refactor: massive way of writing fix
This commit is contained in:
@@ -0,0 +1,237 @@
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import {
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BOARD_SIZE,
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BoopState,
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PieceType,
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PlayerType,
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WinnerType,
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WIN_LENGTH,
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MAX_PIECES_PER_PLAYER, BoopGame
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} from "./data";
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import {createGameCommandRegistry} from "@/core/game";
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import {moveToRegion} from "@/core/region";
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import {
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findPartAtPosition,
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findPartInRegion,
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getLineCandidates,
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getNeighborPositions,
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isCellOccupied,
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isInBounds
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} from "./utils";
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export const registry = createGameCommandRegistry<BoopState>();
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/**
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* 放置棋子到棋盘
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*/
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async function place(game: BoopGame, row: number, col: number, player: PlayerType, type: PieceType) {
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const value = game.value;
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// 从玩家supply中找到对应类型的棋子
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const part = findPartInRegion(game, player, type);
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if (!part) {
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throw new Error(`No ${type} available in ${player}'s supply`);
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}
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game.produce(state => {
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// 将棋子从supply移动到棋盘
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moveToRegion(part, state.regions[player], state.regions.board, [row, col]);
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});
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return { row, col, player, type, partId: part.id };
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}
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const placeCommand = registry.register( 'place <row:number> <col:number> <player> <type>', place);
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/**
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* 执行boop - 推动周围棋子
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*/
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async function boop(game: BoopGame, row: number, col: number, type: PieceType) {
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const booped: string[] = [];
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game.produce(state => {
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// 按照远离放置位置的方向推动
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for (const [dr, dc] of getNeighborPositions()) {
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const nr = row + dr;
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const nc = col + dc;
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if (!isInBounds(nr, nc)) continue;
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const part = findPartAtPosition(game, nr, nc);
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if (!part) continue;
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// 小猫不能推动猫
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if (type === 'kitten' && part.type === 'cat') continue;
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// 计算推动后的位置
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const newRow = nr + dr;
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const newCol = nc + dc;
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// 检查新位置是否为空或在棋盘外
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if (!isInBounds(newRow, newCol)) {
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// 棋子被推出棋盘,返回玩家supply
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booped.push(part.id);
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moveToRegion(part, state.regions.board, state.regions[part.player]);
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} else if (!isCellOccupied(game, newRow, newCol)) {
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// 新位置为空,移动过去
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booped.push(part.id);
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moveToRegion(part, state.regions.board, state.regions.board, [newRow, newCol]);
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}
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// 如果新位置被占用,则不移动(两个棋子都保持原位)
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}
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});
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return { booped };
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}
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const boopCommand = registry.register('boop <row:number> <col:number> <type>', boop);
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/**
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* 检查是否有玩家获胜(三个猫连线)
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*/
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async function checkWin(game: BoopGame) {
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for(const line of getLineCandidates()){
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let whites = 0;
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let blacks = 0;
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for(const [row, col] of line){
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const part = findPartAtPosition(game, row, col);
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if(part?.type !== 'cat') continue;
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if (part.player === 'white') whites++;
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else blacks++;
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}
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if(whites >= WIN_LENGTH) {
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return 'white';
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}
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if(blacks >= WIN_LENGTH) {
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return 'black';
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}
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}
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return null;
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}
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const checkWinCommand = registry.register('check-win', checkWin);
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/**
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* 检查并执行小猫升级(三个小猫连线变成猫)
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*/
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async function checkGraduates(game: BoopGame){
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const toUpgrade = new Set<string>();
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for(const line of getLineCandidates()){
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let whites = 0;
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let blacks = 0;
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for(const [row, col] of line){
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const part = findPartAtPosition(game, row, col);
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if (part?.player === 'white') whites++;
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else if(part?.player === 'black') blacks++;
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}
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const player = whites >= WIN_LENGTH ? 'white' : blacks >= WIN_LENGTH ? 'black' : null;
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if(!player) continue;
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for(const [row, col] of line){
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const part = findPartAtPosition(game, row, col);
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part && toUpgrade.add(part.id);
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}
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}
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game.produce(state => {
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for(const partId of toUpgrade){
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const part = state.pieces[partId];
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const [row, col] = part.position;
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const player = part.player;
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moveToRegion(part, state.regions.board, null);
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const newPart = findPartInRegion(game, '', 'cat');
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moveToRegion(newPart || part, null, state.regions[player], [row, col]);
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}
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});
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}
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const checkGraduatesCommand = registry.register('check-graduates', checkGraduates);
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async function setup(game: BoopGame) {
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while (true) {
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const currentPlayer = game.value.currentPlayer;
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const turnOutput = await turnCommand(game, currentPlayer);
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if (!turnOutput.success) throw new Error(turnOutput.error);
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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 === 'white' ? 'black' : 'white';
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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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}
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registry.register('setup', setup);
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async function checkFullBoard(game: BoopGame, turnPlayer: PlayerType){
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// 检查8-piece规则: 如果玩家所有8个棋子都在棋盘上且没有获胜,强制升级一个小猫
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const playerPieces = Object.values(game.value.pieces).filter(
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p => p.player === turnPlayer && p.regionId === 'board'
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);
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if(playerPieces.length < MAX_PIECES_PER_PLAYER || game.value.winner !== null){
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return;
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}
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const partId = await game.prompt(
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'choose <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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if (player !== turnPlayer) {
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throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
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}
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if (!isInBounds(row, col)) {
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throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
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}
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const part = findPartAtPosition(game, row, col);
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if (!part || part.player !== turnPlayer) {
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throw `No ${player} piece at (${row}, ${col}).`;
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}
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return part.id;
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}
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);
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game.produce(state => {
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const part = state.pieces[partId];
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moveToRegion(part, state.regions.board, null);
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const cat = findPartInRegion(state, '', 'cat');
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moveToRegion(cat || part, null, state.regions[turnPlayer]);
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});
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}
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async function turn(game: BoopGame, turnPlayer: PlayerType) {
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const {row, col, type} = await game.prompt(
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'play <player> <row:number> <col:number> [type:string]',
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(command) => {
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const [player, row, col, type] = command.params as [PlayerType, number, number, PieceType?];
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const pieceType = type === 'cat' ? 'cat' : 'kitten';
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if (player !== turnPlayer) {
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throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
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}
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if (!isInBounds(row, col)) {
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throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
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}
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if (isCellOccupied(game, row, col)) {
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throw `Cell (${row}, ${col}) is already occupied.`;
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}
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const found = findPartInRegion(game, player, pieceType);
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if (!found) {
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throw `No ${pieceType}s left in ${player}'s supply.`;
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}
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return {player, row,col,type};
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},
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game.value.currentPlayer
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);
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const pieceType = type === 'cat' ? 'cat' : 'kitten';
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await placeCommand(game, row, col, turnPlayer, pieceType);
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await boopCommand(game, row, col, pieceType);
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const winner = await checkWinCommand(game);
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if(winner.success) return { winner: winner.result as WinnerType };
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await checkGraduatesCommand(game);
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return { winner: null };
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}
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const turnCommand = registry.register('turn <player>', turn);
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@@ -0,0 +1,55 @@
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import parts from './parts.csv';
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import {createRegion, moveToRegion, Region} from "@/core/region";
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import {createPartsFromTable} from "@/core/part-factory";
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import {Part} from "@/core/part";
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import {IGameContext} from "@/core/game";
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export const BOARD_SIZE = 6;
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export const MAX_PIECES_PER_PLAYER = 8;
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export const WIN_LENGTH = 3;
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export type PlayerType = 'white' | 'black';
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export type PieceType = 'kitten' | 'cat';
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export type WinnerType = PlayerType | 'draw' | null;
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export type RegionType = 'white' | 'black' | 'board' | '';
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export type BoopPartMeta = { player: PlayerType; type: PieceType };
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export type BoopPart = Part<BoopPartMeta>;
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export function createInitialState() {
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const pieces = createPartsFromTable(
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parts,
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(item, index) => `${item.player}-${item.type}-${index + 1}`,
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(item) => item.count
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) as Record<string, BoopPart>;
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// Initialize region childIds
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const whiteRegion = createRegion('white', []);
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const blackRegion = createRegion('black', []);
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const boardRegion = 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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// Populate region childIds based on piece regionId
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for (const part of Object.values(pieces)) {
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if(part.type !== 'kitten') continue;
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if (part.player === 'white' ) {
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moveToRegion(part, null, whiteRegion);
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} else if (part.player === 'black') {
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moveToRegion(part, null, blackRegion);
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}
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}
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return {
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regions: {
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white: whiteRegion,
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black: blackRegion,
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board: boardRegion,
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} as Record<RegionType, Region>,
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pieces,
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currentPlayer: 'white' as PlayerType,
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winner: null as WinnerType,
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};
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}
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export type BoopState = ReturnType<typeof createInitialState>;
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export type BoopGame = IGameContext<BoopState>;
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+2
-389
@@ -1,389 +1,2 @@
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import {
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createGameCommandRegistry,
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Part,
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MutableSignal,
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createRegion,
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createPart,
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isCellOccupied as isCellOccupiedUtil,
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getPartAtPosition,
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} from '@/index';
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const BOARD_SIZE = 6;
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const MAX_PIECES_PER_PLAYER = 8;
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const WIN_LENGTH = 3;
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export type PlayerType = 'white' | 'black';
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export type PieceType = 'kitten' | 'cat';
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export type WinnerType = PlayerType | 'draw' | null;
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export type BoopPart = Part<{ player: PlayerType; pieceType: PieceType }>;
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type PieceSupply = { supply: number; placed: number };
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type Player = {
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id: PlayerType;
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kitten: PieceSupply;
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cat: PieceSupply;
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};
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type PlayerData = Record<PlayerType, Player>;
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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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pieces: {} as Record<string, BoopPart>,
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currentPlayer: 'white' as PlayerType,
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winner: null as WinnerType,
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players: {
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white: createPlayer('white'),
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black: createPlayer('black'),
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},
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};
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}
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function createPlayer(id: PlayerType): Player {
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return {
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id,
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kitten: { supply: MAX_PIECES_PER_PLAYER, placed: 0 },
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cat: { supply: 0, placed: 0 },
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};
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}
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export type BoopState = ReturnType<typeof createInitialState>;
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const registration = createGameCommandRegistry<BoopState>();
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export const registry = registration.registry;
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export function getPlayer(host: MutableSignal<BoopState>, player: PlayerType): Player {
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return host.value.players[player];
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}
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export function decrementSupply(player: Player, pieceType: PieceType) {
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player[pieceType].supply--;
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player[pieceType].placed++;
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}
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export function incrementSupply(player: Player, pieceType: PieceType, count?: number) {
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player[pieceType].supply += count ?? 1;
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}
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registration.add('setup', async function() {
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const {context} = this;
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while (true) {
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const currentPlayer = context.value.currentPlayer;
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const turnOutput = await this.run<{winner: WinnerType}>(`turn ${currentPlayer}`);
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if (!turnOutput.success) throw new Error(turnOutput.error);
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context.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 === 'white' ? 'black' : 'white';
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}
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});
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if (context.value.winner) break;
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}
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return context.value;
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});
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registration.add('turn <player>', async function(cmd) {
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const [turnPlayer] = cmd.params as [PlayerType];
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const playCmd = await this.prompt(
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'play <player> <row:number> <col:number> [type:string]',
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(command) => {
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const [player, row, col, type] = command.params as [PlayerType, number, number, PieceType?];
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const pieceType = type === 'cat' ? 'cat' : 'kitten';
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if (player !== turnPlayer) {
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return `Invalid player: ${player}. Expected ${turnPlayer}.`;
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}
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if (!isValidMove(row, col)) {
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return `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
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}
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if (isCellOccupied(this.context, row, col)) {
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return `Cell (${row}, ${col}) is already occupied.`;
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}
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const playerData = getPlayer(this.context, player);
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const supply = playerData[pieceType].supply;
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if (supply <= 0) {
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return `No ${pieceType}s left in ${player}'s supply.`;
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}
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return null;
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},
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this.context.value.currentPlayer
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);
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const [player, row, col, type] = playCmd.params as [PlayerType, number, number, PieceType?];
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const pieceType = type === 'cat' ? 'cat' : 'kitten';
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placePiece(this.context, row, col, turnPlayer, pieceType);
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await applyBoops(this.context, row, col, pieceType);
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const graduatedLines = checkGraduation(this.context, turnPlayer);
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if (graduatedLines.length > 0) {
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processGraduation(this.context, turnPlayer, graduatedLines);
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}
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if (countPiecesOnBoard(this.context, turnPlayer) >= MAX_PIECES_PER_PLAYER) {
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const pieces = this.context.value.pieces;
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const availableKittens = Object.values(pieces).filter(
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p => p.player === turnPlayer && p.pieceType === 'kitten'
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);
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if (availableKittens.length > 0) {
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const graduateCmd = await this.prompt(
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'graduate <row:number> <col:number>',
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(command) => {
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const [row, col] = command.params as [number, number];
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const posKey = `${row},${col}`;
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const part = availableKittens.find(p => `${p.position[0]},${p.position[1]}` === posKey);
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if (!part) return `No kitten at (${row}, ${col}).`;
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return null;
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},
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this.context.value.currentPlayer
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);
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const [row, col] = graduateCmd.params as [number, number];
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const part = availableKittens.find(p => p.position[0] === row && p.position[1] === col)!;
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removePieceFromBoard(this.context, part);
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const playerData = getPlayer(this.context, turnPlayer);
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incrementSupply(playerData, 'cat', 1);
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}
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}
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const winner = checkWinner(this.context);
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if (winner) return { winner };
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return { winner: null };
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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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}
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export function getBoardRegion(host: MutableSignal<BoopState>) {
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return host.value.board;
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}
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export function isCellOccupied(host: MutableSignal<BoopState>, row: number, col: number): boolean {
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return isCellOccupiedUtil(host.value.pieces, 'board', [row, col]);
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}
|
||||
|
||||
export function getPartAt(host: MutableSignal<BoopState>, row: number, col: number): BoopPart | null {
|
||||
return getPartAtPosition(host.value.pieces, 'board', [row, col]) || null;
|
||||
}
|
||||
|
||||
export function placePiece(host: MutableSignal<BoopState>, row: number, col: number, player: PlayerType, pieceType: PieceType) {
|
||||
const board = getBoardRegion(host);
|
||||
const playerData = getPlayer(host, player);
|
||||
const count = playerData[pieceType].placed + 1;
|
||||
|
||||
const piece = createPart<{ player: PlayerType; pieceType: PieceType }>(
|
||||
{ regionId: 'board', position: [row, col], player, pieceType },
|
||||
`${player}-${pieceType}-${count}`
|
||||
);
|
||||
host.produce(s => {
|
||||
s.pieces[piece.id] = piece;
|
||||
board.childIds.push(piece.id);
|
||||
board.partMap[`${row},${col}`] = piece.id;
|
||||
});
|
||||
decrementSupply(playerData, pieceType);
|
||||
}
|
||||
|
||||
export async function applyBoops(host: MutableSignal<BoopState>, placedRow: number, placedCol: number, placedType: PieceType) {
|
||||
const pieces = host.value.pieces;
|
||||
const piecesArray = Object.values(pieces);
|
||||
|
||||
const piecesToBoop: { part: BoopPart; dr: number; dc: number }[] = [];
|
||||
|
||||
for (const part of piecesArray) {
|
||||
const [r, c] = part.position;
|
||||
if (r === placedRow && c === placedCol) continue;
|
||||
|
||||
const dr = Math.sign(r - placedRow);
|
||||
const dc = Math.sign(c - placedCol);
|
||||
|
||||
if (Math.abs(r - placedRow) <= 1 && Math.abs(c - placedCol) <= 1) {
|
||||
const booperIsKitten = placedType === 'kitten';
|
||||
const targetIsCat = part.pieceType === 'cat';
|
||||
|
||||
if (booperIsKitten && targetIsCat) continue;
|
||||
|
||||
piecesToBoop.push({ part, dr, dc });
|
||||
}
|
||||
}
|
||||
|
||||
await host.produceAsync(state => {
|
||||
const board = state.board;
|
||||
const currentPieces = state.pieces;
|
||||
|
||||
for (const { part, dr, dc } of piecesToBoop) {
|
||||
const [r, c] = part.position;
|
||||
const newRow = r + dr;
|
||||
const newCol = c + dc;
|
||||
|
||||
if (newRow < 0 || newRow >= BOARD_SIZE || newCol < 0 || newCol >= BOARD_SIZE) {
|
||||
const pt = part.pieceType;
|
||||
const pl = part.player;
|
||||
const playerData = state.players[pl];
|
||||
// Remove piece from board
|
||||
board.childIds = board.childIds.filter(id => id !== part.id);
|
||||
delete board.partMap[part.position.join(',')];
|
||||
delete currentPieces[part.id];
|
||||
playerData[pt].placed--;
|
||||
playerData[pt].supply++;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if target cell is occupied
|
||||
const targetPosKey = `${newRow},${newCol}`;
|
||||
if (board.partMap[targetPosKey]) continue;
|
||||
|
||||
// Move piece to new position
|
||||
delete board.partMap[part.position.join(',')];
|
||||
part.position = [newRow, newCol];
|
||||
board.partMap[targetPosKey] = part.id;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
export function removePieceFromBoard(host: MutableSignal<BoopState>, part: BoopPart) {
|
||||
host.produce(state => {
|
||||
const board = state.board;
|
||||
const playerData = state.players[part.player];
|
||||
board.childIds = board.childIds.filter(id => id !== part.id);
|
||||
delete board.partMap[part.position.join(',')];
|
||||
delete state.pieces[part.id];
|
||||
playerData[part.pieceType].placed--;
|
||||
});
|
||||
}
|
||||
|
||||
const DIRECTIONS: [number, number][] = [
|
||||
[0, 1],
|
||||
[1, 0],
|
||||
[1, 1],
|
||||
[1, -1],
|
||||
];
|
||||
|
||||
export function* linesThrough(r: number, c: number): Generator<number[][]> {
|
||||
for (const [dr, dc] of DIRECTIONS) {
|
||||
const minStart = -(WIN_LENGTH - 1);
|
||||
for (let offset = minStart; offset <= 0; offset++) {
|
||||
const startR = r + offset * dr;
|
||||
const startC = c + offset * dc;
|
||||
const endR = startR + (WIN_LENGTH - 1) * dr;
|
||||
const endC = startC + (WIN_LENGTH - 1) * dc;
|
||||
|
||||
if (startR < 0 || startR >= BOARD_SIZE || startC < 0 || startC >= BOARD_SIZE) continue;
|
||||
if (endR < 0 || endR >= BOARD_SIZE || endC < 0 || endC >= BOARD_SIZE) continue;
|
||||
|
||||
const line: number[][] = [];
|
||||
for (let i = 0; i < WIN_LENGTH; i++) {
|
||||
line.push([startR + i * dr, startC + i * dc]);
|
||||
}
|
||||
yield line;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function* allLines(): Generator<number[][]> {
|
||||
const seen = new Set<string>();
|
||||
for (let r = 0; r < BOARD_SIZE; r++) {
|
||||
for (let c = 0; c < BOARD_SIZE; c++) {
|
||||
for (const line of linesThrough(r, c)) {
|
||||
const key = line.map(p => p.join(',')).join(';');
|
||||
if (!seen.has(key)) {
|
||||
seen.add(key);
|
||||
yield line;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function hasWinningLine(positions: number[][]): boolean {
|
||||
const posSet = new Set(positions.map(p => `${p[0]},${p[1]}`));
|
||||
for (const line of allLines()) {
|
||||
if (line.every(([lr, lc]) => posSet.has(`${lr},${lc}`))) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
export function checkGraduation(host: MutableSignal<BoopState>, player: PlayerType): number[][][] {
|
||||
const pieces = host.value.pieces;
|
||||
const piecesArray = Object.values(pieces);
|
||||
const posSet = new Set<string>();
|
||||
|
||||
for (const part of piecesArray) {
|
||||
if (part.player === player && part.pieceType === 'kitten') {
|
||||
posSet.add(`${part.position[0]},${part.position[1]}`);
|
||||
}
|
||||
}
|
||||
|
||||
const winningLines: number[][][] = [];
|
||||
for (const line of allLines()) {
|
||||
if (line.every(([lr, lc]) => posSet.has(`${lr},${lc}`))) {
|
||||
winningLines.push(line);
|
||||
}
|
||||
}
|
||||
return winningLines;
|
||||
}
|
||||
|
||||
export function processGraduation(host: MutableSignal<BoopState>, player: PlayerType, lines: number[][][]) {
|
||||
const allPositions = new Set<string>();
|
||||
for (const line of lines) {
|
||||
for (const [r, c] of line) {
|
||||
allPositions.add(`${r},${c}`);
|
||||
}
|
||||
}
|
||||
|
||||
const board = getBoardRegion(host);
|
||||
const pieces = host.value.pieces;
|
||||
const partsToRemove = Object.values(pieces).filter(
|
||||
p => p.player === player && p.pieceType === 'kitten' && allPositions.has(`${p.position[0]},${p.position[1]}`)
|
||||
);
|
||||
|
||||
for (const part of partsToRemove) {
|
||||
removePieceFromBoard(host, part);
|
||||
}
|
||||
|
||||
const count = partsToRemove.length;
|
||||
const playerData = getPlayer(host, player);
|
||||
incrementSupply(playerData, 'cat', count);
|
||||
}
|
||||
|
||||
export function countPiecesOnBoard(host: MutableSignal<BoopState>, player: PlayerType): number {
|
||||
const pieces = host.value.pieces;
|
||||
return Object.values(pieces).filter(p => p.player === player).length;
|
||||
}
|
||||
|
||||
export function checkWinner(host: MutableSignal<BoopState>): WinnerType {
|
||||
const pieces = host.value.pieces;
|
||||
const piecesArray = Object.values(pieces);
|
||||
|
||||
for (const player of ['white', 'black'] as PlayerType[]) {
|
||||
const positions = piecesArray
|
||||
.filter(p => p.player === player && p.pieceType === 'cat')
|
||||
.map(p => p.position);
|
||||
if (hasWinningLine(positions)) return player;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
// 命令构建器
|
||||
export const commands = {
|
||||
play: (player: PlayerType, row: number, col: number, type?: PieceType) =>
|
||||
`play ${player} ${row} ${col}${type ? ` ${type}` : ''}`,
|
||||
turn: (player: PlayerType) => `turn ${player}`,
|
||||
graduate: (row: number, col: number) => `graduate ${row} ${col}`,
|
||||
} as const;
|
||||
|
||||
// 导出游戏模块
|
||||
export const gameModule = {
|
||||
createInitialState,
|
||||
registry,
|
||||
commands,
|
||||
};
|
||||
export * from './data';
|
||||
export * from './commands';
|
||||
@@ -0,0 +1,6 @@
|
||||
type,player,count
|
||||
string,string,int
|
||||
kitten,white,8
|
||||
kitten,black,8
|
||||
cat,white,8
|
||||
cat,black,8
|
||||
|
@@ -0,0 +1,64 @@
|
||||
import {BOARD_SIZE, BoopGame, BoopPart, BoopState, PieceType, WIN_LENGTH} from "@/samples/boop/data";
|
||||
|
||||
const DIRS = [
|
||||
[0, 1],
|
||||
[1, 0],
|
||||
[1, 1],
|
||||
[-1, 1]
|
||||
]
|
||||
type PT = [number, number];
|
||||
type Line = PT[];
|
||||
export function* getLineCandidates(){
|
||||
for(const [dx, dy] of DIRS){
|
||||
for(let x = 0; x < BOARD_SIZE; x ++)
|
||||
for(let y = 0; y < BOARD_SIZE; y ++){
|
||||
if(!isInBounds(x + dx * (WIN_LENGTH-1), y + dy * (WIN_LENGTH-1))) continue;
|
||||
const line = [];
|
||||
for(let i = 0; i < WIN_LENGTH; i ++){
|
||||
line.push([x + i * dx, y + i * dy]);
|
||||
}
|
||||
yield line as Line;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查位置是否在棋盘范围内
|
||||
*/
|
||||
export function isInBounds(x: number, y: number): boolean {
|
||||
return x >= 0 && x < BOARD_SIZE && y >= 0 && y < BOARD_SIZE;
|
||||
}
|
||||
|
||||
export function isCellOccupied(game: BoopGame | BoopState, x: number, y: number): boolean {
|
||||
const id = `${x},${y}`;
|
||||
return getState(game).regions.board.partMap[id] !== undefined;
|
||||
}
|
||||
|
||||
export function* getNeighborPositions(x: number = 0, y: number = 0){
|
||||
for(let dx = -1; dx <= 1; dx ++)
|
||||
for(let dy = -1; dy <= 1; dy ++)
|
||||
if(dx !== 0 || dy !== 0)
|
||||
yield [x + dx, y + dy] as PT;
|
||||
}
|
||||
|
||||
export function findPartInRegion(ctx: BoopGame | BoopState, regionId: keyof BoopGame['value']['regions'], type: PieceType): BoopPart | null {
|
||||
const state = getState(ctx);
|
||||
if(!regionId){
|
||||
return Object.values(state.pieces).find(part => part.type === type && !part.regionId) || null;
|
||||
}
|
||||
const id = state.regions[regionId].childIds.find(id => state.pieces[id].type === type);
|
||||
return id ? state.pieces[id] || null : null;
|
||||
}
|
||||
|
||||
export function findPartAtPosition(ctx: BoopGame | BoopState, row: number, col: number): BoopPart | null {
|
||||
const state = getState(ctx);
|
||||
const id = state.regions.board.partMap[`${row},${col}`];
|
||||
return id ? state.pieces[id] || null : null;
|
||||
}
|
||||
|
||||
function getState(ctx: BoopGame | BoopState): BoopState {
|
||||
if('value' in ctx){
|
||||
return ctx.value;
|
||||
}
|
||||
return ctx;
|
||||
}
|
||||
@@ -65,11 +65,11 @@ async function turn(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: num
|
||||
const [player, row, col] = command.params as [PlayerType, number, number];
|
||||
|
||||
if (player !== turnPlayer) {
|
||||
throw new Error(`Invalid player: ${player}. Expected ${turnPlayer}.`);
|
||||
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
||||
} else if (!isValidMove(row, col)) {
|
||||
throw new Error(`Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`);
|
||||
throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
|
||||
} else if (isCellOccupied(game, row, col)) {
|
||||
throw new Error(`Cell (${row}, ${col}) is already occupied.`);
|
||||
throw `Cell (${row}, ${col}) is already occupied.`;
|
||||
} else {
|
||||
return { player, row, col };
|
||||
}
|
||||
|
||||
@@ -154,8 +154,8 @@ export function createCommandRunnerContext<TContext>(
|
||||
resolve(result);
|
||||
return null;
|
||||
}catch(e){
|
||||
if(e instanceof Error)
|
||||
return e.message;
|
||||
if(typeof e === 'string')
|
||||
return e;
|
||||
else
|
||||
throw e;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user