refactor: reduce api surface
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e3bc63b088
commit
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@ -4,10 +4,10 @@ import {Region} from "./region";
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import {
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import {
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Command,
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Command,
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CommandRegistry,
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CommandRegistry,
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type CommandRunner, CommandRunnerContext,
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CommandRunnerContext,
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CommandRunnerContextExport, CommandSchema, createCommandRegistry,
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CommandRunnerContextExport, CommandSchema, createCommandRegistry,
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createCommandRunnerContext, parseCommandSchema,
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createCommandRunnerContext, parseCommandSchema,
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PromptEvent
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PromptEvent, registerCommand
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} from "../utils/command";
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} from "../utils/command";
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import {AsyncQueue} from "../utils/async-queue";
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import {AsyncQueue} from "../utils/async-queue";
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@ -60,11 +60,12 @@ export function createGameCommandRegistry<TState extends Record<string, unknown>
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}
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}
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export function createGameCommand<TState extends Record<string, unknown> = {} , TResult = unknown>(
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export function createGameCommand<TState extends Record<string, unknown> = {} , TResult = unknown>(
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registry: CommandRegistry<IGameContext<TState>>,
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schema: CommandSchema | string,
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schema: CommandSchema | string,
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run: (this: CommandRunnerContext<IGameContext<TState>>, command: Command) => Promise<TResult>
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run: (this: CommandRunnerContext<IGameContext<TState>>, command: Command) => Promise<TResult>
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): CommandRunner<IGameContext<TState>, TResult> {
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) {
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return {
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registerCommand(registry, {
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schema: typeof schema === 'string' ? parseCommandSchema(schema) : schema,
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schema: typeof schema === 'string' ? parseCommandSchema(schema) : schema,
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run,
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run,
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};
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});
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}
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}
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@ -1,19 +1,66 @@
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import {createGameCommand, createGameCommandRegistry, IGameContext} from '../core/game';
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import {createGameCommand, createGameCommandRegistry, IGameContext} from '../core/game';
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import { registerCommand } from '../utils/command';
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import type { Part } from '../core/part';
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import type { Part } from '../core/part';
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type TurnResult = {
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type PlayerType = 'X' | 'O';
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winner: 'X' | 'O' | 'draw' | null;
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type WinnerType = 'X' | 'O' | 'draw' | null;
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};
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export function createInitialState() {
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export function createInitialState() {
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return {
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return {
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currentPlayer: 'X' as 'X' | 'O',
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currentPlayer: 'O' as PlayerType,
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winner: null as 'X' | 'O' | 'draw' | null,
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winner: null as WinnerType,
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moveCount: 0,
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turn: 0,
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};
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};
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}
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}
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export type TicTacToeState = ReturnType<typeof createInitialState>;
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export type TicTacToeState = ReturnType<typeof createInitialState>;
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export const registry = createGameCommandRegistry<TicTacToeState>();
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createGameCommand(registry, 'setup', async function() {
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const {regions, state} = this.context;
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regions.add({
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id: 'board',
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axes: [
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{ name: 'x', min: 0, max: 2 },
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{ name: 'y', min: 0, max: 2 },
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],
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children: [],
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});
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while (true) {
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let player = 'X' as PlayerType;
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let turn = 0;
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state.produce(state => {
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player = state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
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turn = ++state.turn;
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});
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const turnOutput = await this.run<{winner: WinnerType}>(`turn ${player} ${turn}`);
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if (!turnOutput.success) throw new Error(turnOutput.error);
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state.produce(state => {
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state.winner = turnOutput.result.winner;
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});
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if (state.value.winner) break;
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}
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return state.value;
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});
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createGameCommand(registry, 'turn <player> <turn:number>', async function(cmd) {
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const [turnPlayer, turnNumber] = cmd.params as [string, number];
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while (true) {
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const playCmd = await this.prompt('play <player> <row:number> <col:number>');
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const [player, row, col] = playCmd.params as [string, number, number];
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if(turnPlayer !== player) continue;
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if (isNaN(row) || isNaN(col) || row < 0 || row > 2 || col < 0 || col > 2) continue;
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if (isCellOccupied(this.context, row, col)) continue;
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placePiece(this.context, row, col, turnNumber);
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const winner = checkWinner(this.context);
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if (winner) return { winner : winner as WinnerType };
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if (turnNumber >= 9) return { winner: 'draw' as WinnerType};
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}
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});
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export function getBoardRegion(host: IGameContext<TicTacToeState>) {
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export function getBoardRegion(host: IGameContext<TicTacToeState>) {
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return host.regions.get('board');
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return host.regions.get('board');
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@ -70,59 +117,4 @@ export function placePiece(host: IGameContext<TicTacToeState>, row: number, col:
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board.produce(draft => {
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board.produce(draft => {
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draft.children.push(host.parts.get(piece.id));
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draft.children.push(host.parts.get(piece.id));
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});
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});
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}
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}
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const setup = createGameCommand<TicTacToeState, { winner: 'X' | 'O' | 'draw' | null }>(
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'setup',
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async function() {
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this.context.regions.add({
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id: 'board',
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axes: [
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{ name: 'x', min: 0, max: 2 },
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{ name: 'y', min: 0, max: 2 },
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],
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children: [],
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});
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let currentPlayer: 'X' | 'O' = 'X';
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let winner: 'X' | 'O' | 'draw' | null = null;
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let turn = 1;
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while (true) {
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const turnOutput = await this.run<TurnResult>(`turn ${currentPlayer} ${turn++}`);
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if (!turnOutput.success) throw new Error(turnOutput.error);
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winner = turnOutput.result.winner;
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if (winner) break;
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currentPlayer = currentPlayer === 'X' ? 'O' : 'X';
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}
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return { winner };
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}
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)
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const turn = createGameCommand<TicTacToeState, TurnResult>(
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'turn <player> <turn:number>',
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async function(cmd) {
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const [turnPlayer, turnNumber] = cmd.params as [string, number];
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while (true) {
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const playCmd = await this.prompt('play <player> <row:number> <col:number>');
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const [player, row, col] = playCmd.params as [string, number, number];
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if(turnPlayer !== player) continue;
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if (isNaN(row) || isNaN(col) || row < 0 || row > 2 || col < 0 || col > 2) continue;
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if (isCellOccupied(this.context, row, col)) continue;
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placePiece(this.context, row, col, turnNumber);
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const winner = checkWinner(this.context);
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if (winner) return { winner };
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if (turnNumber >= 9) return { winner: 'draw' as const };
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}
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}
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);
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export const registry = createGameCommandRegistry<TicTacToeState>();
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registerCommand(registry, setup);
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registerCommand(registry, turn);
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