refactor: Part[] -> Record<string, Part>
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@ -87,5 +87,6 @@ tests/ # Mirrors src/ structure with *.test.ts files
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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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- **Region system**: plain `Region` type with `createRegion()` factory; `parts` are a separate record keyed by ID
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- **Region system**: plain `Region` type with `createRegion()` factory; `parts` are stored as `Record<string, Part>` keyed by ID, with `partMap` in regions mapping position keys to part IDs
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- **Part collections**: Game state uses `Record<string, Part<TMeta>>` (not arrays) for O(1) lookup by ID. Use `Object.values(parts)` when iteration is needed, `Object.keys(parts)` for count/IDs
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- **Mutative**: used for immutable state updates inside `MutableSignal.produce()`
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@ -196,12 +196,12 @@ rng.setSeed(999); // reseed
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|---|---|
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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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| `PartPool<TMeta>` | Pool of parts with `draw()`, `return()`, and `remaining()` methods. `parts` field is `Record<string, Part>` |
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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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| `findPartById(parts, id)` | Find a part by ID in a Record |
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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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@ -218,7 +218,7 @@ rng.setSeed(999); // reseed
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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. `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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| `moveToRegionAll(parts, sourceRegion?, targetRegion, positions?)` | Move multiple parts to another region. `parts` is `Record<string, Part>`. `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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@ -3,7 +3,7 @@ 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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parts: Record<string, 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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@ -39,8 +39,12 @@ export function createPartPool<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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const partsArray = createParts(template, count, idPrefix);
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const parts: Record<string, Part<TMeta>> = {};
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for (const part of partsArray) {
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parts[part.id] = part;
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}
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const available = [...partsArray];
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return {
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parts,
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@ -66,9 +70,13 @@ export function mergePartPools<TMeta = {}>(
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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 allPartsArray = pools.flatMap(p => Object.values(p.parts));
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const allParts: Record<string, Part<TMeta>> = {};
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for (const part of allPartsArray) {
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allParts[part.id] = part;
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}
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const template = pools[0].template;
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const available = allParts.filter(p => p.regionId === '');
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const available = allPartsArray.filter(p => p.regionId === '');
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return {
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parts: allParts,
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@ -27,16 +27,16 @@ export function roll<TMeta>(part: Part<TMeta>, rng: RNG) {
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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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export function findPartById<TMeta>(parts: Record<string, Part<TMeta>>, id: string): Part<TMeta> | undefined {
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return parts[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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export function isCellOccupied<TMeta>(parts: Record<string, 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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return Object.values(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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export function getPartAtPosition<TMeta>(parts: Record<string, 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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return Object.values(parts).find(p => p.regionId === regionId && p.position.join(',') === posKey);
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}
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@ -132,9 +132,10 @@ export function moveToRegion<TMeta>(part: Part<TMeta>, sourceRegion: Region | nu
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part.regionId = targetRegion.id;
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}
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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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export function moveToRegionAll<TMeta>(parts: Record<string, Part<TMeta>>, sourceRegion: Region | null, targetRegion: Region, positions?: number[][]) {
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const partIds = Object.keys(parts);
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for (let i = 0; i < partIds.length; i++) {
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const part = parts[partIds[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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@ -26,7 +26,7 @@ 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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pieces: [] as BoopPart[],
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pieces: {} as Record<string, BoopPart>,
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currentPlayer: 'white' as PlayerType,
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winner: null as WinnerType,
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players: {
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@ -119,7 +119,8 @@ registration.add('turn <player>', async function(cmd) {
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}
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if (countPiecesOnBoard(this.context, turnPlayer) >= MAX_PIECES_PER_PLAYER) {
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const availableKittens = this.context.value.pieces.filter(
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const pieces = this.context.value.pieces;
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const availableKittens = Object.values(pieces).filter(
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p => p.player === turnPlayer && p.pieceType === 'kitten'
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);
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@ -174,7 +175,7 @@ export function placePiece(host: MutableSignal<BoopState>, row: number, col: num
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`${player}-${pieceType}-${count}`
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);
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host.produce(s => {
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s.pieces.push(piece);
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s.pieces[piece.id] = piece;
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board.childIds.push(piece.id);
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board.partMap[`${row},${col}`] = piece.id;
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});
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@ -184,10 +185,11 @@ export function placePiece(host: MutableSignal<BoopState>, row: number, col: num
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export function applyBoops(host: MutableSignal<BoopState>, placedRow: number, placedCol: number, placedType: PieceType) {
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const board = getBoardRegion(host);
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const pieces = host.value.pieces;
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const piecesArray = Object.values(pieces);
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const piecesToBoop: { part: BoopPart; dr: number; dc: number }[] = [];
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for (const part of pieces) {
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for (const part of piecesArray) {
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const [r, c] = part.position;
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if (r === placedRow && c === placedCol) continue;
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@ -223,7 +225,7 @@ export function applyBoops(host: MutableSignal<BoopState>, placedRow: number, pl
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part.position = [newRow, newCol];
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board.partMap = Object.fromEntries(
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board.childIds.map(id => {
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const p = pieces.find(x => x.id === id)!;
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const p = pieces[id];
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return [p.position.join(','), id];
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})
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);
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@ -235,7 +237,7 @@ export function removePieceFromBoard(host: MutableSignal<BoopState>, part: BoopP
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const playerData = getPlayer(host, part.player);
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board.childIds = board.childIds.filter(id => id !== part.id);
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delete board.partMap[part.position.join(',')];
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host.value.pieces = host.value.pieces.filter(p => p.id !== part.id);
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delete host.value.pieces[part.id];
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playerData[part.pieceType].placed--;
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}
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@ -292,9 +294,10 @@ export function hasWinningLine(positions: number[][]): boolean {
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export function checkGraduation(host: MutableSignal<BoopState>, player: PlayerType): number[][][] {
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const pieces = host.value.pieces;
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const piecesArray = Object.values(pieces);
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const posSet = new Set<string>();
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for (const part of pieces) {
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for (const part of piecesArray) {
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if (part.player === player && part.pieceType === 'kitten') {
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posSet.add(`${part.position[0]},${part.position[1]}`);
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}
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@ -318,7 +321,8 @@ export function processGraduation(host: MutableSignal<BoopState>, player: Player
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}
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const board = getBoardRegion(host);
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const partsToRemove = host.value.pieces.filter(
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const pieces = host.value.pieces;
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const partsToRemove = Object.values(pieces).filter(
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p => p.player === player && p.pieceType === 'kitten' && allPositions.has(`${p.position[0]},${p.position[1]}`)
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);
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@ -333,14 +337,15 @@ export function processGraduation(host: MutableSignal<BoopState>, player: Player
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export function countPiecesOnBoard(host: MutableSignal<BoopState>, player: PlayerType): number {
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const pieces = host.value.pieces;
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return pieces.filter(p => p.player === player).length;
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return Object.values(pieces).filter(p => p.player === player).length;
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}
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export function checkWinner(host: MutableSignal<BoopState>): WinnerType {
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const pieces = host.value.pieces;
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const piecesArray = Object.values(pieces);
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for (const player of ['white', 'black'] as PlayerType[]) {
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const positions = pieces
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const positions = piecesArray
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.filter(p => p.player === player && p.pieceType === 'cat')
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.map(p => p.position);
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if (hasWinningLine(positions)) return player;
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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 TicTacToePart[],
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parts: {} as Record<string, 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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@ -104,26 +104,27 @@ export function hasWinningLine(positions: number[][]): boolean {
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export function checkWinner(host: MutableSignal<TicTacToeState>): WinnerType {
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const parts = host.value.parts;
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const partsArray = Object.values(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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const xPositions = partsArray.filter((p: TicTacToePart) => p.player === 'X').map((p: TicTacToePart) => p.position);
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const oPositions = partsArray.filter((p: TicTacToePart) => p.player === 'O').map((p: TicTacToePart) => p.position);
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if (hasWinningLine(xPositions)) return 'X';
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if (hasWinningLine(oPositions)) return 'O';
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if (parts.length >= MAX_TURNS) return 'draw';
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if (partsArray.length >= MAX_TURNS) return 'draw';
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return null;
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}
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export function placePiece(host: MutableSignal<TicTacToeState>, row: number, col: number, player: PlayerType) {
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const board = host.value.board;
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const moveNumber = host.value.parts.length + 1;
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const moveNumber = Object.keys(host.value.parts).length + 1;
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const piece = createPart<{ player: PlayerType }>(
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{ regionId: 'board', position: [row, col], player },
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`piece-${player}-${moveNumber}`
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);
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host.produce(state => {
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state.parts.push(piece);
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state.parts[piece.id] = piece;
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board.childIds.push(piece.id);
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board.partMap[`${row},${col}`] = piece.id;
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});
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@ -36,7 +36,7 @@ function waitForPrompt(ctx: ReturnType<typeof createTestContext>['ctx']): Promis
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}
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function getParts(state: MutableSignal<BoopState>) {
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return state.value.pieces;
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return Object.values(state.value.pieces);
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}
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describe('Boop - helper functions', () => {
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@ -163,9 +163,9 @@ describe('TicTacToe - helper functions', () => {
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const state = getState(ctx);
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placePiece(state, 1, 1, 'X');
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expect(state.value.parts.length).toBe(1);
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expect(state.value.parts.find(p => p.id === 'piece-X-1')!.position).toEqual([1, 1]);
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expect(state.value.parts.find(p => p.id === 'piece-X-1')!.player).toBe('X');
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expect(Object.keys(state.value.parts).length).toBe(1);
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expect(state.value.parts['piece-X-1']!.position).toEqual([1, 1]);
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expect(state.value.parts['piece-X-1']!.player).toBe('X');
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});
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it('should add piece to board region children', () => {
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@ -183,7 +183,7 @@ describe('TicTacToe - helper functions', () => {
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placePiece(state, 0, 0, 'X');
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placePiece(state, 0, 1, 'O');
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const ids = state.value.parts.map(p => p.id);
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const ids = Object.keys(state.value.parts);
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expect(new Set(ids).size).toBe(2);
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});
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});
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@ -229,8 +229,8 @@ describe('TicTacToe - game flow', () => {
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const result = await runPromise;
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expect(result.success).toBe(true);
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if (result.success) expect(result.result.winner).toBeNull();
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expect(ctx.state.value.parts.length).toBe(1);
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expect(ctx.state.value.parts.find(p => p.id === 'piece-X-1')!.position).toEqual([1, 1]);
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expect(Object.keys(ctx.state.value.parts).length).toBe(1);
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expect(ctx.state.value.parts['piece-X-1']!.position).toEqual([1, 1]);
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});
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it('should reject move for wrong player and re-prompt', async () => {
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