refactor: add some part management utilities
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16
AGENTS.md
16
AGENTS.md
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@ -27,7 +27,7 @@ npx vitest run -t "should detect horizontal win for X"
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src/
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core/ # Core game primitives (game, part, region)
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samples/ # Example games (tic-tac-toe, boop)
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utils/ # Shared utilities (entity, command, rng, async-queue)
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utils/ # Shared utilities (mutable-signal, command, rng, async-queue)
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index.ts # Single public API barrel export
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tests/ # Mirrors src/ structure with *.test.ts files
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```
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@ -49,16 +49,16 @@ tests/ # Mirrors src/ structure with *.test.ts files
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### Naming Conventions
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- **Types/Interfaces**: `PascalCase` — `Part`, `Region`, `Command`, `IGameContext`
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- **Classes**: `PascalCase` — `Entity`, `AsyncQueue`, `Mulberry32RNG`
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- **Classes**: `PascalCase` — `MutableSignal`, `AsyncQueue`, `Mulberry32RNG`
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- **Functions**: `camelCase`, verb-first — `createGameContext`, `parseCommand`, `isValidMove`
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- **Variables**: `camelCase`
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- **Constants**: `UPPER_SNAKE_CASE` — `BOARD_SIZE`, `WINNING_LINES`
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- **Test files**: `*.test.ts` mirroring `src/` structure under `tests/`
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- **Factory functions**: prefix with `create` — `createEntity`, `createTestContext`
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- **Factory functions**: prefix with `create` or `mutable` — `createGameContext`, `mutableSignal`
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### Types
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- **Strict TypeScript** is enabled — no `any`
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- Use **generics** heavily: `Entity<T>`, `CommandRunner<TContext, TResult>`
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- Use **generics** heavily: `MutableSignal<T>`, `CommandRunner<TContext, TResult>`
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- Use **type aliases** for object shapes (not interfaces)
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- Use **discriminated unions** for results: `{ success: true; result: T } | { success: false; error: string }`
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- Use `unknown` for untyped values, narrow with type guards or `as`
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@ -82,10 +82,10 @@ tests/ # Mirrors src/ structure with *.test.ts files
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## Architecture Notes
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- **Reactivity**: `Entity<T>` extends Preact Signal — access state via `.value`, mutate via `.produce(draft => ...)`
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- **Reactivity**: `MutableSignal<T>` extends Preact Signal — access state via `.value`, mutate via `.produce(draft => ...)`
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- **Command system**: CLI-style parsing with schema validation via `inline-schema`
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- **Prompt system**: Commands prompt for input via `PromptEvent` with `resolve`/`reject`
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- **Prompt system**: Commands prompt for input via `PromptEvent` with `resolve`/`reject`; `tryCommit` accepts `Command | string` and validates against schema before custom validator
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- **Barrel exports**: `src/index.ts` is the single public API surface
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- **Game modules**: export `registry` and `createInitialState` for use with `createGameContextFromModule`
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- **RegionEntity**: manages spatial board state with axis-based positioning and child entities
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- **Mutative**: used for immutable state updates inside `Entity.produce()`
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- **Region system**: plain `Region` type with `createRegion()` factory; `parts` are a separate record keyed by ID
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- **Mutative**: used for immutable state updates inside `MutableSignal.produce()`
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16
README.md
16
README.md
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@ -194,8 +194,16 @@ rng.setSeed(999); // reseed
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| Export | Description |
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|---|---|
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| `Part` | Type representing a game piece with sides, position, and region |
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| `entity(id, data)` | Create a reactive `Entity<T>` |
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| `Part<TMeta>` | Type representing a game piece with sides, position, and region. `TMeta` for game-specific fields |
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| `PartTemplate<TMeta>` | Template type for creating parts (excludes `id`, requires metadata) |
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| `PartPool<TMeta>` | Pool of parts with `draw()`, `return()`, and `remaining()` methods |
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| `createPart(template, id)` | Create a single part from a template |
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| `createParts(template, count, idPrefix)` | Create multiple identical parts with auto-generated IDs |
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| `createPartPool(template, count, idPrefix)` | Create a pool of parts for lazy loading |
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| `mergePartPools(...pools)` | Merge multiple part pools into one |
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| `findPartById(parts, id)` | Find a part by ID in an array |
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| `isCellOccupied(parts, regionId, position)` | Check if a cell is occupied |
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| `getPartAtPosition(parts, regionId, position)` | Get the part at a specific position |
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| `flip(part)` | Cycle to the next side |
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| `flipTo(part, side)` | Set to a specific side |
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| `roll(part, rng)` | Randomize side using RNG |
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@ -209,8 +217,8 @@ rng.setSeed(999); // reseed
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| `createRegion(id, axes)` | Create a new region |
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| `applyAlign(region, parts)` | Compact parts according to axis alignment |
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| `shuffle(region, parts, rng)` | Randomize part positions |
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| `moveToRegion(part, sourceRegion, targetRegion, position?)` | Move a part to another region |
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| `moveToRegionAll(parts, sourceRegion, targetRegion, positions?)` | Move multiple parts to another region |
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| `moveToRegion(part, sourceRegion?, targetRegion, position?)` | Move a part to another region. `sourceRegion` is optional for first placement |
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| `moveToRegionAll(parts, sourceRegion?, targetRegion, positions?)` | Move multiple parts to another region. `sourceRegion` is optional for first placement |
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| `removeFromRegion(part, region)` | Remove a part from its region |
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### Commands
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@ -0,0 +1,88 @@
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import {Part} from "./part";
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export type PartTemplate<TMeta = {}> = Omit<Partial<Part<TMeta>>, 'id'> & TMeta;
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export type PartPool<TMeta = {}> = {
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parts: Part<TMeta>[];
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template: PartTemplate<TMeta>;
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draw(): Part<TMeta> | undefined;
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return(part: Part<TMeta>): void;
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remaining(): number;
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};
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export function createPart<TMeta = {}>(
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template: PartTemplate<TMeta>,
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id: string
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): Part<TMeta> {
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return {
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regionId: '',
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position: [],
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...template,
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id,
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} as Part<TMeta>;
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}
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export function createParts<TMeta = {}>(
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template: PartTemplate<TMeta>,
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count: number,
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idPrefix: string
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): Part<TMeta>[] {
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const parts: Part<TMeta>[] = [];
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for (let i = 0; i < count; i++) {
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parts.push(createPart(template, `${idPrefix}-${i + 1}`));
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}
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return parts;
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}
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export function createPartPool<TMeta = {}>(
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template: PartTemplate<TMeta>,
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count: number,
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idPrefix: string
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): PartPool<TMeta> {
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const parts = createParts(template, count, idPrefix);
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const available = [...parts];
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return {
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parts,
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template,
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draw() {
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return available.pop();
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},
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return(part: Part<TMeta>) {
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part.regionId = '';
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part.position = [];
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available.push(part);
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},
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remaining() {
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return available.length;
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},
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};
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}
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export function mergePartPools<TMeta = {}>(
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...pools: PartPool<TMeta>[]
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): PartPool<TMeta> {
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if (pools.length === 0) {
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return createPartPool({} as PartTemplate<TMeta>, 0, 'merged');
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}
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const allParts = pools.flatMap(p => p.parts);
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const template = pools[0].template;
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const available = allParts.filter(p => p.regionId === '');
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return {
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parts: allParts,
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template,
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draw() {
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return available.pop();
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},
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return(part: Part<TMeta>) {
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part.regionId = '';
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part.position = [];
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available.push(part);
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},
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remaining() {
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return available.length;
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},
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};
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}
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@ -1,6 +1,6 @@
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import {RNG} from "@/utils/rng";
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export type Part = {
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export type Part<TMeta = {}> = {
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id: string;
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sides?: number;
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@ -10,19 +10,33 @@ export type Part = {
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alignment?: string;
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regionId: string;
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position: number[];
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}
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} & TMeta;
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export function flip(part: Part) {
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export function flip<TMeta>(part: Part<TMeta>) {
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if(!part.sides) return;
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part.side = ((part.side || 0) + 1) % part.sides;
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}
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export function flipTo(part: Part, side: number) {
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export function flipTo<TMeta>(part: Part<TMeta>, side: number) {
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if(!part.sides || side >= part.sides) return;
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part.side = side;
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}
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export function roll(part: Part, rng: RNG) {
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export function roll<TMeta>(part: Part<TMeta>, rng: RNG) {
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if(!part.sides) return;
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part.side = rng.nextInt(part.sides);
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}
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export function findPartById<TMeta>(parts: Part<TMeta>[], id: string): Part<TMeta> | undefined {
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return parts.find(p => p.id === id);
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}
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export function isCellOccupied<TMeta>(parts: Part<TMeta>[], regionId: string, position: number[]): boolean {
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const posKey = position.join(',');
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return parts.some(p => p.regionId === regionId && p.position.join(',') === posKey);
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}
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export function getPartAtPosition<TMeta>(parts: Part<TMeta>[], regionId: string, position: number[]): Part<TMeta> | undefined {
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const posKey = position.join(',');
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return parts.find(p => p.regionId === regionId && p.position.join(',') === posKey);
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}
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@ -24,7 +24,7 @@ export function createRegion(id: string, axes: RegionAxis[]): Region {
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};
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}
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function buildPartMap(region: Region, parts: Record<string, Part>) {
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function buildPartMap<TMeta>(region: Region, parts: Record<string, Part<TMeta>>) {
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const map: Record<string, string> = {};
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for (const childId of region.childIds) {
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const part = parts[childId];
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@ -35,7 +35,7 @@ function buildPartMap(region: Region, parts: Record<string, Part>) {
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return map;
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}
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export function applyAlign(region: Region, parts: Record<string, Part>) {
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export function applyAlign<TMeta>(region: Region, parts: Record<string, Part<TMeta>>) {
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if (region.childIds.length === 0) return;
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for (let axisIndex = 0; axisIndex < region.axes.length; axisIndex++) {
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@ -98,7 +98,7 @@ export function applyAlign(region: Region, parts: Record<string, Part>) {
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region.partMap = buildPartMap(region, parts);
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}
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export function shuffle(region: Region, parts: Record<string, Part>, rng: RNG){
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export function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>>, rng: RNG){
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if (region.childIds.length <= 1) return;
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const childIds = [...region.childIds];
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@ -117,9 +117,11 @@ export function shuffle(region: Region, parts: Record<string, Part>, rng: RNG){
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region.partMap = buildPartMap(region, parts);
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}
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export function moveToRegion(part: Part, sourceRegion: Region, targetRegion: Region, position?: number[]) {
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export function moveToRegion<TMeta>(part: Part<TMeta>, sourceRegion: Region | null, targetRegion: Region, position?: number[]) {
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if (sourceRegion && part.regionId === sourceRegion.id) {
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sourceRegion.childIds = sourceRegion.childIds.filter(id => id !== part.id);
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delete sourceRegion.partMap[part.position.join(',')];
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}
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targetRegion.childIds.push(part.id);
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if (position) {
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@ -130,11 +132,13 @@ export function moveToRegion(part: Part, sourceRegion: Region, targetRegion: Reg
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part.regionId = targetRegion.id;
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}
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export function moveToRegionAll(parts: Part[], sourceRegion: Region, targetRegion: Region, positions?: number[][]) {
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export function moveToRegionAll<TMeta>(parts: Part<TMeta>[], sourceRegion: Region | null, targetRegion: Region, positions?: number[][]) {
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for (let i = 0; i < parts.length; i++) {
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const part = parts[i];
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if (sourceRegion && part.regionId === sourceRegion.id) {
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sourceRegion.childIds = sourceRegion.childIds.filter(id => id !== part.id);
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delete sourceRegion.partMap[part.position.join(',')];
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}
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targetRegion.childIds.push(part.id);
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if (positions && positions[i]) {
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@ -146,7 +150,7 @@ export function moveToRegionAll(parts: Part[], sourceRegion: Region, targetRegio
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}
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}
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export function removeFromRegion(part: Part, region: Region) {
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export function removeFromRegion<TMeta>(part: Part<TMeta>, region: Region) {
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region.childIds = region.childIds.filter(id => id !== part.id);
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delete region.partMap[part.position.join(',')];
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}
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@ -8,7 +8,10 @@ export type { IGameContext } from './core/game';
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export { createGameContext, createGameCommandRegistry } from './core/game';
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export type { Part } from './core/part';
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export { flip, flipTo, roll } from './core/part';
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export { flip, flipTo, roll, findPartById, isCellOccupied, getPartAtPosition } from './core/part';
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export type { PartTemplate, PartPool } from './core/part-factory';
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export { createPart, createParts, createPartPool, mergePartPools } from './core/part-factory';
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export type { Region, RegionAxis } from './core/region';
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export { createRegion, applyAlign, shuffle, moveToRegion, moveToRegionAll, removeFromRegion } from './core/region';
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@ -1,4 +1,4 @@
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import {createGameCommandRegistry, Part, MutableSignal, createRegion} from '@/index';
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import {createGameCommandRegistry, Part, MutableSignal, createRegion, createPart, isCellOccupied as isCellOccupiedUtil, getPartAtPosition} from '@/index';
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const BOARD_SIZE = 6;
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const MAX_PIECES_PER_PLAYER = 8;
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@ -8,7 +8,7 @@ export type PlayerType = 'white' | 'black';
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export type PieceType = 'kitten' | 'cat';
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export type WinnerType = PlayerType | 'draw' | null;
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type BoopPart = Part & { player: PlayerType; pieceType: PieceType };
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type BoopPart = Part<{ player: PlayerType; pieceType: PieceType }>;
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type PieceSupply = { supply: number; placed: number };
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@ -157,15 +157,11 @@ export function getBoardRegion(host: MutableSignal<BoopState>) {
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}
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export function isCellOccupied(host: MutableSignal<BoopState>, row: number, col: number): boolean {
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const board = getBoardRegion(host);
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return board.partMap[`${row},${col}`] !== undefined;
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return isCellOccupiedUtil(host.value.pieces, 'board', [row, col]);
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}
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export function getPartAt(host: MutableSignal<BoopState>, row: number, col: number): BoopPart | null {
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const board = getBoardRegion(host);
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const partId = board.partMap[`${row},${col}`];
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if (!partId) return null;
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return host.value.pieces.find(p => p.id === partId) || null;
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return getPartAtPosition(host.value.pieces, 'board', [row, col]) || null;
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}
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export function placePiece(host: MutableSignal<BoopState>, row: number, col: number, player: PlayerType, pieceType: PieceType) {
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@ -173,13 +169,10 @@ export function placePiece(host: MutableSignal<BoopState>, row: number, col: num
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const playerData = getPlayer(host, player);
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const count = playerData[pieceType].placed + 1;
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const piece: BoopPart = {
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id: `${player}-${pieceType}-${count}`,
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regionId: 'board',
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position: [row, col],
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player,
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pieceType,
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};
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const piece = createPart<{ player: PlayerType; pieceType: PieceType }>(
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{ regionId: 'board', position: [row, col], player, pieceType },
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`${player}-${pieceType}-${count}`
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);
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host.produce(s => {
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s.pieces.push(piece);
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board.childIds.push(piece.id);
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@ -1,4 +1,4 @@
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import {createGameCommandRegistry, Part, MutableSignal, createRegion, moveToRegion} from '@/index';
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import {createGameCommandRegistry, Part, MutableSignal, createRegion, createPart, isCellOccupied as isCellOccupiedUtil} from '@/index';
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const BOARD_SIZE = 3;
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const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
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@ -16,7 +16,7 @@ const WINNING_LINES: number[][][] = [
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export type PlayerType = 'X' | 'O';
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export type WinnerType = PlayerType | 'draw' | null;
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type TicTacToePart = Part & { player: PlayerType };
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type TicTacToePart = Part<{ player: PlayerType }>;
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export function createInitialState() {
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return {
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@ -24,7 +24,7 @@ export function createInitialState() {
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{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
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{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
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]),
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parts: {} as Record<string, TicTacToePart>,
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parts: [] as TicTacToePart[],
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currentPlayer: 'X' as PlayerType,
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winner: null as WinnerType,
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turn: 0,
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@ -91,8 +91,7 @@ function isValidMove(row: number, col: number): boolean {
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}
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export function isCellOccupied(host: MutableSignal<TicTacToeState>, row: number, col: number): boolean {
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const board = host.value.board;
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return board.partMap[`${row},${col}`] !== undefined;
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return isCellOccupiedUtil(host.value.parts, 'board', [row, col]);
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}
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export function hasWinningLine(positions: number[][]): boolean {
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@ -104,7 +103,7 @@ export function hasWinningLine(positions: number[][]): boolean {
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}
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export function checkWinner(host: MutableSignal<TicTacToeState>): WinnerType {
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const parts = Object.values(host.value.parts);
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const parts = host.value.parts;
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const xPositions = parts.filter((p: TicTacToePart) => p.player === 'X').map((p: TicTacToePart) => p.position);
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const oPositions = parts.filter((p: TicTacToePart) => p.player === 'O').map((p: TicTacToePart) => p.position);
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@ -118,15 +117,13 @@ export function checkWinner(host: MutableSignal<TicTacToeState>): WinnerType {
|
|||
|
||||
export function placePiece(host: MutableSignal<TicTacToeState>, row: number, col: number, player: PlayerType) {
|
||||
const board = host.value.board;
|
||||
const moveNumber = Object.keys(host.value.parts).length + 1;
|
||||
const piece: TicTacToePart = {
|
||||
id: `piece-${player}-${moveNumber}`,
|
||||
regionId: 'board',
|
||||
position: [row, col],
|
||||
player,
|
||||
};
|
||||
const moveNumber = host.value.parts.length + 1;
|
||||
const piece = createPart<{ player: PlayerType }>(
|
||||
{ regionId: 'board', position: [row, col], player },
|
||||
`piece-${player}-${moveNumber}`
|
||||
);
|
||||
host.produce(state => {
|
||||
state.parts[piece.id] = piece;
|
||||
state.parts.push(piece);
|
||||
board.childIds.push(piece.id);
|
||||
board.partMap[`${row},${col}`] = piece.id;
|
||||
});
|
||||
|
|
|
|||
|
|
@ -163,9 +163,9 @@ describe('TicTacToe - helper functions', () => {
|
|||
const state = getState(ctx);
|
||||
placePiece(state, 1, 1, 'X');
|
||||
|
||||
expect(Object.keys(state.value.parts).length).toBe(1);
|
||||
expect(state.value.parts['piece-X-1'].position).toEqual([1, 1]);
|
||||
expect(state.value.parts['piece-X-1'].player).toBe('X');
|
||||
expect(state.value.parts.length).toBe(1);
|
||||
expect(state.value.parts.find(p => p.id === 'piece-X-1')!.position).toEqual([1, 1]);
|
||||
expect(state.value.parts.find(p => p.id === 'piece-X-1')!.player).toBe('X');
|
||||
});
|
||||
|
||||
it('should add piece to board region children', () => {
|
||||
|
|
@ -183,7 +183,7 @@ describe('TicTacToe - helper functions', () => {
|
|||
placePiece(state, 0, 0, 'X');
|
||||
placePiece(state, 0, 1, 'O');
|
||||
|
||||
const ids = Object.keys(state.value.parts);
|
||||
const ids = state.value.parts.map(p => p.id);
|
||||
expect(new Set(ids).size).toBe(2);
|
||||
});
|
||||
});
|
||||
|
|
@ -229,8 +229,8 @@ describe('TicTacToe - game flow', () => {
|
|||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) expect(result.result.winner).toBeNull();
|
||||
expect(Object.keys(ctx.state.value.parts).length).toBe(1);
|
||||
expect(ctx.state.value.parts['piece-X-1'].position).toEqual([1, 1]);
|
||||
expect(ctx.state.value.parts.length).toBe(1);
|
||||
expect(ctx.state.value.parts.find(p => p.id === 'piece-X-1')!.position).toEqual([1, 1]);
|
||||
});
|
||||
|
||||
it('should reject move for wrong player and re-prompt', async () => {
|
||||
|
|
|
|||
Loading…
Reference in New Issue