style: format tic-tac-toe sample and boop tests
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@ -1,132 +1,189 @@
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import {Part} from "boardgame-core";
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import {createRegion} from "boardgame-core";
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import {createGameCommandRegistry, createPromptDef, IGameContext} from "boardgame-core";
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import { Part } from "@/core/part";
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import { createRegion } from "@/core/region";
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import {
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createGameCommandRegistry,
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createPromptDef,
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IGameContext,
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} from "@/core/game";
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const BOARD_SIZE = 3;
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const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
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const WINNING_LINES: number[][][] = [
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[[0, 0], [0, 1], [0, 2]],
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[[1, 0], [1, 1], [1, 2]],
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[[2, 0], [2, 1], [2, 2]],
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[[0, 0], [1, 0], [2, 0]],
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[[0, 1], [1, 1], [2, 1]],
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[[0, 2], [1, 2], [2, 2]],
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[[0, 0], [1, 1], [2, 2]],
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[[0, 2], [1, 1], [2, 0]],
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[
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[0, 0],
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[0, 1],
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[0, 2],
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],
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[
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[1, 0],
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[1, 1],
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[1, 2],
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],
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[
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[2, 0],
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[2, 1],
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[2, 2],
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],
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[
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[0, 0],
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[1, 0],
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[2, 0],
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],
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[
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[0, 1],
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[1, 1],
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[2, 1],
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],
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[
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[0, 2],
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[1, 2],
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[2, 2],
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],
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[
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[0, 0],
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[1, 1],
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[2, 2],
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],
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[
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[0, 2],
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[1, 1],
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[2, 0],
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],
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];
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export type PlayerType = 'X' | 'O';
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export type WinnerType = PlayerType | 'draw' | null;
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export type PlayerType = "X" | "O";
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export type WinnerType = PlayerType | "draw" | null;
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export type TicTacToePart = Part<{ player: PlayerType }>;
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export function createInitialState() {
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return {
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board: createRegion('board', [
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{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
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{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
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]),
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parts: {} as Record<string, TicTacToePart>,
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currentPlayer: 'X' as PlayerType,
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winner: null as WinnerType,
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turn: 0,
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};
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return {
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board: createRegion("board", [
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{ name: "x", min: 0, max: BOARD_SIZE - 1 },
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{ name: "y", min: 0, max: BOARD_SIZE - 1 },
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]),
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parts: {} as Record<string, TicTacToePart>,
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currentPlayer: "X" as PlayerType,
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winner: null as WinnerType,
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turn: 0,
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};
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}
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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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export const prompts = {
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play: createPromptDef<[PlayerType, number, number]>(
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'play <player> <row:number> <col:number>')
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}
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play: createPromptDef<[PlayerType, number, number]>(
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"play <player> <row:number> <col:number>",
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),
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};
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export async function start(game: TicTacToeGame) {
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while (true) {
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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 turn(game, currentPlayer, turnNumber);
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while (true) {
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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 turn(game, currentPlayer, turnNumber);
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game.produce(state => {
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state.winner = turnOutput.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 (game.value.winner) break;
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}
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game.produce((state) => {
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state.winner = turnOutput.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 (game.value.winner) break;
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}
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return game.value;
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return game.value;
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}
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const turn = registry.register({
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schema: 'turn <player> <turnNumber:number>',
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async run(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) {
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const {player, row, col} = await game.prompt(
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prompts.play,
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(player, row, col) => {
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if (player !== turnPlayer) {
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throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
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} else if (!isValidMove(row, col)) {
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throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
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} else if (isCellOccupied(game, row, col)) {
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throw `Cell (${row}, ${col}) is already occupied.`;
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} else {
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return { player, row, col };
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}
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},
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game.value.currentPlayer
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);
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schema: "turn <player> <turnNumber:number>",
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async run(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) {
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const { player, row, col } = await game.prompt(
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prompts.play,
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(player, row, col) => {
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if (player !== turnPlayer) {
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throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
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} else if (!isValidMove(row, col)) {
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throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
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} else if (isCellOccupied(game, row, col)) {
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throw `Cell (${row}, ${col}) is already occupied.`;
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} else {
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return { player, row, col };
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}
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},
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game.value.currentPlayer,
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);
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placePiece(game, row, col, turnPlayer);
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placePiece(game, row, col, turnPlayer);
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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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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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return { winner: null };
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},
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});
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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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return (
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!isNaN(row) &&
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!isNaN(col) &&
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row >= 0 &&
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row < BOARD_SIZE &&
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col >= 0 &&
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col < BOARD_SIZE
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);
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}
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export function isCellOccupied(host: TicTacToeGame, row: number, col: number): boolean {
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return !!host.value.board.partMap[`${row},${col}`];
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export function isCellOccupied(
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host: TicTacToeGame,
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row: number,
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col: number,
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): boolean {
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return !!host.value.board.partMap[`${row},${col}`];
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}
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export function hasWinningLine(positions: number[][]): boolean {
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return WINNING_LINES.some(line =>
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line.every(([r, c]) =>
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positions.some(([pr, pc]) => pr === r && pc === c)
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)
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);
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return WINNING_LINES.some((line) =>
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line.every(([r, c]) => positions.some(([pr, pc]) => pr === r && pc === c)),
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);
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}
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export function checkWinner(host: TicTacToeGame): WinnerType {
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const parts = host.value.parts;
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const partsArray = Object.values(parts);
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const parts = host.value.parts;
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const partsArray = Object.values(parts);
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const xPositions = partsArray.filter((p: TicTacToePart) => p.player === 'X').map((p: TicTacToePart) => p.position);
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const oPositions = partsArray.filter((p: TicTacToePart) => p.player === 'O').map((p: TicTacToePart) => p.position);
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const xPositions = partsArray
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.filter((p: TicTacToePart) => p.player === "X")
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.map((p: TicTacToePart) => p.position);
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const oPositions = partsArray
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.filter((p: TicTacToePart) => p.player === "O")
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.map((p: TicTacToePart) => p.position);
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if (hasWinningLine(xPositions)) return 'X';
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if (hasWinningLine(oPositions)) return 'O';
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if (partsArray.length >= MAX_TURNS) return 'draw';
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if (hasWinningLine(xPositions)) return "X";
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if (hasWinningLine(oPositions)) return "O";
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if (partsArray.length >= MAX_TURNS) return "draw";
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return null;
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return null;
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}
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export function placePiece(host: TicTacToeGame, row: number, col: number, player: PlayerType) {
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const board = host.value.board;
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const moveNumber = Object.keys(host.value.parts).length + 1;
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const piece: TicTacToePart = {
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regionId: 'board', position: [row, col], player,
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id: `piece-${player}-${moveNumber}`
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}
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host.produce(state => {
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state.parts[piece.id] = piece;
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board.childIds.push(piece.id);
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board.partMap[`${row},${col}`] = piece.id;
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});
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export function placePiece(
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host: TicTacToeGame,
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row: number,
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col: number,
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player: PlayerType,
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) {
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const board = host.value.board;
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const moveNumber = Object.keys(host.value.parts).length + 1;
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const piece: TicTacToePart = {
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regionId: "board",
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position: [row, col],
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player,
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id: `piece-${player}-${moveNumber}`,
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};
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host.produce((state) => {
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state.parts[piece.id] = piece;
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board.childIds.push(piece.id);
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board.partMap[`${row},${col}`] = piece.id;
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});
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}
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