refactor: reduce api surface

This commit is contained in:
hypercross 2026-04-02 14:11:35 +08:00
parent e3bc63b088
commit b2b35c3a99
2 changed files with 63 additions and 70 deletions

View File

@ -4,10 +4,10 @@ import {Region} from "./region";
import {
Command,
CommandRegistry,
type CommandRunner, CommandRunnerContext,
CommandRunnerContext,
CommandRunnerContextExport, CommandSchema, createCommandRegistry,
createCommandRunnerContext, parseCommandSchema,
PromptEvent
PromptEvent, registerCommand
} from "../utils/command";
import {AsyncQueue} from "../utils/async-queue";
@ -60,11 +60,12 @@ export function createGameCommandRegistry<TState extends Record<string, unknown>
}
export function createGameCommand<TState extends Record<string, unknown> = {} , TResult = unknown>(
registry: CommandRegistry<IGameContext<TState>>,
schema: CommandSchema | string,
run: (this: CommandRunnerContext<IGameContext<TState>>, command: Command) => Promise<TResult>
): CommandRunner<IGameContext<TState>, TResult> {
return {
) {
registerCommand(registry, {
schema: typeof schema === 'string' ? parseCommandSchema(schema) : schema,
run,
};
}
});
}

View File

@ -1,19 +1,66 @@
import {createGameCommand, createGameCommandRegistry, IGameContext} from '../core/game';
import { registerCommand } from '../utils/command';
import type { Part } from '../core/part';
type TurnResult = {
winner: 'X' | 'O' | 'draw' | null;
};
type PlayerType = 'X' | 'O';
type WinnerType = 'X' | 'O' | 'draw' | null;
export function createInitialState() {
return {
currentPlayer: 'X' as 'X' | 'O',
winner: null as 'X' | 'O' | 'draw' | null,
moveCount: 0,
currentPlayer: 'O' as PlayerType,
winner: null as WinnerType,
turn: 0,
};
}
export type TicTacToeState = ReturnType<typeof createInitialState>;
export const registry = createGameCommandRegistry<TicTacToeState>();
createGameCommand(registry, 'setup', async function() {
const {regions, state} = this.context;
regions.add({
id: 'board',
axes: [
{ name: 'x', min: 0, max: 2 },
{ name: 'y', min: 0, max: 2 },
],
children: [],
});
while (true) {
let player = 'X' as PlayerType;
let turn = 0;
state.produce(state => {
player = state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
turn = ++state.turn;
});
const turnOutput = await this.run<{winner: WinnerType}>(`turn ${player} ${turn}`);
if (!turnOutput.success) throw new Error(turnOutput.error);
state.produce(state => {
state.winner = turnOutput.result.winner;
});
if (state.value.winner) break;
}
return state.value;
});
createGameCommand(registry, 'turn <player> <turn:number>', async function(cmd) {
const [turnPlayer, turnNumber] = cmd.params as [string, number];
while (true) {
const playCmd = await this.prompt('play <player> <row:number> <col:number>');
const [player, row, col] = playCmd.params as [string, number, number];
if(turnPlayer !== player) continue;
if (isNaN(row) || isNaN(col) || row < 0 || row > 2 || col < 0 || col > 2) continue;
if (isCellOccupied(this.context, row, col)) continue;
placePiece(this.context, row, col, turnNumber);
const winner = checkWinner(this.context);
if (winner) return { winner : winner as WinnerType };
if (turnNumber >= 9) return { winner: 'draw' as WinnerType};
}
});
export function getBoardRegion(host: IGameContext<TicTacToeState>) {
return host.regions.get('board');
@ -70,59 +117,4 @@ export function placePiece(host: IGameContext<TicTacToeState>, row: number, col:
board.produce(draft => {
draft.children.push(host.parts.get(piece.id));
});
}
const setup = createGameCommand<TicTacToeState, { winner: 'X' | 'O' | 'draw' | null }>(
'setup',
async function() {
this.context.regions.add({
id: 'board',
axes: [
{ name: 'x', min: 0, max: 2 },
{ name: 'y', min: 0, max: 2 },
],
children: [],
});
let currentPlayer: 'X' | 'O' = 'X';
let winner: 'X' | 'O' | 'draw' | null = null;
let turn = 1;
while (true) {
const turnOutput = await this.run<TurnResult>(`turn ${currentPlayer} ${turn++}`);
if (!turnOutput.success) throw new Error(turnOutput.error);
winner = turnOutput.result.winner;
if (winner) break;
currentPlayer = currentPlayer === 'X' ? 'O' : 'X';
}
return { winner };
}
)
const turn = createGameCommand<TicTacToeState, TurnResult>(
'turn <player> <turn:number>',
async function(cmd) {
const [turnPlayer, turnNumber] = cmd.params as [string, number];
while (true) {
const playCmd = await this.prompt('play <player> <row:number> <col:number>');
const [player, row, col] = playCmd.params as [string, number, number];
if(turnPlayer !== player) continue;
if (isNaN(row) || isNaN(col) || row < 0 || row > 2 || col < 0 || col > 2) continue;
if (isCellOccupied(this.context, row, col)) continue;
placePiece(this.context, row, col, turnNumber);
const winner = checkWinner(this.context);
if (winner) return { winner };
if (turnNumber >= 9) return { winner: 'draw' as const };
}
}
);
export const registry = createGameCommandRegistry<TicTacToeState>();
registerCommand(registry, setup);
registerCommand(registry, turn);
}