refactor: transition to non child entity format
This commit is contained in:
+10
-18
@@ -1,5 +1,3 @@
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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 = {
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@@ -10,27 +8,21 @@ export type Part = {
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alignments?: string[];
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alignment?: string;
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region: Entity<Region>;
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regionId: string;
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position: number[];
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}
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export function flip(part: Entity<Part>) {
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part.produce(draft => {
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if(!draft.sides)return;
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draft.side = ((draft.side||0) + 1) % draft.sides;
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});
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export function flip(part: Part) {
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if(!part.sides) return;
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part.side = ((part.side || 0) + 1) % part.sides;
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}
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export function flipTo(part: Entity<Part>, side: number) {
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part.produce(draft => {
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if(!draft.sides || side >= draft.sides)return;
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draft.side = side;
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});
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export function flipTo(part: Part, side: number) {
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if(!part.sides || side >= part.sides) return;
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part.side = side;
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}
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export function roll(part: Entity<Part>, rng: RNG) {
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part.produce(draft => {
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if(!draft.sides)return;
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draft.side = rng.nextInt(draft.sides);
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});
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export function roll(part: Part, rng: RNG) {
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if(!part.sides) return;
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part.side = rng.nextInt(part.sides);
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}
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+84
-92
@@ -1,12 +1,11 @@
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import {batch, computed, ReadonlySignal, SignalOptions} from "@preact/signals-core";
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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 = {
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id: string;
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axes: RegionAxis[];
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children: Entity<Part>[];
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childIds: string[];
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partMap: Record<string, string>;
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}
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export type RegionAxis = {
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@@ -16,38 +15,39 @@ export type RegionAxis = {
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align?: 'start' | 'end' | 'center';
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}
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export class RegionEntity extends Entity<Region> {
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public readonly partsMap: ReadonlySignal<Record<string, Entity<Part>>>;
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export function createRegion(id: string, axes: RegionAxis[]): Region {
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return {
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id,
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axes,
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childIds: [],
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partMap: {},
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};
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}
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public constructor(id: string, t?: Region, options?: SignalOptions<Region>) {
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super(id, t, options);
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this.partsMap = computed(() => {
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const result: Record<string, Entity<Part>> = {};
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for (const child of this.value.children) {
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const key = child.value.position.join(',');
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result[key] = child;
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}
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return result;
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});
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function buildPartMap(region: Region, parts: Record<string, Part>) {
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const map: Record<string, string> = {};
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for (const childId of region.childIds) {
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const part = parts[childId];
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if (part) {
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map[part.position.join(',')] = childId;
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}
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}
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return map;
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}
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export function applyAlign(region: Entity<Region>) {
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batch(() => {
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region.produce(applyAlignCore);
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});
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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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export function applyAlign(region: Region, parts: Record<string, Part>) {
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if (region.childIds.length === 0) return;
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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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const positionValues = new Set<number>();
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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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for (const childId of region.childIds) {
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const part = parts[childId];
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if (part) {
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positionValues.add(part.position[axisIndex] ?? 0);
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}
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}
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const sortedPositions = Array.from(positionValues).sort((a, b) => a - b);
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@@ -75,86 +75,78 @@ function applyAlignCore(region: Region) {
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});
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}
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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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for (const childId of region.childIds) {
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const part = parts[childId];
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if (part) {
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const currentPos = part.position[axisIndex] ?? 0;
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part.position[axisIndex] = positionMap.get(currentPos) ?? currentPos;
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}
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}
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}
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region.children.sort((a, b) => {
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region.childIds.sort((aId, bId) => {
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const a = parts[aId];
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const b = parts[bId];
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if (!a || !b) return 0;
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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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const diff = (a.position[i] ?? 0) - (b.position[i] ?? 0);
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if (diff !== 0) return diff;
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}
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return 0;
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});
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region.partMap = buildPartMap(region, parts);
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}
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export function shuffle(region: Entity<Region>, rng: RNG) {
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batch(() => {
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region.produce(region => shuffleCore(region, rng));
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});
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}
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export function shuffle(region: Region, parts: Record<string, Part>, rng: RNG){
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if (region.childIds.length <= 1) return;
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function shuffleCore(region: Region, rng: RNG){
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if (region.children.length <= 1) return;
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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 childIds = [...region.childIds];
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for (let i = childIds.length - 1; i > 0; i--) {
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const j = rng.nextInt(i + 1);
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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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const partI = parts[childIds[i]];
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const partJ = parts[childIds[j]];
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if (!partI || !partJ) continue;
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const posI = [...partI.position];
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const posJ = [...partJ.position];
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partI.position = posJ;
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partJ.position = posI;
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}
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region.partMap = buildPartMap(region, parts);
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}
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export function moveToRegion(part: Part, sourceRegion: Region, targetRegion: Region, position?: number[]) {
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sourceRegion.childIds = sourceRegion.childIds.filter(id => id !== part.id);
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delete sourceRegion.partMap[part.position.join(',')];
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targetRegion.childIds.push(part.id);
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if (position) {
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part.position = position;
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}
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targetRegion.partMap[part.position.join(',')] = part.id;
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part.regionId = targetRegion.id;
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}
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export function moveToRegionAll(parts: Part[], sourceRegion: Region, targetRegion: Region, positions?: number[][]) {
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for (let i = 0; i < parts.length; i++) {
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const part = parts[i];
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sourceRegion.childIds = sourceRegion.childIds.filter(id => id !== part.id);
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delete sourceRegion.partMap[part.position.join(',')];
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targetRegion.childIds.push(part.id);
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if (positions && positions[i]) {
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part.position = positions[i];
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}
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targetRegion.partMap[part.position.join(',')] = part.id;
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part.regionId = targetRegion.id;
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}
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}
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export function moveToRegion(part: Entity<Part>, targetRegion: Entity<Region>, position?: number[]) {
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const sourceRegion = part.value.region;
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batch(() => {
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sourceRegion.produce(draft => {
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draft.children = draft.children.filter(c => c.id !== part.id);
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});
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targetRegion.produce(draft => {
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draft.children.push(part);
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});
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part.produce(draft => {
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draft.region = targetRegion;
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if (position) draft.position = position;
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});
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});
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export function removeFromRegion(part: Part, region: Region) {
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region.childIds = region.childIds.filter(id => id !== part.id);
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delete region.partMap[part.position.join(',')];
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}
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export function moveToRegionAll(parts: Entity<Part>[], targetRegion: Entity<Region>, positions?: number[][]) {
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batch(() => {
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for (let i = 0; i < parts.length; i++) {
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const part = parts[i];
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const sourceRegion = part.value.region;
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sourceRegion.produce(draft => {
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draft.children = draft.children.filter(c => c.id !== part.id);
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});
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targetRegion.produce(draft => {
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draft.children.push(part);
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});
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part.produce(draft => {
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draft.region = targetRegion;
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if (positions && positions[i]) draft.position = positions[i];
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});
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}
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});
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}
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export function removeFromRegion(part: Entity<Part>) {
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const region = part.value.region;
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batch(() => {
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region.produce(draft => {
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draft.children = draft.children.filter(c => c.id !== part.id);
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});
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});
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}
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+1
-1
@@ -11,7 +11,7 @@ export type { Part } from './core/part';
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export { flip, flipTo, roll } from './core/part';
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export type { Region, RegionAxis } from './core/region';
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export { applyAlign, shuffle, RegionEntity, moveToRegion, moveToRegionAll, removeFromRegion } from './core/region';
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export { createRegion, applyAlign, shuffle, moveToRegion, moveToRegionAll, removeFromRegion } from './core/region';
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// Utils
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export type { Command, CommandSchema, CommandParamSchema, CommandOptionSchema, CommandFlagSchema } from './utils/command';
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+81
-111
@@ -1,4 +1,4 @@
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import {createGameCommandRegistry, Part, Entity, entity, RegionEntity} from '@/index';
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import {createGameCommandRegistry, Part, Entity, createRegion} from '@/index';
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const BOARD_SIZE = 6;
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const MAX_PIECES_PER_PLAYER = 8;
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@@ -18,26 +18,15 @@ type Player = {
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cat: PieceSupply;
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};
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type PlayerEntity = Entity<Player>;
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function createPlayer(id: PlayerType): PlayerEntity {
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return entity<Player>(id, {
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id,
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kitten: { supply: MAX_PIECES_PER_PLAYER, placed: 0 },
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cat: { supply: 0, placed: 0 },
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});
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}
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type PlayerData = Record<PlayerType, Player>;
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export function createInitialState() {
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return {
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board: new RegionEntity('board', {
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id: 'board',
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axes: [
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{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
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{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
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],
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children: [],
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}),
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board: createRegion('board', [
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{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
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{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
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]),
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pieces: [] as BoopPart[],
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currentPlayer: 'white' as PlayerType,
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winner: null as WinnerType,
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players: {
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@@ -46,26 +35,30 @@ export function createInitialState() {
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},
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};
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}
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function createPlayer(id: PlayerType): Player {
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return {
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id,
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kitten: { supply: MAX_PIECES_PER_PLAYER, placed: 0 },
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cat: { supply: 0, placed: 0 },
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};
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}
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export type BoopState = ReturnType<typeof createInitialState>;
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const registration = createGameCommandRegistry<BoopState>();
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export const registry = registration.registry;
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// Player Entity helper functions
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export function getPlayer(host: Entity<BoopState>, player: PlayerType): PlayerEntity {
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export function getPlayer(host: Entity<BoopState>, player: PlayerType): Player {
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return host.value.players[player];
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}
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export function decrementSupply(player: PlayerEntity, pieceType: PieceType) {
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player.produce(p => {
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p[pieceType].supply--;
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p[pieceType].placed++;
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});
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export function decrementSupply(player: Player, pieceType: PieceType) {
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player[pieceType].supply--;
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player[pieceType].placed++;
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}
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export function incrementSupply(player: PlayerEntity, pieceType: PieceType, count?: number) {
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player.produce(p => {
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p[pieceType].supply += count ?? 1;
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});
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export function incrementSupply(player: Player, pieceType: PieceType, count?: number) {
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player[pieceType].supply += count ?? 1;
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}
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registration.add('setup', async function() {
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@@ -106,8 +99,8 @@ registration.add('turn <player>', async function(cmd) {
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return `Cell (${row}, ${col}) is already occupied.`;
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}
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const playerEntity = getPlayer(this.context, player);
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const supply = playerEntity.value[pieceType].supply;
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const playerData = getPlayer(this.context, player);
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const supply = playerData[pieceType].supply;
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if (supply <= 0) {
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return `No ${pieceType}s left in ${player}'s supply.`;
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}
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@@ -126,15 +119,9 @@ registration.add('turn <player>', async function(cmd) {
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}
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if (countPiecesOnBoard(this.context, turnPlayer) >= MAX_PIECES_PER_PLAYER) {
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const board = getBoardRegion(this.context);
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const partsMap = board.partsMap.value;
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const availableKittens: Entity<BoopPart>[] = [];
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for (const key in partsMap) {
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const part = partsMap[key] as Entity<BoopPart>;
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if (part.value.player === turnPlayer && part.value.pieceType === 'kitten') {
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availableKittens.push(part);
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}
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}
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const availableKittens = this.context.value.pieces.filter(
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p => p.player === turnPlayer && p.pieceType === 'kitten'
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);
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if (availableKittens.length > 0) {
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const graduateCmd = await this.prompt(
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@@ -142,16 +129,16 @@ registration.add('turn <player>', async function(cmd) {
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(command) => {
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const [row, col] = command.params as [number, number];
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const posKey = `${row},${col}`;
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const part = availableKittens.find(p => `${p.value.position[0]},${p.value.position[1]}` === posKey);
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const part = availableKittens.find(p => `${p.position[0]},${p.position[1]}` === posKey);
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if (!part) return `No kitten at (${row}, ${col}).`;
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return null;
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}
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);
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const [row, col] = graduateCmd.params as [number, number];
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const part = availableKittens.find(p => p.value.position[0] === row && p.value.position[1] === col)!;
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const part = availableKittens.find(p => p.position[0] === row && p.position[1] === col)!;
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removePieceFromBoard(this.context, part);
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const playerEntity = getPlayer(this.context, turnPlayer);
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incrementSupply(playerEntity, 'cat', 1);
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const playerData = getPlayer(this.context, turnPlayer);
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incrementSupply(playerData, 'cat', 1);
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}
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}
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@@ -171,44 +158,44 @@ export function getBoardRegion(host: Entity<BoopState>) {
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export function isCellOccupied(host: Entity<BoopState>, row: number, col: number): boolean {
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const board = getBoardRegion(host);
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return board.partsMap.value[`${row},${col}`] !== undefined;
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return board.partMap[`${row},${col}`] !== undefined;
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}
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export function getPartAt(host: Entity<BoopState>, row: number, col: number): Entity<BoopPart> | null {
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export function getPartAt(host: Entity<BoopState>, row: number, col: number): BoopPart | null {
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const board = getBoardRegion(host);
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return (board.partsMap.value[`${row},${col}`] as Entity<BoopPart> | undefined) || null;
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const partId = board.partMap[`${row},${col}`];
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if (!partId) return null;
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return host.value.pieces.find(p => p.id === partId) || null;
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}
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export function placePiece(host: Entity<BoopState>, row: number, col: number, player: PlayerType, pieceType: PieceType) {
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const board = getBoardRegion(host);
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const playerEntity = getPlayer(host, player);
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const count = playerEntity.value[pieceType].placed + 1;
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const playerData = getPlayer(host, player);
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const count = playerData[pieceType].placed + 1;
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const piece: BoopPart = {
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id: `${player}-${pieceType}-${count}`,
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region: board,
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regionId: 'board',
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position: [row, col],
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player,
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pieceType,
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};
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host.produce(s => {
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const e = entity(piece.id, piece);
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board.produce(draft => {
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draft.children.push(e);
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});
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s.pieces.push(piece);
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board.childIds.push(piece.id);
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board.partMap[`${row},${col}`] = piece.id;
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});
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decrementSupply(playerEntity, pieceType);
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decrementSupply(playerData, pieceType);
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}
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export function applyBoops(host: Entity<BoopState>, placedRow: number, placedCol: number, placedType: PieceType) {
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const board = getBoardRegion(host);
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const partsMap = board.partsMap.value;
|
||||
const pieces = host.value.pieces;
|
||||
|
||||
const piecesToBoop: { part: Entity<BoopPart>; dr: number; dc: number }[] = [];
|
||||
const piecesToBoop: { part: BoopPart; dr: number; dc: number }[] = [];
|
||||
|
||||
for (const key in partsMap) {
|
||||
const part = partsMap[key] as Entity<BoopPart>;
|
||||
const [r, c] = part.value.position;
|
||||
for (const part of pieces) {
|
||||
const [r, c] = part.position;
|
||||
if (r === placedRow && c === placedCol) continue;
|
||||
|
||||
const dr = Math.sign(r - placedRow);
|
||||
@@ -216,7 +203,7 @@ export function applyBoops(host: Entity<BoopState>, placedRow: number, placedCol
|
||||
|
||||
if (Math.abs(r - placedRow) <= 1 && Math.abs(c - placedCol) <= 1) {
|
||||
const booperIsKitten = placedType === 'kitten';
|
||||
const targetIsCat = part.value.pieceType === 'cat';
|
||||
const targetIsCat = part.pieceType === 'cat';
|
||||
|
||||
if (booperIsKitten && targetIsCat) continue;
|
||||
|
||||
@@ -225,36 +212,38 @@ export function applyBoops(host: Entity<BoopState>, placedRow: number, placedCol
|
||||
}
|
||||
|
||||
for (const { part, dr, dc } of piecesToBoop) {
|
||||
const [r, c] = part.value.position;
|
||||
const [r, c] = part.position;
|
||||
const newRow = r + dr;
|
||||
const newCol = c + dc;
|
||||
|
||||
if (newRow < 0 || newRow >= BOARD_SIZE || newCol < 0 || newCol >= BOARD_SIZE) {
|
||||
const pt = part.value.pieceType;
|
||||
const pl = part.value.player;
|
||||
const playerEntity = getPlayer(host, pl);
|
||||
const pt = part.pieceType;
|
||||
const pl = part.player;
|
||||
const playerData = getPlayer(host, pl);
|
||||
removePieceFromBoard(host, part);
|
||||
incrementSupply(playerEntity, pt);
|
||||
incrementSupply(playerData, pt);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (isCellOccupied(host, newRow, newCol)) continue;
|
||||
|
||||
part.produce(p => {
|
||||
p.position = [newRow, newCol];
|
||||
});
|
||||
part.position = [newRow, newCol];
|
||||
board.partMap = Object.fromEntries(
|
||||
board.childIds.map(id => {
|
||||
const p = pieces.find(x => x.id === id)!;
|
||||
return [p.position.join(','), id];
|
||||
})
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
export function removePieceFromBoard(host: Entity<BoopState>, part: Entity<BoopPart>) {
|
||||
export function removePieceFromBoard(host: Entity<BoopState>, part: BoopPart) {
|
||||
const board = getBoardRegion(host);
|
||||
const playerEntity = getPlayer(host, part.value.player);
|
||||
board.produce(draft => {
|
||||
draft.children = draft.children.filter(p => p.id !== part.id);
|
||||
});
|
||||
playerEntity.produce(p => {
|
||||
p[part.value.pieceType].placed--;
|
||||
});
|
||||
const playerData = getPlayer(host, part.player);
|
||||
board.childIds = board.childIds.filter(id => id !== part.id);
|
||||
delete board.partMap[part.position.join(',')];
|
||||
host.value.pieces = host.value.pieces.filter(p => p.id !== part.id);
|
||||
playerData[part.pieceType].placed--;
|
||||
}
|
||||
|
||||
const DIRECTIONS: [number, number][] = [
|
||||
@@ -309,14 +298,12 @@ export function hasWinningLine(positions: number[][]): boolean {
|
||||
}
|
||||
|
||||
export function checkGraduation(host: Entity<BoopState>, player: PlayerType): number[][][] {
|
||||
const board = getBoardRegion(host);
|
||||
const partsMap = board.partsMap.value;
|
||||
const pieces = host.value.pieces;
|
||||
const posSet = new Set<string>();
|
||||
|
||||
for (const key in partsMap) {
|
||||
const part = partsMap[key] as Entity<BoopPart>;
|
||||
if (part.value.player === player && part.value.pieceType === 'kitten') {
|
||||
posSet.add(`${part.value.position[0]},${part.value.position[1]}`);
|
||||
for (const part of pieces) {
|
||||
if (part.player === player && part.pieceType === 'kitten') {
|
||||
posSet.add(`${part.position[0]},${part.position[1]}`);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -338,48 +325,31 @@ export function processGraduation(host: Entity<BoopState>, player: PlayerType, l
|
||||
}
|
||||
|
||||
const board = getBoardRegion(host);
|
||||
const partsMap = board.partsMap.value;
|
||||
const partsToRemove: Entity<BoopPart>[] = [];
|
||||
|
||||
for (const key in partsMap) {
|
||||
const part = partsMap[key] as Entity<BoopPart>;
|
||||
if (part.value.player === player && part.value.pieceType === 'kitten' && allPositions.has(`${part.value.position[0]},${part.value.position[1]}`)) {
|
||||
partsToRemove.push(part);
|
||||
}
|
||||
}
|
||||
const partsToRemove = host.value.pieces.filter(
|
||||
p => p.player === player && p.pieceType === 'kitten' && allPositions.has(`${p.position[0]},${p.position[1]}`)
|
||||
);
|
||||
|
||||
for (const part of partsToRemove) {
|
||||
removePieceFromBoard(host, part);
|
||||
}
|
||||
|
||||
const count = partsToRemove.length;
|
||||
const playerEntity = getPlayer(host, player);
|
||||
incrementSupply(playerEntity, 'cat', count);
|
||||
const playerData = getPlayer(host, player);
|
||||
incrementSupply(playerData, 'cat', count);
|
||||
}
|
||||
|
||||
export function countPiecesOnBoard(host: Entity<BoopState>, player: PlayerType): number {
|
||||
const board = getBoardRegion(host);
|
||||
const partsMap = board.partsMap.value;
|
||||
let count = 0;
|
||||
for (const key in partsMap) {
|
||||
const part = partsMap[key] as Entity<BoopPart>;
|
||||
if (part.value.player === player) count++;
|
||||
}
|
||||
return count;
|
||||
const pieces = host.value.pieces;
|
||||
return pieces.filter(p => p.player === player).length;
|
||||
}
|
||||
|
||||
export function checkWinner(host: Entity<BoopState>): WinnerType {
|
||||
const board = getBoardRegion(host);
|
||||
const partsMap = board.partsMap.value;
|
||||
const pieces = host.value.pieces;
|
||||
|
||||
for (const player of ['white', 'black'] as PlayerType[]) {
|
||||
const positions: number[][] = [];
|
||||
for (const key in partsMap) {
|
||||
const part = partsMap[key] as Entity<BoopPart>;
|
||||
if (part.value.player === player && part.value.pieceType === 'cat') {
|
||||
positions.push(part.value.position);
|
||||
}
|
||||
}
|
||||
const positions = pieces
|
||||
.filter(p => p.player === player && p.pieceType === 'cat')
|
||||
.map(p => p.position);
|
||||
if (hasWinningLine(positions)) return player;
|
||||
}
|
||||
|
||||
|
||||
+12
-18
@@ -1,4 +1,4 @@
|
||||
import {createGameCommandRegistry, Part, Entity, entity, RegionEntity} from '@/index';
|
||||
import {createGameCommandRegistry, Part, Entity, createRegion, moveToRegion} from '@/index';
|
||||
|
||||
const BOARD_SIZE = 3;
|
||||
const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
|
||||
@@ -20,15 +20,11 @@ type TicTacToePart = Part & { player: PlayerType };
|
||||
|
||||
export function createInitialState() {
|
||||
return {
|
||||
board: new RegionEntity('board', {
|
||||
id: 'board',
|
||||
axes: [
|
||||
{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
|
||||
{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
|
||||
],
|
||||
children: [],
|
||||
}),
|
||||
parts: [] as Entity<TicTacToePart>[],
|
||||
board: createRegion('board', [
|
||||
{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
|
||||
{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
|
||||
]),
|
||||
parts: [] as TicTacToePart[],
|
||||
currentPlayer: 'X' as PlayerType,
|
||||
winner: null as WinnerType,
|
||||
turn: 0,
|
||||
@@ -96,7 +92,7 @@ function isValidMove(row: number, col: number): boolean {
|
||||
|
||||
export function isCellOccupied(host: Entity<TicTacToeState>, row: number, col: number): boolean {
|
||||
const board = host.value.board;
|
||||
return board.partsMap.value[`${row},${col}`] !== undefined;
|
||||
return board.partMap[`${row},${col}`] !== undefined;
|
||||
}
|
||||
|
||||
export function hasWinningLine(positions: number[][]): boolean {
|
||||
@@ -108,7 +104,7 @@ export function hasWinningLine(positions: number[][]): boolean {
|
||||
}
|
||||
|
||||
export function checkWinner(host: Entity<TicTacToeState>): WinnerType {
|
||||
const parts = host.value.parts.map((e: Entity<TicTacToePart>) => e.value);
|
||||
const parts = host.value.parts;
|
||||
|
||||
const xPositions = parts.filter((p: TicTacToePart) => p.player === 'X').map((p: TicTacToePart) => p.position);
|
||||
const oPositions = parts.filter((p: TicTacToePart) => p.player === 'O').map((p: TicTacToePart) => p.position);
|
||||
@@ -125,15 +121,13 @@ export function placePiece(host: Entity<TicTacToeState>, row: number, col: numbe
|
||||
const moveNumber = host.value.parts.length + 1;
|
||||
const piece: TicTacToePart = {
|
||||
id: `piece-${player}-${moveNumber}`,
|
||||
region: board,
|
||||
regionId: 'board',
|
||||
position: [row, col],
|
||||
player,
|
||||
};
|
||||
host.produce(state => {
|
||||
const e = entity(piece.id, piece)
|
||||
state.parts.push(e);
|
||||
board.produce(draft => {
|
||||
draft.children.push(e);
|
||||
});
|
||||
state.parts.push(piece);
|
||||
board.childIds.push(piece.id);
|
||||
board.partMap[`${row},${col}`] = piece.id;
|
||||
});
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user