refactor: massive way of writing fix
This commit is contained in:
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8f86b88c88
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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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@ -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 {
|
||||
return isCellOccupiedUtil(host.value.pieces, 'board', [row, col]);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,644 +1,116 @@
|
|||
import { describe, it, expect } from 'vitest';
|
||||
import {
|
||||
registry,
|
||||
checkWinner,
|
||||
isCellOccupied,
|
||||
getPartAt,
|
||||
placePiece,
|
||||
applyBoops,
|
||||
checkGraduation,
|
||||
processGraduation,
|
||||
hasWinningLine,
|
||||
removePieceFromBoard,
|
||||
createInitialState,
|
||||
BoopState,
|
||||
WinnerType,
|
||||
PlayerType,
|
||||
getBoardRegion,
|
||||
} from '@/samples/boop';
|
||||
import {MutableSignal} from "@/utils/mutable-signal";
|
||||
import {createGameContext} from "@/";
|
||||
import type { PromptEvent } from '@/utils/command';
|
||||
import { createGameHost } from '@/core/game-host';
|
||||
import * as boop from '@/samples/boop';
|
||||
|
||||
function createTestContext() {
|
||||
const ctx = createGameContext(registry, createInitialState);
|
||||
return { registry, ctx };
|
||||
function createTestHost() {
|
||||
return createGameHost(boop);
|
||||
}
|
||||
|
||||
function getState(ctx: ReturnType<typeof createTestContext>['ctx']): MutableSignal<BoopState> {
|
||||
return ctx.state;
|
||||
}
|
||||
describe('Boop Game', () => {
|
||||
describe('Setup', () => {
|
||||
it('should create initial state correctly', () => {
|
||||
const state = boop.createInitialState();
|
||||
|
||||
function waitForPrompt(ctx: ReturnType<typeof createTestContext>['ctx']): Promise<PromptEvent> {
|
||||
return new Promise(resolve => {
|
||||
ctx.commands.on('prompt', resolve);
|
||||
});
|
||||
}
|
||||
expect(state.currentPlayer).toBe('white');
|
||||
expect(state.winner).toBeNull();
|
||||
expect(state.regions.board).toBeDefined();
|
||||
expect(state.regions.white).toBeDefined();
|
||||
expect(state.regions.black).toBeDefined();
|
||||
|
||||
function getParts(state: MutableSignal<BoopState>) {
|
||||
return Object.values(state.value.pieces);
|
||||
}
|
||||
// 8 kittens per player
|
||||
const whiteKittens = Object.values(state.pieces).filter(p => p.player === 'white' && p.type === 'kitten');
|
||||
const blackKittens = Object.values(state.pieces).filter(p => p.player === 'black' && p.type === 'kitten');
|
||||
expect(whiteKittens.length).toBe(8);
|
||||
expect(blackKittens.length).toBe(8);
|
||||
|
||||
describe('Boop - helper functions', () => {
|
||||
describe('isCellOccupied', () => {
|
||||
it('should return false for empty cell', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
// 8 cats per player (initially in box)
|
||||
const whiteCats = Object.values(state.pieces).filter(p => p.player === 'white' && p.type === 'cat');
|
||||
const blackCats = Object.values(state.pieces).filter(p => p.player === 'black' && p.type === 'cat');
|
||||
expect(whiteCats.length).toBe(8);
|
||||
expect(blackCats.length).toBe(8);
|
||||
|
||||
expect(isCellOccupied(state, 3, 3)).toBe(false);
|
||||
});
|
||||
// All cats should be in box (regionId = '')
|
||||
whiteCats.forEach(cat => expect(cat.regionId).toBe(''));
|
||||
blackCats.forEach(cat => expect(cat.regionId).toBe(''));
|
||||
|
||||
it('should return true for occupied cell', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
placePiece(state, 3, 3, 'white', 'kitten');
|
||||
|
||||
expect(isCellOccupied(state, 3, 3)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false for different cell', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
placePiece(state, 0, 0, 'white', 'kitten');
|
||||
|
||||
expect(isCellOccupied(state, 1, 1)).toBe(false);
|
||||
// Kittens should be in player supplies
|
||||
whiteKittens.forEach(k => expect(k.regionId).toBe('white'));
|
||||
blackKittens.forEach(k => expect(k.regionId).toBe('black'));
|
||||
});
|
||||
});
|
||||
|
||||
describe('getPartAt', () => {
|
||||
it('should return null for empty cell', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
describe('Place and Boop Commands', () => {
|
||||
it('should place a kitten via play command', async () => {
|
||||
const host = createTestHost();
|
||||
await host.setup('setup');
|
||||
|
||||
expect(getPartAt(state, 2, 2)).toBeNull();
|
||||
});
|
||||
// Use the play command which is what the system expects
|
||||
const result = host.onInput('play white 2 2 kitten');
|
||||
expect(result).toBeNull();
|
||||
|
||||
it('should return the part at occupied cell', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
placePiece(state, 2, 2, 'black', 'kitten');
|
||||
// Wait for async operations
|
||||
await new Promise(resolve => setTimeout(resolve, 50));
|
||||
|
||||
const part = getPartAt(state, 2, 2);
|
||||
expect(part).not.toBeNull();
|
||||
if (part) {
|
||||
expect(part.player).toBe('black');
|
||||
expect(part.pieceType).toBe('kitten');
|
||||
}
|
||||
const state = host.state.value;
|
||||
// Should have placed a piece on the board
|
||||
const boardPieces = Object.keys(state.regions.board.partMap);
|
||||
expect(boardPieces.length).toBeGreaterThan(0);
|
||||
|
||||
// Should have one less kitten in supply
|
||||
const whiteSupply = state.regions.white.childIds.filter(id => state.pieces[id].type === 'kitten');
|
||||
expect(whiteSupply.length).toBe(7);
|
||||
});
|
||||
});
|
||||
|
||||
describe('placePiece', () => {
|
||||
it('should add a kitten to the board', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
placePiece(state, 2, 3, 'white', 'kitten');
|
||||
describe('Boop Mechanics', () => {
|
||||
it('should boop adjacent pieces away from placement', async () => {
|
||||
const host = createTestHost();
|
||||
await host.setup('setup');
|
||||
|
||||
const parts = getParts(state);
|
||||
expect(parts.length).toBe(1);
|
||||
expect(parts[0].position).toEqual([2, 3]);
|
||||
expect(parts[0].player).toBe('white');
|
||||
expect(parts[0].pieceType).toBe('kitten');
|
||||
// White places at 2,2
|
||||
host.onInput('play white 2 2 kitten');
|
||||
await new Promise(resolve => setTimeout(resolve, 50));
|
||||
|
||||
// Black places at 2,3, which will boop white's piece
|
||||
host.onInput('play black 2 3 kitten');
|
||||
await new Promise(resolve => setTimeout(resolve, 50));
|
||||
|
||||
const state = host.state.value;
|
||||
// Check that pieces were placed
|
||||
const boardPieceCount = Object.keys(state.regions.board.partMap).length;
|
||||
expect(boardPieceCount).toBeGreaterThanOrEqual(1);
|
||||
});
|
||||
|
||||
it('should name piece white-kitten-1', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
placePiece(state, 0, 0, 'white', 'kitten');
|
||||
it('should handle pieces being booped off the board', async () => {
|
||||
const host = createTestHost();
|
||||
await host.setup('setup');
|
||||
|
||||
expect(getParts(state)[0].id).toBe('white-kitten-1');
|
||||
});
|
||||
// White places at corner
|
||||
host.onInput('play white 0 0 kitten');
|
||||
await new Promise(resolve => setTimeout(resolve, 50));
|
||||
|
||||
it('should name piece white-kitten-2 for second white kitten', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
placePiece(state, 0, 0, 'white', 'kitten');
|
||||
placePiece(state, 0, 1, 'white', 'kitten');
|
||||
|
||||
expect(getParts(state)[1].id).toBe('white-kitten-2');
|
||||
});
|
||||
|
||||
it('should name piece white-cat-1', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
placePiece(state, 0, 0, 'white', 'cat');
|
||||
|
||||
expect(getParts(state)[0].id).toBe('white-cat-1');
|
||||
});
|
||||
|
||||
it('should decrement the correct player kitten supply', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 0, 0, 'white', 'kitten');
|
||||
expect(state.value.players.white.kitten.supply).toBe(7);
|
||||
expect(state.value.players.black.kitten.supply).toBe(8);
|
||||
|
||||
placePiece(state, 0, 1, 'black', 'kitten');
|
||||
expect(state.value.players.white.kitten.supply).toBe(7);
|
||||
expect(state.value.players.black.kitten.supply).toBe(7);
|
||||
});
|
||||
|
||||
it('should decrement the correct player cat supply', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
state.produce(s => {
|
||||
s.players.white.cat.supply = 3;
|
||||
});
|
||||
|
||||
placePiece(state, 0, 0, 'white', 'cat');
|
||||
expect(state.value.players.white.cat.supply).toBe(2);
|
||||
});
|
||||
|
||||
it('should add piece to board region children', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
placePiece(state, 1, 1, 'white', 'kitten');
|
||||
|
||||
const board = getBoardRegion(state);
|
||||
expect(board.childIds.length).toBe(1);
|
||||
});
|
||||
|
||||
it('should generate unique IDs for pieces', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
placePiece(state, 0, 0, 'white', 'kitten');
|
||||
placePiece(state, 0, 1, 'black', 'kitten');
|
||||
|
||||
const ids = getParts(state).map(p => p.id);
|
||||
expect(new Set(ids).size).toBe(2);
|
||||
const state = host.state.value;
|
||||
// Verify placement
|
||||
expect(state.regions.board.partMap['0,0']).toBeDefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('applyBoops', () => {
|
||||
it('should boop adjacent kitten away from placed kitten', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 3, 3, 'black', 'kitten');
|
||||
placePiece(state, 2, 2, 'white', 'kitten');
|
||||
|
||||
const whitePart = getParts(state)[1];
|
||||
expect(whitePart.position).toEqual([2, 2]);
|
||||
|
||||
await applyBoops(state, 3, 3, 'kitten');
|
||||
|
||||
expect(whitePart.position).toEqual([1, 1]);
|
||||
});
|
||||
|
||||
it('should not boop a cat when a kitten is placed', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 3, 3, 'black', 'kitten');
|
||||
const whitePart = getParts(state)[0];
|
||||
whitePart.pieceType = 'cat';
|
||||
|
||||
await applyBoops(state, 3, 3, 'kitten');
|
||||
|
||||
expect(whitePart.position).toEqual([3, 3]);
|
||||
});
|
||||
|
||||
it('should remove piece that is booped off the board', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 0, 0, 'white', 'kitten');
|
||||
placePiece(state, 1, 1, 'black', 'kitten');
|
||||
|
||||
await applyBoops(state, 1, 1, 'kitten');
|
||||
|
||||
expect(getParts(state).length).toBe(1);
|
||||
expect(getParts(state)[0].player).toBe('black');
|
||||
expect(state.value.players.white.kitten.supply).toBe(8);
|
||||
});
|
||||
|
||||
it('should not boop piece if target cell is occupied', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 1, 1, 'white', 'kitten');
|
||||
placePiece(state, 2, 1, 'black', 'kitten');
|
||||
placePiece(state, 0, 1, 'black', 'kitten');
|
||||
|
||||
await applyBoops(state, 0, 1, 'kitten');
|
||||
|
||||
const whitePart = getParts(state).find(p => p.player === 'white');
|
||||
expect(whitePart).toBeDefined();
|
||||
if (whitePart) {
|
||||
expect(whitePart.position).toEqual([1, 1]);
|
||||
}
|
||||
});
|
||||
|
||||
it('should boop multiple adjacent pieces', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 3, 3, 'white', 'kitten');
|
||||
placePiece(state, 2, 2, 'black', 'kitten');
|
||||
placePiece(state, 2, 3, 'black', 'kitten');
|
||||
|
||||
await applyBoops(state, 3, 3, 'kitten');
|
||||
|
||||
expect(getParts(state)[1].position).toEqual([1, 1]);
|
||||
expect(getParts(state)[2].position).toEqual([1, 3]);
|
||||
});
|
||||
|
||||
it('should not boop the placed piece itself', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 3, 3, 'white', 'kitten');
|
||||
|
||||
await applyBoops(state, 3, 3, 'kitten');
|
||||
|
||||
expect(getParts(state)[0].position).toEqual([3, 3]);
|
||||
});
|
||||
});
|
||||
|
||||
describe('removePieceFromBoard', () => {
|
||||
it('should remove piece from board children', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
placePiece(state, 2, 2, 'white', 'kitten');
|
||||
const part = getParts(state)[0];
|
||||
|
||||
removePieceFromBoard(state, part);
|
||||
|
||||
const board = getBoardRegion(state);
|
||||
expect(board.childIds.length).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('checkGraduation', () => {
|
||||
it('should return empty array when no kittens in a row', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 0, 0, 'white', 'kitten');
|
||||
placePiece(state, 2, 2, 'white', 'kitten');
|
||||
|
||||
const lines = checkGraduation(state, 'white');
|
||||
expect(lines.length).toBe(0);
|
||||
});
|
||||
|
||||
it('should detect horizontal line of 3 kittens', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 1, 0, 'white', 'kitten');
|
||||
placePiece(state, 1, 1, 'white', 'kitten');
|
||||
placePiece(state, 1, 2, 'white', 'kitten');
|
||||
|
||||
const lines = checkGraduation(state, 'white');
|
||||
expect(lines.length).toBe(1);
|
||||
expect(lines[0]).toEqual([[1, 0], [1, 1], [1, 2]]);
|
||||
});
|
||||
|
||||
it('should detect vertical line of 3 kittens', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 0, 2, 'white', 'kitten');
|
||||
placePiece(state, 1, 2, 'white', 'kitten');
|
||||
placePiece(state, 2, 2, 'white', 'kitten');
|
||||
|
||||
const lines = checkGraduation(state, 'white');
|
||||
expect(lines.length).toBe(1);
|
||||
expect(lines[0]).toEqual([[0, 2], [1, 2], [2, 2]]);
|
||||
});
|
||||
|
||||
it('should detect diagonal line of 3 kittens', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 0, 0, 'white', 'kitten');
|
||||
placePiece(state, 1, 1, 'white', 'kitten');
|
||||
placePiece(state, 2, 2, 'white', 'kitten');
|
||||
|
||||
const lines = checkGraduation(state, 'white');
|
||||
expect(lines.length).toBe(1);
|
||||
expect(lines[0]).toEqual([[0, 0], [1, 1], [2, 2]]);
|
||||
});
|
||||
|
||||
it('should detect anti-diagonal line of 3 kittens', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 2, 0, 'white', 'kitten');
|
||||
placePiece(state, 1, 1, 'white', 'kitten');
|
||||
placePiece(state, 0, 2, 'white', 'kitten');
|
||||
|
||||
const lines = checkGraduation(state, 'white');
|
||||
expect(lines.length).toBe(1);
|
||||
expect(lines[0]).toEqual([[0, 2], [1, 1], [2, 0]]);
|
||||
});
|
||||
|
||||
it('should not detect line with mixed piece types', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 0, 0, 'white', 'kitten');
|
||||
placePiece(state, 0, 1, 'white', 'kitten');
|
||||
placePiece(state, 0, 2, 'white', 'kitten');
|
||||
|
||||
getParts(state)[1].pieceType = 'cat';
|
||||
|
||||
const lines = checkGraduation(state, 'white');
|
||||
expect(lines.length).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('processGraduation', () => {
|
||||
it('should convert kittens to cats and update supply', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 0, 0, 'white', 'kitten');
|
||||
placePiece(state, 0, 1, 'white', 'kitten');
|
||||
placePiece(state, 0, 2, 'white', 'kitten');
|
||||
|
||||
const lines = checkGraduation(state, 'white');
|
||||
expect(lines.length).toBe(1);
|
||||
|
||||
processGraduation(state, 'white', lines);
|
||||
|
||||
expect(getParts(state).length).toBe(0);
|
||||
expect(state.value.players.white.cat.supply).toBe(3);
|
||||
});
|
||||
|
||||
it('should only graduate pieces on the winning lines', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 0, 0, 'white', 'kitten');
|
||||
placePiece(state, 0, 1, 'white', 'kitten');
|
||||
placePiece(state, 0, 2, 'white', 'kitten');
|
||||
placePiece(state, 3, 3, 'white', 'kitten');
|
||||
|
||||
const lines = checkGraduation(state, 'white');
|
||||
processGraduation(state, 'white', lines);
|
||||
|
||||
expect(getParts(state).length).toBe(1);
|
||||
expect(getParts(state)[0].position).toEqual([3, 3]);
|
||||
expect(state.value.players.white.cat.supply).toBe(3);
|
||||
});
|
||||
});
|
||||
|
||||
describe('hasWinningLine', () => {
|
||||
it('should return false for no line', () => {
|
||||
expect(hasWinningLine([[0, 0], [1, 1], [3, 3]])).toBe(false);
|
||||
});
|
||||
|
||||
it('should return true for horizontal line', () => {
|
||||
expect(hasWinningLine([[0, 0], [0, 1], [0, 2]])).toBe(true);
|
||||
});
|
||||
|
||||
it('should return true for vertical line', () => {
|
||||
expect(hasWinningLine([[0, 0], [1, 0], [2, 0]])).toBe(true);
|
||||
});
|
||||
|
||||
it('should return true for diagonal line', () => {
|
||||
expect(hasWinningLine([[0, 0], [1, 1], [2, 2]])).toBe(true);
|
||||
});
|
||||
|
||||
it('should return true for anti-diagonal line', () => {
|
||||
expect(hasWinningLine([[2, 0], [1, 1], [0, 2]])).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('checkWinner', () => {
|
||||
it('should return null for empty board', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
expect(checkWinner(state)).toBeNull();
|
||||
});
|
||||
|
||||
it('should return winner when player has 3 cats in a row', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 0, 0, 'white', 'cat');
|
||||
placePiece(state, 0, 1, 'white', 'cat');
|
||||
placePiece(state, 0, 2, 'white', 'cat');
|
||||
|
||||
expect(checkWinner(state)).toBe('white');
|
||||
});
|
||||
|
||||
it('should return draw when both players use all pieces', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
for (let i = 0; i < 8; i++) {
|
||||
placePiece(state, i % 6, Math.floor(i / 6) + (i % 2), 'white', 'kitten');
|
||||
}
|
||||
for (let i = 0; i < 8; i++) {
|
||||
placePiece(state, i % 6, Math.floor(i / 6) + 3 + (i % 2), 'black', 'kitten');
|
||||
}
|
||||
|
||||
const result = checkWinner(state);
|
||||
expect(result === 'draw' || result === null).toBe(true);
|
||||
describe('Full Game Flow', () => {
|
||||
it('should play a turn and switch players', async () => {
|
||||
const host = createTestHost();
|
||||
await host.setup('setup');
|
||||
|
||||
// White's turn - place at 2,2
|
||||
host.onInput('play white 2 2 kitten');
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
const stateAfterWhite = host.state.value;
|
||||
// Should have placed a piece
|
||||
expect(stateAfterWhite.regions.board.partMap['2,2']).toBeDefined();
|
||||
expect(stateAfterWhite.regions.board.partMap['2,2']).toBe('white-kitten-1');
|
||||
|
||||
// Current player should still be white (turn hasn't completed from setup's perspective)
|
||||
// But we can check if black's turn has started by trying to play as black
|
||||
// This is a bit tricky, so let's just verify the board state
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('Boop - game flow', () => {
|
||||
it('should have setup and turn commands registered', () => {
|
||||
const { registry: reg } = createTestContext();
|
||||
|
||||
expect(reg.has('setup')).toBe(true);
|
||||
expect(reg.has('turn')).toBe(true);
|
||||
});
|
||||
|
||||
it('should setup board when setup command runs', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
const promptPromise = waitForPrompt(ctx);
|
||||
const runPromise = ctx.commands.run('setup');
|
||||
|
||||
const promptEvent = await promptPromise;
|
||||
expect(promptEvent).not.toBeNull();
|
||||
expect(promptEvent.schema.name).toBe('play');
|
||||
|
||||
promptEvent.cancel('test end');
|
||||
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(false);
|
||||
});
|
||||
|
||||
it('should accept valid move via turn command', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
const promptPromise = waitForPrompt(ctx);
|
||||
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
|
||||
|
||||
const promptEvent = await promptPromise;
|
||||
expect(promptEvent).not.toBeNull();
|
||||
expect(promptEvent.schema.name).toBe('play');
|
||||
|
||||
const error = promptEvent.tryCommit({ name: 'play', params: ['white', 2, 2], options: {}, flags: {} });
|
||||
expect(error).toBeNull();
|
||||
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) expect(result.result.winner).toBeNull();
|
||||
expect(getParts(ctx.state).length).toBe(1);
|
||||
expect(getParts(ctx.state)[0].position).toEqual([2, 2]);
|
||||
expect(getParts(ctx.state)[0].id).toBe('white-kitten-1');
|
||||
});
|
||||
|
||||
it('should reject move for wrong player and re-prompt', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
const promptPromise = waitForPrompt(ctx);
|
||||
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
|
||||
|
||||
const promptEvent1 = await promptPromise;
|
||||
// 验证器会拒绝错误的玩家
|
||||
const error1 = promptEvent1.tryCommit({ name: 'play', params: ['black', 2, 2], options: {}, flags: {} });
|
||||
expect(error1).toContain('Invalid player');
|
||||
|
||||
// 验证失败后,再次尝试有效输入
|
||||
const error2 = promptEvent1.tryCommit({ name: 'play', params: ['white', 2, 2], options: {}, flags: {} });
|
||||
expect(error2).toBeNull();
|
||||
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) expect(result.result.winner).toBeNull();
|
||||
});
|
||||
|
||||
it('should reject move to occupied cell and re-prompt', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 2, 2, 'black', 'kitten');
|
||||
|
||||
const promptPromise = waitForPrompt(ctx);
|
||||
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
|
||||
|
||||
const promptEvent1 = await promptPromise;
|
||||
const error1 = promptEvent1.tryCommit({ name: 'play', params: ['white', 2, 2], options: {}, flags: {} });
|
||||
expect(error1).toContain('occupied');
|
||||
|
||||
// 验证失败后,再次尝试有效输入
|
||||
const error2 = promptEvent1.tryCommit({ name: 'play', params: ['white', 0, 0], options: {}, flags: {} });
|
||||
expect(error2).toBeNull();
|
||||
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) expect(result.result.winner).toBeNull();
|
||||
});
|
||||
|
||||
it('should reject move when kitten supply is empty', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
state.produce(s => {
|
||||
s.players.white.kitten.supply = 0;
|
||||
});
|
||||
|
||||
const promptPromise = waitForPrompt(ctx);
|
||||
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
|
||||
|
||||
const promptEvent1 = await promptPromise;
|
||||
const error1 = promptEvent1.tryCommit({ name: 'play', params: ['white', 0, 0], options: {}, flags: {} });
|
||||
expect(error1).toContain('No kittens');
|
||||
|
||||
// 验证失败后,取消
|
||||
promptEvent1.cancel('test end');
|
||||
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(false);
|
||||
});
|
||||
|
||||
it('should boop adjacent pieces after placement', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
let promptPromise = waitForPrompt(ctx);
|
||||
let runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
|
||||
let prompt = await promptPromise;
|
||||
const error1 = prompt.tryCommit({ name: 'play', params: ['white', 3, 3], options: {}, flags: {} });
|
||||
expect(error1).toBeNull();
|
||||
let result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
expect(getParts(state).length).toBe(1);
|
||||
|
||||
promptPromise = waitForPrompt(ctx);
|
||||
runPromise = ctx.commands.run<{winner: WinnerType}>('turn black');
|
||||
prompt = await promptPromise;
|
||||
const error2 = prompt.tryCommit({ name: 'play', params: ['black', 2, 2], options: {}, flags: {} });
|
||||
expect(error2).toBeNull();
|
||||
result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
expect(getParts(state).length).toBe(2);
|
||||
|
||||
const whitePart = getParts(state).find(p => p.player === 'white');
|
||||
expect(whitePart).toBeDefined();
|
||||
if (whitePart) {
|
||||
expect(whitePart.position).not.toEqual([3, 3]);
|
||||
}
|
||||
});
|
||||
|
||||
it('should graduate kittens to cats and check for cat win', () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
placePiece(state, 1, 0, 'white', 'kitten');
|
||||
placePiece(state, 1, 1, 'white', 'kitten');
|
||||
placePiece(state, 1, 2, 'white', 'kitten');
|
||||
|
||||
const lines = checkGraduation(state, 'white');
|
||||
expect(lines.length).toBeGreaterThanOrEqual(1);
|
||||
|
||||
processGraduation(state, 'white', lines);
|
||||
|
||||
expect(getParts(state).length).toBe(0);
|
||||
expect(state.value.players.white.cat.supply).toBe(3);
|
||||
});
|
||||
|
||||
it('should accept placing a cat via play command', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
state.produce(s => {
|
||||
s.players.white.cat.supply = 3;
|
||||
});
|
||||
|
||||
const promptPromise = waitForPrompt(ctx);
|
||||
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
|
||||
|
||||
const promptEvent = await promptPromise;
|
||||
const error = promptEvent.tryCommit({ name: 'play', params: ['white', 2, 2, 'cat'], options: {}, flags: {} });
|
||||
expect(error).toBeNull();
|
||||
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
expect(getParts(state).length).toBe(1);
|
||||
expect(getParts(state)[0].id).toBe('white-cat-1');
|
||||
expect(getParts(state)[0].pieceType).toBe('cat');
|
||||
expect(state.value.players.white.cat.supply).toBe(2);
|
||||
});
|
||||
|
||||
it('should reject placing a cat when supply is empty', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
const state = getState(ctx);
|
||||
|
||||
state.produce(s => {
|
||||
s.players.white.cat.supply = 0;
|
||||
});
|
||||
|
||||
const promptPromise = waitForPrompt(ctx);
|
||||
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
|
||||
|
||||
const promptEvent1 = await promptPromise;
|
||||
const error1 = promptEvent1.tryCommit({ name: 'play', params: ['white', 0, 0, 'cat'], options: {}, flags: {} });
|
||||
expect(error1).toContain('No cats');
|
||||
|
||||
// 验证失败后,取消
|
||||
promptEvent1.cancel('test end');
|
||||
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(false);
|
||||
});
|
||||
});
|
||||
|
|
|
|||
Loading…
Reference in New Issue