refactor: replace rule.ts with a command runner based solution
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@@ -1,11 +1,11 @@
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import { describe, it, expect } from 'vitest';
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import { createGameContext } from '../../src/core/context';
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import { registerTicTacToeRules, startTicTacToe, type TicTacToeState } from '../../src/samples/tic-tac-toe';
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import { registerTicTacToeCommands, startTicTacToe, type TicTacToeState } from '../../src/samples/tic-tac-toe';
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describe('Tic-Tac-Toe', () => {
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function createGame() {
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const game = createGameContext();
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registerTicTacToeRules(game);
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registerTicTacToeCommands(game);
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return game;
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}
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@@ -13,9 +13,10 @@ describe('Tic-Tac-Toe', () => {
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return game.latestContext<TicTacToeState>('tic-tac-toe')!.value;
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}
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it('should initialize the board and start the game', () => {
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it('should initialize the board and start the game', async () => {
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const game = createGame();
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startTicTacToe(game);
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await new Promise(resolve => setTimeout(resolve, 100));
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const state = getBoardState(game);
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expect(state.currentPlayer).toBe('X');
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@@ -28,95 +29,117 @@ describe('Tic-Tac-Toe', () => {
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expect(board.value.axes[1].name).toBe('y');
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});
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it('should play moves and determine a winner', () => {
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it('should play moves and determine a winner', async () => {
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const game = createGame();
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startTicTacToe(game);
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await new Promise(resolve => setTimeout(resolve, 100));
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// X wins with column 0
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game.dispatchCommand('play X 0 0');
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game.dispatchCommand('play O 0 1');
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game.dispatchCommand('play X 1 0');
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game.dispatchCommand('play O 1 1');
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game.dispatchCommand('play X 2 0');
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game.enqueueAll([
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'play X 0 0',
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'play O 0 1',
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'play X 1 0',
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'play O 1 1',
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'play X 2 0',
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]);
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await new Promise(resolve => setTimeout(resolve, 200));
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const state = getBoardState(game);
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expect(state.winner).toBe('X');
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expect(state.moveCount).toBe(5);
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});
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it('should reject out-of-bounds moves', () => {
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it('should reject out-of-bounds moves', async () => {
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const game = createGame();
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startTicTacToe(game);
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await new Promise(resolve => setTimeout(resolve, 100));
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const beforeCount = getBoardState(game).moveCount;
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game.dispatchCommand('play X 5 5');
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game.dispatchCommand('play X -1 0');
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game.dispatchCommand('play X 3 3');
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game.enqueueAll([
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'play X 5 5',
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'play X -1 0',
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'play X 3 3',
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]);
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await new Promise(resolve => setTimeout(resolve, 200));
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expect(getBoardState(game).moveCount).toBe(beforeCount);
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});
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it('should reject moves on occupied cells', () => {
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it('should reject moves on occupied cells', async () => {
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const game = createGame();
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startTicTacToe(game);
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await new Promise(resolve => setTimeout(resolve, 100));
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game.dispatchCommand('play X 1 1');
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game.enqueue('play X 1 1');
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await new Promise(resolve => setTimeout(resolve, 100));
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expect(getBoardState(game).moveCount).toBe(1);
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// Try to play on the same cell
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game.dispatchCommand('play O 1 1');
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game.enqueue('play O 1 1');
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await new Promise(resolve => setTimeout(resolve, 100));
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expect(getBoardState(game).moveCount).toBe(1);
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});
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it('should ignore moves after game is over', () => {
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it('should ignore moves after game is over', async () => {
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const game = createGame();
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startTicTacToe(game);
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await new Promise(resolve => setTimeout(resolve, 100));
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// X wins
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game.dispatchCommand('play X 0 0');
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game.dispatchCommand('play O 0 1');
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game.dispatchCommand('play X 1 0');
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game.dispatchCommand('play O 1 1');
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game.dispatchCommand('play X 2 0');
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game.enqueueAll([
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'play X 0 0',
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'play O 0 1',
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'play X 1 0',
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'play O 1 1',
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'play X 2 0',
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]);
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await new Promise(resolve => setTimeout(resolve, 200));
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expect(getBoardState(game).winner).toBe('X');
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const moveCountAfterWin = getBoardState(game).moveCount;
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// Try to play more
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game.dispatchCommand('play X 2 1');
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game.dispatchCommand('play O 2 2');
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game.enqueueAll([
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'play X 2 1',
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'play O 2 2',
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]);
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await new Promise(resolve => setTimeout(resolve, 200));
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expect(getBoardState(game).moveCount).toBe(moveCountAfterWin);
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});
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it('should detect a draw', () => {
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it('should detect a draw', async () => {
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const game = createGame();
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startTicTacToe(game);
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await new Promise(resolve => setTimeout(resolve, 100));
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// Fill board with no winner (cat's game)
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// X: (1,1), (0,2), (2,2), (1,0), (2,1)
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// O: (0,0), (2,0), (0,1), (1,2)
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game.dispatchCommand('play X 1 1'); // X
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game.dispatchCommand('play O 0 0'); // O
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game.dispatchCommand('play X 0 2'); // X
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game.dispatchCommand('play O 2 0'); // O
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game.dispatchCommand('play X 2 2'); // X
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game.dispatchCommand('play O 0 1'); // O
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game.dispatchCommand('play X 1 0'); // X
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game.dispatchCommand('play O 1 2'); // O
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game.dispatchCommand('play X 2 1'); // X (last move, draw)
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game.enqueueAll([
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'play X 1 1',
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'play O 0 0',
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'play X 0 2',
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'play O 2 0',
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'play X 2 2',
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'play O 0 1',
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'play X 1 0',
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'play O 1 2',
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'play X 2 1',
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]);
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await new Promise(resolve => setTimeout(resolve, 300));
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const state = getBoardState(game);
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expect(state.winner).toBe('draw');
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expect(state.moveCount).toBe(9);
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});
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it('should place parts on the board region at correct positions', () => {
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it('should place parts on the board region at correct positions', async () => {
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const game = createGame();
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startTicTacToe(game);
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await new Promise(resolve => setTimeout(resolve, 100));
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game.dispatchCommand('play X 1 2');
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game.enqueue('play X 1 2');
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await new Promise(resolve => setTimeout(resolve, 100));
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const board = game.regions.get('board');
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expect(board.value.children).toHaveLength(1);
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