refactor: don't use this

This commit is contained in:
2026-04-04 20:57:58 +08:00
parent 6e1c42015f
commit af9254603a
2 changed files with 23 additions and 20 deletions
+18 -16
View File
@@ -1,6 +1,6 @@
import {
createGameCommandRegistry, Part, createRegion, createPart, isCellOccupied as isCellOccupiedUtil,
registerGameCommand, IGameContext
IGameContext
} from '@/index';
const BOARD_SIZE = 3;
@@ -37,28 +37,29 @@ export type TicTacToeState = ReturnType<typeof createInitialState>;
export type TicTacToeGame = IGameContext<TicTacToeState>;
export const registry = createGameCommandRegistry<TicTacToeState>();
registerGameCommand(registry, 'setup', async function() {
async function setup(game: TicTacToeGame) {
while (true) {
const currentPlayer = this.value.currentPlayer;
const turnNumber = this.value.turn + 1;
const turnOutput = await this.run<{winner: WinnerType}>(`turn ${currentPlayer} ${turnNumber}`);
const currentPlayer = game.value.currentPlayer;
const turnNumber = game.value.turn + 1;
const turnOutput = await turnCommand(game, currentPlayer, turnNumber);
if (!turnOutput.success) throw new Error(turnOutput.error);
this.produce(state => {
game.produce(state => {
state.winner = turnOutput.result.winner;
if (!state.winner) {
state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
state.turn = turnNumber;
}
});
if (this.value.winner) break;
if (game.value.winner) break;
}
return this.value;
});
return game.value;
}
registry.register('setup', setup);
registerGameCommand(registry, 'turn <player:string> <turnNumber:int>', async function turn(turnPlayer: PlayerType, turnNumber: number) {
const playCmd = await this.prompt(
async function turn(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) {
const playCmd = await game.prompt(
'play <player> <row:number> <col:number>',
(command) => {
const [player, row, col] = command.params as [PlayerType, number, number];
@@ -69,23 +70,24 @@ registerGameCommand(registry, 'turn <player:string> <turnNumber:int>', async fun
if (!isValidMove(row, col)) {
return `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
}
if (isCellOccupied(this, row, col)) {
if (isCellOccupied(game, row, col)) {
return `Cell (${row}, ${col}) is already occupied.`;
}
return null;
},
this.value.currentPlayer
game.value.currentPlayer
);
const [player, row, col] = playCmd.params as [PlayerType, number, number];
placePiece(this, row, col, turnPlayer);
placePiece(game, row, col, turnPlayer);
const winner = checkWinner(this);
const winner = checkWinner(game);
if (winner) return { winner };
if (turnNumber >= MAX_TURNS) return { winner: 'draw' as WinnerType };
return { winner: null };
});
}
const turnCommand = registry.register('turn <player:string> <turnNumber:int>', turn);
function isValidMove(row: number, col: number): boolean {
return !isNaN(row) && !isNaN(col) && row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE;