Editor = forwardRef<any, EditorProps>(function Editor(
<div className={styles.editorContainer}>
<textarea
ref={textareaRef}
defaultValue={initialValue}
defaultValue={content}
placeholder="Code goes here"
/>
</div>

View File

@@ -5,6 +5,7 @@ import { Button } from "@/components/ui/Button";
import { Dropdown } from "@/components/ui/Dropdown";
import { Slider } from "@/components/ui/Slider";
import { SidePanel } from "@/components/ui/SidePanel";
import { AgentSelector } from "@/components/ui/AgentSelector";
import { Editor } from "@/components/Editor";
import { Terminal, TerminalRef } from "@/components/Terminal";
import {
@@ -15,8 +16,7 @@ import {
} from "@/lib/runner";
import styles from "@/styles/Playground.module.css";
const initialCode = `
fn random_action(board) {
const initialCode = `fn random_action(board) {
let symb = rand_symb();
let pos = rand_int(0, 10);
let action = Action(symb, pos);
@@ -37,15 +37,45 @@ fn step_min(board) {
fn step_max(board) {
return random_action(board);
}
`;
}`;
const AGENTS = {
// special-cased below
Self: undefined,
};
export default function Playground() {
const [isScriptRunning, setIsScriptRunning] = useState(false);
const [isEditorReady, setIsEditorReady] = useState(false);
const [fontSize, setFontSize] = useState(14);
const [bulkRounds, setBulkRounds] = useState(1000);
const [fontSize, setFontSize] = useState(() => {
if (typeof window !== "undefined") {
const saved = localStorage.getItem("playground-fontSize");
return saved ? parseInt(saved, 10) : 14;
}
return 14;
});
const [bulkRounds, setBulkRounds] = useState(() => {
if (typeof window !== "undefined") {
const saved = localStorage.getItem("playground-bulkRounds");
return saved ? parseInt(saved, 10) : 1000;
}
return 1000;
});
const [selectedAgent, setSelectedAgent] = useState(() => {
if (typeof window !== "undefined") {
const saved = localStorage.getItem("playground-selectedAgent");
return saved || "Self";
}
return "Self";
});
const [isHelpOpen, setIsHelpOpen] = useState(false);
const [scriptName, setScriptName] = useState("");
const [saveSecret, setSaveSecret] = useState("");
const [isSaving, setIsSaving] = useState(false);
const [availableAgents, setAvailableAgents] = useState<string[]>([]);
const [savedScripts, setSavedScripts] = useState<Record<string, string>>(
{}
);
const editorRef = useRef<any>(null);
const resultRef = useRef<HTMLTextAreaElement>(null);
@@ -54,6 +84,86 @@ export default function Playground() {
const runDisabled = isScriptRunning || !isEditorReady;
const stopDisabled = !isScriptRunning;
// Fetch saved scripts and update available agents
const loadSavedScripts = useCallback(async () => {
try {
const response = await fetch("/api/list-scripts");
const data = await response.json();
if (response.ok) {
const scripts = data.scripts || [];
const scriptContents: Record<string, string> = {};
// Fetch content for each saved script
await Promise.all(
scripts.map(async (scriptName: string) => {
try {
const scriptResponse = await fetch(
`/api/get-script?name=${encodeURIComponent(
scriptName
)}`
);
const scriptData = await scriptResponse.json();
if (scriptResponse.ok) {
scriptContents[scriptName] = scriptData.content;
}
} catch (error) {
console.error(
`Failed to load script ${scriptName}:`,
error
);
}
})
);
setSavedScripts(scriptContents);
// Combine hardcoded agents with saved scripts, ensuring Self and Random are first
const combinedAgents = [
"Self",
...Object.keys(AGENTS).filter((key) => key !== "Self"),
...scripts,
];
setAvailableAgents(combinedAgents);
}
} catch (error) {
console.error("Failed to load saved scripts:", error);
// Fallback to hardcoded agents only
setAvailableAgents(Object.keys(AGENTS));
}
}, []);
// Load saved scripts on component mount
useEffect(() => {
loadSavedScripts();
}, [loadSavedScripts]);
// Save font size to localStorage
useEffect(() => {
if (typeof window !== "undefined") {
localStorage.setItem("playground-fontSize", fontSize.toString());
}
}, [fontSize]);
// Save bulk rounds to localStorage
useEffect(() => {
if (typeof window !== "undefined") {
localStorage.setItem(
"playground-bulkRounds",
bulkRounds.toString()
);
}
}, [bulkRounds]);
// Save selected agent to localStorage
useEffect(() => {
if (typeof window !== "undefined") {
localStorage.setItem("playground-selectedAgent", selectedAgent);
}
}, [selectedAgent]);
const runHuman = useCallback(async () => {
if (resultRef.current) {
resultRef.current.value = "";
@@ -87,11 +197,14 @@ export default function Playground() {
}
);
} catch (ex) {
console.error(ex);
if (resultRef.current) {
resultRef.current.value += `\nScript exited with error:\n${ex}\n`;
}
terminalRef.current?.write(
"\r\n\x1B[1;31mScript exited with error:\x1B[0m\n\r" + String(ex).replace("\n", "\n\r") + "\r\n"
"\r\n\x1B[1;31mScript exited with error:\x1B[0m\n\r" +
String(ex).replace("\n", "\n\r") +
"\r\n"
);
}
@@ -103,7 +216,7 @@ export default function Playground() {
resultRef.current.value = "";
}
if (runDisabled || !editorRef.current) return;
if (runDisabled) return;
setIsScriptRunning(true);
@@ -111,8 +224,20 @@ export default function Playground() {
terminalRef.current?.clear();
terminalRef.current?.focus();
// Get script content from either hardcoded agents or saved scripts
const hardcodedAgent = AGENTS[selectedAgent as keyof typeof AGENTS];
const savedScript = savedScripts[selectedAgent];
const agentScript = hardcodedAgent || savedScript;
const blueScript =
agentScript || (editorRef.current?.getValue() ?? "");
const redScript = editorRef.current?.getValue() ?? "";
const opponentName = agentScript ? selectedAgent : "script";
await startScriptBulk(
editorRef.current.getValue(),
redScript,
blueScript,
opponentName,
(line: string) => {
if (resultRef.current) {
let v = resultRef.current.value + line + "\n";
@@ -132,21 +257,104 @@ export default function Playground() {
bulkRounds
);
} catch (ex) {
console.error(ex);
if (resultRef.current) {
resultRef.current.value += `\nScript exited with error:\n${ex}\n`;
}
terminalRef.current?.write(
"\r\n\x1B[1;31mScript exited with error:\x1B[0m\n\r" + String(ex).replace("\n", "\n\r") + "\r\n"
"\r\n\x1B[1;31mScript exited with error:\x1B[0m\n\r" +
String(ex).replace("\n", "\n\r") +
"\r\n"
);
}
setIsScriptRunning(false);
}, [runDisabled, bulkRounds]);
}, [runDisabled, bulkRounds, selectedAgent, savedScripts]);
const stopScriptHandler = useCallback(() => {
stopScript();
}, []);
const saveScript = useCallback(async () => {
if (!scriptName.trim()) {
alert("Please enter a script name");
return;
}
if (!saveSecret.trim()) {
alert("Please enter a secret");
return;
}
if (!editorRef.current) {
alert("No script content to save");
return;
}
setIsSaving(true);
try {
const response = await fetch("/api/save-script", {
method: "POST",
headers: {
"Content-Type": "application/json",
},
body: JSON.stringify({
name: scriptName.trim(),
content: editorRef.current.getValue(),
secret: saveSecret.trim(),
}),
});
const result = await response.json();
if (response.ok) {
alert(result.message);
setScriptName("");
// Reload saved scripts to include the new one
loadSavedScripts();
} else {
alert(result.error || "Failed to save script");
}
} catch (error) {
console.error("Save error:", error);
alert("Network error: Failed to save script");
}
setIsSaving(false);
}, [scriptName, saveSecret, loadSavedScripts]);
const copyScriptToEditor = useCallback(() => {
if (!selectedAgent || selectedAgent === "Self") {
alert("Please select a script to copy to the editor");
return;
}
// Get the script content
const hardcodedAgent = AGENTS[selectedAgent as keyof typeof AGENTS];
const savedScript = savedScripts[selectedAgent];
const scriptContent = hardcodedAgent || savedScript;
if (!scriptContent) {
alert("No script content available for the selected agent");
return;
}
if (scriptContent.trim().startsWith("// SECRET")) {
alert("This script is hidden :)");
return;
}
// Warn user about losing current content
const confirmed = confirm(
`This will replace your current script with "${selectedAgent}". Your current work will be lost. Continue?`
);
if (confirmed && editorRef.current) {
editorRef.current.setValue(scriptContent);
}
}, [selectedAgent, savedScripts]);
return (
<div className={styles.playgroundRoot}>
<header className={styles.header}>
@@ -206,6 +414,72 @@ export default function Playground() {
onChange={setBulkRounds}
unit=""
/>
<div className={styles.configField}>
<label>Bulk opponent</label>
<AgentSelector
agents={availableAgents}
selectedAgent={selectedAgent}
onSelect={setSelectedAgent}
placeholder="Select an agent..."
/>
</div>
<div className={styles.configField}>
<Button
variant="info"
onClick={copyScriptToEditor}
disabled={
!selectedAgent ||
selectedAgent === "Self"
}
>
Copy to Editor
</Button>
</div>
<div className={styles.saveSection}>
<div className={styles.configField}>
<label>Script name</label>
<input
type="text"
className={styles.saveInput}
placeholder="Enter script name..."
value={scriptName}
onChange={(e) =>
setScriptName(
e.target.value
)
}
maxLength={32}
/>
</div>
<div className={styles.configField}>
<label>Secret</label>
<input
type="password"
className={styles.saveInput}
placeholder="Enter secret..."
value={saveSecret}
onChange={(e) =>
setSaveSecret(
e.target.value
)
}
/>
</div>
<div className={styles.configField}>
<Button
variant="primary"
onClick={saveScript}
loading={isSaving}
disabled={isSaving}
>
Save Script
</Button>
</div>
</div>
</div>
}
/>
@@ -259,100 +533,243 @@ export default function Playground() {
<h2>Game Rules</h2>
<p>
This game is played in two rounds,
on an empty eleven-space board.
The first round is played on {"Red's"} board, the second is played on {"Blue's"}.
This game is played in two rounds, on an empty eleven-space
board. The first round is played on {"Red's"} board, the
second is played on {"Blue's"}.
</p>
<p>
On {"Red's"} board, {"Red's"} goal is to maximize the value of the expression.
{" Blue's"} goal is to minimize it.
Players take turns placing the fourteen symbols <code>0123456789+-×÷</code>
on the board, with the maximizing player taking the first move.
On {"Red's"} board, {"Red's"} goal is to maximize the value
of the expression.
{" Blue's"} goal is to minimize it. Players take turns
placing the fourteen symbols <code>0123456789+-×÷</code>
on the board, with the maximizing player taking the first
move.
</p>
<p>
A {"board's"} syntax must always be valid, and
the following rules are enforced:
A {"board's"} syntax must always be valid, and the following
rules are enforced:
</p>
<ol>
<li>Each symbol may only be used once</li>
<li>The binary operators <code>+-×÷</code> may not be next to one another, and may not be at the end slots.</li>
<li>The unary operator <code>-</code> (negative) must have a number as an argument. Therefore, it cannot be left of an operator (like <code>-×</code>), and it may not be in the rightmost slot.</li>
<li>Unary <code>+</code> may not be used.</li>
<li> <code>0</code> may not follow <code>÷</code>.
This prevents most cases of zero-division, but {"isn't perfect"}.
<code>÷-0</code> will result in an invalid board (causing a draw),
and <code>÷0_+</code> is forbidden despite being valid syntax once the empty slot is filled.
This is done to simplyify game logic, and might be improved later.
<li>
The binary operators <code>+-×÷</code> may not be next
to one another, and may not be at the end slots.
</li>
<li>
The unary operator <code>-</code> (negative) must have a
number as an argument. Therefore, it cannot be left of
an operator (like <code>-×</code>), and it may not be in
the rightmost slot.
</li>
<li>
Unary <code>+</code> may not be used.
</li>
<li>
{" "}
<code>0</code> may not follow <code>÷</code>. This
prevents most cases of zero-division, but{" "}
{"isn't perfect"}.<code>÷-0</code> will result in an
invalid board (causing a draw), and <code>÷0_+</code> is
forbidden despite being valid syntax once the empty slot
is filled. This is done to simplyify game logic, and
might be improved later.
</li>
<li>Division by zero results in a draw.</li>
<li>An incomplete board with no valid moves results in a draw.</li>
<li>
An incomplete board with no valid moves results in a
draw.
</li>
</ol>
<h2>How to Play</h2>
<ol>
<li>Click <strong>Run</strong> to start a single game. Play against your agent in the terminal. Use your arrow keys (up, down, left, right) to select a symbol. Use enter or space to make a move.</li>
<li>Click <strong>Bulk Run</strong> to collect statistics from a many games.</li>
<li>
Click <strong>Run</strong> to start a single game. Play
against your agent in the terminal. Use your arrow keys
(up, down, left, right) to select a symbol. Use enter or
space to make a move.
</li>
<li>
Click <strong>Bulk Run</strong> to collect statistics
from a many games.
</li>
</ol>
<h2>Overview</h2>
<ul>
<li><code>step_min()</code> is called once per turn with the {"board's"} current state. This function must return an <code>Action</code> that aims to minimize the total value of the board.</li>
<li><code>step_max()</code> is just like <code>step_min</code>, but should aim to maximize the value of the board. </li>
<li>Agent code may not be edited between games. Start a new game to use new code.</li>
<li>If your agent takes more than 5 seconds to compute a move, the script will exit with an error.</li>
<li>
<code>step_min()</code> is called once per turn with the{" "}
{"board's"} current state. This function must return an{" "}
<code>Action</code> that aims to minimize the total
value of the board.
</li>
<li>
<code>step_max()</code> is just like{" "}
<code>step_min</code>, but should aim to maximize the
value of the board.{" "}
</li>
<li>
Agent code may not be edited between games. Start a new
game to use new code.
</li>
<li>
If your agent takes more than 5 seconds to compute a
move, the script will exit with an error.
</li>
</ul>
<h2>Rhai basics</h2>
<p>
Agents are written in <a href="https://rhai.rs">Rhai</a>, a wonderful embedded scripting language powered by Rust.
Basic language features are outlined below.
Agents are written in <a href="https://rhai.rs">Rhai</a>, a
wonderful embedded scripting language powered by Rust. Basic
language features are outlined below.
</p>
<ul>
<li>All statements must be followed by a <code>;</code></li>
<li>Use <code>return</code> to return a value from a function.</li>
<li><code>print(anything)</code> - Prints to the output panel. Prefer this over <code>debug</code>.</li>
<li><code>debug(anything)</code> - Prints to the output panel. Includes extra debug info.</li>
<li><code>()</code> is the {"\"none\""} type, returned by some methods above.</li>
<li><code>for i in 0..5 {"{}"}</code> will iterate five times, with <code>i = 0, 1, 2, 3, 4</code></li>
<li><code>for i in 0..=5 {"{}"}</code> will iterate six times, with <code>i = 0, 1, 2, 3, 4, 5</code></li>
<li><code>let a = [];</code> initializes an empty array.</li>
<li><code>a.push(value)</code> adds a value to the end of an array</li>
<li><code>a.pop()</code> removes a value from the end of an array and returns it</li>
<li><code>a[0]</code> returns the first item of an array</li>
<li><code>a[1]</code> returns the second item of an array</li>
<li>Refer to <a href="https://rhai.rs/book/language/values-and-types.html">the Rhai book</a> for more details.</li>
<li>
All statements must be followed by a <code>;</code>
</li>
<li>
Use <code>return</code> to return a value from a
function.
</li>
<li>
<code>print(anything)</code> - Prints to the output
panel. Prefer this over <code>debug</code>.
</li>
<li>
<code>debug(anything)</code> - Prints to the output
panel. Includes extra debug info.
</li>
<li>
<code>()</code> is the {'"none"'} type, returned by some
methods above.
</li>
<li>
<code>for i in 0..5 {"{}"}</code> will iterate five
times, with <code>i = 0, 1, 2, 3, 4</code>
</li>
<li>
<code>for i in 0..=5 {"{}"}</code> will iterate six
times, with <code>i = 0, 1, 2, 3, 4, 5</code>
</li>
<li>
<code>let a = [];</code> initializes an empty array.
</li>
<li>
<code>a.push(value)</code> adds a value to the end of an
array
</li>
<li>
<code>a.pop()</code> removes a value from the end of an
array and returns it
</li>
<li>
<code>a[0]</code> returns the first item of an array
</li>
<li>
<code>a[1]</code> returns the second item of an array
</li>
<li>
Refer to{" "}
<a href="https://rhai.rs/book/language/values-and-types.html">
the Rhai book
</a>{" "}
for more details.
</li>
</ul>
<h2>Notable Functions</h2>
<ul>
<li><code>Action(symbol, position)</code> - Creates a new action that places <code>symbol</code> at <code>position</code>. Valid symbols are <code>01234567890+-/*</code>. Both <code>0</code> and <code>{"\"0\""}</code> are valid symbols.</li>
<li><code>board.can_play(action)</code> - Checks if an action is valid. Returns a boolean.</li>
<li><code>board.size()</code> - Return the total number of spots on this board.</li>
<li><code>board.free_spots()</code> - Count the number of free spots on the board.</li>
<li><code>board.play(action)</code> - Apply the given action on this board. This mutates the <code>board</code>, but does NOT make the move in the game. The only way to commit to an action is to return it from <code>step_min</code> or <code>step_max</code>.
This method lets you compute potential values of a board when used with <code>board.evaluate()</code>.
<li>
<code>Action(symbol, position)</code> - Creates a new
action that places <code>symbol</code> at{" "}
<code>position</code>. Valid symbols are{" "}
<code>01234567890+-/*</code>. Both <code>0</code> and{" "}
<code>{'"0"'}</code> are valid symbols.
</li>
<li>
<code>board.can_play(action)</code> - Checks if an
action is valid. Returns a boolean.
</li>
<li>
<code>board.size()</code> - Return the total number of
spots on this board.
</li>
<li>
<code>board.free_spots()</code> - Count the number of
free spots on the board.
</li>
<li>
<code>board.play(action)</code> - Apply the given action
on this board. This mutates the <code>board</code>, but
does NOT make the move in the game. The only way to
commit to an action is to return it from{" "}
<code>step_min</code> or <code>step_max</code>. This
method lets you compute potential values of a board when
used with <code>board.evaluate()</code>.
</li>
<li>
<code>board.ith_free_slot(idx)</code> - Returns the
index of the <code>n</code>th free slot on this board.
Returns <code>-1</code> if no such slot exists.
</li>
<li>
<code>board.contains(symbol)</code> - Checks if this
board contains the given symbol. Returns a boolean.
</li>
<li>
<code>board.evaluate()</code> - Return the value of a
board if it can be computed. Returns <code>()</code>{" "}
otherwise.
</li>
<li>
<code>board.free_spots_idx(action)</code> - Checks if an
action is valid. Returns a boolean.
</li>
<li>
<code>for i in board {"{ ... }"}</code> - Iterate over
all slots on this board. Items are returned as strings,
empty slots are the empty string (<code>{'""'}</code>)
</li>
<li>
<code>is_op(symbol)</code> - Returns <code>true</code>{" "}
if <code>symbol</code> is one of <code>+-*/</code>
</li>
<li><code>board.ith_free_slot(idx)</code> - Returns the index of the <code>n</code>th free slot on this board. Returns <code>-1</code> if no such slot exists.</li>
<li><code>board.contains(symbol)</code> - Checks if this board contains the given symbol. Returns a boolean.</li>
<li><code>board.evaluate()</code> - Return the value of a board if it can be computed. Returns <code>()</code> otherwise.</li>
<li><code>board.free_spots_idx(action)</code> - Checks if an action is valid. Returns a boolean.</li>
<li><code>for i in board {"{ ... }"}</code> - Iterate over all slots on this board. Items are returned as strings, empty slots are the empty string (<code>{"\"\""}</code>)</li>
<li><code>is_op(symbol)</code> - Returns <code>true</code> if <code>symbol</code> is one of <code>+-*/</code></li>
<li><code>rand_symb()</code> - Returns a random symbol (number or operation)</li>
<li><code>rand_op()</code> - Returns a random operator symbol (one of <code>+-*/</code>)</li>
<li><code>rand_action()</code> - Returns a random <code>Action</code></li>
<li><code>rand_int(min, max)</code> - Returns a random integer between min and max, including both endpoints.</li>
<li><code>rand_bool(probability)</code> - Return <code>true</code> with the given probability. Otherwise return <code>false</code>.</li>
<li><code>rand_shuffle(array)</code> - Shuffle the given array</li>
<li><code>for p in permutations(array, 5) {"{}"}</code> - Iterate over all permutations of 5 elements of the given array.</li>
<li>
<code>rand_symb()</code> - Returns a random symbol
(number or operation)
</li>
<li>
<code>rand_op()</code> - Returns a random operator
symbol (one of <code>+-*/</code>)
</li>
<li>
<code>rand_action()</code> - Returns a random{" "}
<code>Action</code>
</li>
<li>
<code>rand_int(min, max)</code> - Returns a random
integer between min and max, including both endpoints.
</li>
<li>
<code>rand_bool(probability)</code> - Return{" "}
<code>true</code> with the given probability. Otherwise
return <code>false</code>.
</li>
<li>
<code>rand_shuffle(array)</code> - Shuffle the given
array
</li>
<li>
<code>for p in permutations(array, 5) {"{}"}</code> -
Iterate over all permutations of 5 elements of the given
array.
</li>
</ul>
</SidePanel>
</div>
);

View File

@@ -98,7 +98,7 @@ async function init_term(
const term = new Terminal({
//"fontFamily": "Fantasque",
rows: 30,
rows: 24,
fontSize: fontSize ?? 18,
tabStopWidth: 4,
cursorBlink: false,

View File

@@ -0,0 +1,191 @@
"use client";
import { useState, useRef, useEffect } from "react";
import { ChevronDown, Search } from "lucide-react";
import clsx from "clsx";
import styles from "@/styles/AgentSelector.module.css";
interface AgentSelectorProps {
agents: string[];
selectedAgent: string;
onSelect: (agent: string) => void;
placeholder?: string;
}
export function AgentSelector({
agents,
selectedAgent,
onSelect,
placeholder = "Select an agent..."
}: AgentSelectorProps) {
const [isOpen, setIsOpen] = useState(false);
const [searchTerm, setSearchTerm] = useState("");
const [highlightedIndex, setHighlightedIndex] = useState(0);
const [dropdownPosition, setDropdownPosition] = useState({ top: 0, left: 0, width: 0 });
const dropdownRef = useRef<HTMLDivElement>(null);
const triggerRef = useRef<HTMLButtonElement>(null);
const searchRef = useRef<HTMLInputElement>(null);
const filteredAgents = agents.filter(agent =>
agent.toLowerCase().includes(searchTerm.toLowerCase())
);
useEffect(() => {
function handleClickOutside(event: MouseEvent) {
if (
dropdownRef.current &&
!dropdownRef.current.contains(event.target as Node)
) {
setIsOpen(false);
setSearchTerm("");
}
}
if (isOpen) {
document.addEventListener("mousedown", handleClickOutside);
}
return () => {
document.removeEventListener("mousedown", handleClickOutside);
};
}, [isOpen]);
useEffect(() => {
if (isOpen && searchRef.current) {
searchRef.current.focus();
}
}, [isOpen]);
useEffect(() => {
setHighlightedIndex(0);
}, [searchTerm]);
const handleKeyDown = (e: React.KeyboardEvent) => {
if (!isOpen) {
if (e.key === "Enter" || e.key === " " || e.key === "ArrowDown") {
e.preventDefault();
updateDropdownPosition();
setIsOpen(true);
}
return;
}
switch (e.key) {
case "ArrowDown":
e.preventDefault();
setHighlightedIndex(prev =>
prev < filteredAgents.length - 1 ? prev + 1 : 0
);
break;
case "ArrowUp":
e.preventDefault();
setHighlightedIndex(prev =>
prev > 0 ? prev - 1 : filteredAgents.length - 1
);
break;
case "Enter":
e.preventDefault();
if (filteredAgents[highlightedIndex]) {
onSelect(filteredAgents[highlightedIndex]);
setIsOpen(false);
setSearchTerm("");
}
break;
case "Escape":
e.preventDefault();
setIsOpen(false);
setSearchTerm("");
break;
}
};
const handleSelect = (agent: string) => {
onSelect(agent);
setIsOpen(false);
setSearchTerm("");
};
const updateDropdownPosition = () => {
if (triggerRef.current) {
const rect = triggerRef.current.getBoundingClientRect();
setDropdownPosition({
top: rect.bottom + 2,
left: rect.left,
width: rect.width
});
}
};
const handleOpen = () => {
updateDropdownPosition();
setIsOpen(!isOpen);
};
return (
<div className={styles.agentSelector} ref={dropdownRef}>
<button
ref={triggerRef}
className={clsx(styles.trigger, isOpen && styles.triggerOpen)}
type="button"
onClick={handleOpen}
onKeyDown={handleKeyDown}
aria-expanded={isOpen}
aria-haspopup="listbox"
>
<span className={styles.triggerText}>
{selectedAgent || placeholder}
</span>
<ChevronDown
size={16}
className={clsx(styles.chevron, isOpen && styles.chevronOpen)}
/>
</button>
{isOpen && (
<div
className={styles.dropdown}
style={{
top: dropdownPosition.top,
left: dropdownPosition.left,
width: Math.max(dropdownPosition.width, 200)
}}
>
<div className={styles.searchContainer}>
<Search size={16} className={styles.searchIcon} />
<input
ref={searchRef}
type="text"
className={styles.searchInput}
placeholder="Search agents..."
value={searchTerm}
onChange={(e) => setSearchTerm(e.target.value)}
onKeyDown={handleKeyDown}
/>
</div>
<ul className={styles.agentList} role="listbox">
{filteredAgents.length === 0 ? (
<li className={styles.noResults}>No agents found</li>
) : (
filteredAgents.map((agent, index) => (
<li
key={agent}
className={clsx(
styles.agentOption,
agent === selectedAgent && styles.selected,
index === highlightedIndex && styles.highlighted
)}
onClick={() => handleSelect(agent)}
role="option"
aria-selected={agent === selectedAgent}
>
{agent}
</li>
))
)}
</ul>
</div>
)}
</div>
);
}

9
webui/src/lib/config.ts Normal file
View File

@@ -0,0 +1,9 @@
export const CONFIG = {
ENABLE_SAVE: process.env.ENABLE_SAVE === "true" || true,
SAVE_SECRET: process.env.SAVE_SECRET || "save",
SAVE_DIRECTORY: process.env.SAVE_DIRECTORY || "./data/scripts",
MAX_FILENAME_LENGTH: parseInt(process.env.MAX_FILENAME_LENGTH || "32"),
MAX_FILE_SIZE: parseInt(process.env.MAX_FILE_SIZE || "1048576"),
FILENAME_REGEX: /^[a-zA-Z0-9_\s-]+$/,
} as const;

View File

@@ -53,7 +53,9 @@ export async function startScript(
}
export async function startScriptBulk(
script: string,
redScript: string,
blueScript: string,
opponentName: string,
appendOutput: (line: string) => void,
appendTerminal: (line: string) => void,
rounds: number = 1000
@@ -93,7 +95,7 @@ export async function startScriptBulk(
reject(error);
};
worker.postMessage({ type: "run", script, rounds });
worker.postMessage({ type: "run", redScript, blueScript, opponentName, rounds });
});
}

View File

@@ -56,11 +56,11 @@ self.onmessage = async (event) => {
appendTerminal(`============\n\n\r`);
currentGame = new MinMaxGame(
event_data.script,
event_data.redScript,
() => {},
() => {},
event_data.script,
event_data.blueScript,
() => {},
() => {},
@@ -89,13 +89,19 @@ self.onmessage = async (event) => {
}
const elapsed = Math.round((performance.now() - start) / 100) / 10;
const r_winrate = Math.round((red_wins / n_rounds) * 1000) / 10
const b_winrate = Math.round((blue_wins / n_rounds) * 1000) / 10
const r_winrate = Math.round((red_wins / n_rounds) * 1000) / 10;
const b_winrate = Math.round((blue_wins / n_rounds) * 1000) / 10;
const opponentName = event_data.opponentName || "Unknown";
appendTerminal("\r\n");
appendTerminal(`Ran ${n_rounds} rounds in ${elapsed}s\r\n`);
appendTerminal(`Red won: ${red_wins} (${r_winrate}%)\r\n`);
appendTerminal(`Blue won: ${blue_wins} (${b_winrate}%)\r\n`);
appendTerminal(
`Red won: ${red_wins} (${r_winrate}%) (script)\r\n`
);
appendTerminal(
`Blue won: ${blue_wins} (${b_winrate}%) (${opponentName})\r\n`
);
appendTerminal("\r\n");
appendTerminal(`Draws: ${draw_score}\r\n`);
appendTerminal(`Invalid: ${draw_invalid}\r\n`);

View File

@@ -1,8 +1,8 @@
import init, { GameState, GameStateHuman } from "../wasm/runner";
import init, { MinMaxGameHuman } from "../wasm/runner";
let wasmReady = false;
let wasmInitPromise: Promise<void> | null = null;
let currentGame: GameStateHuman | null = null;
let currentGame: MinMaxGameHuman | null = null;
async function initWasm(): Promise<void> {
if (wasmReady) return;
@@ -24,6 +24,7 @@ self.onmessage = async (event) => {
if (type === "data") {
if (currentGame !== null) {
try {
currentGame.take_input(event_data.data);
if (currentGame.is_error()) {
@@ -33,6 +34,9 @@ self.onmessage = async (event) => {
currentGame = null;
self.postMessage({ type: "complete" });
}
} catch (error) {
self.postMessage({ type: "error", error: String(error) });
}
}
} else if (type === "init") {
try {
@@ -53,7 +57,7 @@ self.onmessage = async (event) => {
self.postMessage({ type: "terminal", line });
};
currentGame = new GameStateHuman(
currentGame = new MinMaxGameHuman(
event_data.script,
appendOutput,
appendOutput,

View File

@@ -0,0 +1,143 @@
.agentSelector {
position: relative;
width: 100%;
}
.trigger {
width: 100%;
padding: 6px 8px;
background: #3c3c3c;
color: #e0e0e0;
border: 1px solid #555;
border-radius: 3px;
font-size: 13px;
outline: none;
cursor: pointer;
display: flex;
align-items: center;
justify-content: space-between;
transition: border-color 0.2s;
}
.trigger:hover {
border-color: #666;
}
.trigger:focus,
.triggerOpen {
border-color: #007acc;
box-shadow: 0 0 3px rgba(0, 122, 204, 0.3);
}
.triggerText {
flex: 1;
text-align: left;
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
}
.chevron {
transition: transform 0.2s;
flex-shrink: 0;
margin-left: 8px;
}
.chevronOpen {
transform: rotate(180deg);
}
.dropdown {
position: fixed;
z-index: 10000;
background: #2d2d30;
border: 1px solid #555;
border-radius: 3px;
box-shadow: 0 4px 12px rgba(0, 0, 0, 0.3);
margin-top: 2px;
max-height: 300px;
overflow: hidden;
display: flex;
flex-direction: column;
min-width: 200px;
}
.searchContainer {
position: relative;
padding: 8px;
border-bottom: 1px solid #555;
}
.searchIcon {
position: absolute;
left: 16px;
top: 50%;
transform: translateY(-50%);
color: #999;
}
.searchInput {
width: 100%;
padding: 6px 8px 6px 32px;
background: #3c3c3c;
color: #e0e0e0;
border: 1px solid #555;
border-radius: 3px;
font-size: 13px;
outline: none;
}
.searchInput:focus {
border-color: #007acc;
box-shadow: 0 0 3px rgba(0, 122, 204, 0.3);
}
.searchInput::placeholder {
color: #999;
}
.agentList {
list-style: none;
margin: 0;
padding: 0;
overflow-y: auto;
flex: 1;
}
.agentOption {
padding: 8px 12px;
cursor: pointer;
font-size: 13px;
color: #e0e0e0;
transition: background-color 0.15s;
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
}
.agentOption:hover,
.highlighted {
background: #404040;
}
.agentOption:active {
background: #4a4a4a;
}
.selected {
background: #007acc;
color: white;
}
.selected:hover,
.selected.highlighted {
background: #0088dd;
}
.noResults {
padding: 12px;
text-align: center;
color: #999;
font-style: italic;
font-size: 13px;
}

View File

@@ -105,6 +105,44 @@
min-width: 250px;
}
.configField {
margin-top: 16px;
}
.configField label {
display: block;
font-size: 13px;
font-weight: 600;
color: #cccccc;
margin-bottom: 6px;
}
.saveInput {
width: 100%;
padding: 6px 8px;
background: #3c3c3c;
color: #e0e0e0;
border: 1px solid #555;
border-radius: 3px;
font-size: 13px;
outline: none;
}
.saveInput:focus {
border-color: #007acc;
box-shadow: 0 0 3px rgba(0, 122, 204, 0.3);
}
.saveInput::placeholder {
color: #999;
}
.saveSection {
margin-top: 24px;
padding-top: 16px;
border-top: 1px solid #444;
}
.helpPanel {
padding: 16px;
width: 300px;