refactor(slay-the-spire-like): clean up barrel exports and formatting
- Convert explicit barrel exports to `export *` patterns in several systems - Create a new `utils/index.ts` barrel for the system utils - Rename `validatePlacement` to `validateShapePlacement` for clarity - Reformat `shape-collision.ts` to use 2-space indentation and consistent styling - Fix import paths in `index.ts`
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parent
03d367c7b0
commit
97ff61985a
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@ -3,5 +3,5 @@ export * from "./system/deck";
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export * from "./system/encounter";
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export * from "./system/grid-inventory";
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export * from "./system/map";
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export * from "./system/utils/parse-shape";
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export * from "./system/utils";
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export * from "./system/types";
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@ -1,7 +1,2 @@
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export type { GameCard, GameCardMeta, PlayerDeck, DeckRegions } from './types';
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export {
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generateDeckFromInventory,
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createCard,
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createPlayerDeck,
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generateCardId,
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} from './factory';
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export * from "./factory";
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export * from "./types";
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@ -1,24 +1,3 @@
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export type {
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CellCoordinate,
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CellKey,
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GridInventory,
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InventoryItem,
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MutationResult,
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PlacementResult,
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} from "./types";
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export type { GameItemMeta, GameItem } from "./types";
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export {
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createGridInventory,
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flipItem,
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getAdjacentItems,
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getItemAtCell,
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getOccupiedCellSet,
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moveItem,
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placeItem,
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removeItem,
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rotateItem,
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validatePlacement,
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} from "./transform";
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export * from "./types";
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export * from "./transform";
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export * from "./factory";
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@ -1,24 +1,3 @@
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export { MapNodeType, MapLayerType } from "./types";
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export type {
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MapNode,
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MapLayer,
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PointCrawlMap,
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MapGenerationConfig,
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} from "./types";
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export { generatePointCrawlMap } from "./generator";
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export {
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getNode,
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getChildren,
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getParents,
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hasPath,
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findAllPaths,
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} from "./generator";
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export {
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canMoveTo,
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moveToNode,
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getReachableChildren,
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isAtEndNode,
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isAtStartNode,
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} from "./navigation";
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export * from "./generator";
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export * from "./navigation";
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export * from "./types";
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@ -0,0 +1,2 @@
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export * from "./parse-shape";
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export * from "./shape-collision";
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@ -1,129 +1,132 @@
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import type { ParsedShape } from './parse-shape';
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import type { ParsedShape } from "./parse-shape";
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/**
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* Represents a 2D point in grid coordinates.
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*/
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export interface Point2D {
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x: number;
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y: number;
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x: number;
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y: number;
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}
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/**
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* 2D transformation to apply to a shape.
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*/
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export interface Transform2D {
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/** Translation offset in grid units */
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offset: Point2D;
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/** Rotation in degrees (0, 90, 180, 270) */
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rotation: number;
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/** Whether to flip horizontally */
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flipX: boolean;
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/** Whether to flip vertically */
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flipY: boolean;
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/** Translation offset in grid units */
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offset: Point2D;
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/** Rotation in degrees (0, 90, 180, 270) */
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rotation: number;
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/** Whether to flip horizontally */
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flipX: boolean;
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/** Whether to flip vertically */
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flipY: boolean;
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}
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/**
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* Default transform (identity).
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*/
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export const IDENTITY_TRANSFORM: Transform2D = {
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offset: { x: 0, y: 0 },
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rotation: 0,
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flipX: false,
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flipY: false,
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offset: { x: 0, y: 0 },
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rotation: 0,
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flipX: false,
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flipY: false,
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};
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/**
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* Gets all occupied cell coordinates from a shape.
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*/
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export function getOccupiedCells(shape: ParsedShape): Point2D[] {
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const cells: Point2D[] = [];
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for (let y = 0; y < shape.height; y++) {
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for (let x = 0; x < shape.width; x++) {
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if (shape.grid[y]?.[x]) {
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cells.push({ x, y });
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}
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}
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const cells: Point2D[] = [];
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for (let y = 0; y < shape.height; y++) {
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for (let x = 0; x < shape.width; x++) {
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if (shape.grid[y]?.[x]) {
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cells.push({ x, y });
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}
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}
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return cells;
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}
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return cells;
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}
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/**
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* Applies a 2D transformation to a point.
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*/
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export function transformPoint(
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point: Point2D,
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transform: Transform2D,
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shapeWidth: number,
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shapeHeight: number
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point: Point2D,
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transform: Transform2D,
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shapeWidth: number,
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shapeHeight: number,
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): Point2D {
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let { x, y } = point;
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let { x, y } = point;
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// Apply flips
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if (transform.flipX) {
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x = shapeWidth - 1 - x;
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}
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if (transform.flipY) {
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y = shapeHeight - 1 - y;
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}
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// Apply flips
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if (transform.flipX) {
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x = shapeWidth - 1 - x;
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}
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if (transform.flipY) {
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y = shapeHeight - 1 - y;
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}
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// Apply rotation (around origin 0,0)
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const rotation = ((transform.rotation % 360) + 360) % 360;
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let rotatedX = x;
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let rotatedY = y;
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// Apply rotation (around origin 0,0)
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const rotation = ((transform.rotation % 360) + 360) % 360;
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let rotatedX = x;
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let rotatedY = y;
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switch (rotation) {
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case 90:
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rotatedX = y;
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rotatedY = -x;
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break;
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case 180:
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rotatedX = -x;
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rotatedY = -y;
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break;
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case 270:
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rotatedX = -y;
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rotatedY = x;
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break;
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}
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switch (rotation) {
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case 90:
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rotatedX = y;
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rotatedY = -x;
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break;
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case 180:
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rotatedX = -x;
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rotatedY = -y;
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break;
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case 270:
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rotatedX = -y;
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rotatedY = x;
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break;
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}
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// Apply offset
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return {
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x: rotatedX + transform.offset.x,
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y: rotatedY + transform.offset.y,
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};
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// Apply offset
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return {
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x: rotatedX + transform.offset.x,
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y: rotatedY + transform.offset.y,
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};
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}
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/**
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* Transforms a shape and returnss its occupied cells in world coordinates.
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*/
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export function transformShape(shape: ParsedShape, transform: Transform2D): Point2D[] {
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const cells = getOccupiedCells(shape);
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return cells.map(cell =>
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transformPoint(cell, transform, shape.width, shape.height)
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);
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export function transformShape(
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shape: ParsedShape,
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transform: Transform2D,
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): Point2D[] {
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const cells = getOccupiedCells(shape);
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return cells.map((cell) =>
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transformPoint(cell, transform, shape.width, shape.height),
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);
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}
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/**
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* Checks if two transformed shapes collide (share any occupied cell).
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*/
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export function checkCollision(
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shapeA: ParsedShape,
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transformA: Transform2D,
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shapeB: ParsedShape,
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transformB: Transform2D
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shapeA: ParsedShape,
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transformA: Transform2D,
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shapeB: ParsedShape,
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transformB: Transform2D,
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): boolean {
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const cellsA = transformShape(shapeA, transformA);
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const cellsB = transformShape(shapeB, transformB);
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const cellsA = transformShape(shapeA, transformA);
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const cellsB = transformShape(shapeB, transformB);
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const setA = new Set(cellsA.map(c => `${c.x},${c.y}`));
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const setA = new Set(cellsA.map((c) => `${c.x},${c.y}`));
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for (const cell of cellsB) {
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if (setA.has(`${cell.x},${cell.y}`)) {
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return true;
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}
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for (const cell of cellsB) {
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if (setA.has(`${cell.x},${cell.y}`)) {
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return true;
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}
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}
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return false;
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return false;
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}
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/**
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* @param occupiedCells Set of occupied board cells in "x,y" format
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*/
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export function checkBoardCollision(
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shape: ParsedShape,
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transform: Transform2D,
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occupiedCells: Set<string>
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shape: ParsedShape,
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transform: Transform2D,
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occupiedCells: Set<string>,
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): boolean {
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const cells = transformShape(shape, transform);
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const cells = transformShape(shape, transform);
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for (const cell of cells) {
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if (occupiedCells.has(`${cell.x},${cell.y}`)) {
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return true;
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}
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for (const cell of cells) {
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if (occupiedCells.has(`${cell.x},${cell.y}`)) {
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return true;
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}
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}
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return false;
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return false;
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}
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/**
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* @param boardHeight Board height
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*/
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export function checkBounds(
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shape: ParsedShape,
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transform: Transform2D,
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boardWidth: number,
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boardHeight: number
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shape: ParsedShape,
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transform: Transform2D,
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boardWidth: number,
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boardHeight: number,
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): boolean {
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const cells = transformShape(shape, transform);
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const cells = transformShape(shape, transform);
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for (const cell of cells) {
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if (cell.x < 0 || cell.x >= boardWidth || cell.y < 0 || cell.y >= boardHeight) {
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return false;
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}
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for (const cell of cells) {
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if (
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cell.x < 0 ||
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cell.x >= boardWidth ||
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cell.y < 0 ||
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cell.y >= boardHeight
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) {
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return false;
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}
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}
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return true;
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return true;
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}
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/**
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* Validates that a placement is both in bounds and collision-free.
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* @returns Object with `valid` flag and optional `reason` string
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*/
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export function validatePlacement(
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shape: ParsedShape,
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transform: Transform2D,
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boardWidth: number,
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boardHeight: number,
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occupiedCells: Set<string>
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export function validateShapePlacement(
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shape: ParsedShape,
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transform: Transform2D,
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boardWidth: number,
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boardHeight: number,
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occupiedCells: Set<string>,
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): { valid: true } | { valid: false; reason: string } {
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if (!checkBounds(shape, transform, boardWidth, boardHeight)) {
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return { valid: false, reason: '超出边界' };
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}
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if (!checkBounds(shape, transform, boardWidth, boardHeight)) {
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return { valid: false, reason: "超出边界" };
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}
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if (checkBoardCollision(shape, transform, occupiedCells)) {
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return { valid: false, reason: '与已有形状重叠' };
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}
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if (checkBoardCollision(shape, transform, occupiedCells)) {
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return { valid: false, reason: "与已有形状重叠" };
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}
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return { valid: true };
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return { valid: true };
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}
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/**
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@ -199,29 +207,32 @@ export function validatePlacement(
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* @param current The current transform
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* @param degrees Degrees to rotate (typically 90, 180, or 270)
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*/
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export function rotateTransform(current: Transform2D, degrees: number): Transform2D {
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return {
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...current,
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rotation: ((current.rotation + degrees) % 360 + 360) % 360,
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};
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export function rotateTransform(
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current: Transform2D,
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degrees: number,
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): Transform2D {
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return {
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...current,
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rotation: (((current.rotation + degrees) % 360) + 360) % 360,
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};
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}
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/**
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* Flips a transform horizontally.
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*/
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export function flipXTransform(current: Transform2D): Transform2D {
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return {
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...current,
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flipX: !current.flipX,
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};
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return {
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...current,
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flipX: !current.flipX,
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};
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}
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/**
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* Flips a transform vertically.
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*/
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export function flipYTransform(current: Transform2D): Transform2D {
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return {
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...current,
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flipY: !current.flipY,
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};
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return {
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...current,
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flipY: !current.flipY,
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};
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}
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