refactor: don't use this
This commit is contained in:
+18
-16
@@ -1,6 +1,6 @@
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import {
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createGameCommandRegistry, Part, createRegion, createPart, isCellOccupied as isCellOccupiedUtil,
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registerGameCommand, IGameContext
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IGameContext
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} from '@/index';
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const BOARD_SIZE = 3;
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@@ -37,28 +37,29 @@ export type TicTacToeState = ReturnType<typeof createInitialState>;
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export type TicTacToeGame = IGameContext<TicTacToeState>;
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export const registry = createGameCommandRegistry<TicTacToeState>();
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registerGameCommand(registry, 'setup', async function() {
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async function setup(game: TicTacToeGame) {
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while (true) {
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const currentPlayer = this.value.currentPlayer;
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const turnNumber = this.value.turn + 1;
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const turnOutput = await this.run<{winner: WinnerType}>(`turn ${currentPlayer} ${turnNumber}`);
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const currentPlayer = game.value.currentPlayer;
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const turnNumber = game.value.turn + 1;
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const turnOutput = await turnCommand(game, currentPlayer, turnNumber);
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if (!turnOutput.success) throw new Error(turnOutput.error);
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this.produce(state => {
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game.produce(state => {
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state.winner = turnOutput.result.winner;
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if (!state.winner) {
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state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
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state.turn = turnNumber;
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}
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});
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if (this.value.winner) break;
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if (game.value.winner) break;
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}
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return this.value;
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});
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return game.value;
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}
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registry.register('setup', setup);
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registerGameCommand(registry, 'turn <player:string> <turnNumber:int>', async function turn(turnPlayer: PlayerType, turnNumber: number) {
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const playCmd = await this.prompt(
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async function turn(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) {
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const playCmd = await game.prompt(
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'play <player> <row:number> <col:number>',
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(command) => {
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const [player, row, col] = command.params as [PlayerType, number, number];
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@@ -69,23 +70,24 @@ registerGameCommand(registry, 'turn <player:string> <turnNumber:int>', async fun
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if (!isValidMove(row, col)) {
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return `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
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}
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if (isCellOccupied(this, row, col)) {
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if (isCellOccupied(game, row, col)) {
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return `Cell (${row}, ${col}) is already occupied.`;
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}
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return null;
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},
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this.value.currentPlayer
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game.value.currentPlayer
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);
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const [player, row, col] = playCmd.params as [PlayerType, number, number];
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placePiece(this, row, col, turnPlayer);
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placePiece(game, row, col, turnPlayer);
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const winner = checkWinner(this);
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const winner = checkWinner(game);
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if (winner) return { winner };
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if (turnNumber >= MAX_TURNS) return { winner: 'draw' as WinnerType };
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return { winner: null };
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});
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}
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const turnCommand = registry.register('turn <player:string> <turnNumber:int>', turn);
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function isValidMove(row: number, col: number): boolean {
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return !isNaN(row) && !isNaN(col) && row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE;
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