Initial commit: boardgame-core with build fixes

Co-authored-by: Qwen-Coder <qwen-coder@alibabacloud.com>
This commit is contained in:
hyper
2026-03-31 18:01:57 +08:00
co-authored by Qwen-Coder
commit d27948fbfc
39 changed files with 8545 additions and 0 deletions
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import type { GameState } from '../core/GameState';
import type { Part, MeeplePart, CardPart, TilePart } from '../core/Part';
import { PartType } from '../core/Part';
/**
* 创建 Part 并添加到 GameState
*/
export function createPartAction<T extends Part>(gameState: GameState, part: T): T {
gameState.addPart(part);
return part;
}
/**
* 创建 Meeple 并添加到 GameState
*/
export function createMeepleAction(
gameState: GameState,
id: string,
color: string,
options?: { name?: string; metadata?: Record<string, unknown> }
): MeeplePart {
const part: MeeplePart = {
id,
type: PartType.Meeple,
color,
...options,
};
gameState.addPart(part);
return part;
}
/**
* 创建 Card 并添加到 GameState
*/
export function createCardAction(
gameState: GameState,
id: string,
options?: { suit?: string; value?: number | string; name?: string; metadata?: Record<string, unknown> }
): CardPart {
const part: CardPart = {
id,
type: PartType.Card,
...options,
};
gameState.addPart(part);
return part;
}
/**
* 创建 Tile 并添加到 GameState
*/
export function createTileAction(
gameState: GameState,
id: string,
options?: { pattern?: string; rotation?: number; name?: string; metadata?: Record<string, unknown> }
): TilePart {
const part: TilePart = {
id,
type: PartType.Tile,
...options,
};
gameState.addPart(part);
return part;
}
/**
* 更新 Part
*/
export function updatePartAction<T extends Part>(
gameState: GameState,
partId: string,
updates: Partial<T>
): void {
gameState.updatePart<T>(partId, updates);
}
/**
* 移除 Part
*/
export function removePartAction(gameState: GameState, partId: string): void {
// 先移除所有引用该 Part 的 Placement
const placements = gameState.getPlacementsOfPart(partId);
for (const placement of placements) {
gameState.removePlacement(placement.id);
}
gameState.removePart(partId);
}
/**
* 获取 Part
*/
export function getPartAction(gameState: GameState, partId: string): Part | undefined {
return gameState.getPart(partId);
}
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import type { GameState } from '../core/GameState';
import type { Placement, Position } from '../core/Placement';
import type { Part } from '../core/Part';
/**
* 创建 Placement 并添加到 GameState
*/
export function createPlacementAction(
gameState: GameState,
options: {
id: string;
partId: string;
regionId: string;
position?: Position;
rotation?: number;
faceUp?: boolean;
metadata?: Record<string, unknown>;
}
): Placement {
const part = gameState.getPart(options.partId);
if (!part) {
throw new Error(`Part ${options.partId} not found`);
}
const region = gameState.getRegion(options.regionId);
if (!region) {
throw new Error(`Region ${options.regionId} not found`);
}
const placement: Placement = {
id: options.id,
partId: options.partId,
regionId: options.regionId,
part,
position: options.position,
rotation: options.rotation ?? 0,
faceUp: options.faceUp ?? true,
metadata: options.metadata,
};
gameState.addPlacement(placement);
return placement;
}
/**
* 获取 Placement
*/
export function getPlacementAction(gameState: GameState, placementId: string): Placement | undefined {
return gameState.getPlacement(placementId);
}
/**
* 移除 Placement
*/
export function removePlacementAction(gameState: GameState, placementId: string): void {
gameState.removePlacement(placementId);
}
/**
* 移动 Placement 到另一个 Region
*/
export function movePlacementAction(
gameState: GameState,
placementId: string,
targetRegionId: string,
key?: string
): void {
gameState.movePlacement(placementId, targetRegionId, key);
}
/**
* 更新 Placement 的位置
*/
export function updatePlacementPositionAction(
gameState: GameState,
placementId: string,
position: Position
): void {
const placement = gameState.getPlacement(placementId);
if (!placement) {
throw new Error(`Placement ${placementId} not found`);
}
const updated = { ...placement, position };
const placements = new Map(gameState.placements.value);
placements.set(placementId, updated);
gameState.placements.value = placements;
}
/**
* 更新 Placement 的旋转角度
*/
export function updatePlacementRotationAction(
gameState: GameState,
placementId: string,
rotation: number
): void {
const placement = gameState.getPlacement(placementId);
if (!placement) {
throw new Error(`Placement ${placementId} not found`);
}
const updated = { ...placement, rotation };
const placements = new Map(gameState.placements.value);
placements.set(placementId, updated);
gameState.placements.value = placements;
}
/**
* 翻转 Placement
*/
export function flipPlacementAction(gameState: GameState, placementId: string): void {
const placement = gameState.getPlacement(placementId);
if (!placement) {
throw new Error(`Placement ${placementId} not found`);
}
const updated = { ...placement, faceUp: !placement.faceUp };
const placements = new Map(gameState.placements.value);
placements.set(placementId, updated);
gameState.placements.value = placements;
}
/**
* 更新 Placement 的 Part 引用
*/
export function updatePlacementPartAction(
gameState: GameState,
placementId: string,
part: Part | null
): void {
gameState.updatePlacementPart(placementId, part);
}
/**
* 交换两个 Placement 的位置
*/
export function swapPlacementsAction(
gameState: GameState,
placementId1: string,
placementId2: string
): void {
const placement1 = gameState.getPlacement(placementId1);
const placement2 = gameState.getPlacement(placementId2);
if (!placement1) {
throw new Error(`Placement ${placementId1} not found`);
}
if (!placement2) {
throw new Error(`Placement ${placementId2} not found`);
}
if (placement1.regionId !== placement2.regionId) {
throw new Error('Cannot swap placements in different regions directly');
}
const region = gameState.getRegion(placement1.regionId);
if (!region) {
throw new Error(`Region ${placement1.regionId} not found`);
}
// 如果是 keyed region,交换 slots
if (region.type === 'keyed' && region.slots) {
const slots = new Map(region.slots.value);
let key1: string | null = null;
let key2: string | null = null;
for (const [key, value] of slots.entries()) {
if (value === placementId1) key1 = key;
if (value === placementId2) key2 = key;
}
if (key1 && key2) {
slots.set(key1, placementId2);
slots.set(key2, placementId1);
region.slots.value = slots;
}
} else {
// unkeyed region:交换在 placements 列表中的位置
const placements = [...region.placements.value];
const index1 = placements.indexOf(placementId1);
const index2 = placements.indexOf(placementId2);
if (index1 !== -1 && index2 !== -1) {
[placements[index1], placements[index2]] = [placements[index2], placements[index1]];
region.placements.value = placements;
}
}
}
/**
* 将 Placement 设置为面朝上/面朝下
*/
export function setPlacementFaceAction(
gameState: GameState,
placementId: string,
faceUp: boolean
): void {
const placement = gameState.getPlacement(placementId);
if (!placement) {
throw new Error(`Placement ${placementId} not found`);
}
const updated = { ...placement, faceUp };
const placements = new Map(gameState.placements.value);
placements.set(placementId, updated);
gameState.placements.value = placements;
}
/**
* 获取 Region 中的所有 Placements
*/
export function getPlacementsInRegionAction(gameState: GameState, regionId: string): Placement[] {
return gameState.getPlacementsInRegion(regionId);
}
/**
* 获取 Part 的所有 Placements
*/
export function getPlacementsOfPartAction(gameState: GameState, partId: string): Placement[] {
return gameState.getPlacementsOfPart(partId);
}
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import type { GameState } from '../core/GameState';
import type { Region, RegionProperties } from '../core/Region';
import { RegionType } from '../core/Region';
import type { Placement } from '../core/Placement';
import { signal } from '@preact/signals-core';
/**
* 创建 Region 并添加到 GameState
*/
export function createRegionAction(gameState: GameState, properties: RegionProperties): Region {
const region = {
...properties,
placements: signal<string[]>([]),
...(properties.type === RegionType.Keyed ? { slots: signal<Map<string, string | null>>(new Map()) } : {}),
} as Region;
gameState.addRegion(region);
return region;
}
/**
* 获取 Region
*/
export function getRegionAction(gameState: GameState, regionId: string): Region | undefined {
return gameState.getRegion(regionId);
}
/**
* 移除 Region
*/
export function removeRegionAction(gameState: GameState, regionId: string): void {
const region = gameState.getRegion(regionId);
if (region) {
// 先移除所有 Placement
const placementIds = [...region.placements.value];
for (const placementId of placementIds) {
gameState.removePlacement(placementId);
}
}
gameState.removeRegion(regionId);
}
/**
* 添加 Placement 到 Region (unkeyed)
*/
export function addPlacementToRegionAction(
gameState: GameState,
regionId: string,
placementId: string
): void {
const region = gameState.getRegion(regionId);
if (!region) {
throw new Error(`Region ${regionId} not found`);
}
if (region.slots !== undefined) {
throw new Error('Cannot use addPlacementToRegionAction on a keyed region. Use setSlotAction instead.');
}
// 检查容量
if (region.capacity !== undefined && region.placements.value.length >= region.capacity) {
throw new Error(`Region ${regionId} has reached its capacity of ${region.capacity}`);
}
region.placements.value = [...region.placements.value, placementId];
}
/**
* 从 Region 移除 Placement
*/
export function removePlacementFromRegionAction(
gameState: GameState,
regionId: string,
placementId: string
): void {
const region = gameState.getRegion(regionId);
if (!region) {
throw new Error(`Region ${regionId} not found`);
}
const current = region.placements.value;
const index = current.indexOf(placementId);
if (index !== -1) {
const updated = [...current];
updated.splice(index, 1);
region.placements.value = updated;
}
// 如果是 keyed region,清理 slot
if (region.type === RegionType.Keyed && region.slots) {
const slots = new Map(region.slots.value);
for (const [key, value] of slots.entries()) {
if (value === placementId) {
slots.set(key, null);
break;
}
}
region.slots.value = slots;
}
}
/**
* 设置 Keyed Region 的槽位
*/
export function setSlotAction(
gameState: GameState,
regionId: string,
key: string,
placementId: string | null
): void {
const region = gameState.getRegion(regionId);
if (!region) {
throw new Error(`Region ${regionId} not found`);
}
if (region.type !== RegionType.Keyed || !region.slots) {
throw new Error('Cannot use setSlotAction on an unkeyed region.');
}
const slots = new Map(region.slots.value);
// 如果是放置新 placement,需要更新 placements 列表
if (placementId !== null) {
const currentPlacements = region.placements.value;
if (!currentPlacements.includes(placementId)) {
region.placements.value = [...currentPlacements, placementId];
}
}
slots.set(key, placementId);
region.slots.value = slots;
}
/**
* 获取 Keyed Region 的槽位
*/
export function getSlotAction(
gameState: GameState,
regionId: string,
key: string
): string | null {
const region = gameState.getRegion(regionId);
if (!region) {
throw new Error(`Region ${regionId} not found`);
}
if (region.type !== RegionType.Keyed || !region.slots) {
throw new Error('Cannot use getSlotAction on an unkeyed region.');
}
return region.slots.value.get(key) ?? null;
}
/**
* 清空 Region
*/
export function clearRegionAction(gameState: GameState, regionId: string): void {
const region = gameState.getRegion(regionId);
if (!region) {
throw new Error(`Region ${regionId} not found`);
}
// 移除所有 Placement
const placementIds = [...region.placements.value];
for (const placementId of placementIds) {
gameState.removePlacement(placementId);
}
region.placements.value = [];
if (region.slots) {
region.slots.value = new Map();
}
}
/**
* 获取 Region 中 Placement 的数量
*/
export function getRegionPlacementCountAction(gameState: GameState, regionId: string): number {
const region = gameState.getRegion(regionId);
if (!region) {
return 0;
}
return region.placements.value.length;
}
/**
* 检查 Region 是否为空
*/
export function isRegionEmptyAction(gameState: GameState, regionId: string): boolean {
const region = gameState.getRegion(regionId);
if (!region) {
return true;
}
return region.placements.value.length === 0;
}
/**
* 检查 Region 是否已满
*/
export function isRegionFullAction(gameState: GameState, regionId: string): boolean {
const region = gameState.getRegion(regionId);
if (!region) {
return false;
}
if (region.capacity === undefined) {
return false;
}
return region.placements.value.length >= region.capacity;
}
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/**
* CLI 命令参数
*/
export interface CliCommandArgs {
/** 位置参数 */
positional: string[];
/** 标志参数 (--key=value 或 --flag) */
flags: Record<string, string | boolean>;
}
/**
* CLI 命令定义
*/
export interface CliCommand {
/** 命令名称 */
name: string;
/** 命令描述 */
description: string;
/** 使用示例 */
usage: string;
/** 位置参数定义 */
args?: CliCommandArgDef[];
/** 标志参数定义 */
flags?: CliCommandFlagDef[];
/** 命令处理器 */
handler: (args: CliCommandArgs) => CliCommandStep[];
}
/**
* 位置参数定义
*/
export interface CliCommandArgDef {
/** 参数名称 */
name: string;
/** 参数描述 */
description: string;
/** 是否必需 */
required?: boolean;
/** 默认值 */
default?: string;
}
/**
* 标志参数定义
*/
export interface CliCommandFlagDef {
/** 标志名称 */
name: string;
/** 标志描述 */
description: string;
/** 是否必需 */
required?: boolean;
/** 默认值 */
default?: string | boolean;
/** 参数类型 */
type?: 'string' | 'number' | 'boolean';
/** 简写 */
alias?: string;
}
/**
* CLI 命令执行结果
*/
export interface CliCommandResult {
success: boolean;
output?: string;
error?: string;
steps: CliCommandStep[];
}
/**
* CLI 命令步骤(转换为标准 CommandStep
*/
export interface CliCommandStep {
action: string;
params: Record<string, unknown>;
}
/**
* 命令解析结果
*/
export interface ParsedCliCommand {
commandName: string;
args: CliCommandArgs;
raw: string;
}
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/**
* 命令步骤类型
*/
export enum CommandActionType {
// Part actions
CreateMeeple = 'createMeeple',
CreateCard = 'createCard',
CreateTile = 'createTile',
UpdatePart = 'updatePart',
RemovePart = 'removePart',
// Region actions
CreateRegion = 'createRegion',
RemoveRegion = 'removeRegion',
AddPlacementToRegion = 'addPlacementToRegion',
RemovePlacementFromRegion = 'removePlacementFromRegion',
SetSlot = 'setSlot',
ClearRegion = 'clearRegion',
// Placement actions
CreatePlacement = 'createPlacement',
RemovePlacement = 'removePlacement',
MovePlacement = 'movePlacement',
UpdatePlacementPosition = 'updatePlacementPosition',
UpdatePlacementRotation = 'updatePlacementRotation',
FlipPlacement = 'flipPlacement',
SetPlacementFace = 'setPlacementFace',
SwapPlacements = 'swapPlacements',
// Game actions
SetPhase = 'setPhase',
}
/**
* 命令步骤
*/
export interface CommandStep {
action: CommandActionType;
params: Record<string, unknown>;
}
/**
* 命令执行结果
*/
export interface CommandExecutionResult {
success: boolean;
error?: string;
executedSteps: number;
totalSteps: number;
}
/**
* 命令定义
*/
export interface Command {
/** 命令唯一标识 */
id: string;
/** 命令名称 */
name: string;
/** 命令描述 */
description?: string;
/** 命令步骤 */
steps: CommandStep[];
/** 元数据 */
metadata?: Record<string, unknown>;
}
/**
* 命令日志条目
*/
export interface CommandLogEntry {
/** 时间戳 */
timestamp: number;
/** 命令 ID */
commandId: string;
/** 命令名称 */
commandName: string;
/** 执行结果 */
result: CommandExecutionResult;
/** 执行的步骤详情 */
stepResults: StepResult[];
}
/**
* 步骤执行结果
*/
export interface StepResult {
stepIndex: number;
action: CommandActionType;
success: boolean;
error?: string;
params: Record<string, unknown>;
}
/**
* 命令状态
*/
export enum CommandStatus {
Pending = 'pending',
Executing = 'executing',
Completed = 'completed',
Failed = 'failed',
}
/**
* 待执行命令
*/
export interface QueuedCommand {
id: string;
command: Command;
status: CommandStatus;
queuedAt: number;
executedAt?: number;
result?: CommandExecutionResult;
}
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import type { GameState } from '../core/GameState';
import { PartType } from '../core/Part';
import { RegionType } from '../core/Region';
import type { Command, CommandStep, CommandExecutionResult, StepResult, CommandActionType } from './Command';
import {
createMeepleAction,
createCardAction,
createTileAction,
updatePartAction,
removePartAction,
} from '../actions/part.actions';
import {
createRegionAction,
removeRegionAction,
addPlacementToRegionAction,
removePlacementFromRegionAction,
setSlotAction,
clearRegionAction,
} from '../actions/region.actions';
import {
createPlacementAction,
removePlacementAction,
movePlacementAction,
updatePlacementPositionAction,
updatePlacementRotationAction,
flipPlacementAction,
setPlacementFaceAction,
swapPlacementsAction,
} from '../actions/placement.actions';
/**
* 命令执行器
* 负责解析并执行命令中的每一步
*/
export class CommandExecutor {
private gameState: GameState;
constructor(gameState: GameState) {
this.gameState = gameState;
}
/**
* 执行命令
*/
execute(command: Command): CommandExecutionResult {
const stepResults: StepResult[] = [];
let hasError = false;
let errorMessage: string | undefined;
for (let i = 0; i < command.steps.length; i++) {
const step = command.steps[i];
const stepResult = this.executeStep(step, i);
stepResults.push(stepResult);
if (!stepResult.success) {
hasError = true;
errorMessage = stepResult.error;
break; // 遇到错误时停止执行
}
}
return {
success: !hasError,
error: errorMessage,
executedSteps: stepResults.filter((s) => s.success).length,
totalSteps: command.steps.length,
};
}
/**
* 执行单个步骤
*/
private executeStep(step: CommandStep, stepIndex: number): StepResult {
try {
const { action, params } = step;
switch (action) {
// Part actions
case 'createMeeple':
this.handleCreateMeeple(params);
break;
case 'createCard':
this.handleCreateCard(params);
break;
case 'createTile':
this.handleCreateTile(params);
break;
case 'updatePart':
this.handleUpdatePart(params);
break;
case 'removePart':
this.handleRemovePart(params);
break;
// Region actions
case 'createRegion':
this.handleCreateRegion(params);
break;
case 'removeRegion':
this.handleRemoveRegion(params);
break;
case 'addPlacementToRegion':
this.handleAddPlacementToRegion(params);
break;
case 'removePlacementFromRegion':
this.handleRemovePlacementFromRegion(params);
break;
case 'setSlot':
this.handleSetSlot(params);
break;
case 'clearRegion':
this.handleClearRegion(params);
break;
// Placement actions
case 'createPlacement':
this.handleCreatePlacement(params);
break;
case 'removePlacement':
this.handleRemovePlacement(params);
break;
case 'movePlacement':
this.handleMovePlacement(params);
break;
case 'updatePlacementPosition':
this.handleUpdatePlacementPosition(params);
break;
case 'updatePlacementRotation':
this.handleUpdatePlacementRotation(params);
break;
case 'flipPlacement':
this.handleFlipPlacement(params);
break;
case 'setPlacementFace':
this.handleSetPlacementFace(params);
break;
case 'swapPlacements':
this.handleSwapPlacements(params);
break;
// Game actions
case 'setPhase':
this.handleSetPhase(params);
break;
default:
throw new Error(`Unknown action type: ${action}`);
}
return {
stepIndex,
action,
success: true,
params,
};
} catch (error) {
return {
stepIndex,
action: step.action,
success: false,
error: error instanceof Error ? error.message : 'Unknown error',
params: step.params,
};
}
}
// ========== Part action handlers ==========
private handleCreateMeeple(params: Record<string, unknown>): void {
const { id, color, name, metadata } = params;
createMeepleAction(this.gameState, id as string, color as string, {
name: name as string,
metadata: metadata as Record<string, unknown>,
});
}
private handleCreateCard(params: Record<string, unknown>): void {
const { id, suit, value, name, metadata } = params;
createCardAction(this.gameState, id as string, {
suit: suit as string,
value: value as number | string,
name: name as string,
metadata: metadata as Record<string, unknown>,
});
}
private handleCreateTile(params: Record<string, unknown>): void {
const { id, pattern, rotation, name, metadata } = params;
createTileAction(this.gameState, id as string, {
pattern: pattern as string,
rotation: rotation as number,
name: name as string,
metadata: metadata as Record<string, unknown>,
});
}
private handleUpdatePart(params: Record<string, unknown>): void {
const { partId, updates } = params;
updatePartAction(this.gameState, partId as string, updates as Record<string, unknown>);
}
private handleRemovePart(params: Record<string, unknown>): void {
const { partId } = params;
removePartAction(this.gameState, partId as string);
}
// ========== Region action handlers ==========
private handleCreateRegion(params: Record<string, unknown>): void {
const { id, type, name, capacity, metadata } = params;
createRegionAction(this.gameState, {
id: id as string,
type: type as RegionType,
name: name as string,
capacity: capacity as number,
metadata: metadata as Record<string, unknown>,
});
}
private handleRemoveRegion(params: Record<string, unknown>): void {
const { regionId } = params;
removeRegionAction(this.gameState, regionId as string);
}
private handleAddPlacementToRegion(params: Record<string, unknown>): void {
const { regionId, placementId } = params;
addPlacementToRegionAction(this.gameState, regionId as string, placementId as string);
}
private handleRemovePlacementFromRegion(params: Record<string, unknown>): void {
const { regionId, placementId } = params;
removePlacementFromRegionAction(this.gameState, regionId as string, placementId as string);
}
private handleSetSlot(params: Record<string, unknown>): void {
const { regionId, key, placementId } = params;
setSlotAction(this.gameState, regionId as string, key as string, placementId as string | null);
}
private handleClearRegion(params: Record<string, unknown>): void {
const { regionId } = params;
clearRegionAction(this.gameState, regionId as string);
}
// ========== Placement action handlers ==========
private handleCreatePlacement(params: Record<string, unknown>): void {
const { id, partId, regionId, position, rotation, faceUp, metadata } = params;
createPlacementAction(this.gameState, {
id: id as string,
partId: partId as string,
regionId: regionId as string,
position: position as { x: number; y: number },
rotation: rotation as number,
faceUp: faceUp as boolean,
metadata: metadata as Record<string, unknown>,
});
}
private handleRemovePlacement(params: Record<string, unknown>): void {
const { placementId } = params;
removePlacementAction(this.gameState, placementId as string);
}
private handleMovePlacement(params: Record<string, unknown>): void {
const { placementId, targetRegionId, key } = params;
movePlacementAction(this.gameState, placementId as string, targetRegionId as string, key as string);
}
private handleUpdatePlacementPosition(params: Record<string, unknown>): void {
const { placementId, position } = params;
updatePlacementPositionAction(this.gameState, placementId as string, position as { x: number; y: number });
}
private handleUpdatePlacementRotation(params: Record<string, unknown>): void {
const { placementId, rotation } = params;
updatePlacementRotationAction(this.gameState, placementId as string, rotation as number);
}
private handleFlipPlacement(params: Record<string, unknown>): void {
const { placementId } = params;
flipPlacementAction(this.gameState, placementId as string);
}
private handleSetPlacementFace(params: Record<string, unknown>): void {
const { placementId, faceUp } = params;
setPlacementFaceAction(this.gameState, placementId as string, faceUp as boolean);
}
private handleSwapPlacements(params: Record<string, unknown>): void {
const { placementId1, placementId2 } = params;
swapPlacementsAction(this.gameState, placementId1 as string, placementId2 as string);
}
// ========== Game action handlers ==========
private handleSetPhase(params: Record<string, unknown>): void {
const { phase } = params;
this.gameState.setPhase(phase as string);
}
}
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import { signal, Signal } from '@preact/signals-core';
import type { Command, CommandLogEntry, CommandExecutionResult, StepResult, QueuedCommand } from './Command';
import { CommandStatus } from './Command';
/**
* 命令日志过滤器
*/
export interface CommandLogFilter {
commandId?: string;
success?: boolean;
startTime?: number;
endTime?: number;
}
/**
* 命令日志类
* 记录所有执行的命令及其结果
*/
export class CommandLog {
/** 日志条目信号 */
private entries: Signal<CommandLogEntry[]>;
/** 待执行队列 */
private queue: QueuedCommand[];
constructor() {
this.entries = signal<CommandLogEntry[]>([]);
this.queue = [];
}
/**
* 记录命令执行
*/
log(
command: Command,
result: CommandExecutionResult,
stepResults: StepResult[]
): void {
const entry: CommandLogEntry = {
timestamp: Date.now(),
commandId: command.id,
commandName: command.name,
result,
stepResults,
};
const current = this.entries.value;
this.entries.value = [...current, entry];
}
/**
* 获取所有日志条目
*/
getEntries(): CommandLogEntry[] {
return this.entries.value;
}
/**
* 获取日志信号
*/
getEntriesSignal(): Signal<CommandLogEntry[]> {
return this.entries;
}
/**
* 根据过滤器获取日志条目
*/
getFilteredEntries(filter: CommandLogFilter): CommandLogEntry[] {
return this.entries.value.filter((entry) => {
if (filter.commandId && entry.commandId !== filter.commandId) {
return false;
}
if (filter.success !== undefined && entry.result.success !== filter.success) {
return false;
}
if (filter.startTime && entry.timestamp < filter.startTime) {
return false;
}
if (filter.endTime && entry.timestamp > filter.endTime) {
return false;
}
return true;
});
}
/**
* 获取命令的执行历史
*/
getCommandHistory(commandId: string): CommandLogEntry[] {
return this.getFilteredEntries({ commandId });
}
/**
* 获取失败的命令
*/
getFailedCommands(): CommandLogEntry[] {
return this.getFilteredEntries({ success: false });
}
/**
* 获取成功的命令
*/
getSuccessfulCommands(): CommandLogEntry[] {
return this.getFilteredEntries({ success: true });
}
/**
* 清空日志
*/
clear(): void {
this.entries.value = [];
}
/**
* 导出日志为 JSON
*/
exportToJson(): string {
return JSON.stringify(this.entries.value, null, 2);
}
/**
* 获取日志条目数量
*/
getCount(): number {
return this.entries.value.length;
}
/**
* 获取最后一个日志条目
*/
getLastEntry(): CommandLogEntry | null {
const entries = this.entries.value;
return entries.length > 0 ? entries[entries.length - 1] : null;
}
// ========== 队列管理 ==========
/**
* 添加命令到队列
*/
enqueue(command: Command): QueuedCommand {
const queued: QueuedCommand = {
id: command.id,
command,
status: CommandStatus.Pending,
queuedAt: Date.now(),
};
this.queue.push(queued);
return queued;
}
/**
* 从队列中移除命令
*/
dequeue(): QueuedCommand | null {
if (this.queue.length === 0) {
return null;
}
return this.queue.shift() || null;
}
/**
* 获取队列中的所有命令
*/
getQueue(): QueuedCommand[] {
return [...this.queue];
}
/**
* 更新队列中命令的状态
*/
updateQueueStatus(commandId: string, status: CommandStatus, result?: CommandExecutionResult): void {
const index = this.queue.findIndex((q) => q.command.id === commandId);
if (index !== -1) {
this.queue[index].status = status;
if (status === CommandStatus.Completed || status === CommandStatus.Failed) {
this.queue[index].executedAt = Date.now();
this.queue[index].result = result;
}
}
}
/**
* 清空队列
*/
clearQueue(): void {
this.queue = [];
}
/**
* 获取队列长度
*/
getQueueLength(): number {
return this.queue.length;
}
}
/**
* 创建命令日志
*/
export function createCommandLog(): CommandLog {
return new CommandLog();
}
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import type { ParsedCliCommand, CliCommandArgs } from './CliCommand';
/**
* 命令解析错误
*/
export class CommandParseError extends Error {
constructor(message: string) {
super(message);
this.name = 'CommandParseError';
}
}
/**
* CLI 命令解析器
* 解析 CLI 风格的命令字符串
*/
export class CommandParser {
/**
* 解析命令字符串
* @param input 命令字符串,如 "move card-1 discard --faceup=true"
*/
parse(input: string): ParsedCliCommand {
const trimmed = input.trim();
if (!trimmed) {
throw new CommandParseError('Empty command');
}
const tokens = this.tokenize(trimmed);
if (tokens.length === 0) {
throw new CommandParseError('No command found');
}
const commandName = tokens[0];
const args = this.parseArgs(tokens.slice(1));
return {
commandName,
args,
raw: input,
};
}
/**
* 将命令字符串分词
*/
private tokenize(input: string): string[] {
const tokens: string[] = [];
let current = '';
let inQuotes = false;
let quoteChar = '';
for (let i = 0; i < input.length; i++) {
const char = input[i];
if (inQuotes) {
if (char === quoteChar) {
tokens.push(current);
current = '';
inQuotes = false;
} else {
current += char;
}
} else if (char === '"' || char === "'") {
inQuotes = true;
quoteChar = char;
} else if (char === ' ' || char === '\t') {
if (current) {
tokens.push(current);
current = '';
}
} else {
current += char;
}
}
if (current) {
tokens.push(current);
}
if (inQuotes) {
throw new CommandParseError('Unclosed quote in command');
}
return tokens;
}
/**
* 解析参数
*/
private parseArgs(tokens: string[]): CliCommandArgs {
const positional: string[] = [];
const flags: Record<string, string | boolean> = {};
for (const token of tokens) {
if (token.startsWith('--')) {
// 长标志 --key=value 或 --flag
const flagMatch = token.match(/^--([^=]+)(?:=(.+))?$/);
if (flagMatch) {
const [, key, value] = flagMatch;
flags[key] = value !== undefined ? this.parseFlagValue(value) : true;
}
} else if (token.startsWith('-') && token.length === 2) {
// 短标志 -f 或 -k=v
const flagMatch = token.match(/^-([^=]+)(?:=(.+))?$/);
if (flagMatch) {
const [, key, value] = flagMatch;
flags[key] = value !== undefined ? this.parseFlagValue(value) : true;
}
} else {
// 位置参数
positional.push(token);
}
}
return { positional, flags };
}
/**
* 解析标志值
*/
private parseFlagValue(value: string): string | boolean {
// 布尔值
if (value.toLowerCase() === 'true') return true;
if (value.toLowerCase() === 'false') return false;
// 数字转换为字符串
return value;
}
/**
* 格式化命令用于显示
*/
static formatCommand(name: string, args?: CliCommandArgs): string {
if (!args) {
return name;
}
const parts = [name];
// 添加位置参数
parts.push(...args.positional);
// 添加标志参数
for (const [key, value] of Object.entries(args.flags)) {
if (value === true) {
parts.push(`--${key}`);
} else {
parts.push(`--${key}=${value}`);
}
}
return parts.join(' ');
}
}
/**
* 创建命令解析器
*/
export function createCommandParser(): CommandParser {
return new CommandParser();
}
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import type { CliCommand, CliCommandArgs, CliCommandResult, CliCommandStep } from './CliCommand';
import { CommandParser } from './CommandParser';
/**
* 命令注册表
* 注册和管理 CLI 命令
*/
export class CommandRegistry {
private commands: Map<string, CliCommand>;
private parser: CommandParser;
constructor() {
this.commands = new Map();
this.parser = new CommandParser();
}
/**
* 注册命令
*/
register(command: CliCommand): void {
this.commands.set(command.name, command);
}
/**
* 注册多个命令
*/
registerAll(commands: CliCommand[]): void {
for (const command of commands) {
this.register(command);
}
}
/**
* 获取命令
*/
get(name: string): CliCommand | undefined {
return this.commands.get(name);
}
/**
* 检查命令是否存在
*/
has(name: string): boolean {
return this.commands.has(name);
}
/**
* 移除命令
*/
unregister(name: string): void {
this.commands.delete(name);
}
/**
* 获取所有命令
*/
getAll(): CliCommand[] {
return Array.from(this.commands.values());
}
/**
* 解析并执行命令
*/
execute(input: string): CliCommandResult {
try {
const parsed = this.parser.parse(input);
const command = this.commands.get(parsed.commandName);
if (!command) {
return {
success: false,
error: `Unknown command: ${parsed.commandName}`,
steps: [],
};
}
// 验证参数
const validationError = this.validateArgs(command, parsed.args);
if (validationError) {
return {
success: false,
error: validationError,
steps: [],
};
}
// 执行命令处理器
const steps = command.handler(parsed.args);
return {
success: true,
steps,
};
} catch (error) {
return {
success: false,
error: error instanceof Error ? error.message : 'Unknown error',
steps: [],
};
}
}
/**
* 验证参数
*/
private validateArgs(command: CliCommand, args: CliCommandArgs): string | null {
// 验证位置参数
if (command.args) {
for (const argDef of command.args) {
const index = command.args.indexOf(argDef);
if (argDef.required && index >= args.positional.length) {
return `Missing required argument: ${argDef.name}`;
}
}
}
// 验证标志参数
if (command.flags) {
for (const flagDef of command.flags) {
if (flagDef.required && !(flagDef.name in args.flags)) {
// 检查别名
const hasAlias = flagDef.alias && args.flags[flagDef.alias];
if (!hasAlias) {
return `Missing required flag: --${flagDef.name}`;
}
}
}
}
return null;
}
/**
* 生成帮助信息
*/
help(commandName?: string): string {
if (commandName) {
const command = this.commands.get(commandName);
if (!command) {
return `Unknown command: ${commandName}`;
}
return this.formatCommandHelp(command);
}
// 所有命令的帮助
const lines = ['Available commands:', ''];
for (const command of this.commands.values()) {
lines.push(` ${command.name.padEnd(15)} ${command.description}`);
}
lines.push('');
lines.push('Use "help <command>" for more information.');
return lines.join('\n');
}
/**
* 格式化单个命令的帮助
*/
private formatCommandHelp(command: CliCommand): string {
const lines = [
`Command: ${command.name}`,
`Description: ${command.description}`,
`Usage: ${command.usage}`,
];
if (command.args && command.args.length > 0) {
lines.push('');
lines.push('Arguments:');
for (const arg of command.args) {
const required = arg.required ? '(required)' : '(optional)';
lines.push(` ${arg.name.padEnd(15)} ${arg.description} ${required}`);
}
}
if (command.flags && command.flags.length > 0) {
lines.push('');
lines.push('Flags:');
for (const flag of command.flags) {
const alias = flag.alias ? `-${flag.alias}, ` : '';
const required = flag.required ? '(required)' : '(optional)';
const defaultVal = flag.default !== undefined ? `(default: ${flag.default})` : '';
lines.push(` ${alias}--${flag.name.padEnd(12)} ${flag.description} ${required} ${defaultVal}`);
}
}
return lines.join('\n');
}
/**
* 清除所有命令
*/
clear(): void {
this.commands.clear();
}
/**
* 获取命令数量
*/
getCount(): number {
return this.commands.size;
}
}
/**
* 创建命令注册表
*/
export function createCommandRegistry(): CommandRegistry {
return new CommandRegistry();
}
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import type { CliCommand } from './CliCommand';
import { RegionType } from '../core/Region';
/**
* CLI 命令定义集合
*/
/**
* move <placementId> <targetRegionId> [--key=slotKey]
* 移动 Placement 到另一个区域
*/
export const moveCommand: CliCommand = {
name: 'move',
description: 'Move a placement to another region',
usage: 'move <placementId> <targetRegionId> [--key=slotKey]',
args: [
{ name: 'placementId', description: 'The placement ID to move', required: true },
{ name: 'targetRegionId', description: 'The target region ID', required: true },
],
flags: [
{ name: 'key', description: 'Slot key for keyed regions', type: 'string' },
],
handler: (args) => {
const [placementId, targetRegionId] = args.positional;
return [
{
action: 'movePlacement',
params: {
placementId,
targetRegionId,
key: args.flags.key as string | undefined,
},
},
];
},
};
/**
* place <partId> <regionId> [x] [y] [--rotation=0] [--faceup=true]
* 创建 Placement 并放置到区域
*/
export const placeCommand: CliCommand = {
name: 'place',
description: 'Place a part in a region',
usage: 'place <partId> <regionId> [x] [y] [--rotation=0] [--faceup=true]',
args: [
{ name: 'partId', description: 'The part ID to place', required: true },
{ name: 'regionId', description: 'The region ID to place in', required: true },
{ name: 'x', description: 'X position', default: '0' },
{ name: 'y', description: 'Y position', default: '0' },
],
flags: [
{ name: 'rotation', description: 'Rotation angle', type: 'number', default: '0' },
{ name: 'faceup', description: 'Face up or down', type: 'boolean', default: 'true' },
],
handler: (args) => {
const [partId, regionId] = args.positional;
const x = parseInt(args.positional[2] || '0', 10);
const y = parseInt(args.positional[3] || '0', 10);
const rotation = typeof args.flags.rotation === 'string'
? parseInt(args.flags.rotation, 10)
: 0;
return [
{
action: 'createPlacement',
params: {
id: `placement-${partId}-${Date.now()}`,
partId,
regionId,
position: { x, y },
rotation,
faceUp: args.flags.faceup === true || args.flags.faceup === 'true',
},
},
];
},
};
/**
* flip <placementId>
* 翻转 Placement
*/
export const flipCommand: CliCommand = {
name: 'flip',
description: 'Flip a placement face up/down',
usage: 'flip <placementId>',
args: [
{ name: 'placementId', description: 'The placement ID to flip', required: true },
],
handler: (args) => {
const [placementId] = args.positional;
return [
{
action: 'flipPlacement',
params: { placementId },
},
];
},
};
/**
* create <type> <id> [options...]
* 创建 Partmeeple/card/tile
*/
export const createCommand: CliCommand = {
name: 'create',
description: 'Create a part (meeple, card, or tile)',
usage: 'create <type> <id> [--color=color] [--suit=suit] [--value=value] [--pattern=pattern]',
args: [
{ name: 'type', description: 'Part type (meeple, card, tile)', required: true },
{ name: 'id', description: 'Part ID', required: true },
],
flags: [
{ name: 'color', description: 'Meeple color', type: 'string' },
{ name: 'suit', description: 'Card suit', type: 'string' },
{ name: 'value', description: 'Card value', type: 'string' },
{ name: 'pattern', description: 'Tile pattern', type: 'string' },
{ name: 'rotation', description: 'Tile rotation', type: 'number' },
{ name: 'name', description: 'Part name', type: 'string' },
],
handler: (args) => {
const [type, id] = args.positional;
const steps = [];
if (type === 'meeple') {
steps.push({
action: 'createMeeple',
params: {
id,
color: (args.flags.color as string) || 'red',
name: args.flags.name as string,
},
});
} else if (type === 'card') {
steps.push({
action: 'createCard',
params: {
id,
suit: args.flags.suit as string,
value: args.flags.value as string,
name: args.flags.name as string,
},
});
} else if (type === 'tile') {
const rotation = typeof args.flags.rotation === 'string'
? parseInt(args.flags.rotation, 10)
: 0;
steps.push({
action: 'createTile',
params: {
id,
pattern: args.flags.pattern as string,
rotation,
name: args.flags.name as string,
},
});
} else {
throw new Error(`Unknown part type: ${type}`);
}
return steps;
},
};
/**
* region <id> <type> [--name=name] [--capacity=n]
* 创建 Region
*/
export const regionCommand: CliCommand = {
name: 'region',
description: 'Create a region',
usage: 'region <id> <type> [--name=name] [--capacity=n]',
args: [
{ name: 'id', description: 'Region ID', required: true },
{ name: 'type', description: 'Region type (keyed/unkeyed)', required: true },
],
flags: [
{ name: 'name', description: 'Region name', type: 'string' },
{ name: 'capacity', description: 'Maximum capacity', type: 'number' },
],
handler: (args) => {
const [id, type] = args.positional;
const capacity = typeof args.flags.capacity === 'string'
? parseInt(args.flags.capacity, 10)
: undefined;
return [
{
action: 'createRegion',
params: {
id,
type: type.toLowerCase() === 'keyed' ? RegionType.Keyed : RegionType.Unkeyed,
name: args.flags.name as string,
capacity,
},
},
];
},
};
/**
* draw <deckId> [count] [--to=handId]
* 从牌库抽牌
*/
export const drawCommand: CliCommand = {
name: 'draw',
description: 'Draw cards from a deck',
usage: 'draw <deckId> [count] [--to=handId]',
args: [
{ name: 'deckId', description: 'Source deck/region ID', required: true },
{ name: 'count', description: 'Number of cards to draw', default: '1' },
],
flags: [
{ name: 'to', description: 'Target hand region ID', type: 'string', default: 'hand' },
],
handler: (args) => {
// 注意:这是一个简化版本,实际抽牌需要更复杂的逻辑
const [deckId] = args.positional;
const count = parseInt(args.positional[1] || '1', 10);
const targetHand = args.flags.to as string;
const steps = [];
for (let i = 0; i < count; i++) {
steps.push({
action: 'createCard',
params: {
id: `card-${deckId}-${Date.now()}-${i}`,
},
});
}
return steps;
},
};
/**
* shuffle <regionId> [--seed=number]
* 洗牌
*/
export const shuffleCommand: CliCommand = {
name: 'shuffle',
description: 'Shuffle placements in a region',
usage: 'shuffle <regionId> [--seed=number]',
args: [
{ name: 'regionId', description: 'Region ID to shuffle', required: true },
],
flags: [
{ name: 'seed', description: 'Random seed for reproducibility', type: 'number' },
],
handler: (args) => {
// shuffle 命令需要特殊的执行逻辑,这里返回一个标记步骤
// 实际执行时需要在 CommandExecutor 中特殊处理
const [regionId] = args.positional;
const seed = typeof args.flags.seed === 'string'
? parseInt(args.flags.seed, 10)
: undefined;
return [
{
action: 'shuffleRegion',
params: {
regionId,
seed,
},
},
];
},
};
/**
* discard <placementId> [--to=discardId]
* 将 Placement 移到弃牌堆
*/
export const discardCommand: CliCommand = {
name: 'discard',
description: 'Move a placement to discard pile',
usage: 'discard <placementId> [--to=discardId]',
args: [
{ name: 'placementId', description: 'Placement ID to discard', required: true },
],
flags: [
{ name: 'to', description: 'Discard region ID', type: 'string', default: 'discard' },
],
handler: (args) => {
const [placementId] = args.positional;
const discardId = args.flags.to as string;
return [
{
action: 'movePlacement',
params: {
placementId,
targetRegionId: discardId,
},
},
];
},
};
/**
* swap <placementId1> <placementId2>
* 交换两个 Placement
*/
export const swapCommand: CliCommand = {
name: 'swap',
description: 'Swap two placements',
usage: 'swap <placementId1> <placementId2>',
args: [
{ name: 'placementId1', description: 'First placement ID', required: true },
{ name: 'placementId2', description: 'Second placement ID', required: true },
],
handler: (args) => {
const [placementId1, placementId2] = args.positional;
return [
{
action: 'swapPlacements',
params: { placementId1, placementId2 },
},
];
},
};
/**
* rotate <placementId> <degrees>
* 旋转 Placement
*/
export const rotateCommand: CliCommand = {
name: 'rotate',
description: 'Rotate a placement',
usage: 'rotate <placementId> <degrees>',
args: [
{ name: 'placementId', description: 'Placement ID to rotate', required: true },
{ name: 'degrees', description: 'Rotation angle in degrees', required: true },
],
handler: (args) => {
const [placementId, degreesStr] = args.positional;
const degrees = parseInt(degreesStr, 10);
return [
{
action: 'updatePlacementRotation',
params: {
placementId,
rotation: degrees,
},
},
];
},
};
/**
* position <placementId> <x> <y>
* 设置 Placement 位置
*/
export const positionCommand: CliCommand = {
name: 'position',
description: 'Set placement position',
usage: 'position <placementId> <x> <y>',
args: [
{ name: 'placementId', description: 'Placement ID', required: true },
{ name: 'x', description: 'X coordinate', required: true },
{ name: 'y', description: 'Y coordinate', required: true },
],
handler: (args) => {
const [placementId, xStr, yStr] = args.positional;
return [
{
action: 'updatePlacementPosition',
params: {
placementId,
position: {
x: parseInt(xStr, 10),
y: parseInt(yStr, 10),
},
},
},
];
},
};
/**
* phase <phaseName>
* 设置游戏阶段
*/
export const phaseCommand: CliCommand = {
name: 'phase',
description: 'Set game phase',
usage: 'phase <phaseName>',
args: [
{ name: 'phaseName', description: 'New phase name', required: true },
],
handler: (args) => {
const [phase] = args.positional;
return [
{
action: 'setPhase',
params: { phase },
},
];
},
};
/**
* clear <regionId>
* 清空区域
*/
export const clearCommand: CliCommand = {
name: 'clear',
description: 'Clear all placements from a region',
usage: 'clear <regionId>',
args: [
{ name: 'regionId', description: 'Region ID to clear', required: true },
],
handler: (args) => {
const [regionId] = args.positional;
return [
{
action: 'clearRegion',
params: { regionId },
},
];
},
};
/**
* remove <type> <id>
* 移除 Part/Placement/Region
*/
export const removeCommand: CliCommand = {
name: 'remove',
description: 'Remove a part, placement, or region',
usage: 'remove <type> <id>',
args: [
{ name: 'type', description: 'Type (part/placement/region)', required: true },
{ name: 'id', description: 'ID to remove', required: true },
],
handler: (args) => {
const [type, id] = args.positional;
if (type === 'part') {
return [{ action: 'removePart', params: { partId: id } }];
} else if (type === 'placement') {
return [{ action: 'removePlacement', params: { placementId: id } }];
} else if (type === 'region') {
return [{ action: 'removeRegion', params: { regionId: id } }];
} else {
throw new Error(`Unknown type: ${type}`);
}
},
};
/**
* help [command]
* 显示帮助信息
*/
export const helpCommand: CliCommand = {
name: 'help',
description: 'Show help information',
usage: 'help [command]',
args: [
{ name: 'command', description: 'Command name to get help for', required: false },
],
handler: () => {
// help 命令由 CommandRegistry 特殊处理
return [];
},
};
/**
* 所有 CLI 命令
*/
export const cliCommands: CliCommand[] = [
moveCommand,
placeCommand,
flipCommand,
createCommand,
regionCommand,
drawCommand,
shuffleCommand,
discardCommand,
swapCommand,
rotateCommand,
positionCommand,
phaseCommand,
clearCommand,
removeCommand,
helpCommand,
];
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import type { Command } from './Command';
import { CommandActionType } from './Command';
import { RegionType } from '../core/Region';
/**
* 内置命令集合
*/
/**
* 设置游戏:创建基础区域
*/
export const setupGameCommand: Command = {
id: 'setup-game',
name: 'Setup Game',
description: 'Initialize the game with basic regions',
steps: [
{
action: CommandActionType.CreateRegion,
params: {
id: 'board',
type: RegionType.Keyed,
name: 'Game Board',
},
},
{
action: CommandActionType.CreateRegion,
params: {
id: 'supply',
type: RegionType.Unkeyed,
name: 'Supply',
},
},
{
action: CommandActionType.CreateRegion,
params: {
id: 'discard',
type: RegionType.Unkeyed,
name: 'Discard Pile',
},
},
],
};
/**
* 放置棋子命令
*/
export const placeMeepleCommand: Command = {
id: 'place-meeple',
name: 'Place Meeple',
description: 'Place a meeple on the board',
steps: [
{
action: CommandActionType.CreateMeeple,
params: {
id: '${meepleId}',
color: '${color}',
},
},
{
action: CommandActionType.CreatePlacement,
params: {
id: '${placementId}',
partId: '${meepleId}',
regionId: 'board',
position: { x: 0, y: 0 },
},
},
],
};
/**
* 移动棋子命令
*/
export const moveMeepleCommand: Command = {
id: 'move-meeple',
name: 'Move Meeple',
description: 'Move a meeple to a new position',
steps: [
{
action: CommandActionType.UpdatePlacementPosition,
params: {
placementId: '${placementId}',
position: { x: '${x}', y: '${y}' },
},
},
],
};
/**
* 抽牌命令
*/
export const drawCardCommand: Command = {
id: 'draw-card',
name: 'Draw Card',
description: 'Draw a card from the deck',
steps: [
{
action: CommandActionType.CreateRegion,
params: {
id: 'hand',
type: RegionType.Unkeyed,
name: 'Hand',
capacity: 5,
},
},
{
action: CommandActionType.CreateCard,
params: {
id: '${cardId}',
suit: '${suit}',
value: '${value}',
},
},
{
action: CommandActionType.CreatePlacement,
params: {
id: '${placementId}',
partId: '${cardId}',
regionId: 'hand',
faceUp: false,
},
},
{
action: CommandActionType.AddPlacementToRegion,
params: {
regionId: 'hand',
placementId: '${placementId}',
},
},
],
};
/**
* 出牌命令
*/
export const playCardCommand: Command = {
id: 'play-card',
name: 'Play Card',
description: 'Play a card from hand',
steps: [
{
action: CommandActionType.SetPlacementFace,
params: {
placementId: '${placementId}',
faceUp: true,
},
},
{
action: CommandActionType.MovePlacement,
params: {
placementId: '${placementId}',
targetRegionId: 'discard',
},
},
],
};
/**
* 放置板块命令
*/
export const placeTileCommand: Command = {
id: 'place-tile',
name: 'Place Tile',
description: 'Place a tile on the board',
steps: [
{
action: CommandActionType.CreateTile,
params: {
id: '${tileId}',
pattern: '${pattern}',
rotation: '${rotation}',
},
},
{
action: CommandActionType.CreatePlacement,
params: {
id: '${placementId}',
partId: '${tileId}',
regionId: 'board',
position: { x: '${x}', y: '${y}' },
rotation: '${rotation}',
},
},
{
action: CommandActionType.SetSlot,
params: {
regionId: 'board',
key: '${slotKey}',
placementId: '${placementId}',
},
},
],
};
/**
* 翻转板块命令
*/
export const flipTileCommand: Command = {
id: 'flip-tile',
name: 'Flip Tile',
description: 'Flip a tile face down or face up',
steps: [
{
action: CommandActionType.FlipPlacement,
params: {
placementId: '${placementId}',
},
},
],
};
/**
* 交换位置命令
*/
export const swapPlacementsCommand: Command = {
id: 'swap-placements',
name: 'Swap Placements',
description: 'Swap two placements in the same region',
steps: [
{
action: CommandActionType.SwapPlacements,
params: {
placementId1: '${placementId1}',
placementId2: '${placementId2}',
},
},
],
};
/**
* 设置游戏阶段
*/
export const setPhaseCommand: Command = {
id: 'set-phase',
name: 'Set Phase',
description: 'Set the current game phase',
steps: [
{
action: CommandActionType.SetPhase,
params: {
phase: '${phase}',
},
},
],
};
/**
* 清空区域命令
*/
export const clearRegionCommand: Command = {
id: 'clear-region',
name: 'Clear Region',
description: 'Clear all placements from a region',
steps: [
{
action: CommandActionType.ClearRegion,
params: {
regionId: '${regionId}',
},
},
],
};
/**
* 所有内置命令
*/
export const defaultCommands: Command[] = [
setupGameCommand,
placeMeepleCommand,
moveMeepleCommand,
drawCardCommand,
playCardCommand,
placeTileCommand,
flipTileCommand,
swapPlacementsCommand,
setPhaseCommand,
clearRegionCommand,
];
/**
* 根据 ID 获取内置命令
*/
export function getDefaultCommand(commandId: string): Command | undefined {
return defaultCommands.find((cmd) => cmd.id === commandId);
}
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import { signal, Signal, computed } from '@preact/signals-core';
import type { Part } from './Part';
import type { Placement } from './Placement';
import type { Region } from './Region';
/**
* 游戏状态
*/
export interface GameStateData {
id: string;
name: string;
phase?: string;
metadata?: Record<string, unknown>;
}
/**
* 游戏状态类
* 统一管理所有 Parts, Regions, Placements
*/
export class GameState {
/** 游戏基本信息 */
data: Signal<GameStateData>;
/** Parts 存储 */
parts: Signal<Map<string, Part>>;
/** Regions 存储 */
regions: Signal<Map<string, Region>>;
/** Placements 存储 */
placements: Signal<Map<string, Placement>>;
constructor(gameData: GameStateData) {
this.data = signal(gameData);
this.parts = signal(new Map());
this.regions = signal(new Map());
this.placements = signal(new Map());
}
// ========== Part 相关方法 ==========
/**
* 添加 Part
*/
addPart(part: Part): void {
const parts = new Map(this.parts.value);
parts.set(part.id, part);
this.parts.value = parts;
}
/**
* 获取 Part
*/
getPart(partId: string): Part | undefined {
return this.parts.value.get(partId);
}
/**
* 移除 Part
*/
removePart(partId: string): void {
const parts = new Map(this.parts.value);
parts.delete(partId);
this.parts.value = parts;
}
/**
* 更新 Part
*/
updatePart<T extends Part>(partId: string, updates: Partial<T>): void {
const part = this.parts.value.get(partId);
if (part) {
const updated = { ...part, ...updates } as T;
const parts = new Map(this.parts.value);
parts.set(partId, updated);
this.parts.value = parts;
}
}
// ========== Region 相关方法 ==========
/**
* 添加 Region
*/
addRegion(region: Region): void {
const regions = new Map(this.regions.value);
regions.set(region.id, region);
this.regions.value = regions;
}
/**
* 获取 Region
*/
getRegion(regionId: string): Region | undefined {
return this.regions.value.get(regionId);
}
/**
* 移除 Region
*/
removeRegion(regionId: string): void {
const regions = new Map(this.regions.value);
regions.delete(regionId);
this.regions.value = regions;
}
// ========== Placement 相关方法 ==========
/**
* 添加 Placement
*/
addPlacement(placement: Placement): void {
const placements = new Map(this.placements.value);
placements.set(placement.id, placement);
this.placements.value = placements;
}
/**
* 获取 Placement
*/
getPlacement(placementId: string): Placement | undefined {
return this.placements.value.get(placementId);
}
/**
* 移除 Placement
*/
removePlacement(placementId: string): void {
const placement = this.placements.value.get(placementId);
if (placement) {
// 从 Region 中移除
const region = this.regions.value.get(placement.regionId);
if (region) {
const current = region.placements.value;
const index = current.indexOf(placementId);
if (index !== -1) {
const updated = [...current];
updated.splice(index, 1);
region.placements.value = updated;
}
// 如果是 keyed region,清理 slot
if (region.type === 'keyed' && region.slots) {
const slots = new Map(region.slots.value);
for (const [key, value] of slots.entries()) {
if (value === placementId) {
slots.set(key, null);
break;
}
}
region.slots.value = slots;
}
}
}
const placements = new Map(this.placements.value);
placements.delete(placementId);
this.placements.value = placements;
}
/**
* 更新 Placement
*/
updatePlacement(placementId: string, updates: Partial<Placement>): void {
const placement = this.placements.value.get(placementId);
if (placement) {
const updated = { ...placement, ...updates };
const placements = new Map(this.placements.value);
placements.set(placementId, updated);
this.placements.value = placements;
}
}
/**
* 更新 Placement 的 Part 引用
*/
updatePlacementPart(placementId: string, part: Part | null): void {
const placement = this.placements.value.get(placementId);
if (placement) {
const updated = { ...placement, part };
const placements = new Map(this.placements.value);
placements.set(placementId, updated);
this.placements.value = placements;
}
}
/**
* 移动 Placement 到另一个 Region
*/
movePlacement(placementId: string, targetRegionId: string, key?: string): void {
const placement = this.placements.value.get(placementId);
if (!placement) {
throw new Error(`Placement ${placementId} not found`);
}
const sourceRegion = this.regions.value.get(placement.regionId);
const targetRegion = this.regions.value.get(targetRegionId);
if (!targetRegion) {
throw new Error(`Region ${targetRegionId} not found`);
}
// 从源 Region 移除
if (sourceRegion) {
const current = sourceRegion.placements.value;
const index = current.indexOf(placementId);
if (index !== -1) {
const updated = [...current];
updated.splice(index, 1);
sourceRegion.placements.value = updated;
}
// 清理源 keyed region 的 slot
if (sourceRegion.type === 'keyed' && sourceRegion.slots) {
const slots = new Map(sourceRegion.slots.value);
for (const [k, value] of slots.entries()) {
if (value === placementId) {
slots.set(k, null);
break;
}
}
sourceRegion.slots.value = slots;
}
}
// 添加到目标 Region
if (targetRegion.type === 'keyed') {
if (key === undefined) {
throw new Error('Key is required for keyed regions');
}
if (targetRegion.slots) {
const slots = new Map(targetRegion.slots.value);
slots.set(key, placementId);
targetRegion.slots.value = slots;
}
}
const targetPlacements = [...targetRegion.placements.value, placementId];
targetRegion.placements.value = targetPlacements;
// 更新 Placement 的 regionId
const updated = { ...placement, regionId: targetRegionId };
if (key !== undefined) {
updated.metadata = { ...updated.metadata, key };
}
const placements = new Map(this.placements.value);
placements.set(placementId, updated);
this.placements.value = placements;
}
// ========== 计算属性 ==========
/**
* 获取 Region 中的所有 Placements
*/
getPlacementsInRegion(regionId: string): Placement[] {
const region = this.regions.value.get(regionId);
if (!region) {
return [];
}
const placementIds = region.placements.value;
return placementIds
.map((id) => this.placements.value.get(id))
.filter((p): p is Placement => p !== undefined);
}
/**
* 获取 Part 的所有 Placements
*/
getPlacementsOfPart(partId: string): Placement[] {
const allPlacements = Array.from(this.placements.value.values());
return allPlacements.filter((p) => p.partId === partId);
}
/**
* 创建计算信号:获取 Region 中的 Placement 数量
*/
createPlacementCountSignal(regionId: string): Signal<number> {
const region = this.regions.value.get(regionId);
if (!region) {
return signal(0);
}
return computed(() => region.placements.value.length);
}
// ========== 游戏状态管理 ==========
/**
* 更新游戏阶段
*/
setPhase(phase: string): void {
this.data.value = { ...this.data.value, phase };
}
/**
* 更新游戏元数据
*/
updateMetadata(updates: Record<string, unknown>): void {
this.data.value = {
...this.data.value,
metadata: { ...this.data.value.metadata, ...updates },
};
}
}
/**
* 创建游戏状态
*/
export function createGameState(data: GameStateData): GameState {
return new GameState(data);
}
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import { signal } from '@preact/signals-core';
/**
* Part 类型枚举
*/
export enum PartType {
Meeple = 'meeple',
Card = 'card',
Tile = 'tile',
}
/**
* Part 的基础属性
*/
export interface PartBase {
id: string;
type: PartType;
name?: string;
metadata?: Record<string, unknown>;
}
/**
* Meeple 特有属性
*/
export interface MeeplePart extends PartBase {
type: PartType.Meeple;
color: string;
}
/**
* Card 特有属性
*/
export interface CardPart extends PartBase {
type: PartType.Card;
suit?: string;
value?: number | string;
}
/**
* Tile 特有属性
*/
export interface TilePart extends PartBase {
type: PartType.Tile;
pattern?: string;
rotation?: number;
}
/**
* Part 联合类型
*/
export type Part = MeeplePart | CardPart | TilePart;
/**
* Part 信号类型
*/
export type PartSignal = ReturnType<typeof signal<Part>>;
/**
* 创建 Part
*/
export function createPart<T extends Part>(part: T): T {
return part;
}
/**
* 创建 Meeple Part
*/
export function createMeeple(id: string, color: string, options?: { name?: string; metadata?: Record<string, unknown> }): MeeplePart {
return {
id,
type: PartType.Meeple,
color,
...options,
};
}
/**
* 创建 Card Part
*/
export function createCard(
id: string,
options?: { suit?: string; value?: number | string; name?: string; metadata?: Record<string, unknown> }
): CardPart {
return {
id,
type: PartType.Card,
...options,
};
}
/**
* 创建 Tile Part
*/
export function createTile(
id: string,
options?: { pattern?: string; rotation?: number; name?: string; metadata?: Record<string, unknown> }
): TilePart {
return {
id,
type: PartType.Tile,
...options,
};
}
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import { signal, Signal } from '@preact/signals-core';
import type { Part } from './Part';
/**
* Placement 的位置信息
*/
export interface Position {
x: number;
y: number;
}
/**
* Placement 属性
*/
export interface PlacementProperties {
id: string;
partId: string;
regionId: string;
position?: Position;
rotation?: number;
faceUp?: boolean;
metadata?: Record<string, unknown>;
}
/**
* Placement 类型
*/
export interface Placement extends PlacementProperties {
part: Part | null;
}
/**
* Placement 信号类型
*/
export type PlacementSignal = Signal<Placement>;
/**
* 创建 Placement
*/
export function createPlacement(properties: {
id: string;
partId: string;
regionId: string;
part: Part;
position?: Position;
rotation?: number;
faceUp?: boolean;
metadata?: Record<string, unknown>;
}): Placement {
return {
id: properties.id,
partId: properties.partId,
regionId: properties.regionId,
part: properties.part,
position: properties.position,
rotation: properties.rotation ?? 0,
faceUp: properties.faceUp ?? true,
metadata: properties.metadata,
};
}
/**
* 更新 Placement 的 Part 引用
*/
export function updatePlacementPart(placement: Placement, part: Part | null): void {
placement.part = part;
}
/**
* 更新 Placement 的位置
*/
export function updatePlacementPosition(placement: Placement, position: Position): void {
placement.position = position;
}
/**
* 更新 Placement 的旋转角度
*/
export function updatePlacementRotation(placement: Placement, rotation: number): void {
placement.rotation = rotation;
}
/**
* 翻转 Placement
*/
export function flipPlacement(placement: Placement): void {
placement.faceUp = !placement.faceUp;
}
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import { signal, Signal } from '@preact/signals-core';
import type { Placement } from './Placement';
/**
* Region 类型
*/
export enum RegionType {
/**
* Keyed Region - 子元素通过 key 索引
* 适用于:玩家手牌、版图格子等有固定位置的区域
*/
Keyed = 'keyed',
/**
* Unkeyed Region - 子元素按顺序排列
* 适用于:牌库、弃牌堆等堆叠区域
*/
Unkeyed = 'unkeyed',
}
/**
* Region 属性
*/
export interface RegionProperties {
id: string;
type: RegionType;
name?: string;
capacity?: number;
metadata?: Record<string, unknown>;
}
/**
* Keyed Region 的槽位
*/
export interface Slot {
key: string;
placementId: string | null;
}
/**
* Region 类型
*/
export interface Region extends RegionProperties {
placements: Signal<string[]>; // Placement ID 列表
slots?: Signal<Map<string, string | null>>; // Keyed Region 专用:key -> placementId
}
/**
* 创建 Region
*/
export function createRegion(properties: RegionProperties): Region {
const region: Region = {
...properties,
placements: signal<string[]>([]),
};
if (properties.type === RegionType.Keyed) {
region.slots = signal<Map<string, string | null>>(new Map());
}
return region;
}
/**
* 添加 Placement ID 到 Region (unkeyed)
*/
export function addPlacementToRegion(region: Region, placementId: string): void {
if (region.type === RegionType.Keyed) {
throw new Error('Cannot use addPlacementToRegion on a keyed region. Use setSlot instead.');
}
const current = region.placements.value;
if (region.capacity !== undefined && current.length >= region.capacity) {
throw new Error(`Region ${region.id} has reached its capacity of ${region.capacity}`);
}
region.placements.value = [...current, placementId];
}
/**
* 从 Region 移除 Placement ID
*/
export function removePlacementFromRegion(region: Region, placementId: string): void {
const current = region.placements.value;
const index = current.indexOf(placementId);
if (index !== -1) {
const updated = [...current];
updated.splice(index, 1);
region.placements.value = updated;
}
}
/**
* 设置 Keyed Region 的槽位
*/
export function setSlot(region: Region, key: string, placementId: string | null): void {
if (region.type !== RegionType.Keyed || !region.slots) {
throw new Error('Cannot use setSlot on an unkeyed region.');
}
const slots = new Map(region.slots.value);
// 如果是放置新 placement,需要更新 placements 列表
if (placementId !== null) {
const currentPlacements = region.placements.value;
if (!currentPlacements.includes(placementId)) {
region.placements.value = [...currentPlacements, placementId];
}
}
slots.set(key, placementId);
region.slots.value = slots;
}
/**
* 获取 Keyed Region 的槽位
*/
export function getSlot(region: Region, key: string): string | null {
if (region.type !== RegionType.Keyed || !region.slots) {
throw new Error('Cannot use getSlot on an unkeyed region.');
}
return region.slots.value.get(key) ?? null;
}
/**
* 清空 Region
*/
export function clearRegion(region: Region): void {
region.placements.value = [];
if (region.slots) {
region.slots.value = new Map();
}
}
/**
* 获取 Region 中 Placement 的数量
*/
export function getPlacementCount(region: Region): number {
return region.placements.value.length;
}
/**
* 检查 Region 是否为空
*/
export function isRegionEmpty(region: Region): boolean {
return region.placements.value.length === 0;
}
/**
* 检查 Region 是否已满
*/
export function isRegionFull(region: Region): boolean {
if (region.capacity === undefined) {
return false;
}
return region.placements.value.length >= region.capacity;
}
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/**
* boardgame-core
* 基于 Preact Signals 的桌游状态管理库
*/
// Core types
export { PartType } from './core/Part';
export type {
Part,
PartBase,
MeeplePart,
CardPart,
TilePart,
PartSignal,
} from './core/Part';
export { RegionType } from './core/Region';
export type { Region, RegionProperties, Slot } from './core/Region';
export type { Placement, PlacementProperties, Position, PlacementSignal } from './core/Placement';
export type { GameStateData } from './core/GameState';
// Core classes and functions
export {
createPart,
createMeeple,
createCard,
createTile,
} from './core/Part';
export { createRegion, createRegion as createRegionCore } from './core/Region';
export type { Region as RegionClass } from './core/Region';
export { createPlacement } from './core/Placement';
export { GameState, createGameState } from './core/GameState';
// Part actions
export {
createPartAction,
createMeepleAction,
createCardAction,
createTileAction,
updatePartAction,
removePartAction,
getPartAction,
} from './actions/part.actions';
// Region actions
export {
createRegionAction,
getRegionAction,
removeRegionAction,
addPlacementToRegionAction,
removePlacementFromRegionAction,
setSlotAction,
getSlotAction,
clearRegionAction,
getRegionPlacementCountAction,
isRegionEmptyAction,
isRegionFullAction,
} from './actions/region.actions';
// Placement actions
export {
createPlacementAction,
getPlacementAction,
removePlacementAction,
movePlacementAction,
updatePlacementPositionAction,
updatePlacementRotationAction,
flipPlacementAction,
updatePlacementPartAction,
swapPlacementsAction,
setPlacementFaceAction,
getPlacementsInRegionAction,
getPlacementsOfPartAction,
} from './actions/placement.actions';
// Commands
export {
CommandActionType,
type Command,
type CommandStep,
type CommandExecutionResult,
type CommandLogEntry,
type StepResult,
type CommandStatus,
type QueuedCommand,
} from './commands/Command';
export { CommandExecutor } from './commands/CommandExecutor';
export { CommandLog, createCommandLog } from './commands/CommandLog';
export {
setupGameCommand,
placeMeepleCommand,
moveMeepleCommand,
drawCardCommand,
playCardCommand,
placeTileCommand,
flipTileCommand,
swapPlacementsCommand,
setPhaseCommand,
clearRegionCommand,
defaultCommands,
getDefaultCommand,
} from './commands/default.commands';
// CLI Commands
export {
type CliCommand,
type CliCommandArgs,
type CliCommandResult,
type CliCommandStep,
type ParsedCliCommand,
} from './commands/CliCommand';
export { CommandParser, createCommandParser, CommandParseError } from './commands/CommandParser';
export { CommandRegistry, createCommandRegistry } from './commands/CommandRegistry';
export {
moveCommand,
placeCommand,
flipCommand,
createCommand,
regionCommand,
drawCommand,
shuffleCommand,
discardCommand,
swapCommand,
rotateCommand,
positionCommand,
phaseCommand,
clearCommand,
removeCommand,
helpCommand,
cliCommands,
} from './commands/cli.commands';