refactor: use mutative for entity signals
This commit is contained in:
+12
-8
@@ -1,23 +1,22 @@
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import {createEntityCollection} from "../utils/entity";
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import {createEntityCollection, entity, Entity, EntityCollection} from "../utils/entity";
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import {Part} from "./part";
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import {Region} from "./region";
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import {
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Command,
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CommandRegistry,
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type CommandRunner, CommandRunnerContext,
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CommandRunnerContextExport, CommandSchema,
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CommandRunnerContextExport, CommandSchema, createCommandRegistry,
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createCommandRunnerContext, parseCommandSchema,
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PromptEvent
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} from "../utils/command";
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import {AsyncQueue} from "../utils/async-queue";
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import {signal, Signal} from "@preact/signals-core";
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export interface IGameContext<TState extends Record<string, unknown> = {} > {
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parts: ReturnType<typeof createEntityCollection<Part>>;
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regions: ReturnType<typeof createEntityCollection<Region>>;
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parts: EntityCollection<Part>;
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regions: EntityCollection<Region>;
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state: Entity<TState>;
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commands: CommandRunnerContextExport<IGameContext<TState>>;
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prompts: AsyncQueue<PromptEvent>;
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state: Signal<TState>
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}
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export function createGameContext<TState extends Record<string, unknown> = {} >(
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@@ -27,14 +26,14 @@ export function createGameContext<TState extends Record<string, unknown> = {} >(
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const parts = createEntityCollection<Part>();
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const regions = createEntityCollection<Region>();
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const prompts = new AsyncQueue<PromptEvent>();
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const state: TState = typeof initialState === 'function' ? (initialState as (() => TState))() : (initialState ?? {} as TState);
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const state = typeof initialState === 'function' ? initialState() : initialState ?? {} as TState;
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const ctx = {
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parts,
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regions,
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prompts,
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commands: null!,
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state: signal(state),
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state: entity('gameState', state),
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} as IGameContext<TState>
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ctx.commands = createCommandRunnerContext(commandRegistry, ctx);
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@@ -56,6 +55,11 @@ export function createGameContextFromModule<TState extends Record<string, unknow
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return createGameContext(module.registry, module.createInitialState);
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}
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export function createGameCommandRegistry<TState extends Record<string, unknown> = {} >(): CommandRegistry<IGameContext<TState>> {
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return createCommandRegistry<IGameContext<TState>>();
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}
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</TState>
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export function createGameCommand<TState extends Record<string, unknown> = {} , TResult = unknown>(
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schema: CommandSchema | string,
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run: (this: CommandRunnerContext<IGameContext<TState>>, command: Command) => Promise<TResult>
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+16
-18
@@ -1,33 +1,31 @@
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import {Entity, EntityAccessor} from "../utils/entity";
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import {Entity} from "../utils/entity";
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import {Region} from "./region";
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import {RNG} from "../utils/rng";
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export type Part = Entity & {
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// cards have 2 sides, dices have multiple, tokens have 1
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export type Part = {
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id: string;
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sides: number;
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// mostly rotations, if relevant
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alignments?: string[];
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// current side
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side: number;
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// current alignment
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alignment?: string;
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// current region
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region: EntityAccessor<Region>;
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// current position in region, expect to be the same length as region's axes
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region: Entity<Region>;
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position: number[];
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}
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export function flip(part: Part) {
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part.side = (part.side + 1) % part.sides;
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export function flip(part: Entity<Part>) {
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part.produce(draft => {
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draft.side = (draft.side + 1) % draft.sides;
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});
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}
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export function flipTo(part: Part, side: number) {
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part.side = side;
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export function flipTo(part: Entity<Part>, side: number) {
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part.produce(draft => {
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draft.side = side;
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});
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}
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export function roll(part: Part, rng: RNG) {
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part.side = rng.nextInt(part.sides);
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export function roll(part: Entity<Part>, rng: RNG) {
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part.produce(draft => {
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draft.side = rng.nextInt(draft.sides);
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});
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}
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+30
-42
@@ -1,13 +1,11 @@
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import {Entity, EntityAccessor} from "../utils/entity";
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import {Entity} from "../utils/entity";
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import {Part} from "./part";
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import {RNG} from "../utils/rng";
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export type Region = Entity & {
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// aligning axes of the region, expect a part's position to have a matching number of elements
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export type Region = {
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id: string;
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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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children: Entity<Part>[];
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}
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export type RegionAxis = {
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@@ -17,47 +15,35 @@ export type RegionAxis = {
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align?: 'start' | 'end' | 'center';
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}
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/**
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* for each axis, try to remove gaps in positions.
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* - if min exists and align is start, and there are parts at (for example) min+2 and min+4, then move them to min and min+1
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* - if max exists and align is end, and there are parts at (for example) max-2 and max-4, then move them to max-1 and max-3
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* - for center, move parts to the center, possibly creating parts placed at 0.5 positions
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* - sort children so that they're in ascending order on each axes.
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* @param region
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*/
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export function applyAlign(region: Region){
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export function applyAlign(region: Entity<Region>) {
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region.produce(applyAlignCore);
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}
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function applyAlignCore(region: Region) {
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if (region.children.length === 0) return;
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// Process each axis independently while preserving spatial relationships
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for (let axisIndex = 0; axisIndex < region.axes.length; axisIndex++) {
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const axis = region.axes[axisIndex];
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if (!axis.align) continue;
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// Collect all unique position values on this axis, preserving original order
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const positionValues = new Set<number>();
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for (const accessor of region.children) {
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positionValues.add(accessor.value.position[axisIndex] ?? 0);
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for (const child of region.children) {
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positionValues.add(child.value.position[axisIndex] ?? 0);
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}
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// Sort position values
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const sortedPositions = Array.from(positionValues).sort((a, b) => a - b);
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// Create position mapping: old position -> new position
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const positionMap = new Map<number, number>();
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if (axis.align === 'start' && axis.min !== undefined) {
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// Compact from min, preserving relative order
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sortedPositions.forEach((pos, index) => {
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positionMap.set(pos, axis.min! + index);
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});
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} else if (axis.align === 'end' && axis.max !== undefined) {
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// Compact towards max
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const count = sortedPositions.length;
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sortedPositions.forEach((pos, index) => {
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positionMap.set(pos, axis.max! - (count - 1 - index));
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});
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} else if (axis.align === 'center') {
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// Center alignment
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const count = sortedPositions.length;
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const min = axis.min ?? 0;
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const max = axis.max ?? count - 1;
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@@ -70,14 +56,14 @@ export function applyAlign(region: Region){
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});
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}
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// Apply position mapping to all parts
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for (const accessor of region.children) {
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const currentPos = accessor.value.position[axisIndex] ?? 0;
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accessor.value.position[axisIndex] = positionMap.get(currentPos) ?? currentPos;
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for (const child of region.children) {
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child.produce(draft => {
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const currentPos = draft.position[axisIndex] ?? 0;
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draft.position[axisIndex] = positionMap.get(currentPos) ?? currentPos;
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});
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}
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}
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// Sort children by all axes at the end
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region.children.sort((a, b) => {
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for (let i = 0; i < region.axes.length; i++) {
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const diff = (a.value.position[i] ?? 0) - (b.value.position[i] ?? 0);
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@@ -87,21 +73,23 @@ export function applyAlign(region: Region){
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});
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}
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/**
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* shuffle on each axis. for each axis, try to swap position.
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* @param 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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export function shuffle(region: Entity<Region>, rng: RNG) {
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region.produce(region => shuffleCore(region, rng));
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}
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function shuffleCore(region: Region, rng: RNG){
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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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// 交换两个 part 的整个 position 数组
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const temp = children[i].value.position;
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children[i].value.position = children[j].value.position;
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children[j].value.position = temp;
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const posI = [...children[i].value.position];
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const posJ = [...children[j].value.position];
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children[i].produce(draft => {
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draft.position = posJ;
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});
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children[j].produce(draft => {
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draft.position = posI;
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});
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}
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}
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}
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