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《厨房战争》全面红警化,并在多个维度做了"超越"。

该 Skill 提供单文件 Canvas 红警题材 RTS 游戏:基地建造、采矿经济、单位生产与科技树、战争迷雾、框选指挥、敌方 AI 进攻、超级武器与胜负判定;修改后须用 Playwright 真实浏览器端到端脚本验证 62 项断言且零报错。

hmily741963
hmily741963
热度 8.70
最近更新 2026-08-25 10:44:49
分类:开发依赖:代码执行 / 联网浏览搜索 / 读写文件应用场景:代码生成 / 调试排错 / 工作流

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add war-skill
Metadata
name
kitchen-war-rts
description
Delivers and maintains 厨房战争原型 (Kitchen War), a single-file HTML5 Canvas real-time strategy game built in the style of Red Alert (红警) — base building, resource harvesting, unit production, tech tree, fog of war, box-select plus group commands, an attacking enemy AI, a superweapon, and win/lose by destroying the enemy's central kitchen. Use this skill when the user asks for a Red Alert-style web RTS, a playable browser strategy game, 做一个红色警戒那样的游戏, 帮我做个能玩的战略游戏, or wants to create/extend/fix the Kitchen War game. The bundled index.html is self-contained with no external dependencies and opens directly in any browser.
agent_created
true

厨房战争原型 (Kitchen War RTS)

Overview

Deliver and iteratively improve a complete, single-file HTML5 RTS game that mimics the Red Alert (红警) core loop with a kitchen-war theme. The game lives in assets/index.html — one self-contained file (Canvas + a side HTML/CSS panel, zero external dependencies). To give the user the game, copy assets/index.html into their workspace and open it in the built-in preview via present_files.

This skill also encodes the hard-won quality bar: the game must be verified with a real browser end-to-end test that drives the actual game loop — not a transient/one-frame check — because multi-frame interaction bugs (e.g. the "moved a few steps then froze" deadlock) are invisible to instant tests.

When to Use

  • User requests a Red Alert-style / playable browser RTS game.
  • User says "做个能玩的战略游戏 / 红色警戒那样的游戏 / 超越红警".
  • User wants to create, fix, extend, or re-verify the Kitchen War game.
  • After ANY edit to the game, run the verification gate before declaring done.

Delivering the Game

  1. Copy assets/index.html to the user's workspace (e.g. 桌面 or current project).
  2. Present it with present_files so it opens in the live preview panel.
  3. Tell the user how to play: left-click select / drag box-select, right-click to move or attack, B/I/V switch build tabs, S stop, M music, Esc cancel; click "烤鸭空袭" (superweapon) when charged, then click a target.

Game Feature Set (what "done" means)

The game is a faithful Red Alert-shape RTS. Confirm these exist after changes:

  • Base building: 中央厨房(yard) → 配电箱(power) → 冰箱仓库(refinery) → 备菜台(barracks) → 灶台工厂(warfactory) → 科技烤箱(tech) → 微波塔(turret). Placement uses a green ghost with snap-to-valid-tile; buildings must touch an existing completed building.
  • Economy: 采集车(harvester) mines resource tiles → returns to refinery → cash.
  • Production: build queue per building + rally points; veterancy (promote on kills).
  • Tech tree: 科技烤箱 unlocks advanced units.
  • Factions: 灶火盟 (player) vs 冰锋营 (enemy, tougher) — asymmetric stats.
  • Fog of war + reveal-on-sight; radar minimap.
  • Selection/commands: single select, drag box-select, right-click move / attack / attack-move; group commands apply to all selected units.
  • Combat: projectiles, hit flash, death particles, veterancy damage/speed multipliers.
  • Enemy AI: builds economy, produces army, and launches attack waves at the player's base (verified: units switch to attackMove toward player buildings).
  • Superweapon: 烤鸭空袭 charges over time → button → click target → 2.4s incoming warning → area damage (700 units / 1100 buildings).
  • Win/Lose: destroying the enemy 中央厨房 = victory; losing yours = defeat.
  • Tutorial: 5-step onboarding; sound: WebAudio blips + simple music (M).
  • Engagement & retention layer (the hooks that keep a new player around):
    • First-visit help overlay (H or ? button) — explains goal, controls, hotkeys, and tips. Dismissed once, accessible any time. Shown automatically on first load.
    • Top toolbar — always-visible buttons for 帮助 / 速度(1x·2x·3x) / 暂停 / 音效 / 配乐 / 截图 / 成就. All toggles persist to localStorage.
    • SFX module (procedural WebAudio on the existing beep engine) — build / produce / explode / promote / capture / superweapon / select / ach / victory / defeat. Toggle with X or the toolbar button. Persisted.
    • 10 achievements persisted to localStorage with toast + in-game panel (🏆 成就): first win, speedrun (<5 min), low-HP survival, 10000 cash, 30 units produced, 10 buildings built, unit → vet-2, engineer capture, superweapon kill, win on all 3 maps.
    • Screenshot/share (📷 button or F) — exports the canvas as a PNG with map / difficulty / cash / time watermark. Drop straight into a share.
    • Hotkeys — 1-6 quick-select first 6 build items, Space / P pause, H help, X SFX, M music, F screenshot, Esc cancel, plus the legacy B / I / V tabs and S stop.
    • Game speed (1x / 2x / 3x, scales loop dt) + pause (skip updates, show "⏸ 已暂停" tag) — power-user and accessibility controls.

Quality Gate (MANDATORY after any change)

A change is NOT done until scripts/verify_game.js runs green with 0 runtime errors. This test drives the real game loop (not internal stubs):

  • starts the game via the real start button,
  • builds a structure through the real side-panel button + ghost placement,
  • produces and box-selects units, issues a group attack,
  • forces and confirms the enemy AI launches an attack wave,
  • destroys the enemy yard through real combat and confirms "战役胜利",
  • fires the superweapon and confirms area damage,
  • asserts zero pageerror / console.error throughout.

The full 62-assertion real-browser e2e suite (the gate above plus the expanded regression + engagement-feature suites) must all pass with 0 console errors / warnings / pageerrors before declaring done:

Suite Asserts Covers
scripts/verify_game.js 29 start, all 6 buildings, 10 unit productions, tech gate, selection, move, superweapon, AI attack, fog, radar, stress, victory, defeat, zero errors
_audit2.js (expanded) 22 all 3 maps boot+build+produce, sell, repair, engineer capture, double superweapon, power overdraw → lowPower, harvester economy, unreachable target, mass death, selected-unit death, zero errors
_smoke_features.js 11 first-visit help, topBar, speed cycle 1→2→3→1, pause (button + Space), SFX toggle + persist, 10-achievement panel, hotkey 1 place, screenshot download, hotkey H help, post-feature NaN-free, zero errors

Run command (managed Node + Playwright):

cd <skill>/scripts
export PLAYWRIGHT_BROWSERS_PATH="$LOCALAPPDATA/ms-playwright"
export NODE_PATH="C:/Users/www74/.workbuddy/binaries/node/workspace/node_modules"
"C:/Users/www74/.workbuddy/binaries/node/versions/22.22.2/node.exe" verify_game.js

The script auto-resolves the game at ../assets/index.html.

Why a real-browser gate (not a logic-only check)

Instant Playwright clicks that land inside one frame pass even when the real game is broken: the sidebar used to rebuild its buttons every frame, so a human's cross-frame click never triggered onclick; and unit separation once exactly cancelled per-frame movement, freezing units after a few steps. Only a test that samples per-frame state across many frames catches these. See references/testing.md.

Editing the Game

  • The game is one file; edit assets/index.html directly.
  • Key invariants to preserve (regression traps):
    • Movement reads the top-level u.speed / u.slowTimer (set by spawnUnit), NOT u.def.speed. Units created anywhere must include these fields.
    • applySeparation push is capped well below per-frame movement so units never deadlock behind allies.
    • updateCombatUnit must keep making progress (repath cooldown + seekDirect fallback) so a findPath failure never leaves a unit permanently stopped.
    • Victory triggers in damage() when a yard is destroyed.
    • NaN coordinate propagation is a silent killer. If any unit x/y, destX/destY, or mouse-derived coordinate becomes NaN (e.g. via a clamp call, since clamp(NaN,a,b) returns NaN with the naive v<a?v:a:v>b?b:v form), it spreads: tileBlocked(NaN,NaN) then does G.map[ty][tx] → reads undefined → throws every frame, crashing the whole game loop (symptom: "worked for a few moves then broke"). Guard rails in place (do NOT remove): clamp coerces v!==v → a; clientToGame guards r.width/r.height===0; tileBlocked/commandUnits/moveDirect/ moveAlongPath/seekDirect/ensureMove all early-return on non-finite inputs. Keep them.
    • clearBaseZone must preserve ALL T_RES tiles (not just those outside the base's bbox). Each map deliberately places the starting resource patch adjacent to the base (so the harvester mines immediately), and the patch overlaps the base bounding box. The early form if(T_RES && !insideFootprint) continue wiped the near-base resource, so the harvester had to cross the entire map → first delivery ~30s instead of ~5s, devastating the early economy. Fixed: if(T_RES) continue;.
    • updateUnits must also purge dead units from G.selUnits, not only from sd.units. Otherwise a dead unit stays in the selection set, its ghosts render, and stale references leak into the order/move pipeline.
    • updateCombatUnit must drop a target whose side matches the attacker's side (e.g. an engineer-captured building flips to player and the remaining attackers must not keep "attacking" their own building). The re-acquisition condition is !u.target || u.target.hp<=0 || (u.target.side && u.target.side===u.side).
  • Re-run the gate after every edit.

Resources

  • assets/index.html — the game (deliverable).
  • scripts/verify_game.js — mandatory real-browser e2e quality gate.
  • references/testing.md — the verification methodology and known bug classes.