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https://github.com/badlogic/pi-mono.git
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1008 lines
34 KiB
TypeScript
1008 lines
34 KiB
TypeScript
/**
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* Tic-Tac-Toe extension - demonstrates executionMode: "sequential" on tools.
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*
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* The user plays via /tic-tac-toe (arrow keys + Enter).
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* The agent plays via a single tool `tic_tac_toe` that takes ONE atomic action
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* per call. To play at (r, c) from its cursor (r0, c0) the agent must emit the
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* required move_* and a final `play` as SEPARATE tool_use blocks inside ONE
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* assistant response.
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*
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* Move actions share the agent cursor and have a 300ms delay. Under the
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* default parallel tool-execution mode this races: `play` can resolve before
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* the earlier `move_*` calls finish and O lands on the wrong cell. With
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* `executionMode: "sequential"` the runner serializes the sibling calls and O
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* lands on the intended cell.
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*
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* The user cursor (TUI-only) and the agent cursor (tool-only) are stored in
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* separate variables. Only the agent cursor is ever exposed to the agent.
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*/
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import { StringEnum } from "@earendil-works/pi-ai";
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import type { ExtensionAPI, ExtensionContext, Theme, ToolExecutionMode } from "@earendil-works/pi-coding-agent";
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import { type Component, matchesKey, Text, truncateToWidth, visibleWidth } from "@earendil-works/pi-tui";
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import { Type } from "typebox";
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// Thrown from the tool on illegal actions. The agent runtime surfaces thrown
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// errors as tool errors (isError=true) without resetting any of our state.
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class TicTacToeError extends Error {
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constructor(message: string) {
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super(message);
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this.name = "TicTacToeError";
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}
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}
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// ---------------------------------------------------------------------------
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// Types
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// ---------------------------------------------------------------------------
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type Cell = " " | "X" | "O";
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type GameStatus = "playing" | "win_X" | "win_O" | "draw";
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interface GameState {
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board: Cell[][];
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// User cursor (TUI-only, never exposed to the agent).
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userCursorRow: number;
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userCursorCol: number;
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// Agent cursor (manipulated by the tool, shown in the TUI during O's turn).
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agentCursorRow: number;
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agentCursorCol: number;
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status: GameStatus;
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userMark: Cell;
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agentMark: Cell;
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currentTurn: Cell;
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}
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// Persisted with each toolResult for state reconstruction AND sent to the
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// agent as `details`. Only the agent cursor is included: the user cursor is
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// private to the TUI.
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interface BoardDetails {
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board: Cell[][];
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agentCursorRow: number;
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agentCursorCol: number;
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status: GameStatus;
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currentTurn: Cell;
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}
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// ---------------------------------------------------------------------------
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// Game logic
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// ---------------------------------------------------------------------------
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// Agent cursor home: where the cursor is reset to after a SUCCESSFUL play.
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// Pinned at (0,0) so every non-origin play requires at least one move, which
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// guarantees multiple tool calls per turn and makes the parallel-vs-sequential
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// behavior observable in the demo. The cursor is NOT reset when the user plays
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// nor on a failed `play` (cell taken), so the agent can retry without
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// starting over.
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const AGENT_CURSOR_HOME_ROW = 0;
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const AGENT_CURSOR_HOME_COL = 0;
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function createInitialState(): GameState {
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return {
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board: [
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[" ", " ", " "],
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[" ", " ", " "],
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[" ", " ", " "],
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],
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userCursorRow: 1,
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userCursorCol: 1,
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agentCursorRow: AGENT_CURSOR_HOME_ROW,
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agentCursorCol: AGENT_CURSOR_HOME_COL,
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status: "playing",
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userMark: "X",
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agentMark: "O",
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currentTurn: "X",
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};
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}
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function getWinLine(board: Cell[][]): [number, number][] | null {
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const lines: [number, number][][] = [
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[
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[0, 0],
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[0, 1],
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[0, 2],
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],
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[
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[1, 0],
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[1, 1],
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[1, 2],
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],
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[
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[2, 0],
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[2, 1],
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[2, 2],
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],
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[
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[0, 0],
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[1, 0],
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[2, 0],
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],
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[
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[0, 1],
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[1, 1],
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[2, 1],
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],
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[
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[0, 2],
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[1, 2],
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[2, 2],
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],
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[
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[0, 0],
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[1, 1],
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[2, 2],
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],
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[
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[0, 2],
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[1, 1],
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[2, 0],
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],
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];
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for (const line of lines) {
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const vals = line.map(([r, c]) => board[r][c]);
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if (vals[0] !== " " && vals[0] === vals[1] && vals[1] === vals[2]) {
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return line;
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}
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}
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return null;
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}
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function checkWin(board: Cell[][]): GameStatus {
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const winLine = getWinLine(board);
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if (winLine) {
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const [r, c] = winLine[0];
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return board[r][c] === "X" ? "win_X" : "win_O";
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}
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if (board.every((row) => row.every((c) => c !== " "))) {
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return "draw";
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}
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return "playing";
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}
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function boardToAscii(board: Cell[][], agentCursorRow: number, agentCursorCol: number): string {
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// Plain grid with coordinates for empty cells, marking the agent cursor
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// position with angle brackets. The user cursor is NEVER included: it is a
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// TUI-only concept and must not leak to the agent.
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const rows = board.map((row, r) =>
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row
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.map((c, cIdx) => {
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const onCursor = r === agentCursorRow && cIdx === agentCursorCol;
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if (c === " ") return onCursor ? `<[${r},${cIdx}]>` : ` [${r},${cIdx}] `;
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return onCursor ? ` <${c}> ` : ` ${c} `;
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})
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.join("|"),
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);
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const separator = "---------+---------+---------";
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return rows.join(`\n${separator}\n`);
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}
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// ---------------------------------------------------------------------------
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// Visual board rendering (ANSI).
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// - Cells have NO background fill. Only the centered glyph is drawn.
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// - Played cells color their glyph AND their surrounding borders in the
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// player's color, so each mark reads as a colored boxed region.
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// - Cursor is indicated with colored borders around the cursor cell.
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// ---------------------------------------------------------------------------
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const CELL_WIDTH = 7;
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const CELL_HEIGHT = 3;
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// Player colors (SGR fg codes). Also used for the borders of played cells.
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const FG_CODE_X = "34"; // blue
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const FG_CODE_O = "33"; // yellow
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const FG_CODE_WIN = "32"; // green (overrides on the winning line)
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// Single-character glyphs, picked for maximum visual size without emoji.
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// - \u2573 (BOX DRAWINGS LIGHT DIAGONAL CROSS) for X
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// - \u25ef (LARGE CIRCLE) for O
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const GLYPH_X = "\u2573";
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const GLYPH_O = "\u25ef";
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const DIM = (s: string) => `\x1b[2m${s}\x1b[22m`;
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const RESET = "\x1b[0m";
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function centerPad(content: string, width: number): string {
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const contentLen = visibleWidth(content);
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if (contentLen >= width) return truncateToWidth(content, width);
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const pad = width - contentLen;
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const left = Math.floor(pad / 2);
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return " ".repeat(left) + content + " ".repeat(pad - left);
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}
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// Fg color for a played cell's glyph and its surrounding borders. Undefined
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// for empty cells.
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function cellFgCode(cell: Cell, isWin: boolean): string | undefined {
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if (cell === " ") return undefined;
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if (isWin) return FG_CODE_WIN;
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return cell === "X" ? FG_CODE_X : FG_CODE_O;
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}
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function buildCellContent(mark: Cell, lineIdx: number, isWin: boolean): string {
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const empty = " ".repeat(CELL_WIDTH);
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if (mark === " ") return empty;
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const isMidLine = lineIdx === Math.floor(CELL_HEIGHT / 2);
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if (!isMidLine) return empty;
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const glyph = mark === "X" ? GLYPH_X : GLYPH_O;
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const fg = cellFgCode(mark, isWin) as string;
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const padLen = CELL_WIDTH - visibleWidth(glyph);
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const leftPad = Math.floor(padLen / 2);
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const rightPad = padLen - leftPad;
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return `${" ".repeat(leftPad)}\x1b[${fg};1m${glyph}${RESET}${" ".repeat(rightPad)}`;
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}
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// Fg color for a border char based on its adjacent cells. Undefined when no
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// adjacent cell is played or when adjacent plays disagree (border stays dim
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// to show the separation).
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function borderFgCode(adjacent: ReadonlyArray<{ cell: Cell; isWin: boolean }>): string | undefined {
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const fgs = adjacent.map((a) => cellFgCode(a.cell, a.isWin)).filter((f): f is string => !!f);
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if (fgs.length === 0) return undefined;
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const first = fgs[0];
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return fgs.every((f) => f === first) ? first : undefined;
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}
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interface BoardRenderOpts {
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board: Cell[][];
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maxWidth: number;
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// Optional cursor overlay. Omit to render a static snapshot (used in tool
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// results, move messages, and the game-over banner).
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cursor?: { row: number; col: number; owner: "user" | "agent" };
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}
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function renderBoard(opts: BoardRenderOpts): string[] {
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const { board, maxWidth, cursor } = opts;
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const showCursor = !!cursor;
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const cr = cursor?.row ?? -1;
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const cc = cursor?.col ?? -1;
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// Green for user cursor, yellow for agent cursor.
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const cursorSgr = cursor?.owner === "agent" ? "\x1b[33;1m" : "\x1b[32;1m";
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const winLine = getWinLine(board);
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const winCells = new Set((winLine ?? []).map(([r, c]) => `${r},${c}`));
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const cellAt = (r: number, c: number) => ({ cell: board[r][c], isWin: winCells.has(`${r},${c}`) });
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const isCursorCorner = (gridR: number, gridC: number): boolean =>
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showCursor && (gridR === cr || gridR === cr + 1) && (gridC === cc || gridC === cc + 1);
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const isCursorHSegment = (gridR: number, c: number): boolean =>
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showCursor && c === cc && (gridR === cr || gridR === cr + 1);
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const isCursorVBorder = (r: number, gridC: number): boolean =>
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showCursor && r === cr && (gridC === cc || gridC === cc + 1);
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const paintBorder = (ch: string, highlighted: boolean, fgCode: string | undefined): string => {
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if (highlighted) return `${cursorSgr}${ch}${RESET}`;
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if (fgCode) return `\x1b[${fgCode};1m${ch}${RESET}`;
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return DIM(ch);
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};
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const cornerChar = (gridR: number, gridC: number): string => {
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if (gridR === 0 && gridC === 0) return "\u250c";
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if (gridR === 0 && gridC === 3) return "\u2510";
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if (gridR === 3 && gridC === 0) return "\u2514";
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if (gridR === 3 && gridC === 3) return "\u2518";
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if (gridR === 0) return "\u252c";
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if (gridR === 3) return "\u2534";
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if (gridC === 0) return "\u251c";
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if (gridC === 3) return "\u2524";
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return "\u253c";
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};
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const cornerAdjacent = (gridR: number, gridC: number) => {
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const out: { cell: Cell; isWin: boolean }[] = [];
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for (const [dr, dc] of [
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[-1, -1],
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[-1, 0],
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[0, -1],
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[0, 0],
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]) {
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const r = gridR + dr;
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const c = gridC + dc;
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if (r >= 0 && r < 3 && c >= 0 && c < 3) out.push(cellAt(r, c));
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}
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return out;
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};
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const lines: string[] = [];
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for (let gridR = 0; gridR <= 3; gridR++) {
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// Horizontal border row.
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let row = "";
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for (let gridC = 0; gridC <= 3; gridC++) {
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const cornerColor = borderFgCode(cornerAdjacent(gridR, gridC));
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row += paintBorder(cornerChar(gridR, gridC), isCursorCorner(gridR, gridC), cornerColor);
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if (gridC < 3) {
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const adj: { cell: Cell; isWin: boolean }[] = [];
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if (gridR > 0) adj.push(cellAt(gridR - 1, gridC));
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if (gridR < 3) adj.push(cellAt(gridR, gridC));
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const segColor = borderFgCode(adj);
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row += paintBorder("\u2500".repeat(CELL_WIDTH), isCursorHSegment(gridR, gridC), segColor);
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}
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}
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lines.push(centerPad(row, maxWidth));
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if (gridR === 3) break;
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for (let lineIdx = 0; lineIdx < CELL_HEIGHT; lineIdx++) {
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let contentRow = "";
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for (let gridC = 0; gridC <= 3; gridC++) {
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const adj: { cell: Cell; isWin: boolean }[] = [];
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if (gridC > 0) adj.push(cellAt(gridR, gridC - 1));
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if (gridC < 3) adj.push(cellAt(gridR, gridC));
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const vColor = borderFgCode(adj);
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contentRow += paintBorder("\u2502", isCursorVBorder(gridR, gridC), vColor);
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if (gridC < 3) {
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contentRow += buildCellContent(board[gridR][gridC], lineIdx, winCells.has(`${gridR},${gridC}`));
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}
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}
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lines.push(centerPad(contentRow, maxWidth));
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}
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}
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return lines;
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}
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// Full TUI board with the right cursor overlayed for the current turn.
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function renderVisualBoard(state: GameState, maxWidth: number): string[] {
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const isUserTurn = state.currentTurn === state.userMark;
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const cursor =
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state.status !== "playing"
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? undefined
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: {
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row: isUserTurn ? state.userCursorRow : state.agentCursorRow,
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col: isUserTurn ? state.userCursorCol : state.agentCursorCol,
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owner: (isUserTurn ? "user" : "agent") as "user" | "agent",
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};
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return renderBoard({ board: state.board, maxWidth, cursor });
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}
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/** Static snapshot used inside tool results and custom messages. */
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function renderBoardSnapshot(board: Cell[][], maxWidth: number): string[] {
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return renderBoard({ board, maxWidth });
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}
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// ---------------------------------------------------------------------------
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// TUI component
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// ---------------------------------------------------------------------------
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class TicTacToeComponent implements Component {
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private state: GameState;
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private onClose: () => void;
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private onUserPlay: (row: number, col: number) => void;
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private tui: { requestRender: () => void };
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private cachedLines: string[] = [];
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private cachedWidth = 0;
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private version = 0;
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private cachedVersion = -1;
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constructor(
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tui: { requestRender: () => void },
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onClose: () => void,
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onUserPlay: (row: number, col: number) => void,
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state: GameState,
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) {
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this.tui = tui;
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this.onClose = onClose;
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this.onUserPlay = onUserPlay;
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this.state = state;
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}
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updateState(state: GameState): void {
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this.state = state;
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this.version++;
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this.tui.requestRender();
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}
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handleInput(data: string): boolean {
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if (matchesKey(data, "escape") || data === "q" || data === "Q") {
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this.onClose();
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return true;
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}
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if (this.state.status !== "playing") {
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if (data === "r" || data === "R") {
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this.onClose();
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return true;
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}
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return true;
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}
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if (this.state.currentTurn !== this.state.userMark) return true;
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if (matchesKey(data, "up") && this.state.userCursorRow > 0) {
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this.state.userCursorRow--;
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this.version++;
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this.tui.requestRender();
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} else if (matchesKey(data, "down") && this.state.userCursorRow < 2) {
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this.state.userCursorRow++;
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this.version++;
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this.tui.requestRender();
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} else if (matchesKey(data, "left") && this.state.userCursorCol > 0) {
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this.state.userCursorCol--;
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this.version++;
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this.tui.requestRender();
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} else if (matchesKey(data, "right") && this.state.userCursorCol < 2) {
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this.state.userCursorCol++;
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this.version++;
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this.tui.requestRender();
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} else if (matchesKey(data, "return") || data === " ") {
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const { userCursorRow, userCursorCol } = this.state;
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if (this.state.board[userCursorRow][userCursorCol] === " ") {
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this.onUserPlay(userCursorRow, userCursorCol);
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}
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}
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return true;
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}
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invalidate(): void {
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this.cachedWidth = 0;
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}
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render(width: number): string[] {
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if (width === this.cachedWidth && this.cachedVersion === this.version) {
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return this.cachedLines;
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}
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const ESC = "\x1b[";
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const reset = `${ESC}0m`;
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const bold = (s: string) => `${ESC}1m${s}${reset}`;
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const dim = (s: string) => `${ESC}2m${s}${reset}`;
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const blue = (s: string) => `${ESC}34m${s}${reset}`;
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const yellow = (s: string) => `${ESC}33m${s}${reset}`;
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const green = (s: string) => `${ESC}32m${s}${reset}`;
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const lines: string[] = [];
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// Top title banner, full width.
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const titleText = " Tic-Tac-Toe ";
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const titleLen = visibleWidth(titleText);
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const borderLen = Math.max(0, width - titleLen);
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const leftBorder = Math.floor(borderLen / 2);
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const rightBorder = borderLen - leftBorder;
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lines.push(dim("\u2500".repeat(leftBorder)) + bold(blue(titleText)) + dim("\u2500".repeat(rightBorder)));
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lines.push("");
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// Status line.
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if (this.state.status !== "playing") {
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const statusText =
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this.state.status === "draw"
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? bold(yellow("Draw!"))
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: this.state.status === "win_X"
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? bold(green("X wins!"))
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: bold(yellow("O wins!"));
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lines.push(centerPad(statusText, width));
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} else if (this.state.currentTurn === "X") {
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lines.push(centerPad(`Turn: ${bold(blue("X"))} (You) ${dim("|")} ${bold(yellow("O"))} (Agent)`, width));
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} else {
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lines.push(centerPad(`${blue("X")} (You) ${dim("|")} Turn: ${bold(yellow("O"))} (Agent)`, width));
|
|
}
|
|
|
|
lines.push("");
|
|
lines.push("");
|
|
|
|
lines.push(...renderVisualBoard(this.state, width));
|
|
|
|
lines.push("");
|
|
lines.push("");
|
|
|
|
// Footer.
|
|
let footer: string;
|
|
if (this.state.status !== "playing") {
|
|
footer = `${bold("R")} restart ${dim("|")} ${bold("Q")}/${bold("ESC")} quit`;
|
|
} else if (this.state.currentTurn !== this.state.userMark) {
|
|
footer = dim("Agent is thinking...");
|
|
} else {
|
|
footer = `${bold("\u2190\u2191\u2193\u2192")} move ${dim("|")} ${bold("ENTER")} play ${dim("|")} ${bold("ESC")} quit`;
|
|
}
|
|
lines.push(centerPad(footer, width));
|
|
|
|
// Bottom separator between the component and the editor below.
|
|
lines.push("");
|
|
lines.push(dim("\u2500".repeat(width)));
|
|
|
|
this.cachedLines = lines;
|
|
this.cachedWidth = width;
|
|
this.cachedVersion = this.version;
|
|
return lines;
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Move-message renderer (full width banner)
|
|
// ---------------------------------------------------------------------------
|
|
|
|
// Full-width banner message with an optional board snapshot underneath.
|
|
class BannerMessageComponent implements Component {
|
|
private readonly title: string;
|
|
private readonly details: BoardDetails | undefined;
|
|
private readonly expanded: boolean;
|
|
private readonly theme: Theme;
|
|
|
|
constructor(title: string, details: BoardDetails | undefined, expanded: boolean, theme: Theme) {
|
|
this.title = title;
|
|
this.details = details;
|
|
this.expanded = expanded;
|
|
this.theme = theme;
|
|
}
|
|
|
|
invalidate(): void {}
|
|
|
|
render(width: number): string[] {
|
|
const dim = (s: string) => this.theme.fg("dim", s);
|
|
const lines: string[] = [];
|
|
const titleLen = visibleWidth(this.title);
|
|
const fillLen = Math.max(0, width - titleLen - 2);
|
|
const leftFill = Math.floor(fillLen / 2);
|
|
const rightFill = fillLen - leftFill;
|
|
lines.push(`${dim("\u2500".repeat(leftFill))} ${this.title} ${dim("\u2500".repeat(rightFill))}`);
|
|
|
|
if (this.expanded && this.details) {
|
|
lines.push("");
|
|
lines.push(...renderBoardSnapshot(this.details.board, width));
|
|
}
|
|
|
|
return lines;
|
|
}
|
|
}
|
|
|
|
// End-of-game banner: two dim hrs, a big colored title line, and the final
|
|
// board with the winning line highlighted.
|
|
class GameOverMessageComponent implements Component {
|
|
private readonly status: GameStatus;
|
|
private readonly details: BoardDetails | undefined;
|
|
private readonly theme: Theme;
|
|
|
|
constructor(status: GameStatus, details: BoardDetails | undefined, theme: Theme) {
|
|
this.status = status;
|
|
this.details = details;
|
|
this.theme = theme;
|
|
}
|
|
|
|
invalidate(): void {}
|
|
|
|
render(width: number): string[] {
|
|
const dim = (s: string) => this.theme.fg("dim", s);
|
|
const bold = (s: string) => this.theme.bold(s);
|
|
|
|
const hr = dim("\u2500".repeat(width));
|
|
const lines: string[] = [];
|
|
lines.push(hr);
|
|
lines.push("");
|
|
|
|
let title: string;
|
|
let sub: string;
|
|
switch (this.status) {
|
|
case "win_X":
|
|
title = bold(this.theme.fg("accent", "\u2605 Player X wins \u2605"));
|
|
sub = "You beat the agent.";
|
|
break;
|
|
case "win_O":
|
|
title = bold(this.theme.fg("warning", "\u2605 Player O wins \u2605"));
|
|
sub = "The agent beat you.";
|
|
break;
|
|
case "draw":
|
|
title = bold(this.theme.fg("muted", "\u2014 Draw \u2014"));
|
|
sub = "No winner.";
|
|
break;
|
|
default:
|
|
title = bold("Game over");
|
|
sub = "";
|
|
break;
|
|
}
|
|
|
|
for (const line of [title, dim(sub)]) {
|
|
const pad = Math.max(0, width - visibleWidth(line));
|
|
lines.push(`${" ".repeat(Math.floor(pad / 2))}${line}`);
|
|
}
|
|
|
|
lines.push("");
|
|
if (this.details) {
|
|
lines.push(...renderBoardSnapshot(this.details.board, width));
|
|
lines.push("");
|
|
}
|
|
lines.push(hr);
|
|
|
|
return lines;
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Delay helper
|
|
// ---------------------------------------------------------------------------
|
|
|
|
function delay(ms: number): Promise<void> {
|
|
return new Promise((resolve) => setTimeout(resolve, ms));
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Extension
|
|
// ---------------------------------------------------------------------------
|
|
|
|
const SAVE_TYPE = "tic-tac-toe-save";
|
|
const MOVE_MESSAGE_TYPE = "tic-tac-toe-move";
|
|
const GAME_OVER_MESSAGE_TYPE = "tic-tac-toe-game-over";
|
|
|
|
let gameState: GameState = createInitialState();
|
|
let component: TicTacToeComponent | null = null;
|
|
let gameActive = false;
|
|
|
|
function reconstructState(ctx: ExtensionContext): void {
|
|
gameState = createInitialState();
|
|
gameActive = false;
|
|
|
|
for (const entry of ctx.sessionManager.getBranch()) {
|
|
if (entry.type !== "message") continue;
|
|
const msg = entry.message;
|
|
if (msg.role !== "toolResult") continue;
|
|
if (msg.toolName !== "tic_tac_toe" && msg.toolName !== "tic_tac_toe_see_board") continue;
|
|
|
|
const details = msg.details as BoardDetails | undefined;
|
|
if (details) {
|
|
gameState.board = details.board.map((row) => [...row]);
|
|
gameState.agentCursorRow = details.agentCursorRow;
|
|
gameState.agentCursorCol = details.agentCursorCol;
|
|
gameState.status = details.status;
|
|
gameState.currentTurn = details.currentTurn;
|
|
}
|
|
}
|
|
}
|
|
|
|
function getBoardDetails(): BoardDetails {
|
|
return {
|
|
board: gameState.board.map((row) => [...row]),
|
|
agentCursorRow: gameState.agentCursorRow,
|
|
agentCursorCol: gameState.agentCursorCol,
|
|
status: gameState.status,
|
|
currentTurn: gameState.currentTurn,
|
|
};
|
|
}
|
|
|
|
export default function (pi: ExtensionAPI) {
|
|
pi.on("session_start", async (_event, ctx) => reconstructState(ctx));
|
|
pi.on("session_tree", async (_event, ctx) => reconstructState(ctx));
|
|
|
|
// Sent once per game at end-of-game. The custom renderer paints the banner;
|
|
// `content` is a plain-text fallback for any non-TUI consumer and for the
|
|
// LLM (in case the message ends up in future context).
|
|
const emitGameOverMessage = (): void => {
|
|
const label =
|
|
gameState.status === "win_X"
|
|
? "Player X (human) wins"
|
|
: gameState.status === "win_O"
|
|
? "Player O (agent) wins"
|
|
: gameState.status === "draw"
|
|
? "Draw"
|
|
: "Game over";
|
|
pi.sendMessage({
|
|
customType: GAME_OVER_MESSAGE_TYPE,
|
|
content: `Game over: ${label}.`,
|
|
display: true,
|
|
details: getBoardDetails(),
|
|
});
|
|
};
|
|
|
|
// -----------------------------------------------------------------------
|
|
// Custom message renderer for user move messages
|
|
// -----------------------------------------------------------------------
|
|
pi.registerMessageRenderer(MOVE_MESSAGE_TYPE, (message, { expanded }, theme) => {
|
|
const details = message.details as BoardDetails | undefined;
|
|
const turnLabel =
|
|
details?.currentTurn === "O"
|
|
? `${theme.fg("warning", theme.bold("O"))} (Agent)`
|
|
: `${theme.fg("accent", theme.bold("X"))} (You)`;
|
|
const title = `${theme.fg("accent", theme.bold("Player X played"))} ${theme.fg("dim", "\u2192")} next: ${turnLabel}`;
|
|
return new BannerMessageComponent(title, details, expanded, theme);
|
|
});
|
|
|
|
// -----------------------------------------------------------------------
|
|
// Custom message renderer for game-over messages
|
|
// -----------------------------------------------------------------------
|
|
pi.registerMessageRenderer(GAME_OVER_MESSAGE_TYPE, (message, _options, theme) => {
|
|
const details = message.details as BoardDetails | undefined;
|
|
const status = (details?.status ?? "draw") as GameStatus;
|
|
return new GameOverMessageComponent(status, details, theme);
|
|
});
|
|
|
|
// -----------------------------------------------------------------------
|
|
// before_agent_start - inject game instructions each turn
|
|
// -----------------------------------------------------------------------
|
|
pi.on("before_agent_start", async (event) => {
|
|
if (!gameActive) return undefined;
|
|
|
|
const instructions = `
|
|
|
|
## Tic-Tac-Toe (you are Player O)
|
|
|
|
A tic-tac-toe game is in progress. The human is Player X. You are Player O.
|
|
The human plays through a TUI; you play through the \`tic_tac_toe\` tool.
|
|
|
|
### Turn protocol
|
|
|
|
When the human plays, you receive a message that contains the cell X marked,
|
|
the full board, and YOUR cursor position (Player O's cursor). The message is
|
|
the source of truth for the board.
|
|
|
|
Player O's cursor persists between O turns. It is reset to (row=${AGENT_CURSOR_HOME_ROW}, col=${AGENT_CURSOR_HOME_COL})
|
|
only after a successful \`play\`. If a \`play\` fails (cell already taken), the
|
|
cursor stays where it was, so you can move and retry.
|
|
|
|
You may also call \`tic_tac_toe_see_board\` if you want the current board and
|
|
your cursor position restated at any point. The user's cursor is private and
|
|
is never shown to you.
|
|
|
|
### The tool
|
|
|
|
\`tic_tac_toe\` takes ONE action per call:
|
|
- \`move_up\` / \`move_down\` / \`move_left\` / \`move_right\`: move YOUR cursor one cell (clamped at edges)
|
|
- \`play\`: place O on the cell under YOUR cursor. Errors if the cell is not empty.
|
|
|
|
There is no batched form. One call = one action.
|
|
|
|
### CRITICAL: emit the whole turn in a single response
|
|
|
|
To play at (r, c) from your cursor (r0, c0) emit, in order:
|
|
- \`move_down\` (r - r0) times (or \`move_up\` (r0 - r) times if r < r0)
|
|
- \`move_right\` (c - c0) times (or \`move_left\` (c0 - c) times if c < c0)
|
|
- one call of \`play\`
|
|
|
|
All of these tool calls MUST be emitted in the SAME assistant response, as
|
|
separate tool_use blocks, before you stop. Do not:
|
|
- split the sequence across multiple assistant responses,
|
|
- wait for a move result before emitting the next move or \`play\`,
|
|
- write any explanation or text between the tool calls,
|
|
- call any other tool during your turn (except \`tic_tac_toe_see_board\` when you
|
|
explicitly need the state restated).
|
|
|
|
Decide the target cell first, then dump every action for the turn in one go.
|
|
|
|
### Examples (cursor starts at (${AGENT_CURSOR_HOME_ROW}, ${AGENT_CURSOR_HOME_COL}))
|
|
|
|
- Target (0,0): one call, \`play\`.
|
|
- Target (0,2): \`move_right\`, \`move_right\`, \`play\`. Three calls, one response.
|
|
- Target (1,1): \`move_down\`, \`move_right\`, \`play\`. Three calls, one response.
|
|
- Target (2,2): \`move_down\`, \`move_down\`, \`move_right\`, \`move_right\`, \`play\`. Five calls, one response.
|
|
|
|
### Strategy
|
|
|
|
1. If you have two O's in a line with the third cell empty, win by playing there.
|
|
2. Otherwise, if X has two in a line with the third cell empty, block there.
|
|
3. Otherwise, prefer center, then corners, then edges.
|
|
`;
|
|
|
|
return {
|
|
systemPrompt: event.systemPrompt + instructions,
|
|
};
|
|
});
|
|
|
|
// -----------------------------------------------------------------------
|
|
// /tic-tac-toe command
|
|
// -----------------------------------------------------------------------
|
|
pi.registerCommand("tic-tac-toe", {
|
|
description: "Play tic-tac-toe against the agent",
|
|
|
|
handler: async (_args, ctx) => {
|
|
if (!ctx.hasUI) {
|
|
ctx.ui.notify("Tic-tac-toe requires interactive mode", "error");
|
|
return;
|
|
}
|
|
|
|
reconstructState(ctx);
|
|
if (gameState.status !== "playing") {
|
|
gameState = createInitialState();
|
|
}
|
|
gameActive = true;
|
|
pi.setSessionName("Tic-Tac-Toe");
|
|
|
|
await ctx.ui.custom<void>((tui, _theme, _kb, done) => {
|
|
component = new TicTacToeComponent(
|
|
tui,
|
|
() => {
|
|
component = null;
|
|
gameActive = false;
|
|
done(undefined);
|
|
},
|
|
(row, col) => {
|
|
gameState.board[row][col] = gameState.userMark;
|
|
gameState.status = checkWin(gameState.board);
|
|
if (gameState.status === "playing") {
|
|
gameState.currentTurn = gameState.agentMark;
|
|
}
|
|
component?.updateState(gameState);
|
|
pi.appendEntry(SAVE_TYPE, getBoardDetails());
|
|
|
|
if (gameState.status === "playing") {
|
|
// IMPORTANT: user play does NOT touch the agent cursor.
|
|
// The agent cursor is only reset after a successful agent play.
|
|
const boardAscii = boardToAscii(
|
|
gameState.board,
|
|
gameState.agentCursorRow,
|
|
gameState.agentCursorCol,
|
|
);
|
|
pi.sendMessage(
|
|
{
|
|
customType: MOVE_MESSAGE_TYPE,
|
|
content:
|
|
`Player X played at (row=${row}, col=${col}). It is now Player O's turn.\n\n` +
|
|
`Board (your cursor marked with <>):\n${boardAscii}\n\n` +
|
|
`Your cursor is at (row=${gameState.agentCursorRow}, col=${gameState.agentCursorCol}). ` +
|
|
`Decide your target cell, then emit every move_* and the final play ` +
|
|
`as separate tic_tac_toe tool calls in THIS response.`,
|
|
display: true,
|
|
details: getBoardDetails(),
|
|
},
|
|
{ triggerTurn: true },
|
|
);
|
|
} else {
|
|
emitGameOverMessage();
|
|
gameActive = false;
|
|
}
|
|
},
|
|
gameState,
|
|
);
|
|
return component;
|
|
});
|
|
},
|
|
});
|
|
|
|
// -----------------------------------------------------------------------
|
|
// tic_tac_toe tool - one action per call.
|
|
// -----------------------------------------------------------------------
|
|
|
|
type Action = "move_up" | "move_down" | "move_left" | "move_right" | "play";
|
|
|
|
const ACTION_DELAYS: Record<Action, number> = {
|
|
move_up: 300,
|
|
move_down: 300,
|
|
move_left: 300,
|
|
move_right: 300,
|
|
play: 0,
|
|
};
|
|
|
|
pi.registerTool({
|
|
name: "tic_tac_toe",
|
|
label: "Tic-Tac-Toe",
|
|
description:
|
|
"Execute ONE tic-tac-toe action as Player O. `action` is exactly one of: move_up, move_down, move_left, move_right (move YOUR cursor one cell, clamped at edges), or play (place O under YOUR cursor; errors if the cell is not empty). There is no batched form. To play at (r, c) from your current cursor (r0, c0), emit the required move_down/move_up and move_right/move_left calls, then play, all as separate tool_use blocks in the SAME assistant response. Do not split the sequence across responses and do not wait for a result before emitting the next call. Your cursor position persists between turns and is reset to (0,0) only after a successful play.",
|
|
promptSnippet: "Play a tic-tac-toe action (move_up/down/left/right or play) as Player O",
|
|
promptGuidelines: [
|
|
"When it is your tic-tac-toe turn, decide the target cell first, then emit every move_* plus the final play as separate tic_tac_toe tool calls in a SINGLE assistant response. Never split them across responses or wait for intermediate results.",
|
|
"Never ask the user for the board. The board and your cursor position are included in the user's move message; use tic_tac_toe_see_board if you need them restated.",
|
|
],
|
|
parameters: Type.Object({
|
|
action: StringEnum(["move_up", "move_down", "move_left", "move_right", "play"] as const, {
|
|
description:
|
|
"The single action to perform this call. Emit multiple tic_tac_toe calls in one response to string actions together.",
|
|
}),
|
|
}),
|
|
executionMode: "sequential" as ToolExecutionMode,
|
|
|
|
async execute(_toolCallId, params, _signal, _onUpdate, _ctx) {
|
|
const actionDelay = ACTION_DELAYS[params.action];
|
|
if (actionDelay > 0) await delay(actionDelay);
|
|
|
|
let result: string;
|
|
|
|
switch (params.action) {
|
|
case "move_up":
|
|
if (gameState.agentCursorRow > 0) gameState.agentCursorRow--;
|
|
result = `Moved up. Cursor: (${gameState.agentCursorRow}, ${gameState.agentCursorCol})`;
|
|
break;
|
|
case "move_down":
|
|
if (gameState.agentCursorRow < 2) gameState.agentCursorRow++;
|
|
result = `Moved down. Cursor: (${gameState.agentCursorRow}, ${gameState.agentCursorCol})`;
|
|
break;
|
|
case "move_left":
|
|
if (gameState.agentCursorCol > 0) gameState.agentCursorCol--;
|
|
result = `Moved left. Cursor: (${gameState.agentCursorRow}, ${gameState.agentCursorCol})`;
|
|
break;
|
|
case "move_right":
|
|
if (gameState.agentCursorCol < 2) gameState.agentCursorCol++;
|
|
result = `Moved right. Cursor: (${gameState.agentCursorRow}, ${gameState.agentCursorCol})`;
|
|
break;
|
|
case "play": {
|
|
if (gameState.status !== "playing") {
|
|
throw new TicTacToeError(`Game is over (${gameState.status}).`);
|
|
}
|
|
if (gameState.currentTurn !== gameState.agentMark) {
|
|
throw new TicTacToeError("It is not your turn.");
|
|
}
|
|
const r = gameState.agentCursorRow;
|
|
const c = gameState.agentCursorCol;
|
|
if (gameState.board[r][c] !== " ") {
|
|
// Do NOT reset the cursor on failure. The agent can retry
|
|
// from the cursor's current position.
|
|
component?.updateState(gameState);
|
|
pi.appendEntry(SAVE_TYPE, getBoardDetails());
|
|
throw new TicTacToeError(
|
|
`Cell (${r},${c}) is already ${gameState.board[r][c]}. Your cursor is still at (${r},${c}). Move to an empty cell and retry play.`,
|
|
);
|
|
}
|
|
gameState.board[r][c] = gameState.agentMark;
|
|
gameState.status = checkWin(gameState.board);
|
|
// Reset agent cursor to home ONLY on successful play.
|
|
gameState.agentCursorRow = AGENT_CURSOR_HOME_ROW;
|
|
gameState.agentCursorCol = AGENT_CURSOR_HOME_COL;
|
|
if (gameState.status === "playing") {
|
|
gameState.currentTurn = gameState.userMark;
|
|
result = `Placed O at (${r},${c}). Cursor reset to (${AGENT_CURSOR_HOME_ROW},${AGENT_CURSOR_HOME_COL}). Your turn, X!`;
|
|
} else if (gameState.status === "win_O") {
|
|
result = `Placed O at (${r},${c}). Player O wins!`;
|
|
gameActive = false;
|
|
emitGameOverMessage();
|
|
} else if (gameState.status === "draw") {
|
|
result = `Placed O at (${r},${c}). It's a draw!`;
|
|
gameActive = false;
|
|
emitGameOverMessage();
|
|
} else {
|
|
result = `Placed O at (${r},${c}).`;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
component?.updateState(gameState);
|
|
pi.appendEntry(SAVE_TYPE, getBoardDetails());
|
|
|
|
return {
|
|
content: [{ type: "text", text: result }],
|
|
details: getBoardDetails(),
|
|
};
|
|
},
|
|
|
|
renderCall(args, theme) {
|
|
const action = typeof args.action === "string" ? args.action : "";
|
|
return new Text(theme.fg("toolTitle", theme.bold("tic_tac_toe ")) + theme.fg("muted", action), 0, 0);
|
|
},
|
|
|
|
renderResult(result, { expanded }, theme, context) {
|
|
const details = result.details as BoardDetails | undefined;
|
|
const text = result.content[0];
|
|
const msg = text?.type === "text" ? text.text : "";
|
|
const prefix = context?.isError ? theme.fg("error", "\u2717 ") : theme.fg("success", "\u2713 ");
|
|
const summary = prefix + theme.fg("muted", msg);
|
|
|
|
if (expanded && details) {
|
|
return new BannerMessageComponent(summary, details, true, theme);
|
|
}
|
|
return new Text(summary, 0, 0);
|
|
},
|
|
});
|
|
|
|
// -----------------------------------------------------------------------
|
|
// tic_tac_toe_see_board tool - inspect board + agent cursor.
|
|
// -----------------------------------------------------------------------
|
|
pi.registerTool({
|
|
name: "tic_tac_toe_see_board",
|
|
label: "See Board",
|
|
description:
|
|
"Return the current tic-tac-toe board state and YOUR cursor position (Player O). Takes no arguments. Use this if you need the current state restated mid-turn (for example after a failed play). The user's cursor is never exposed.",
|
|
promptSnippet: "Inspect the tic-tac-toe board and your cursor",
|
|
parameters: Type.Object({}),
|
|
|
|
async execute(_toolCallId, _params, _signal, _onUpdate, _ctx) {
|
|
const boardAscii = boardToAscii(gameState.board, gameState.agentCursorRow, gameState.agentCursorCol);
|
|
const text =
|
|
`Board (your cursor marked with <>):\n${boardAscii}\n\n` +
|
|
`Your cursor: (row=${gameState.agentCursorRow}, col=${gameState.agentCursorCol})\n` +
|
|
`Status: ${gameState.status}\n` +
|
|
`Turn: ${gameState.currentTurn === gameState.agentMark ? "Player O (you)" : "Player X"}`;
|
|
return {
|
|
content: [{ type: "text", text }],
|
|
details: getBoardDetails(),
|
|
};
|
|
},
|
|
|
|
renderCall(_args, theme) {
|
|
return new Text(theme.fg("toolTitle", theme.bold("tic_tac_toe_see_board")), 0, 0);
|
|
},
|
|
|
|
renderResult(result, { expanded }, theme) {
|
|
const details = result.details as BoardDetails | undefined;
|
|
const summary =
|
|
theme.fg("success", "\u2713 ") +
|
|
theme.fg("muted", `cursor (${details?.agentCursorRow ?? 0},${details?.agentCursorCol ?? 0})`);
|
|
if (expanded && details) {
|
|
return new BannerMessageComponent(summary, details, true, theme);
|
|
}
|
|
return new Text(summary, 0, 0);
|
|
},
|
|
});
|
|
}
|