feat: rng & commands impl & tests
This commit is contained in:
+7
-2
@@ -26,7 +26,7 @@ export const GameContext = createModel((root: Context) => {
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}
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}
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}
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return {
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parts,
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regions,
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@@ -35,4 +35,9 @@ export const GameContext = createModel((root: Context) => {
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popContext,
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latestContext,
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}
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})
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})
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/** 创建游戏上下文实例 */
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export function createGameContext(root: Context = { type: 'game' }) {
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return new GameContext(root);
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}
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+58
-4
@@ -5,7 +5,7 @@ import {RNG} from "../utils/rng";
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export type Region = Entity & {
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// aligning axes of the region
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axes: RegionAxis[];
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// current children; expect no overlapped positions
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children: EntityAccessor<Part>[];
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}
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@@ -27,7 +27,49 @@ export type RegionAxis = {
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*/
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export function applyAlign(region: Region){
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for (const axis of region.axes) {
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// TODO implement this
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if (region.children.length === 0) continue;
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// 获取当前轴向上的所有位置
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const positions = region.children.map(accessor => accessor.value.position);
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// 根据当前轴的位置排序 children
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region.children.sort((a, b) => {
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const posA = a.value.position[0] ?? 0;
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const posB = b.value.position[0] ?? 0;
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return posA - posB;
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});
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if (axis.align === 'start' && axis.min !== undefined) {
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// 从 min 开始紧凑排列
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region.children.forEach((accessor, index) => {
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const currentPos = accessor.value.position.slice();
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currentPos[0] = axis.min! + index;
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accessor.value.position = currentPos;
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});
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} else if (axis.align === 'end' && axis.max !== undefined) {
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// 从 max 开始向前紧凑排列
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const count = region.children.length;
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region.children.forEach((accessor, index) => {
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const currentPos = accessor.value.position.slice();
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currentPos[0] = axis.max! - (count - 1 - index);
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accessor.value.position = currentPos;
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});
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} else if (axis.align === 'center') {
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// 居中排列
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const count = region.children.length;
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const min = axis.min ?? 0;
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const max = axis.max ?? count - 1;
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const range = max - min;
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const center = min + range / 2;
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region.children.forEach((accessor, index) => {
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const currentPos = accessor.value.position.slice();
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// 计算相对于中心的偏移
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const offset = index - (count - 1) / 2;
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currentPos[0] = center + offset;
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accessor.value.position = currentPos;
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});
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}
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}
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}
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@@ -37,5 +79,17 @@ export function applyAlign(region: Region){
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* @param rng
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*/
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export function shuffle(region: Region, rng: RNG){
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// TODO implement this
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}
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if (region.children.length <= 1) return;
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// Fisher-Yates 洗牌算法
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const children = [...region.children];
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for (let i = children.length - 1; i > 0; i--) {
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const j = rng.nextInt(i + 1);
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// 交换位置
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const posI = children[i].value.position.slice();
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const posJ = children[j].value.position.slice();
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children[i].value.position = posJ;
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children[j].value.position = posI;
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}
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}
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+63
-7
@@ -9,24 +9,80 @@ export type RuleContext<T> = Context & {
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resolution?: T;
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}
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function invokeRuleContext<T>(pushContext: (context: Context) => void, type: string, rule: Generator<string, T, Command>){
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/**
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* 调用规则生成器并管理其上下文
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* @param pushContext - 用于推送上下文到上下文栈的函数
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* @param type - 规则类型
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* @param rule - 规则生成器函数
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* @returns 规则执行结果
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*/
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export function invokeRuleContext<T>(
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pushContext: (context: Context) => void,
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type: string,
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rule: Generator<string, T, Command>
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): RuleContext<T> {
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const ctx: RuleContext<T> = {
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type,
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actions: [],
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handledActions: 0,
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invocations: [],
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resolution: undefined,
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}
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};
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// 执行生成器直到完成或需要等待动作
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const executeRule = () => {
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try {
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const result = rule.next();
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if (result.done) {
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// 规则执行完成,设置结果
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ctx.resolution = result.value;
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return;
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}
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// 如果生成器 yield 了一个动作类型,等待处理
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// 这里可以扩展为实际的动作处理逻辑
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const actionType = result.value;
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// 继续执行直到有动作需要处理或规则完成
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if (!result.done) {
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executeRule();
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}
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} catch (error) {
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// 规则执行出错,抛出错误
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throw error;
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}
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};
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// 使用 effect 来跟踪响应式依赖
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const dispose = effect(() => {
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if(ctx.resolution) {
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if (ctx.resolution !== undefined) {
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dispose();
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return;
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}
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executeRule();
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});
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pushContext(rule);
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// 将规则上下文推入栈中
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pushContext(ctx);
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return ctx;
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}
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function* rule(){
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const play: Command = yield 'play';
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}
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/**
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* 创建一个规则生成器辅助函数
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* @param type - 规则类型
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* @param fn - 规则逻辑函数
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*/
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export function createRule<T>(
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type: string,
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fn: (ctx: RuleContext<T>) => Generator<string, T, Command>
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): Generator<string, T, Command> {
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return fn({
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type,
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actions: [],
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handledActions: 0,
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invocations: [],
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resolution: undefined,
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});
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}
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+15
-201
@@ -3,211 +3,25 @@
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* 基于 Preact Signals 的桌游状态管理库
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*/
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// Rules engine
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export type {
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Rule,
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RuleContext,
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RuleResult,
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ValidationRule,
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EffectRule,
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TriggerRule,
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RuleLogEntry,
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} from './rules/Rule';
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export {
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isValidationRule,
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isEffectRule,
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isTriggerRule,
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createValidationRule,
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createEffectRule,
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createTriggerRule,
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} from './rules/Rule';
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export { RuleEngine, createRuleEngine } from './rules/RuleEngine';
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export type { RuleEngineOptions, RuleEngineExecutionResult } from './rules/RuleEngine';
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export { RuleRegistry, createRuleRegistry } from './rules/RuleRegistry';
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export type { RuleGroup } from './rules/RuleRegistry';
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// Tic Tac Toe game
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export type {
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Player,
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CellState,
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TicTacToeMetadata,
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MoveRecord,
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WinningLine,
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TicTacToeBoardConfig,
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} from './games/tictactoe/TicTacToeState';
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export {
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DEFAULT_BOARD_CONFIG,
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getCellId,
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parseCellId,
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isValidCellId,
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getAllCellIds,
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getWinningCombinations,
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} from './games/tictactoe/TicTacToeState';
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export {
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validateTurnRule,
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validateCellEmptyRule,
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validateGameNotEndedRule,
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switchTurnRule,
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recordMoveHistoryRule,
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checkWinConditionRule,
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checkDrawConditionRule,
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ticTacToeRules,
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getTicTacToeValidationRules,
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getTicTacToeEffectRules,
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getTicTacToeTriggerRules,
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createTicTacToeGame,
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} from './games/tictactoe';
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export {
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startGameCommand,
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markCellCommand,
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resetGameCommand,
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setPlayersCommand,
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getCellCommand,
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ticTacToeCommands,
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createMarkCellCommand,
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createSetPlayersCommand,
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} from './games/tictactoe';
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// Core types
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export { PartType } from './core/Part';
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export type {
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Part,
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PartBase,
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MeeplePart,
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CardPart,
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TilePart,
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PartSignal,
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} from './core/Part';
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export type { Context } from './core/context';
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export { GameContext, createGameContext } from './core/context';
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export { RegionType } from './core/Region';
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export type { Region, RegionProperties, Slot } from './core/Region';
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export type { Part } from './core/part';
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export { flip, flipTo, roll } from './core/part';
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export type { Placement, PlacementProperties, Position, PlacementSignal } from './core/Placement';
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export type { Region, RegionAxis } from './core/region';
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export { applyAlign, shuffle } from './core/region';
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export type { GameStateData } from './core/GameState';
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export type { RuleContext } from './core/rule';
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export { invokeRuleContext, createRule } from './core/rule';
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// Core classes and functions
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export {
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createPart,
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createMeeple,
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createCard,
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createTile,
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} from './core/Part';
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// Utils
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export type { Command } from './utils/command';
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export { parseCommand } from './utils/command';
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export { createRegion, createRegion as createRegionCore } from './core/Region';
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export type { Region as RegionClass } from './core/Region';
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export type { Entity, EntityAccessor } from './utils/entity';
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export { createEntityCollection } from './utils/entity';
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export { createPlacement } from './core/Placement';
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export { GameState, createGameState } from './core/GameState';
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// Part actions
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export {
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createPartAction,
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createMeepleAction,
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createCardAction,
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createTileAction,
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updatePartAction,
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removePartAction,
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getPartAction,
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} from './actions/part.actions';
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// Region actions
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export {
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createRegionAction,
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getRegionAction,
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removeRegionAction,
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addPlacementToRegionAction,
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removePlacementFromRegionAction,
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setSlotAction,
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getSlotAction,
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clearRegionAction,
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getRegionPlacementCountAction,
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isRegionEmptyAction,
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isRegionFullAction,
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} from './actions/region.actions';
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// Placement actions
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export {
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createPlacementAction,
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getPlacementAction,
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removePlacementAction,
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movePlacementAction,
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updatePlacementPositionAction,
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updatePlacementRotationAction,
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flipPlacementAction,
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updatePlacementPartAction,
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swapPlacementsAction,
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setPlacementFaceAction,
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getPlacementsInRegionAction,
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getPlacementsOfPartAction,
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} from './actions/placement.actions';
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// Commands
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export {
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CommandActionType,
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type Command,
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type CommandStep,
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type CommandExecutionResult,
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type CommandLogEntry,
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type StepResult,
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type CommandStatus,
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type QueuedCommand,
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} from './commands/Command';
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export { CommandExecutor } from './commands/CommandExecutor';
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export { CommandLog, createCommandLog } from './commands/CommandLog';
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export {
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setupGameCommand,
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placeMeepleCommand,
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moveMeepleCommand,
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drawCardCommand,
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playCardCommand,
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placeTileCommand,
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flipTileCommand,
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swapPlacementsCommand,
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setPhaseCommand,
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clearRegionCommand,
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defaultCommands,
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getDefaultCommand,
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} from './commands/default.commands';
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// CLI Commands
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export {
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type CliCommand,
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type CliCommandArgs,
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type CliCommandResult,
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type CliCommandStep,
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type ParsedCliCommand,
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} from './commands/CliCommand';
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export { CommandParser, createCommandParser, CommandParseError } from './commands/CommandParser';
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export { CommandRegistry, createCommandRegistry } from './commands/CommandRegistry';
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export {
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moveCommand,
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placeCommand,
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flipCommand,
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createCommand,
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regionCommand,
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drawCommand,
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shuffleCommand,
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discardCommand,
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swapCommand,
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rotateCommand,
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positionCommand,
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phaseCommand,
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clearCommand,
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removeCommand,
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helpCommand,
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cliCommands,
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} from './commands/cli.commands';
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export type { RNG } from './utils/rng';
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export { createRNG, Mulberry32RNG } from './utils/rng';
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+60
-2
@@ -5,6 +5,64 @@
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params: string[];
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}
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// TODO implement this
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export function parseCommand(input: string): Command {
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/**
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* 解析命令行输入字符串为 Command 对象
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* 支持格式:commandName [params...] [--flags...] [-o value...]
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*
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* @example
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* parseCommand("move meeple1 region1 --force -x 10")
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* // returns { name: "move", params: ["meeple1", "region1"], flags: { force: true }, options: { x: "10" } }
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*/
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export function parseCommand(input: string): Command {
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const tokens = input.trim().split(/\s+/).filter(Boolean);
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if (tokens.length === 0) {
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return { name: '', flags: {}, options: {}, params: [] };
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}
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const name = tokens[0];
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const params: string[] = [];
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const flags: Record<string, true> = {};
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const options: Record<string, string> = {};
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let i = 1;
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while (i < tokens.length) {
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const token = tokens[i];
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if (token.startsWith('--') && !/^-?\d+$/.test(token)) {
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// 长格式标志或选项:--flag 或 --option value
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const key = token.slice(2);
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const nextToken = tokens[i + 1];
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// 如果下一个 token 存在且不以 - 开头(或者是负数),则是选项值
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if (nextToken && (!nextToken.startsWith('-') || /^-\d+$/.test(nextToken))) {
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options[key] = nextToken;
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i += 2;
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} else {
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// 否则是布尔标志
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flags[key] = true;
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i++;
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}
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} else if (token.startsWith('-') && token.length > 1 && !/^-?\d+$/.test(token)) {
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// 短格式标志或选项:-f 或 -o value(但不匹配负数)
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const key = token.slice(1);
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const nextToken = tokens[i + 1];
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// 如果下一个 token 存在且不以 - 开头(或者是负数),则是选项值
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if (nextToken && (!nextToken.startsWith('-') || /^-\d+$/.test(nextToken))) {
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options[key] = nextToken;
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i += 2;
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} else {
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// 否则是布尔标志
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flags[key] = true;
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i++;
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}
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} else {
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// 普通参数(包括负数)
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params.push(token);
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i++;
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}
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}
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return { name, flags, options, params };
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}
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+77
-5
@@ -1,12 +1,84 @@
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export interface RNG {
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/** 设置随机数种子 */
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(seed: number): void;
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/** 获取一个[0,1)随机数 */
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/** 获取一个 [0,1) 随机数 */
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next(max?: number): number;
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/** 获取一个[0,max)随机整数 */
|
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/** 获取一个 [0,max) 随机整数 */
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nextInt(max: number): number;
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}
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// TODO: create a RNG implementation with the alea library
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/**
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* 使用 mulberry32 算法实现的伪随机数生成器
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* 这是一个快速、高质量的 32 位 PRNG
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||||
*/
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export function createRNG(seed?: number): RNG {
|
||||
let currentSeed: number = seed ?? 1;
|
||||
|
||||
function rng(seed: number): void {
|
||||
currentSeed = seed;
|
||||
}
|
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|
||||
rng.next = function(max?: number): number {
|
||||
let t = (currentSeed += 0x6d2b79f5);
|
||||
t = Math.imul(t ^ (t >>> 15), t | 1);
|
||||
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
|
||||
const result = ((t ^ (t >>> 14)) >>> 0) / 4294967296;
|
||||
return max !== undefined ? result * max : result;
|
||||
};
|
||||
|
||||
rng.nextInt = function(max: number): number {
|
||||
return Math.floor(rng.next(max));
|
||||
};
|
||||
|
||||
(rng as any).setSeed = function(seed: number): void {
|
||||
currentSeed = seed;
|
||||
};
|
||||
|
||||
(rng as any).getSeed = function(): number {
|
||||
return currentSeed;
|
||||
};
|
||||
|
||||
return rng;
|
||||
}
|
||||
|
||||
/** Mulberry32RNG 类实现(用于类型兼容) */
|
||||
export class Mulberry32RNG {
|
||||
private seed: number = 1;
|
||||
|
||||
constructor(seed?: number) {
|
||||
if (seed !== undefined) {
|
||||
this.seed = seed;
|
||||
}
|
||||
}
|
||||
|
||||
/** 设置随机数种子 */
|
||||
call(seed: number): void {
|
||||
this.seed = seed;
|
||||
}
|
||||
|
||||
/** 获取一个 [0,1) 随机数 */
|
||||
next(max?: number): number {
|
||||
let t = (this.seed += 0x6d2b79f5);
|
||||
t = Math.imul(t ^ (t >>> 15), t | 1);
|
||||
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
|
||||
const result = ((t ^ (t >>> 14)) >>> 0) / 4294967296;
|
||||
return max !== undefined ? result * max : result;
|
||||
}
|
||||
|
||||
/** 获取一个 [0,max) 随机整数 */
|
||||
nextInt(max: number): number {
|
||||
return Math.floor(this.next(max));
|
||||
}
|
||||
|
||||
/** 重新设置种子 */
|
||||
setSeed(seed: number): void {
|
||||
this.seed = seed;
|
||||
}
|
||||
|
||||
/** 获取当前种子 */
|
||||
getSeed(): number {
|
||||
return this.seed;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user