refactor: types on the inventory
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@ -1,4 +1,4 @@
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export type { CellCoordinate, GridInventory, InventoryItem, PlacementResult } from './types';
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export type { CellCoordinate, CellKey, GridInventory, InventoryItem, MutationResult, PlacementResult } from './types';
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export {
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createGridInventory,
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flipItem,
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@ -8,36 +8,36 @@ import {
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rotateTransform,
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transformShape,
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} from '../utils/shape-collision';
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import type { GridInventory, InventoryItem, PlacementResult } from './types';
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import type { CellKey, GridInventory, InventoryItem, MutationResult, PlacementResult } from './types';
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/**
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* Creates a new empty grid inventory.
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* Note: When used inside `.produce()`, call this before returning the draft.
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*/
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export function createGridInventory(width: number, height: number): GridInventory {
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export function createGridInventory<TMeta = Record<string, unknown>>(width: number, height: number): GridInventory<TMeta> {
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return {
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width,
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height,
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items: new Map<string, InventoryItem>(),
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occupiedCells: new Set<string>(),
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items: new Map<string, InventoryItem<TMeta>>(),
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occupiedCells: new Set<CellKey>(),
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};
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}
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/**
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* Builds a Set of occupied cell keys from a shape and transform.
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*/
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function getShapeCellKeys(shape: ParsedShape, transform: Transform2D): Set<string> {
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function getShapeCellKeys(shape: ParsedShape, transform: Transform2D): Set<CellKey> {
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const cells = transformShape(shape, transform);
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return new Set(cells.map(c => `${c.x},${c.y}`));
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return new Set(cells.map(c => `${c.x},${c.y}` as CellKey));
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}
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/**
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* Validates whether an item can be placed at the given transform.
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* Checks bounds and collision with all other items.
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*/
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export function validatePlacement(
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inventory: GridInventory,
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shape: InventoryItem['shape'],
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export function validatePlacement<TMeta = Record<string, unknown>>(
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inventory: GridInventory<TMeta>,
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shape: InventoryItem<TMeta>['shape'],
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transform: Transform2D
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): PlacementResult {
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if (!checkBounds(shape, transform, inventory.width, inventory.height)) {
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@ -56,7 +56,7 @@ export function validatePlacement(
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* **Mutates directly** — call inside a `.produce()` callback.
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* Does not validate; call `validatePlacement` first.
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*/
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export function placeItem(inventory: GridInventory, item: InventoryItem): void {
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export function placeItem<TMeta = Record<string, unknown>>(inventory: GridInventory<TMeta>, item: InventoryItem<TMeta>): void {
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const cells = getShapeCellKeys(item.shape, item.transform);
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for (const cellKey of cells) {
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inventory.occupiedCells.add(cellKey);
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@ -68,7 +68,7 @@ export function placeItem(inventory: GridInventory, item: InventoryItem): void {
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* Removes an item from the grid by its ID.
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* **Mutates directly** — call inside a `.produce()` callback.
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*/
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export function removeItem(inventory: GridInventory, itemId: string): void {
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export function removeItem<TMeta = Record<string, unknown>>(inventory: GridInventory<TMeta>, itemId: string): void {
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const item = inventory.items.get(itemId);
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if (!item) return;
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@ -84,11 +84,11 @@ export function removeItem(inventory: GridInventory, itemId: string): void {
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* **Mutates directly** — call inside a `.produce()` callback.
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* Validates before applying; returns result indicating success.
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*/
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export function moveItem(
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inventory: GridInventory,
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export function moveItem<TMeta = Record<string, unknown>>(
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inventory: GridInventory<TMeta>,
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itemId: string,
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newTransform: Transform2D
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): { success: true } | { success: false; reason: string } {
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): MutationResult {
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const item = inventory.items.get(itemId);
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if (!item) {
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return { success: false, reason: '物品不存在' };
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@ -127,11 +127,11 @@ export function moveItem(
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* **Mutates directly** — call inside a `.produce()` callback.
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* Validates before applying; returns result indicating success.
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*/
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export function rotateItem(
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inventory: GridInventory,
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export function rotateItem<TMeta = Record<string, unknown>>(
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inventory: GridInventory<TMeta>,
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itemId: string,
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degrees: number
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): { success: true } | { success: false; reason: string } {
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): MutationResult {
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const item = inventory.items.get(itemId);
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if (!item) {
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return { success: false, reason: '物品不存在' };
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@ -146,11 +146,11 @@ export function rotateItem(
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* **Mutates directly** — call inside a `.produce()` callback.
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* Validates before applying; returns result indicating success.
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*/
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export function flipItem(
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inventory: GridInventory,
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export function flipItem<TMeta = Record<string, unknown>>(
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inventory: GridInventory<TMeta>,
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itemId: string,
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axis: 'x' | 'y'
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): { success: true } | { success: false; reason: string } {
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): MutationResult {
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const item = inventory.items.get(itemId);
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if (!item) {
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return { success: false, reason: '物品不存在' };
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@ -166,19 +166,19 @@ export function flipItem(
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/**
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* Returns a copy of the occupied cells set.
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*/
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export function getOccupiedCellSet(inventory: GridInventory): Set<string> {
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export function getOccupiedCellSet<TMeta = Record<string, unknown>>(inventory: GridInventory<TMeta>): Set<CellKey> {
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return new Set(inventory.occupiedCells);
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}
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/**
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* Finds the item occupying the given cell, if any.
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*/
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export function getItemAtCell(
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inventory: GridInventory,
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export function getItemAtCell<TMeta = Record<string, unknown>>(
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inventory: GridInventory<TMeta>,
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x: number,
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y: number
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): InventoryItem | undefined {
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const cellKey = `${x},${y}`;
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): InventoryItem<TMeta> | undefined {
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const cellKey = `${x},${y}` as CellKey;
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if (!inventory.occupiedCells.has(cellKey)) {
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return undefined;
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}
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@ -197,30 +197,31 @@ export function getItemAtCell(
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* Gets all items adjacent to the given item (orthogonally, not diagonally).
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* Returns a Map of itemId -> item for deduplication.
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*/
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export function getAdjacentItems(
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inventory: GridInventory,
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export function getAdjacentItems<TMeta extends Record<string, unknown> = Record<string, unknown>>(
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inventory: GridInventory<TMeta>,
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itemId: string
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): Map<string, InventoryItem> {
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): Map<string, InventoryItem<TMeta>> {
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const item = inventory.items.get(itemId);
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if (!item) {
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return new Map();
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}
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const ownCells = getShapeCellKeys(item.shape, item.transform);
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const adjacent = new Map<string, InventoryItem>();
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const adjacent = new Map<string, InventoryItem<TMeta>>();
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for (const cellKey of ownCells) {
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const [cx, cy] = cellKey.split(',').map(Number);
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const neighbors = [
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`${cx + 1},${cy}`,
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`${cx - 1},${cy}`,
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`${cx},${cy + 1}`,
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`${cx},${cy - 1}`,
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const neighbors: CellKey[] = [
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`${cx + 1},${cy}` as CellKey,
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`${cx - 1},${cy}` as CellKey,
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`${cx},${cy + 1}` as CellKey,
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`${cx},${cy - 1}` as CellKey,
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];
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for (const neighborKey of neighbors) {
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if (inventory.occupiedCells.has(neighborKey) && !ownCells.has(neighborKey)) {
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const neighborItem = getItemAtCell(inventory, ...neighborKey.split(',').map(Number) as [number, number]);
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const [nx, ny] = neighborKey.split(',').map(Number);
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const neighborItem = getItemAtCell(inventory, nx, ny);
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if (neighborItem) {
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adjacent.set(neighborItem.id, neighborItem);
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}
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@ -1,6 +1,11 @@
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import type { ParsedShape } from '../utils/parse-shape';
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import type { Transform2D } from '../utils/shape-collision';
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/**
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* String key representing a grid cell in "x,y" format.
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*/
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export type CellKey = `${number},${number}`;
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/**
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* Simple 2D coordinate for grid cells.
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*/
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@ -11,8 +16,9 @@ export interface CellCoordinate {
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/**
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* An item placed on the grid inventory.
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* @template TMeta - Optional metadata type for game-specific data
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*/
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export interface InventoryItem {
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export interface InventoryItem<TMeta = Record<string, unknown>> {
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/** Unique item identifier */
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id: string;
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/** Reference to the item's shape definition */
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@ -20,7 +26,7 @@ export interface InventoryItem {
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/** Current transformation (position, rotation, flips) */
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transform: Transform2D;
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/** Optional metadata for game-specific data */
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meta?: Record<string, unknown>;
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meta?: TMeta;
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}
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/**
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@ -28,17 +34,23 @@ export interface InventoryItem {
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*/
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export type PlacementResult = { valid: true } | { valid: false; reason: string };
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/**
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* Result of a mutation operation (move, rotate, flip).
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*/
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export type MutationResult = { success: true } | { success: false; reason: string };
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/**
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* Grid inventory state.
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* Designed to be mutated directly inside a `mutative .produce()` callback.
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* @template TMeta - Optional metadata type for items
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*/
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export interface GridInventory {
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export interface GridInventory<TMeta = Record<string, unknown>> {
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/** Board width in cells */
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width: number;
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/** Board height in cells */
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height: number;
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/** Map of itemId -> InventoryItem for all placed items */
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items: Map<string, InventoryItem>;
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items: Map<string, InventoryItem<TMeta>>;
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/** Set of occupied cells in "x,y" format for O(1) collision lookups */
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occupiedCells: Set<string>;
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occupiedCells: Set<CellKey>;
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}
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