refactor: rewrite game & tic tac toe

This commit is contained in:
2026-04-02 11:06:29 +08:00
parent 5042d6ebc7
commit 1cb7fa05ec
5 changed files with 87 additions and 484 deletions
+28 -6
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@@ -1,27 +1,49 @@
import {createEntityCollection} from "../utils/entity";
import {Part} from "./part";
import {Region} from "./region";
import {CommandRegistry, CommandRunnerContextExport, createCommandRunnerContext, PromptEvent} from "../utils/command";
import {
Command,
CommandRegistry,
type CommandRunner, CommandRunnerContext,
CommandRunnerContextExport, CommandSchema,
createCommandRunnerContext, parseCommandSchema,
PromptEvent
} from "../utils/command";
import {AsyncQueue} from "../utils/async-queue";
export interface IGameContext {
parts: ReturnType<typeof createEntityCollection<Part>>;
regions: ReturnType<typeof createEntityCollection<Region>>;
commands: CommandRunnerContextExport<IGameContext>;
inputs: AsyncQueue<PromptEvent>;
prompts: AsyncQueue<PromptEvent>;
}
/**
* creates a game context.
* expects a command registry already registered with commands.
* @param commandRegistry
*/
export function createGameContext(commandRegistry: CommandRegistry<IGameContext>) {
const parts = createEntityCollection<Part>();
const regions = createEntityCollection<Region>();
const ctx: IGameContext = {
parts,
regions,
commands: null,
inputs: new AsyncQueue(),
commands: null!,
prompts: new AsyncQueue(),
};
ctx.commands = createCommandRunnerContext(commandRegistry, ctx);
ctx.commands.on('prompt', (prompt: PromptEvent) => ctx.inputs.push(prompt));
ctx.commands.on('prompt', (prompt: PromptEvent) => ctx.prompts.push(prompt));
return ctx;
}
}
export function createGameCommand<TResult>(
schema: CommandSchema | string,
run: (this: CommandRunnerContext<IGameContext>, command: Command) => Promise<TResult>
): CommandRunner<IGameContext, TResult> {
return {
schema: typeof schema === 'string' ? parseCommandSchema(schema) : schema,
run,
};
}
+2 -2
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@@ -4,8 +4,8 @@
*/
// Core types
export type { Context, GameContextInstance, GameQueueState } from './core/context';
export { GameContext, createGameContext } from './core/context';
export type { IGameContext } from './core/game';
export { createGameContext } from './core/game';
export type { Part } from './core/part';
export { flip, flipTo, roll } from './core/part';
+57 -82
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@@ -1,12 +1,9 @@
import { GameContextInstance } from '../core/context';
import type { Command, CommandRunner, CommandRunnerContext } from '../utils/command';
import { IGameContext } from '../core/game';
import {CommandRegistry, CommandRunner, registerCommand} from '../utils/command';
import type { Part } from '../core/part';
import type { Region } from '../core/region';
import type { Context } from '../core/context';
import { parseCommandSchema } from '../utils/command/schema-parse';
import {createGameCommand} from "../core/game";
export type TicTacToeState = Context & {
type: 'tic-tac-toe';
export type TicTacToeState = {
currentPlayer: 'X' | 'O';
winner: 'X' | 'O' | 'draw' | null;
moveCount: number;
@@ -16,18 +13,18 @@ type TurnResult = {
winner: 'X' | 'O' | 'draw' | null;
};
function getBoardRegion(host: GameContextInstance) {
function getBoardRegion(host: IGameContext) {
return host.regions.get('board');
}
function isCellOccupied(host: GameContextInstance, row: number, col: number): boolean {
function isCellOccupied(host: IGameContext, row: number, col: number): boolean {
const board = getBoardRegion(host);
return board.value.children.some(
(child: { value: { position: number[] } }) => child.value.position[0] === row && child.value.position[1] === col
);
}
function checkWinner(host: GameContextInstance): 'X' | 'O' | 'draw' | null {
function checkWinner(host: IGameContext): 'X' | 'O' | 'draw' | null {
const parts = Object.values(host.parts.collection.value).map((s: { value: Part }) => s.value);
const xPositions = parts.filter((_: Part, i: number) => i % 2 === 0).map((p: Part) => p.position);
@@ -58,7 +55,7 @@ function hasWinningLine(positions: number[][]): boolean {
);
}
function placePiece(host: GameContextInstance, row: number, col: number, moveCount: number) {
function placePiece(host: IGameContext, row: number, col: number, moveCount: number) {
const board = getBoardRegion(host);
const piece: Part = {
id: `piece-${moveCount}`,
@@ -71,80 +68,58 @@ function placePiece(host: GameContextInstance, row: number, col: number, moveCou
board.value.children.push(host.parts.get(piece.id));
}
export function createSetupCommand(): CommandRunner<GameContextInstance, { winner: 'X' | 'O' | 'draw' | null }> {
return {
schema: parseCommandSchema('start'),
run: async function(this: CommandRunnerContext<GameContextInstance>) {
this.context.pushContext({
type: 'tic-tac-toe',
currentPlayer: 'X',
winner: null,
moveCount: 0,
} as TicTacToeState);
const setup = createGameCommand(
'setup',
async function() {
this.context.regions.add({
id: 'board',
axes: [
{ name: 'x', min: 0, max: 2 },
{ name: 'y', min: 0, max: 2 },
],
children: [],
});
this.context.regions.add({
id: 'board',
axes: [
{ name: 'x', min: 0, max: 2 },
{ name: 'y', min: 0, max: 2 },
],
children: [],
} as Region);
let currentPlayer: 'X' | 'O' = 'X';
let turnResult: TurnResult | undefined;
let turn = 1;
let currentPlayer: 'X' | 'O' = 'X';
let turnResult: TurnResult | undefined;
while (true) {
const turnOutput = await this.run<TurnResult>(`turn ${currentPlayer} ${turn++}`);
if (!turnOutput.success) throw new Error(turnOutput.error);
turnResult = turnOutput?.result.winner;
if (turnResult) break;
while (true) {
const turnOutput = await this.run(`turn ${currentPlayer}`);
if (!turnOutput.success) throw new Error(turnOutput.error);
turnResult = turnOutput.result as TurnResult;
if (turnResult?.winner) break;
currentPlayer = currentPlayer === 'X' ? 'O' : 'X';
}
currentPlayer = currentPlayer === 'X' ? 'O' : 'X';
const state = this.context.latestContext<TicTacToeState>('tic-tac-toe')!;
state.value.currentPlayer = currentPlayer;
}
return { winner: turnResult };
}
)
const state = this.context.latestContext<TicTacToeState>('tic-tac-toe')!;
state.value.winner = turnResult?.winner ?? null;
return { winner: state.value.winner };
},
};
}
export function createTurnCommand(): CommandRunner<GameContextInstance, TurnResult> {
return {
schema: parseCommandSchema('turn <player>'),
run: async function(this: CommandRunnerContext<GameContextInstance>, cmd: Command) {
while (true) {
const playCmd = await this.prompt('play <player> <row:number> <col:number>');
const row = Number(playCmd.params[1]);
const col = Number(playCmd.params[2]);
if (isNaN(row) || isNaN(col) || row < 0 || row > 2 || col < 0 || col > 2) continue;
if (isCellOccupied(this.context, row, col)) continue;
const state = this.context.latestContext<TicTacToeState>('tic-tac-toe')!;
if (state.value.winner) continue;
placePiece(this.context, row, col, state.value.moveCount);
state.value.moveCount++;
const winner = checkWinner(this.context);
if (winner) return { winner };
if (state.value.moveCount >= 9) return { winner: 'draw' as const };
}
},
};
}
export function registerTicTacToeCommands(game: GameContextInstance) {
game.registerCommand('start', createSetupCommand());
game.registerCommand('turn', createTurnCommand());
}
export function startTicTacToe(game: GameContextInstance) {
game.dispatchCommand('start');
const turn = createGameCommand(
'turn <player> <turn:number>',
async function(cmd) {
const [turnPlayer, turnNumber] = cmd.params as [string, number];
while (true) {
const playCmd = await this.prompt('play <player> <row:number> <col:number>');
const [player, row, col] = playCmd.params as [string, number, number];
if(turnPlayer !== player) continue;
if (isNaN(row) || isNaN(col) || row < 0 || row > 2 || col < 0 || col > 2) continue;
if (isCellOccupied(this.context, row, col)) continue;
placePiece(this.context, row, col, turnNumber);
const winner = checkWinner(this.context);
if (winner) return { winner };
if (turnNumber >= 9) return { winner: 'draw' as const };
}
}
);
export function registerTicTacToeCommands(registry: CommandRegistry<IGameContext>) {
registerCommand(registry, setup);
registerCommand(registry, turn);
}