refactor: improve rule handling
This commit is contained in:
+23
-16
@@ -1,6 +1,6 @@
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import { GameContextInstance } from '../core/context';
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import type { GameContextLike, RuleContext } from '../core/rule';
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import { createRule, type InvokeYield, type RuleYield } from '../core/rule';
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import type { RuleEngineHost, RuleContext } from '../core/rule';
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import { createRule, type InvokeYield, type SchemaYield } from '../core/rule';
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import type { Command } from '../utils/command';
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import type { Part } from '../core/part';
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import type { Region } from '../core/region';
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@@ -17,19 +17,26 @@ type TurnResult = {
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winner: 'X' | 'O' | 'draw' | null;
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};
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function getBoardRegion(game: GameContextLike) {
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return game.regions.get('board');
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type TicTacToeHost = RuleEngineHost & {
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pushContext: (context: Context) => any;
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latestContext: <T>(type: string) => { value: T } | undefined;
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regions: { add: (...entities: any[]) => void; get: (id: string) => { value: { children: any[] } } };
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parts: { add: (...entities: any[]) => void; get: (id: string) => any; collection: { value: Record<string, { value: Part }> } };
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};
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function getBoardRegion(host: TicTacToeHost) {
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return host.regions.get('board');
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}
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function isCellOccupied(game: GameContextLike, row: number, col: number): boolean {
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const board = getBoardRegion(game);
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function isCellOccupied(host: TicTacToeHost, row: number, col: number): boolean {
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const board = getBoardRegion(host);
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return board.value.children.some(
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(child: { value: { position: number[] } }) => child.value.position[0] === row && child.value.position[1] === col
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);
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}
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function checkWinner(game: GameContextLike): 'X' | 'O' | 'draw' | null {
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const parts = Object.values(game.parts.collection.value).map((s: { value: Part }) => s.value);
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function checkWinner(host: TicTacToeHost): 'X' | 'O' | 'draw' | null {
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const parts = Object.values(host.parts.collection.value).map((s: { value: Part }) => s.value);
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const xPositions = parts.filter((_: Part, i: number) => i % 2 === 0).map((p: Part) => p.position);
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const oPositions = parts.filter((_: Part, i: number) => i % 2 === 1).map((p: Part) => p.position);
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@@ -59,8 +66,8 @@ function hasWinningLine(positions: number[][]): boolean {
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);
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}
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function placePiece(game: GameContextLike, row: number, col: number, moveCount: number) {
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const board = getBoardRegion(game);
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function placePiece(host: TicTacToeHost, row: number, col: number, moveCount: number) {
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const board = getBoardRegion(host);
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const piece: Part = {
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id: `piece-${moveCount}`,
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sides: 1,
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@@ -68,14 +75,14 @@ function placePiece(game: GameContextLike, row: number, col: number, moveCount:
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region: board,
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position: [row, col],
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};
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game.parts.add(piece);
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board.value.children.push(game.parts.get(piece.id));
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host.parts.add(piece);
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board.value.children.push(host.parts.get(piece.id));
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}
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const playSchema = 'play <player> <row:number> <col:number>';
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const playSchema: SchemaYield = { type: 'schema', value: 'play <player> <row:number> <col:number>' };
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export function createSetupRule() {
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return createRule('start', function*() {
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return createRule('start', function*(this: TicTacToeHost) {
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this.pushContext({
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type: 'tic-tac-toe',
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currentPlayer: 'X',
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@@ -101,7 +108,7 @@ export function createSetupRule() {
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rule: 'turn',
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command: { name: 'turn', params: [currentPlayer], flags: {}, options: {} } as Command,
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};
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const ctx = yield yieldValue as RuleYield;
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const ctx = yield yieldValue;
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turnResult = (ctx as RuleContext<TurnResult>).resolution;
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if (turnResult?.winner) break;
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@@ -117,7 +124,7 @@ export function createSetupRule() {
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}
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export function createTurnRule() {
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return createRule('turn <player>', function*(cmd) {
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return createRule('turn <player>', function*(this: TicTacToeHost, cmd) {
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while (true) {
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const received = yield playSchema;
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if ('resolution' in received) continue;
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