refactor: replace rule.ts with a command runner based solution
This commit is contained in:
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bcb31da773
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40788d445d
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@ -2,20 +2,47 @@ import {createModel, Signal, signal} from '@preact/signals-core';
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import {createEntityCollection} from "../utils/entity";
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import {Part} from "./part";
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import {Region} from "./region";
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import {RuleDef, RuleRegistry, RuleContext, RuleEngineHost, dispatchCommand as dispatchRuleCommand} from "./rule";
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import {createCommandRunnerContext, CommandRegistry, createCommandRegistry, type CommandRunnerContextExport} from "../utils/command";
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import type {Command} from "../utils/command";
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import {parseCommand} from "../utils/command/command-parse";
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import {applyCommandSchema} from "../utils/command/command-validate";
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import {parseCommandSchema} from "../utils/command/schema-parse";
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import type {CommandRunner} from "../utils/command/command-runner";
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export type Context = {
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type: string;
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}
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export type GameQueueState = 'idle' | 'processing' | 'waiting-for-prompt';
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export interface IGameContext {
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parts: ReturnType<typeof createEntityCollection<Part>>;
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regions: ReturnType<typeof createEntityCollection<Region>>;
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commandRegistry: Signal<CommandRegistry<IGameContext>>;
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contexts: Signal<Signal<Context>[]>;
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pushContext: (context: Context) => Context;
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popContext: () => void;
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latestContext: <T extends Context>(type: T['type']) => Signal<T> | undefined;
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registerCommand: (name: string, runner: CommandRunner<IGameContext, unknown>) => void;
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unregisterCommand: (name: string) => void;
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enqueue: (input: string) => void;
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enqueueAll: (inputs: string[]) => void;
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dispatchCommand: (input: string) => void;
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}
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export const GameContext = createModel((root: Context) => {
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const parts = createEntityCollection<Part>();
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const regions = createEntityCollection<Region>();
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const rules = signal<RuleRegistry>(new Map());
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const ruleContexts = signal<RuleContext<unknown>[]>([]);
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const commandRegistry = signal<CommandRegistry<IGameContext>>(createCommandRegistry());
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const contexts = signal<Signal<Context>[]>([]);
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contexts.value = [signal(root)];
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const inputQueue: string[] = [];
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let processing = false;
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let pendingPromptResolve: ((cmd: Command) => void) | null = null;
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let pendingPromptReject: ((err: Error) => void) | null = null;
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let activeRunnerCtx: CommandRunnerContextExport<IGameContext> | null = null;
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function pushContext(context: Context) {
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const ctxSignal = signal(context);
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contexts.value = [...contexts.value, ctxSignal];
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@ -37,58 +64,165 @@ export const GameContext = createModel((root: Context) => {
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return undefined;
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}
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function registerRule(name: string, rule: RuleDef<unknown, RuleEngineHost>) {
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const newRules = new Map(rules.value);
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newRules.set(name, rule);
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rules.value = newRules;
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function registerCommand(name: string, runner: CommandRunner<IGameContext, unknown>) {
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const newRegistry = new Map(commandRegistry.value);
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newRegistry.set(name, runner);
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commandRegistry.value = newRegistry;
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}
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function unregisterRule(name: string) {
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const newRules = new Map(rules.value);
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newRules.delete(name);
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rules.value = newRules;
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function unregisterCommand(name: string) {
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const newRegistry = new Map(commandRegistry.value);
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newRegistry.delete(name);
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commandRegistry.value = newRegistry;
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}
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function addRuleContext(ctx: RuleContext<unknown>) {
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ruleContexts.value = [...ruleContexts.value, ctx];
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function makeRunnerCtx(): CommandRunnerContextExport<IGameContext> {
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const ctx = createCommandRunnerContext(commandRegistry.value, instance as IGameContext);
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ctx.prompt = async (schema) => {
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const parsedSchema = typeof schema === 'string'
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? parseCommandSchema(schema)
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: schema;
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return new Promise<Command>((resolve, reject) => {
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pendingPromptResolve = resolve;
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pendingPromptReject = reject;
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const event = { schema: parsedSchema, resolve, reject };
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for (const listener of (ctx as any)._listeners || []) {
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listener(event);
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}
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});
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};
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const origRun = ctx.run.bind(ctx);
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ctx.run = async (input: string) => {
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const prevCtx = activeRunnerCtx;
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activeRunnerCtx = ctx;
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const result = await runCommand(ctx, input);
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activeRunnerCtx = prevCtx;
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return result;
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};
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return ctx;
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}
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function removeRuleContext(ctx: RuleContext<unknown>) {
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ruleContexts.value = ruleContexts.value.filter(c => c !== ctx);
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async function runCommand(runnerCtx: CommandRunnerContextExport<IGameContext>, input: string): Promise<{ success: true; result: unknown } | { success: false; error: string }> {
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const command = parseCommand(input);
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const runner = runnerCtx.registry.get(command.name);
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if (!runner) {
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return { success: false, error: `Unknown command: ${command.name}` };
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}
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function dispatchCommand(this: GameContextInstance, input: string) {
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return dispatchRuleCommand({
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rules: rules.value,
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ruleContexts: ruleContexts.value,
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addRuleContext,
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removeRuleContext,
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pushContext,
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popContext,
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latestContext,
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const validationResult = applyCommandSchema(command, runner.schema);
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if (!validationResult.valid) {
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return { success: false, error: validationResult.errors.join('; ') };
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}
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try {
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const result = await runner.run.call(runnerCtx, validationResult.command);
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return { success: true, result };
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} catch (e) {
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const error = e as Error;
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return { success: false, error: error.message };
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}
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}
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async function processQueue(): Promise<void> {
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if (processing) return;
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processing = true;
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while (inputQueue.length > 0) {
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if (pendingPromptResolve) {
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const input = inputQueue.shift()!;
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try {
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const command = parseCommand(input);
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pendingPromptResolve(command);
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} catch (e) {
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pendingPromptReject!(new Error(`Invalid input for prompt: ${input}`));
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}
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pendingPromptResolve = null;
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pendingPromptReject = null;
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continue;
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}
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const input = inputQueue.shift()!;
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const runnerCtx = makeRunnerCtx();
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const prevCtx = activeRunnerCtx;
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activeRunnerCtx = runnerCtx;
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runCommand(runnerCtx, input).finally(() => {
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if (activeRunnerCtx === runnerCtx) {
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activeRunnerCtx = prevCtx;
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}
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});
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await Promise.resolve();
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}
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processing = false;
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}
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function enqueue(input: string) {
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if (pendingPromptResolve) {
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try {
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const command = parseCommand(input);
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pendingPromptResolve(command);
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} catch (e) {
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pendingPromptReject!(new Error(`Invalid input for prompt: ${input}`));
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}
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pendingPromptResolve = null;
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pendingPromptReject = null;
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} else {
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inputQueue.push(input);
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if (!processing) {
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void processQueue();
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}
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}
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}
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function enqueueAll(inputs: string[]) {
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for (const input of inputs) {
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if (pendingPromptResolve) {
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try {
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const command = parseCommand(input);
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pendingPromptResolve(command);
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} catch (e) {
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pendingPromptReject!(new Error(`Invalid input for prompt: ${input}`));
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}
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pendingPromptResolve = null;
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pendingPromptReject = null;
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} else {
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inputQueue.push(input);
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}
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}
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if (!processing) {
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void processQueue();
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}
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}
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function dispatchCommand(input: string) {
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enqueue(input);
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}
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const instance: IGameContext = {
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parts,
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regions,
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} as any, input);
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}
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return {
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parts,
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regions,
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rules,
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ruleContexts,
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commandRegistry,
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contexts,
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pushContext,
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popContext,
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latestContext,
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registerRule,
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unregisterRule,
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registerCommand,
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unregisterCommand,
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enqueue,
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enqueueAll,
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dispatchCommand,
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}
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};
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return instance;
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})
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/** 创建游戏上下文实<E69687>?*/
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export function createGameContext(root: Context = { type: 'game' }) {
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return new GameContext(root);
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}
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export type GameContextInstance = ReturnType<typeof createGameContext>;
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export type GameContextInstance = IGameContext;
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233
src/core/rule.ts
233
src/core/rule.ts
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@ -1,233 +0,0 @@
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import {Command, CommandSchema, parseCommand, parseCommandSchema, applyCommandSchema} from "../utils/command";
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export type RuleState = 'running' | 'yielded' | 'waiting' | 'invoking' | 'done';
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export type SchemaYield = { type: 'schema'; value: string | CommandSchema };
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export type InvokeYield = { type: 'invoke'; rule: string; command: Command };
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export type RuleYield = SchemaYield | InvokeYield;
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export type RuleContext<T = unknown> = {
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type: string;
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schema?: CommandSchema;
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generator: Generator<RuleYield, T, Command | RuleContext<unknown>>;
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parent?: RuleContext<unknown>;
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children: RuleContext<unknown>[];
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state: RuleState;
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resolution?: T;
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}
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export type RuleDef<T = unknown, H extends RuleEngineHost = RuleEngineHost> = {
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schema: CommandSchema;
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create: (this: H, cmd: Command) => Generator<RuleYield, T, Command | RuleContext<unknown>>;
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};
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export type RuleRegistry = Map<string, RuleDef<unknown, RuleEngineHost>>;
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export type RuleEngineHost = {
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rules: RuleRegistry;
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ruleContexts: RuleContext<unknown>[];
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addRuleContext: (ctx: RuleContext<unknown>) => void;
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removeRuleContext: (ctx: RuleContext<unknown>) => void;
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};
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export function createRule<T, H extends RuleEngineHost = RuleEngineHost>(
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schemaStr: string,
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fn: (this: H, cmd: Command) => Generator<RuleYield, T, Command | RuleContext<unknown>>
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): RuleDef<T, H> {
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return {
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schema: parseCommandSchema(schemaStr, ''),
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create: fn as RuleDef<T, H>['create'],
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};
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}
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function parseYieldedSchema(value: string | CommandSchema): CommandSchema {
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if (typeof value === 'string') {
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return parseCommandSchema(value, '');
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}
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return value;
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}
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function addContextToHost(host: RuleEngineHost, ctx: RuleContext<unknown>) {
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host.addRuleContext(ctx);
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}
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function discardChildren(host: RuleEngineHost, parent: RuleContext<unknown>) {
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for (const child of parent.children) {
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host.removeRuleContext(child);
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}
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parent.children = [];
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parent.state = 'yielded';
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}
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function commandMatchesSchema(command: Command, schema: CommandSchema): boolean {
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const requiredParams = schema.params.filter(p => p.required);
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const variadicParam = schema.params.find(p => p.variadic);
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if (command.params.length < requiredParams.length) {
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return false;
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}
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if (!variadicParam && command.params.length > schema.params.length) {
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return false;
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}
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const requiredOptions = Object.values(schema.options).filter(o => o.required);
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for (const opt of requiredOptions) {
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const hasOption = opt.name in command.options || (opt.short && opt.short in command.options);
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if (!hasOption) {
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return false;
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}
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}
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return true;
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}
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function applySchemaToCommand(command: Command, schema: CommandSchema): Command {
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return applyCommandSchema(command, schema).command;
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}
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function findYieldedContext(contexts: RuleContext<unknown>[]): RuleContext<unknown> | undefined {
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for (let i = contexts.length - 1; i >= 0; i--) {
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const ctx = contexts[i];
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if (ctx.state === 'yielded') {
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return ctx;
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}
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}
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return undefined;
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}
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function createContext<T>(
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command: Command,
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ruleDef: RuleDef<T>,
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host: RuleEngineHost,
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parent?: RuleContext<unknown>
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): RuleContext<T> {
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return {
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type: ruleDef.schema.name,
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schema: undefined,
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generator: ruleDef.create.call(host, command),
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parent,
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children: [],
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state: 'running',
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resolution: undefined,
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};
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}
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function handleGeneratorResult<T>(
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host: RuleEngineHost,
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ctx: RuleContext<T>,
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result: IteratorResult<RuleYield, T>
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): RuleContext<unknown> | undefined {
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if (result.done) {
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ctx.resolution = result.value;
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ctx.state = 'done';
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return resumeParentAfterChildComplete(host, ctx as RuleContext<unknown>);
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}
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const yielded = result.value;
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if (yielded.type === 'invoke') {
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const childRuleDef = host.rules.get(yielded.rule);
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if (childRuleDef) {
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ctx.state = 'invoking';
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return invokeChildRule(host, yielded.rule, yielded.command, ctx as RuleContext<unknown>);
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} else {
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ctx.schema = parseYieldedSchema({ name: '', params: [], options: {}, flags: {} });
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ctx.state = 'yielded';
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}
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} else {
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ctx.schema = parseYieldedSchema(yielded.value);
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ctx.state = 'yielded';
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}
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return undefined;
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}
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function stepGenerator<T>(
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host: RuleEngineHost,
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ctx: RuleContext<T>
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): RuleContext<T> {
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const result = ctx.generator.next();
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const resumed = handleGeneratorResult(host, ctx, result);
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if (resumed) return resumed as RuleContext<T>;
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return ctx;
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}
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function invokeChildRule<T>(
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host: RuleEngineHost,
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ruleName: string,
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command: Command,
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parent: RuleContext<unknown>
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): RuleContext<T> {
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const ruleDef = host.rules.get(ruleName)!;
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const ctx = createContext(command, ruleDef, host, parent);
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parent.children.push(ctx as RuleContext<unknown>);
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addContextToHost(host, ctx as RuleContext<unknown>);
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return stepGenerator(host, ctx) as RuleContext<T>;
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}
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function resumeParentAfterChildComplete(
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host: RuleEngineHost,
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childCtx: RuleContext<unknown>
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): RuleContext<unknown> | undefined {
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const parent = childCtx.parent;
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if (!parent || parent.state !== 'invoking') return undefined;
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parent.children = parent.children.filter(c => c !== childCtx);
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const result = parent.generator.next(childCtx);
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const resumed = handleGeneratorResult(host, parent, result);
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if (resumed) return resumed;
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return parent;
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}
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function invokeRule<T>(
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host: RuleEngineHost,
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command: Command,
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ruleDef: RuleDef<T>,
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parent?: RuleContext<unknown>
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): RuleContext<T> {
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const ctx = createContext(command, ruleDef, host, parent);
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if (parent) {
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discardChildren(host, parent);
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parent.children.push(ctx as RuleContext<unknown>);
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parent.state = 'waiting';
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}
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addContextToHost(host, ctx as RuleContext<unknown>);
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return stepGenerator(host, ctx);
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}
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function feedYieldedContext(
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host: RuleEngineHost,
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ctx: RuleContext<unknown>,
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command: Command
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): RuleContext<unknown> {
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const typedCommand = applySchemaToCommand(command, ctx.schema!);
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const result = ctx.generator.next(typedCommand);
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const resumed = handleGeneratorResult(host, ctx, result);
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return resumed ?? ctx;
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}
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export function dispatchCommand(host: RuleEngineHost, input: string): RuleContext<unknown> | undefined {
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const command = parseCommand(input);
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const matchedRule = host.rules.get(command.name);
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if (matchedRule) {
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const typedCommand = applySchemaToCommand(command, matchedRule.schema);
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const parent = findYieldedContext(host.ruleContexts);
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return invokeRule(host, typedCommand, matchedRule, parent);
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}
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for (let i = host.ruleContexts.length - 1; i >= 0; i--) {
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const ctx = host.ruleContexts[i];
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if (ctx.state === 'yielded' && ctx.schema && commandMatchesSchema(command, ctx.schema)) {
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return feedYieldedContext(host, ctx, command);
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}
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}
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return undefined;
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}
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@ -4,7 +4,7 @@
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*/
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// Core types
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export type { Context } from './core/context';
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export type { Context, GameContextInstance, GameQueueState } from './core/context';
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export { GameContext, createGameContext } from './core/context';
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export type { Part } from './core/part';
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@ -13,15 +13,12 @@ export { flip, flipTo, roll } from './core/part';
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export type { Region, RegionAxis } from './core/region';
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export { applyAlign, shuffle } from './core/region';
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||||
export type { RuleContext, RuleState, RuleDef, RuleRegistry } from './core/rule';
|
||||
export { createRule, dispatchCommand } from './core/rule';
|
||||
|
||||
// Utils
|
||||
export type { Command, CommandSchema, CommandParamSchema, CommandOptionSchema, CommandFlagSchema } from './utils/command';
|
||||
export { parseCommand, parseCommandSchema, validateCommand, parseCommandWithSchema, applyCommandSchema } from './utils/command';
|
||||
|
||||
export type { CommandRunner, CommandRunnerHandler, CommandRegistry, CommandRunnerContext } from './utils/command';
|
||||
export { createCommandRegistry, registerCommand, unregisterCommand, hasCommand, getCommand, runCommand, createCommandRunnerContext } from './utils/command';
|
||||
export type { CommandRunner, CommandRunnerHandler, CommandRunnerContext, PromptEvent, CommandRunnerEvents } from './utils/command';
|
||||
export { createCommandRegistry, registerCommand, unregisterCommand, hasCommand, getCommand, runCommand, runCommandParsed, createCommandRunnerContext, type CommandRegistry, type CommandRunnerContextExport } from './utils/command';
|
||||
|
||||
export type { Entity, EntityAccessor } from './utils/entity';
|
||||
export { createEntityCollection } from './utils/entity';
|
||||
|
|
|
|||
|
|
@ -1,10 +1,9 @@
|
|||
import { GameContextInstance } from '../core/context';
|
||||
import type { RuleEngineHost, RuleContext } from '../core/rule';
|
||||
import { createRule, type InvokeYield, type SchemaYield } from '../core/rule';
|
||||
import type { Command } from '../utils/command';
|
||||
import type { Command, CommandRunner, CommandRunnerContext } 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';
|
||||
|
||||
export type TicTacToeState = Context & {
|
||||
type: 'tic-tac-toe';
|
||||
|
|
@ -17,25 +16,18 @@ type TurnResult = {
|
|||
winner: 'X' | 'O' | 'draw' | null;
|
||||
};
|
||||
|
||||
type TicTacToeHost = RuleEngineHost & {
|
||||
pushContext: (context: Context) => any;
|
||||
latestContext: <T>(type: string) => { value: T } | undefined;
|
||||
regions: { add: (...entities: any[]) => void; get: (id: string) => { value: { children: any[] } } };
|
||||
parts: { add: (...entities: any[]) => void; get: (id: string) => any; collection: { value: Record<string, { value: Part }> } };
|
||||
};
|
||||
|
||||
function getBoardRegion(host: TicTacToeHost) {
|
||||
function getBoardRegion(host: GameContextInstance) {
|
||||
return host.regions.get('board');
|
||||
}
|
||||
|
||||
function isCellOccupied(host: TicTacToeHost, row: number, col: number): boolean {
|
||||
function isCellOccupied(host: GameContextInstance, 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: TicTacToeHost): 'X' | 'O' | 'draw' | null {
|
||||
function checkWinner(host: GameContextInstance): '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);
|
||||
|
|
@ -66,7 +58,7 @@ function hasWinningLine(positions: number[][]): boolean {
|
|||
);
|
||||
}
|
||||
|
||||
function placePiece(host: TicTacToeHost, row: number, col: number, moveCount: number) {
|
||||
function placePiece(host: GameContextInstance, row: number, col: number, moveCount: number) {
|
||||
const board = getBoardRegion(host);
|
||||
const piece: Part = {
|
||||
id: `piece-${moveCount}`,
|
||||
|
|
@ -79,18 +71,18 @@ function placePiece(host: TicTacToeHost, row: number, col: number, moveCount: nu
|
|||
board.value.children.push(host.parts.get(piece.id));
|
||||
}
|
||||
|
||||
const playSchema: SchemaYield = { type: 'schema', value: 'play <player> <row:number> <col:number>' };
|
||||
|
||||
export function createSetupRule() {
|
||||
return createRule('start', function*(this: TicTacToeHost) {
|
||||
this.pushContext({
|
||||
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);
|
||||
|
||||
this.regions.add({
|
||||
this.context.regions.add({
|
||||
id: 'board',
|
||||
axes: [
|
||||
{ name: 'x', min: 0, max: 2 },
|
||||
|
|
@ -103,58 +95,54 @@ export function createSetupRule() {
|
|||
let turnResult: TurnResult | undefined;
|
||||
|
||||
while (true) {
|
||||
const yieldValue: InvokeYield = {
|
||||
type: 'invoke',
|
||||
rule: 'turn',
|
||||
command: { name: 'turn', params: [currentPlayer], flags: {}, options: {} } as Command,
|
||||
};
|
||||
const ctx = yield yieldValue;
|
||||
turnResult = (ctx as RuleContext<TurnResult>).resolution;
|
||||
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';
|
||||
const state = this.latestContext<TicTacToeState>('tic-tac-toe')!;
|
||||
const state = this.context.latestContext<TicTacToeState>('tic-tac-toe')!;
|
||||
state.value.currentPlayer = currentPlayer;
|
||||
}
|
||||
|
||||
const state = this.latestContext<TicTacToeState>('tic-tac-toe')!;
|
||||
const state = this.context.latestContext<TicTacToeState>('tic-tac-toe')!;
|
||||
state.value.winner = turnResult?.winner ?? null;
|
||||
return { winner: state.value.winner };
|
||||
});
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
export function createTurnRule() {
|
||||
return createRule('turn <player>', function*(this: TicTacToeHost, cmd) {
|
||||
export function createTurnCommand(): CommandRunner<GameContextInstance, TurnResult> {
|
||||
return {
|
||||
schema: parseCommandSchema('turn <player>'),
|
||||
run: async function(this: CommandRunnerContext<GameContextInstance>, cmd: Command) {
|
||||
while (true) {
|
||||
const received = yield playSchema;
|
||||
if ('resolution' in received) continue;
|
||||
const playCmd = await this.prompt('play <player> <row:number> <col:number>');
|
||||
|
||||
const playCmd = received as Command;
|
||||
if (playCmd.name !== 'play') continue;
|
||||
|
||||
const row = playCmd.params[1] as number;
|
||||
const col = playCmd.params[2] as 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, row, col)) continue;
|
||||
if (isCellOccupied(this.context, row, col)) continue;
|
||||
|
||||
const state = this.latestContext<TicTacToeState>('tic-tac-toe')!;
|
||||
const state = this.context.latestContext<TicTacToeState>('tic-tac-toe')!;
|
||||
if (state.value.winner) continue;
|
||||
|
||||
placePiece(this, row, col, state.value.moveCount);
|
||||
placePiece(this.context, row, col, state.value.moveCount);
|
||||
state.value.moveCount++;
|
||||
|
||||
const winner = checkWinner(this);
|
||||
const winner = checkWinner(this.context);
|
||||
if (winner) return { winner };
|
||||
|
||||
if (state.value.moveCount >= 9) return { winner: 'draw' as const };
|
||||
}
|
||||
});
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
export function registerTicTacToeRules(game: GameContextInstance) {
|
||||
game.registerRule('start', createSetupRule());
|
||||
game.registerRule('turn', createTurnRule());
|
||||
export function registerTicTacToeCommands(game: GameContextInstance) {
|
||||
game.registerCommand('start', createSetupCommand());
|
||||
game.registerCommand('turn', createTurnCommand());
|
||||
}
|
||||
|
||||
export function startTicTacToe(game: GameContextInstance) {
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
import type { Command } from './types.js';
|
||||
import type { Command, CommandSchema } from './types.js';
|
||||
import type { CommandRunner, CommandRunnerContext, PromptEvent } from './command-runner.js';
|
||||
import { parseCommand } from './command-parse.js';
|
||||
import { applyCommandSchema } from './command-apply.js';
|
||||
import { applyCommandSchema } from './command-validate.js';
|
||||
import { parseCommandSchema } from './schema-parse.js';
|
||||
|
||||
export type CommandRegistry<TContext> = Map<string, CommandRunner<TContext, unknown>>;
|
||||
|
|
@ -42,6 +42,10 @@ type Listener = (e: PromptEvent) => void;
|
|||
|
||||
export type CommandRunnerContextExport<TContext> = CommandRunnerContext<TContext> & {
|
||||
registry: CommandRegistry<TContext>;
|
||||
_activePrompt: PromptEvent | null;
|
||||
_resolvePrompt: (command: Command) => void;
|
||||
_rejectPrompt: (error: Error) => void;
|
||||
_pendingInput: string | null;
|
||||
};
|
||||
|
||||
export function createCommandRunnerContext<TContext>(
|
||||
|
|
@ -58,9 +62,26 @@ export function createCommandRunnerContext<TContext>(
|
|||
listeners.delete(listener);
|
||||
};
|
||||
|
||||
let activePrompt: PromptEvent | null = null;
|
||||
|
||||
const resolvePrompt = (command: Command) => {
|
||||
if (activePrompt) {
|
||||
activePrompt.resolve(command);
|
||||
activePrompt = null;
|
||||
}
|
||||
};
|
||||
|
||||
const rejectPrompt = (error: Error) => {
|
||||
if (activePrompt) {
|
||||
activePrompt.reject(error);
|
||||
activePrompt = null;
|
||||
}
|
||||
};
|
||||
|
||||
const prompt = (schema: Parameters<CommandRunnerContext<TContext>['prompt']>[0]): Promise<Command> => {
|
||||
const resolvedSchema = typeof schema === 'string' ? parseCommandSchema(schema) : schema;
|
||||
return new Promise((resolve, reject) => {
|
||||
activePrompt = { schema: resolvedSchema, resolve, reject };
|
||||
const event: PromptEvent = { schema: resolvedSchema, resolve, reject };
|
||||
for (const listener of listeners) {
|
||||
listener(event);
|
||||
|
|
@ -71,13 +92,21 @@ export function createCommandRunnerContext<TContext>(
|
|||
const runnerCtx: CommandRunnerContextExport<TContext> = {
|
||||
registry,
|
||||
context,
|
||||
run: (input: string) => runCommandWithContext(registry, runnerCtx, input),
|
||||
runParsed: (command: Command) => runCommandParsedWithContext(registry, runnerCtx, command),
|
||||
run: (input: string) => runCommandWithContext(runnerCtx, input),
|
||||
runParsed: (command: Command) => runCommandParsedWithContext(runnerCtx, command),
|
||||
prompt,
|
||||
on,
|
||||
off,
|
||||
_activePrompt: null,
|
||||
_resolvePrompt: resolvePrompt,
|
||||
_rejectPrompt: rejectPrompt,
|
||||
_pendingInput: null,
|
||||
};
|
||||
|
||||
Object.defineProperty(runnerCtx, '_activePrompt', {
|
||||
get: () => activePrompt,
|
||||
});
|
||||
|
||||
return runnerCtx;
|
||||
}
|
||||
|
||||
|
|
@ -101,16 +130,15 @@ export async function runCommand<TContext>(
|
|||
input: string
|
||||
): Promise<{ success: true; result: unknown } | { success: false; error: string }> {
|
||||
const runnerCtx = createCommandRunnerContext(registry, context);
|
||||
return await runCommandWithContext(registry, runnerCtx, input);
|
||||
return await runCommandWithContext(runnerCtx, input);
|
||||
}
|
||||
|
||||
async function runCommandWithContext<TContext>(
|
||||
registry: CommandRegistry<TContext>,
|
||||
runnerCtx: CommandRunnerContextExport<TContext>,
|
||||
input: string
|
||||
): Promise<{ success: true; result: unknown } | { success: false; error: string }> {
|
||||
const command = parseCommand(input);
|
||||
return await runCommandParsedWithContext(registry, runnerCtx, command);
|
||||
return await runCommandParsedWithContext(runnerCtx, command);
|
||||
}
|
||||
|
||||
export async function runCommandParsed<TContext>(
|
||||
|
|
@ -119,15 +147,14 @@ export async function runCommandParsed<TContext>(
|
|||
command: Command
|
||||
): Promise<{ success: true; result: unknown } | { success: false; error: string }> {
|
||||
const runnerCtx = createCommandRunnerContext(registry, context);
|
||||
return await runCommandParsedWithContext(registry, runnerCtx, command);
|
||||
return await runCommandParsedWithContext(runnerCtx, command);
|
||||
}
|
||||
|
||||
async function runCommandParsedWithContext<TContext>(
|
||||
registry: CommandRegistry<TContext>,
|
||||
runnerCtx: CommandRunnerContextExport<TContext>,
|
||||
command: Command
|
||||
): Promise<{ success: true; result: unknown } | { success: false; error: string }> {
|
||||
const runner = registry.get(command.name);
|
||||
const runner = runnerCtx.registry.get(command.name);
|
||||
if (!runner) {
|
||||
return { success: false, error: `Unknown command: ${command.name}` };
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,396 +1,244 @@
|
|||
import { describe, it, expect } from 'vitest';
|
||||
import { createRule, type RuleContext, type RuleEngineHost } from '../../src/core/rule';
|
||||
import { createGameContext } from '../../src/core/context';
|
||||
import type { Command } from '../../src/utils/command';
|
||||
import type { Command, CommandRunner, CommandRunnerContext } from '../../src/utils/command';
|
||||
import { parseCommandSchema } from '../../src/utils/command/schema-parse';
|
||||
|
||||
function isCommand(value: Command | RuleContext<unknown>): value is Command {
|
||||
return 'name' in value;
|
||||
}
|
||||
|
||||
function schema(value: string | { name: string; params: any[]; options: any[]; flags: any[] }) {
|
||||
return { type: 'schema' as const, value };
|
||||
}
|
||||
|
||||
describe('Rule System', () => {
|
||||
describe('Command System', () => {
|
||||
function createTestGame() {
|
||||
const game = createGameContext();
|
||||
return game;
|
||||
}
|
||||
|
||||
describe('createRule', () => {
|
||||
it('should create a rule definition with parsed schema', () => {
|
||||
const rule = createRule('<from> <to> [--force]', function*(cmd) {
|
||||
return { from: cmd.params[0], to: cmd.params[1] };
|
||||
});
|
||||
function createRunner<T = unknown>(
|
||||
schemaStr: string,
|
||||
fn: (this: CommandRunnerContext<any>, cmd: Command) => Promise<T>
|
||||
): CommandRunner<any, T> {
|
||||
return {
|
||||
schema: parseCommandSchema(schemaStr),
|
||||
run: fn,
|
||||
};
|
||||
}
|
||||
|
||||
expect(rule.schema.params).toHaveLength(2);
|
||||
expect(rule.schema.params[0].name).toBe('from');
|
||||
expect(rule.schema.params[0].required).toBe(true);
|
||||
expect(rule.schema.params[1].name).toBe('to');
|
||||
expect(rule.schema.params[1].required).toBe(true);
|
||||
expect(Object.keys(rule.schema.flags)).toHaveLength(1);
|
||||
expect(rule.schema.flags.force.name).toBe('force');
|
||||
});
|
||||
|
||||
it('should create a generator when called', () => {
|
||||
const game = createTestGame();
|
||||
const rule = createRule('<target>', function*(cmd) {
|
||||
return cmd.params[0];
|
||||
});
|
||||
|
||||
const gen = rule.create.call(game as unknown as RuleEngineHost, { name: 'test', params: ['card1'], flags: {}, options: {} });
|
||||
const result = gen.next();
|
||||
expect(result.done).toBe(true);
|
||||
expect(result.value).toBe('card1');
|
||||
});
|
||||
});
|
||||
|
||||
describe('dispatchCommand - rule invocation', () => {
|
||||
it('should invoke a registered rule and yield schema', () => {
|
||||
describe('registerCommand', () => {
|
||||
it('should register and execute a command', async () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('move', createRule('<from> <to>', function*(cmd) {
|
||||
yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
return { moved: cmd.params[0] };
|
||||
}));
|
||||
|
||||
const ctx = game.dispatchCommand('move card1 hand');
|
||||
|
||||
expect(ctx).toBeDefined();
|
||||
expect(ctx!.state).toBe('yielded');
|
||||
expect(ctx!.schema).toBeDefined();
|
||||
expect(ctx!.resolution).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should complete a rule when final command matches yielded schema', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('move', createRule('<from> <to>', function*(cmd) {
|
||||
const confirm = yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
const confirmCmd = isCommand(confirm) ? confirm : undefined;
|
||||
return { moved: cmd.params[0], confirmed: confirmCmd?.name === 'confirm' };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('move card1 hand');
|
||||
const ctx = game.dispatchCommand('confirm');
|
||||
|
||||
expect(ctx).toBeDefined();
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toEqual({ moved: 'card1', confirmed: true });
|
||||
});
|
||||
|
||||
it('should return undefined when command matches no rule and no yielded context', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
const result = game.dispatchCommand('unknown command');
|
||||
|
||||
expect(result).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should pass the initial command to the generator', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('attack', createRule('<target> [--power: number]', function*(cmd) {
|
||||
return { target: cmd.params[0], power: cmd.options.power || '1' };
|
||||
}));
|
||||
|
||||
const ctx = game.dispatchCommand('attack goblin --power 5');
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toEqual({ target: 'goblin', power: 5 });
|
||||
});
|
||||
|
||||
it('should complete immediately if generator does not yield', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('look', createRule('[--at]', function*() {
|
||||
game.registerCommand('look', createRunner('[--at]', async () => {
|
||||
return 'looked';
|
||||
}));
|
||||
|
||||
const ctx = game.dispatchCommand('look');
|
||||
game.enqueue('look');
|
||||
await new Promise(resolve => setTimeout(resolve, 50));
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toBe('looked');
|
||||
});
|
||||
expect(game.commandRegistry.value.has('look')).toBe(true);
|
||||
});
|
||||
|
||||
describe('dispatchCommand - rule priority', () => {
|
||||
it('should prioritize new rule invocation over feeding yielded context', () => {
|
||||
it('should return error for unknown command', async () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('move', createRule('<from> <to>', function*(cmd) {
|
||||
yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
return { moved: cmd.params[0] };
|
||||
}));
|
||||
|
||||
game.registerRule('confirm', createRule('', function*() {
|
||||
return 'new confirm rule';
|
||||
}));
|
||||
|
||||
game.dispatchCommand('move card1 hand');
|
||||
|
||||
const ctx = game.dispatchCommand('confirm');
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toBe('new confirm rule');
|
||||
expect(ctx!.type).toBe('');
|
||||
game.enqueue('unknown command');
|
||||
await new Promise(resolve => setTimeout(resolve, 50));
|
||||
});
|
||||
});
|
||||
|
||||
describe('dispatchCommand - fallback to yielded context', () => {
|
||||
it('should feed a yielded context when command does not match any rule', () => {
|
||||
describe('prompt and queue resolution', () => {
|
||||
it('should resolve prompt from queue input', async () => {
|
||||
const game = createTestGame();
|
||||
let promptReceived: Command | null = null;
|
||||
|
||||
game.registerRule('move', createRule('<from> <to>', function*(cmd) {
|
||||
const response = yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
const rcmd = isCommand(response) ? response : undefined;
|
||||
return { moved: cmd.params[0], response: rcmd?.name };
|
||||
game.registerCommand('move', createRunner('<from> <to>', async function(this: CommandRunnerContext<any>, cmd) {
|
||||
const confirm = await this.prompt('confirm');
|
||||
promptReceived = confirm;
|
||||
return { moved: cmd.params[0], confirmed: confirm.name };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('move card1 hand');
|
||||
const ctx = game.dispatchCommand('yes');
|
||||
game.enqueueAll([
|
||||
'move card1 hand',
|
||||
'confirm',
|
||||
]);
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toEqual({ moved: 'card1', response: 'yes' });
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
expect(promptReceived).not.toBeNull();
|
||||
expect(promptReceived!.name).toBe('confirm');
|
||||
});
|
||||
|
||||
it('should skip non-matching commands for yielded context', () => {
|
||||
it('should handle multiple prompts in sequence', async () => {
|
||||
const game = createTestGame();
|
||||
const prompts: Command[] = [];
|
||||
|
||||
game.registerRule('move', createRule('<from> <to>', function*(cmd) {
|
||||
const response = yield schema('<item>');
|
||||
const rcmd = isCommand(response) ? response : undefined;
|
||||
return { response: rcmd?.params[0] };
|
||||
game.registerCommand('multi', createRunner('<start>', async function() {
|
||||
const a = await this.prompt('<value>');
|
||||
prompts.push(a);
|
||||
const b = await this.prompt('<value>');
|
||||
prompts.push(b);
|
||||
return { a: a.params[0], b: b.params[0] };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('move card1 hand');
|
||||
game.enqueueAll([
|
||||
'multi init',
|
||||
'first',
|
||||
'second',
|
||||
]);
|
||||
|
||||
const ctx = game.dispatchCommand('goblin');
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
expect(ctx).toBeUndefined();
|
||||
expect(prompts).toHaveLength(2);
|
||||
expect(prompts[0].params[0]).toBe('first');
|
||||
expect(prompts[1].params[0]).toBe('second');
|
||||
});
|
||||
|
||||
it('should validate command against yielded schema', () => {
|
||||
it('should handle command that completes without prompting', async () => {
|
||||
const game = createTestGame();
|
||||
let executed = false;
|
||||
|
||||
game.registerRule('trade', createRule('<from> <to>', function*(cmd) {
|
||||
const response = yield schema('<item> [amount: number]');
|
||||
const rcmd = isCommand(response) ? response : undefined;
|
||||
return { traded: rcmd?.params[0] };
|
||||
game.registerCommand('attack', createRunner('<target> [--power: number]', async function(cmd) {
|
||||
executed = true;
|
||||
return { target: cmd.params[0], power: cmd.options.power || '1' };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('trade player1 player2');
|
||||
const ctx = game.dispatchCommand('offer gold 5');
|
||||
game.enqueue('attack goblin --power 5');
|
||||
await new Promise(resolve => setTimeout(resolve, 50));
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toEqual({ traded: 'gold' });
|
||||
expect(executed).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('dispatchCommand - deepest context first', () => {
|
||||
it('should feed the deepest yielded context', () => {
|
||||
describe('nested command execution', () => {
|
||||
it('should allow a command to run another command', async () => {
|
||||
const game = createTestGame();
|
||||
let childResult: unknown;
|
||||
|
||||
game.registerRule('parent', createRule('<action>', function*() {
|
||||
yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
return 'parent done';
|
||||
game.registerCommand('child', createRunner('<arg>', async (cmd) => {
|
||||
return `child:${cmd.params[0]}`;
|
||||
}));
|
||||
|
||||
game.registerRule('child', createRule('<target>', function*() {
|
||||
yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
return 'child done';
|
||||
game.registerCommand('parent', createRunner('<action>', async function() {
|
||||
const output = await this.run('child test_arg');
|
||||
if (!output.success) throw new Error(output.error);
|
||||
childResult = output.result;
|
||||
return `parent:${output.result}`;
|
||||
}));
|
||||
|
||||
game.dispatchCommand('parent start');
|
||||
game.dispatchCommand('child target1');
|
||||
game.enqueue('parent start');
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
const ctx = game.dispatchCommand('grandchild_cmd');
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toBe('child done');
|
||||
});
|
||||
expect(childResult).toBe('child:test_arg');
|
||||
});
|
||||
|
||||
describe('nested rule invocations', () => {
|
||||
it('should link child to parent', () => {
|
||||
it('should handle nested commands with prompts', async () => {
|
||||
const game = createTestGame();
|
||||
let childPromptResult: Command | null = null;
|
||||
|
||||
game.registerRule('parent', createRule('<action>', function*() {
|
||||
yield schema('child_cmd');
|
||||
return 'parent done';
|
||||
game.registerCommand('child', createRunner('<target>', async function() {
|
||||
const confirm = await this.prompt('yes | no');
|
||||
childPromptResult = confirm;
|
||||
return `child:${confirm.name}`;
|
||||
}));
|
||||
|
||||
game.registerRule('child_cmd', createRule('<target>', function*() {
|
||||
return 'child done';
|
||||
game.registerCommand('parent', createRunner('<action>', async function() {
|
||||
const output = await this.run('child target1');
|
||||
if (!output.success) throw new Error(output.error);
|
||||
return `parent:${output.result}`;
|
||||
}));
|
||||
|
||||
game.dispatchCommand('parent start');
|
||||
const parentCtx = game.ruleContexts.value[0];
|
||||
game.enqueueAll([
|
||||
'parent start',
|
||||
'yes',
|
||||
]);
|
||||
|
||||
game.dispatchCommand('child_cmd target1');
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
expect(parentCtx.state).toBe('waiting');
|
||||
|
||||
const childCtx = game.ruleContexts.value[1];
|
||||
expect(childCtx.parent).toBe(parentCtx);
|
||||
expect(parentCtx.children).toContain(childCtx);
|
||||
expect(childPromptResult).not.toBeNull();
|
||||
expect(childPromptResult!.name).toBe('yes');
|
||||
});
|
||||
});
|
||||
|
||||
it('should discard previous children when a new child is invoked', () => {
|
||||
describe('enqueueAll for action log replay', () => {
|
||||
it('should process all inputs in order', async () => {
|
||||
const game = createTestGame();
|
||||
const results: string[] = [];
|
||||
|
||||
game.registerRule('parent', createRule('<action>', function*() {
|
||||
yield schema('child_a | child_b');
|
||||
return 'parent done';
|
||||
game.registerCommand('step', createRunner('<value>', async (cmd) => {
|
||||
results.push(cmd.params[0] as string);
|
||||
return cmd.params[0];
|
||||
}));
|
||||
|
||||
game.registerRule('child_a', createRule('<target>', function*() {
|
||||
return 'child_a done';
|
||||
}));
|
||||
game.enqueueAll([
|
||||
'step one',
|
||||
'step two',
|
||||
'step three',
|
||||
]);
|
||||
|
||||
game.registerRule('child_b', createRule('<target>', function*() {
|
||||
return 'child_b done';
|
||||
}));
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
game.dispatchCommand('parent start');
|
||||
game.dispatchCommand('child_a target1');
|
||||
|
||||
expect(game.ruleContexts.value.length).toBe(2);
|
||||
|
||||
const oldParent = game.ruleContexts.value[0];
|
||||
expect(oldParent.children).toHaveLength(1);
|
||||
|
||||
game.dispatchCommand('parent start');
|
||||
game.dispatchCommand('child_b target2');
|
||||
|
||||
const newParent = game.ruleContexts.value[2];
|
||||
expect(newParent.children).toHaveLength(1);
|
||||
expect(newParent.children[0].resolution).toBe('child_b done');
|
||||
});
|
||||
expect(results).toEqual(['one', 'two', 'three']);
|
||||
});
|
||||
|
||||
describe('context tracking', () => {
|
||||
it('should track rule contexts in ruleContexts signal', () => {
|
||||
it('should buffer inputs and resolve prompts automatically', async () => {
|
||||
const game = createTestGame();
|
||||
let prompted: Command | null = null;
|
||||
|
||||
game.registerRule('test', createRule('<arg>', function*() {
|
||||
yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
return 'done';
|
||||
game.registerCommand('interactive', createRunner('<start>', async function() {
|
||||
const response = await this.prompt('<reply>');
|
||||
prompted = response;
|
||||
return { start: 'start', reply: response.params[0] };
|
||||
}));
|
||||
|
||||
expect(game.ruleContexts.value.length).toBe(0);
|
||||
game.enqueueAll([
|
||||
'interactive begin',
|
||||
'hello',
|
||||
]);
|
||||
|
||||
game.dispatchCommand('test arg1');
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
expect(game.ruleContexts.value.length).toBe(1);
|
||||
expect(game.ruleContexts.value[0].state).toBe('yielded');
|
||||
expect(prompted).not.toBeNull();
|
||||
expect(prompted!.params[0]).toBe('hello');
|
||||
});
|
||||
});
|
||||
|
||||
describe('error handling', () => {
|
||||
it('should leave context in place when generator throws', () => {
|
||||
describe('command schema validation', () => {
|
||||
it('should reject commands that do not match schema', async () => {
|
||||
const game = createTestGame();
|
||||
let errors: string[] = [];
|
||||
|
||||
game.registerRule('failing', createRule('<arg>', function*() {
|
||||
throw new Error('rule error');
|
||||
game.registerCommand('strict', createRunner('<required>', async () => {
|
||||
return 'ok';
|
||||
}));
|
||||
|
||||
expect(() => game.dispatchCommand('failing arg1')).toThrow('rule error');
|
||||
|
||||
expect(game.ruleContexts.value.length).toBe(1);
|
||||
});
|
||||
|
||||
it('should leave children in place when child generator throws', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('parent', createRule('<action>', function*() {
|
||||
yield schema('child');
|
||||
return 'parent done';
|
||||
}));
|
||||
|
||||
game.registerRule('child', createRule('<target>', function*() {
|
||||
throw new Error('child error');
|
||||
}));
|
||||
|
||||
game.dispatchCommand('parent start');
|
||||
expect(() => game.dispatchCommand('child target1')).toThrow('child error');
|
||||
|
||||
expect(game.ruleContexts.value.length).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
describe('schema yielding', () => {
|
||||
it('should accept a CommandSchema object as yield value', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
const customSchema = {
|
||||
name: 'custom',
|
||||
params: [{ name: 'x', required: true, variadic: false }],
|
||||
options: [],
|
||||
flags: [],
|
||||
const originalError = console.error;
|
||||
console.error = (...args: unknown[]) => {
|
||||
errors.push(String(args[0]));
|
||||
};
|
||||
|
||||
game.registerRule('test', createRule('<arg>', function*() {
|
||||
const cmd = yield schema(customSchema);
|
||||
const rcmd = isCommand(cmd) ? cmd : undefined;
|
||||
return { received: rcmd?.params[0] };
|
||||
}));
|
||||
game.enqueue('strict');
|
||||
await new Promise(resolve => setTimeout(resolve, 50));
|
||||
|
||||
game.dispatchCommand('test val1');
|
||||
const ctx = game.dispatchCommand('custom hello');
|
||||
console.error = originalError;
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toEqual({ received: 'hello' });
|
||||
expect(errors.some(e => e.includes('Unknown') || e.includes('error'))).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
it('should parse string schema on each yield', () => {
|
||||
describe('context management', () => {
|
||||
it('should push and pop contexts', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('multi', createRule('<start>', function*() {
|
||||
const a = yield schema('<value>');
|
||||
const b = yield schema('<value>');
|
||||
const acmd = isCommand(a) ? a : undefined;
|
||||
const bcmd = isCommand(b) ? b : undefined;
|
||||
return { a: acmd?.params[0], b: bcmd?.params[0] };
|
||||
}));
|
||||
game.pushContext({ type: 'sub-game' });
|
||||
expect(game.contexts.value.length).toBe(2);
|
||||
|
||||
game.dispatchCommand('multi init');
|
||||
game.dispatchCommand('cmd first');
|
||||
const ctx = game.dispatchCommand('cmd second');
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toEqual({ a: 'first', b: 'second' });
|
||||
});
|
||||
game.popContext();
|
||||
expect(game.contexts.value.length).toBe(1);
|
||||
});
|
||||
|
||||
describe('complex flow', () => {
|
||||
it('should handle a multi-step game flow', () => {
|
||||
it('should find latest context by type', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('start', createRule('<player>', function*(cmd) {
|
||||
const player = cmd.params[0];
|
||||
const action = yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
game.pushContext({ type: 'sub-game' });
|
||||
const found = game.latestContext('sub-game');
|
||||
|
||||
if (isCommand(action)) {
|
||||
if (action.name === 'move') {
|
||||
yield schema('<target>');
|
||||
} else if (action.name === 'attack') {
|
||||
yield schema('<target> [--power: number]');
|
||||
}
|
||||
}
|
||||
|
||||
return { player, action: isCommand(action) ? action.name : '' };
|
||||
}));
|
||||
|
||||
const ctx1 = game.dispatchCommand('start alice');
|
||||
expect(ctx1!.state).toBe('yielded');
|
||||
|
||||
const ctx2 = game.dispatchCommand('attack');
|
||||
expect(ctx2!.state).toBe('yielded');
|
||||
|
||||
const ctx3 = game.dispatchCommand('attack goblin --power 3');
|
||||
expect(ctx3!.state).toBe('done');
|
||||
expect(ctx3!.resolution).toEqual({ player: 'alice', action: 'attack' });
|
||||
expect(found).toBeDefined();
|
||||
expect(found!.value.type).toBe('sub-game');
|
||||
});
|
||||
});
|
||||
});
|
||||
|
|
|
|||
|
|
@ -1,11 +1,11 @@
|
|||
import { describe, it, expect } from 'vitest';
|
||||
import { createGameContext } from '../../src/core/context';
|
||||
import { registerTicTacToeRules, startTicTacToe, type TicTacToeState } from '../../src/samples/tic-tac-toe';
|
||||
import { registerTicTacToeCommands, startTicTacToe, type TicTacToeState } from '../../src/samples/tic-tac-toe';
|
||||
|
||||
describe('Tic-Tac-Toe', () => {
|
||||
function createGame() {
|
||||
const game = createGameContext();
|
||||
registerTicTacToeRules(game);
|
||||
registerTicTacToeCommands(game);
|
||||
return game;
|
||||
}
|
||||
|
||||
|
|
@ -13,9 +13,10 @@ describe('Tic-Tac-Toe', () => {
|
|||
return game.latestContext<TicTacToeState>('tic-tac-toe')!.value;
|
||||
}
|
||||
|
||||
it('should initialize the board and start the game', () => {
|
||||
it('should initialize the board and start the game', async () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
const state = getBoardState(game);
|
||||
expect(state.currentPlayer).toBe('X');
|
||||
|
|
@ -28,95 +29,117 @@ describe('Tic-Tac-Toe', () => {
|
|||
expect(board.value.axes[1].name).toBe('y');
|
||||
});
|
||||
|
||||
it('should play moves and determine a winner', () => {
|
||||
it('should play moves and determine a winner', async () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
// X wins with column 0
|
||||
game.dispatchCommand('play X 0 0');
|
||||
game.dispatchCommand('play O 0 1');
|
||||
game.dispatchCommand('play X 1 0');
|
||||
game.dispatchCommand('play O 1 1');
|
||||
game.dispatchCommand('play X 2 0');
|
||||
game.enqueueAll([
|
||||
'play X 0 0',
|
||||
'play O 0 1',
|
||||
'play X 1 0',
|
||||
'play O 1 1',
|
||||
'play X 2 0',
|
||||
]);
|
||||
|
||||
await new Promise(resolve => setTimeout(resolve, 200));
|
||||
|
||||
const state = getBoardState(game);
|
||||
expect(state.winner).toBe('X');
|
||||
expect(state.moveCount).toBe(5);
|
||||
});
|
||||
|
||||
it('should reject out-of-bounds moves', () => {
|
||||
it('should reject out-of-bounds moves', async () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
const beforeCount = getBoardState(game).moveCount;
|
||||
|
||||
game.dispatchCommand('play X 5 5');
|
||||
game.dispatchCommand('play X -1 0');
|
||||
game.dispatchCommand('play X 3 3');
|
||||
game.enqueueAll([
|
||||
'play X 5 5',
|
||||
'play X -1 0',
|
||||
'play X 3 3',
|
||||
]);
|
||||
|
||||
await new Promise(resolve => setTimeout(resolve, 200));
|
||||
|
||||
expect(getBoardState(game).moveCount).toBe(beforeCount);
|
||||
});
|
||||
|
||||
it('should reject moves on occupied cells', () => {
|
||||
it('should reject moves on occupied cells', async () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
game.dispatchCommand('play X 1 1');
|
||||
game.enqueue('play X 1 1');
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
expect(getBoardState(game).moveCount).toBe(1);
|
||||
|
||||
// Try to play on the same cell
|
||||
game.dispatchCommand('play O 1 1');
|
||||
game.enqueue('play O 1 1');
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
expect(getBoardState(game).moveCount).toBe(1);
|
||||
});
|
||||
|
||||
it('should ignore moves after game is over', () => {
|
||||
it('should ignore moves after game is over', async () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
// X wins
|
||||
game.dispatchCommand('play X 0 0');
|
||||
game.dispatchCommand('play O 0 1');
|
||||
game.dispatchCommand('play X 1 0');
|
||||
game.dispatchCommand('play O 1 1');
|
||||
game.dispatchCommand('play X 2 0');
|
||||
game.enqueueAll([
|
||||
'play X 0 0',
|
||||
'play O 0 1',
|
||||
'play X 1 0',
|
||||
'play O 1 1',
|
||||
'play X 2 0',
|
||||
]);
|
||||
|
||||
await new Promise(resolve => setTimeout(resolve, 200));
|
||||
|
||||
expect(getBoardState(game).winner).toBe('X');
|
||||
const moveCountAfterWin = getBoardState(game).moveCount;
|
||||
|
||||
// Try to play more
|
||||
game.dispatchCommand('play X 2 1');
|
||||
game.dispatchCommand('play O 2 2');
|
||||
game.enqueueAll([
|
||||
'play X 2 1',
|
||||
'play O 2 2',
|
||||
]);
|
||||
|
||||
await new Promise(resolve => setTimeout(resolve, 200));
|
||||
|
||||
expect(getBoardState(game).moveCount).toBe(moveCountAfterWin);
|
||||
});
|
||||
|
||||
it('should detect a draw', () => {
|
||||
it('should detect a draw', async () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
// Fill board with no winner (cat's game)
|
||||
// X: (1,1), (0,2), (2,2), (1,0), (2,1)
|
||||
// O: (0,0), (2,0), (0,1), (1,2)
|
||||
game.dispatchCommand('play X 1 1'); // X
|
||||
game.dispatchCommand('play O 0 0'); // O
|
||||
game.dispatchCommand('play X 0 2'); // X
|
||||
game.dispatchCommand('play O 2 0'); // O
|
||||
game.dispatchCommand('play X 2 2'); // X
|
||||
game.dispatchCommand('play O 0 1'); // O
|
||||
game.dispatchCommand('play X 1 0'); // X
|
||||
game.dispatchCommand('play O 1 2'); // O
|
||||
game.dispatchCommand('play X 2 1'); // X (last move, draw)
|
||||
game.enqueueAll([
|
||||
'play X 1 1',
|
||||
'play O 0 0',
|
||||
'play X 0 2',
|
||||
'play O 2 0',
|
||||
'play X 2 2',
|
||||
'play O 0 1',
|
||||
'play X 1 0',
|
||||
'play O 1 2',
|
||||
'play X 2 1',
|
||||
]);
|
||||
|
||||
await new Promise(resolve => setTimeout(resolve, 300));
|
||||
|
||||
const state = getBoardState(game);
|
||||
expect(state.winner).toBe('draw');
|
||||
expect(state.moveCount).toBe(9);
|
||||
});
|
||||
|
||||
it('should place parts on the board region at correct positions', () => {
|
||||
it('should place parts on the board region at correct positions', async () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
game.dispatchCommand('play X 1 2');
|
||||
game.enqueue('play X 1 2');
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
const board = game.regions.get('board');
|
||||
expect(board.value.children).toHaveLength(1);
|
||||
|
|
|
|||
Loading…
Reference in New Issue