refactor: update boop implementation

This commit is contained in:
hyper
2026-04-02 19:46:49 +08:00
parent 15122defcc
commit 793c7d834b
2 changed files with 55 additions and 40 deletions
+41 -20
View File
@@ -12,17 +12,20 @@ type BoopPart = Part & { player: PlayerType; pieceType: PieceType };
type PieceSupply = { supply: number; placed: number };
type PlayerSupply = {
type Player = {
id: PlayerType;
kitten: PieceSupply;
cat: PieceSupply;
};
// TODO refactor this into an Entity
function createPlayerSupply(): PlayerSupply {
return {
type PlayerEntity = Entity<Player>;
function createPlayer(id: PlayerType): PlayerEntity {
return entity<Player>(id, {
id,
kitten: { supply: MAX_PIECES_PER_PLAYER, placed: 0 },
cat: { supply: 0, placed: 0 },
};
});
}
export function createInitialState() {
@@ -38,8 +41,8 @@ export function createInitialState() {
currentPlayer: 'white' as PlayerType,
winner: null as WinnerType,
players: {
white: createPlayerSupply(),
black: createPlayerSupply(),
white: createPlayer('white'),
black: createPlayer('black'),
},
};
}
@@ -47,6 +50,24 @@ export type BoopState = ReturnType<typeof createInitialState>;
const registration = createGameCommandRegistry<BoopState>();
export const registry = registration.registry;
// Player Entity helper functions
export function getPlayer(host: Entity<BoopState>, player: PlayerType): PlayerEntity {
return host.value.players[player];
}
export function decrementSupply(player: PlayerEntity, pieceType: PieceType) {
player.produce(p => {
p[pieceType].supply--;
p[pieceType].placed++;
});
}
export function incrementSupply(player: PlayerEntity, pieceType: PieceType, count?: number) {
player.produce(p => {
p[pieceType].supply += count ?? 1;
});
}
registration.add('setup', async function() {
const {context} = this;
while (true) {
@@ -85,7 +106,8 @@ registration.add('turn <player>', async function(cmd) {
return `Cell (${row}, ${col}) is already occupied.`;
}
const supply = this.context.value.players[player][pieceType].supply;
const playerEntity = getPlayer(this.context, player);
const supply = playerEntity.value[pieceType].supply;
if (supply <= 0) {
return `No ${pieceType}s left in ${player}'s supply.`;
}
@@ -129,7 +151,8 @@ export function getPartAt(host: Entity<BoopState>, row: number, col: number): En
export function placePiece(host: Entity<BoopState>, row: number, col: number, player: PlayerType, pieceType: PieceType) {
const board = getBoardRegion(host);
const count = host.value.players[player][pieceType].placed + 1;
const playerEntity = getPlayer(host, player);
const count = playerEntity.value[pieceType].placed + 1;
const piece: BoopPart = {
id: `${player}-${pieceType}-${count}`,
@@ -140,12 +163,11 @@ export function placePiece(host: Entity<BoopState>, row: number, col: number, pl
};
host.produce(s => {
const e = entity(piece.id, piece);
s.players[player][pieceType].supply--;
s.players[player][pieceType].placed++;
board.produce(draft => {
draft.children.push(e);
});
});
decrementSupply(playerEntity, pieceType);
}
export function applyBoops(host: Entity<BoopState>, placedRow: number, placedCol: number, placedType: PieceType) {
@@ -180,10 +202,9 @@ export function applyBoops(host: Entity<BoopState>, placedRow: number, placedCol
if (newRow < 0 || newRow >= BOARD_SIZE || newCol < 0 || newCol >= BOARD_SIZE) {
const pt = part.value.pieceType;
const pl = part.value.player;
const playerEntity = getPlayer(host, pl);
removePieceFromBoard(host, part);
host.produce(state => {
state.players[pl][pt].supply++;
});
incrementSupply(playerEntity, pt);
continue;
}
@@ -298,9 +319,8 @@ export function processGraduation(host: Entity<BoopState>, player: PlayerType, l
}
const count = partsToRemove.length;
host.produce(state => {
state.players[player].cat.supply += count;
});
const playerEntity = getPlayer(host, player);
incrementSupply(playerEntity, 'cat', count);
}
export function checkWinner(host: Entity<BoopState>): WinnerType {
@@ -318,9 +338,10 @@ export function checkWinner(host: Entity<BoopState>): WinnerType {
if (hasWinningLine(positions)) return player;
}
const state = host.value;
const whiteTotal = MAX_PIECES_PER_PLAYER - state.players.white.kitten.supply + state.players.white.cat.supply;
const blackTotal = MAX_PIECES_PER_PLAYER - state.players.black.kitten.supply + state.players.black.cat.supply;
const whitePlayer = getPlayer(host, 'white');
const blackPlayer = getPlayer(host, 'black');
const whiteTotal = MAX_PIECES_PER_PLAYER - whitePlayer.value.kitten.supply + whitePlayer.value.cat.supply;
const blackTotal = MAX_PIECES_PER_PLAYER - blackPlayer.value.kitten.supply + blackPlayer.value.cat.supply;
if (whiteTotal >= MAX_PIECES_PER_PLAYER && blackTotal >= MAX_PIECES_PER_PLAYER) {
return 'draw';