Compare commits

...
16 Commits
Author SHA1 Message Date
hypercross 9ed23295ae build: include samples in prepare script 2026-04-28 16:52:03 +08:00
hypercross ca86bfc427 refactor: use effect for assignSelector in BaseGameClient
Replace subscribe with effect in assignSelector to ensure the
selector value is tracked and the callback is executed within
the reactive context.
2026-04-28 15:50:00 +08:00
hypercross 09c3fc443b feat(core): wrap prompt middleware in try-finally block
Ensure the prompt status is cleared even if the middleware chain
throws an error.
2026-04-28 15:29:08 +08:00
hypercross a0b2003c65 refactor(samples/tic-tac-toe): simplify Client implementation
Remove generic EntityMap and TriggerMap types in favor of explicit
selector methods. This simplifies the Client class by removing
unnecessary interface implementations and conditional logic in
selectors.
2026-04-25 17:58:16 +08:00
hypercross 03db1e8a06 refactor: simplify GameClient API using signals
Replaces the middleware-based `useClient` system with a more direct
reactive API using Preact signals.

- Replace `_setStatus` middleware with a `_status` signal
- Replace `useClient` with `selectPrompt`, `selectStatus`, and
  `selectResult`
- Implement `selectPrompt` to provide a `tryAnswer` function for
  handling prompt resolutions
- Add `_result` signal to track game completion results
- Simplify `setStatus` logic to manage lifecycle and state resets
2026-04-25 17:54:21 +08:00
hypercross 20993d3b72 feat: add BaseGameClient for external integration
Introduces `BaseGameClient` to allow external environments (like C#)
to interact with the game engine. It provides mechanisms for:
- Reactive state selection via `select`
- Async event interception via `use`
- Lifecycle management and status tracking
- Interruption handling for async game loops

Updated `middleware.ts` to allow unregistering middleware via the
returned function from `use`.
2026-04-25 17:31:15 +08:00
hypercross 59391c74d9 refactor(samples): use produceAsync in tic-tac-toe
Update the tic-tac-toe sample to use `produceAsync` instead of `produce`
to ensure state mutations correctly await interruption promises.
2026-04-25 15:58:10 +08:00
hyper fb3c98b1ef refactor: update GameHost to use generic state and result types
Decouple GameHost from GameState and GameResult types by introducing
generic parameters for TState and TResult. This improves type safety
and flexibility when defining GameModules.
2026-04-23 16:03:49 +08:00
hyper 5c1ef232fd export GameState and GameResult types from game-host 2026-04-23 15:36:25 +08:00
hyper f5df1c26dc refactor: remove registry from Boop and Regicide index files 2026-04-23 15:29:14 +08:00
hyper 2014162819 refactor: update Regicide commands and improve code style 2026-04-23 15:28:45 +08:00
hyper d932c2f5e2 refactor: remove Boop command registry and simplify exports
Remove the command registry from the Boop sample and export command
functions directly. This simplifies the command structure and replaces
dynamic imports with static imports.
2026-04-23 15:21:13 +08:00
hyper 1bd49c32e0 refactor: format Onitama commands and Tic-Tac-Toe imports 2026-04-23 15:18:37 +08:00
hyper b009189b9a Extract PromptContext from GameHost into separate module
The prompt system is now managed by a dedicated PromptContext instead of
being embedded in GameHost. This simplifies the API by removing
individual prompt signals and consolidating prompt logic into a reusable
context that can be shared between components.
2026-04-23 15:09:06 +08:00
hyper 59b99d2042 Fix command prompt to properly return promise results
Add comprehensive tests for createPromptContext covering prompt,
tryCommit, cancel, and handleCall middleware.
2026-04-23 14:44:24 +08:00
hyper 32408c3cee feat: add command prompt context with middleware support 2026-04-23 14:22:17 +08:00
17 changed files with 1568 additions and 1171 deletions
+1 -1
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@@ -18,7 +18,7 @@
"scripts": { "scripts": {
"build": "tsup", "build": "tsup",
"build:samples": "tsup --config tsup.samples.config.ts", "build:samples": "tsup --config tsup.samples.config.ts",
"prepare": "npm run build", "prepare": "npm run build && npm run build:samples",
"test": "vitest", "test": "vitest",
"test:run": "vitest run", "test:run": "vitest run",
"typecheck": "tsc --noEmit" "typecheck": "tsc --noEmit"
+118
View File
@@ -0,0 +1,118 @@
import { createPromptContext, PromptDef } from "@/utils/command";
import { computed, effect, signal } from "@preact/signals-core";
import { createGameContext, IGameContext } from "./game";
export enum ClientStatus {
Idle = "idle",
Running = "running",
Disposed = "disposed",
}
export type PromptInfo =
| {
hasPrompt: false;
player: string;
}
| {
hasPrompt: true;
player: string;
def: PromptDef<unknown[]>;
tryAnswer(...args: unknown[]): string | null;
};
/**
* 1. create a client instance
* 2. setStatus("running")
* 3. select("selector", t => {}) for c# to capture game state
* 4. useClient("status" | "prompt") for c# to handle prompt / game status
*/
export abstract class BaseGameClient<
T extends Record<string, unknown> = Record<string, unknown>,
R = unknown,
> {
protected _initialState: T;
protected _context: IGameContext<T>;
protected _prompts = createPromptContext();
protected _status = signal(ClientStatus.Idle);
protected _result = signal(null as null | R);
public get state() {
return this._context.value;
}
constructor(is: T) {
this._initialState = is;
this._context = createGameContext(this._prompts, is);
}
async setStatus(status: ClientStatus) {
this._status.value = status;
if (status === ClientStatus.Disposed) {
this._prompts.reset();
} else if (status === ClientStatus.Running) {
this._prompts.reset();
this._context._state.value = this._initialState;
this._result.value = null;
this._result.value = await this.start(this._context);
this.setStatus(ClientStatus.Idle);
}
}
abstract start(ctx: IGameContext<T>): Promise<R>;
assignSelector<S>(selector: (t: T) => S, callback: (s: S) => void) {
const selected = computed(() => selector(this._context.value));
return effect(() => {
callback(selected.value);
});
}
addInterruption() {
let resolve!: () => void;
const promise = new Promise<void>((resolver) => {
resolve = resolver;
});
this._context._state.addInterruption(promise);
return resolve;
}
selectPrompt(callback: (prompt: PromptInfo) => void) {
return this._prompts.handleCall.use(async (ctx, next) => {
function tryAnswer(...args: any[]) {
try {
const res = ctx.validator(...args);
ctx.resolve(res);
return null;
} catch (reason) {
if (typeof reason === "string") {
return reason;
}
throw reason;
}
}
try {
callback({
hasPrompt: true,
player: ctx.player || "global",
def: ctx.def,
tryAnswer,
});
return await next();
} finally {
callback({
hasPrompt: false,
player: ctx.player || "global",
});
}
});
}
selectStatus(callback: (status: ClientStatus) => void) {
return effect(() => {
callback(this._status.value);
});
}
selectResult(callback: (status: R | null) => void) {
return effect(() => {
callback(this._result.value);
});
}
}
+12 -74
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@@ -1,11 +1,7 @@
import { createPromptContext } from "@/utils/command";
import { PromptContext } from "@/utils/command/command-prompt";
import { ReadonlySignal, Signal } from "@preact/signals-core"; import { ReadonlySignal, Signal } from "@preact/signals-core";
import { CommandSchema, CommandRegistry, PromptEvent } from "@/utils/command"; import { createGameContext, IGameContext } from "./game";
import {
createGameCommandRegistry,
createGameContext,
IGameContext,
PromptDef,
} from "./game";
export type GameHostStatus = "created" | "running" | "disposed"; export type GameHostStatus = "created" | "running" | "disposed";
@@ -16,85 +12,28 @@ export class GameHost<
> { > {
readonly state: ReadonlySignal<TState>; readonly state: ReadonlySignal<TState>;
readonly status: ReadonlySignal<GameHostStatus>; readonly status: ReadonlySignal<GameHostStatus>;
readonly activePromptSchema: ReadonlySignal<CommandSchema | null>; readonly prompts: PromptContext;
readonly activePromptPlayer: ReadonlySignal<string | null>;
readonly activePromptHint: ReadonlySignal<string | null>;
private _context: IGameContext<TState>; private _context: IGameContext<TState>;
private _start: (ctx: IGameContext<TState>) => Promise<TResult>; private _start: (ctx: IGameContext<TState>) => Promise<TResult>;
private _status: Signal<GameHostStatus>; private _status: Signal<GameHostStatus>;
private _activePromptSchema: Signal<CommandSchema | null>;
private _activePromptPlayer: Signal<string | null>;
private _activePromptHint: Signal<string | null>;
private _createInitialState: () => TState; private _createInitialState: () => TState;
private _eventListeners: Map<"start" | "dispose", Set<() => void>>; private _eventListeners: Map<"start" | "dispose", Set<() => void>>;
private _isDisposed = false; private _isDisposed = false;
constructor(public readonly gameModule: TModule) { constructor(public readonly gameModule: TModule) {
const { createInitialState, registry, start } = gameModule; const { createInitialState, start } = gameModule;
this._createInitialState = createInitialState; this._createInitialState = createInitialState;
this._eventListeners = new Map(); this._eventListeners = new Map();
this.prompts = createPromptContext();
const initialState = createInitialState(); const initialState = createInitialState();
this._context = createGameContext( this._context = createGameContext(this.prompts, initialState);
registry ?? createGameCommandRegistry(),
initialState,
);
this._start = start; this._start = start;
this.state = this._context._state; this.state = this._context._state;
this._status = new Signal<GameHostStatus>("created"); this._status = new Signal<GameHostStatus>("created");
this.status = this._status; this.status = this._status;
this._activePromptSchema = new Signal<CommandSchema | null>(null);
this.activePromptSchema = this._activePromptSchema;
this._activePromptPlayer = new Signal<string | null>(null);
this.activePromptPlayer = this._activePromptPlayer;
this._activePromptHint = new Signal<string | null>(null);
this.activePromptHint = this._activePromptHint;
this._setupPromptTracking();
}
private _setupPromptTracking() {
let currentPromptEvent: PromptEvent | null = null;
this._context._commands.on("prompt", (e) => {
currentPromptEvent = e as PromptEvent;
this._activePromptSchema.value = currentPromptEvent.schema;
this._activePromptPlayer.value = currentPromptEvent.currentPlayer;
this._activePromptHint.value = currentPromptEvent.hintText || null;
});
this._context._commands.on("promptEnd", () => {
currentPromptEvent = null;
this._activePromptSchema.value = null;
this._activePromptPlayer.value = null;
this._activePromptHint.value = null;
});
// Initial state
this._activePromptSchema.value = null;
this._activePromptPlayer.value = null;
this._activePromptHint.value = null;
}
tryInput(input: string): string | null {
if (this._isDisposed) {
return "GameHost is disposed";
}
return this._context._commands._tryCommit(input);
}
tryAnswerPrompt<TArgs extends any[]>(def: PromptDef<TArgs>, ...args: TArgs) {
return this._context._commands._tryCommit({
name: def.schema.name,
params: args,
options: {},
flags: {},
});
} }
/** /**
@@ -118,7 +57,7 @@ export class GameHost<
throw new Error("GameHost is disposed"); throw new Error("GameHost is disposed");
} }
this._context._commands._cancel(); this.prompts.reset();
const initialState = this._createInitialState(); const initialState = this._createInitialState();
this._context._state.value = initialState as any; this._context._state.value = initialState as any;
@@ -139,7 +78,7 @@ export class GameHost<
} }
this._isDisposed = true; this._isDisposed = true;
this._context._commands._cancel(); this.prompts.reset();
this._status.value = "disposed"; this._status.value = "disposed";
// Emit dispose event BEFORE clearing listeners // Emit dispose event BEFORE clearing listeners
@@ -169,18 +108,17 @@ export class GameHost<
} }
export type GameModule< export type GameModule<
TState extends Record<string, unknown>, TState extends Record<string, unknown> = Record<string, unknown>,
TResult = unknown, TResult = unknown,
> = { > = {
registry?: CommandRegistry<IGameContext<TState>>;
createInitialState: () => TState; createInitialState: () => TState;
start: (ctx: IGameContext<TState>) => Promise<TResult>; start: (ctx: IGameContext<TState>) => Promise<TResult>;
}; };
export function createGameHost< export function createGameHost<
TState extends Record<string, unknown>, TState extends Record<string, unknown> = Record<string, unknown>,
TResult = unknown, TResult = unknown,
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>, TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
>(gameModule: TModule): GameHost<TState, TResult> { >(gameModule: TModule): GameHost<TState, TResult, TModule> {
return new GameHost(gameModule); return new GameHost(gameModule);
} }
+6 -46
View File
@@ -1,40 +1,29 @@
import { MutableSignal, mutableSignal } from "@/utils/mutable-signal"; import { MutableSignal, mutableSignal } from "@/utils/mutable-signal";
import { import { CommandSchema, parseCommandSchema, PromptDef } from "@/utils/command";
Command,
CommandRegistry,
CommandResult,
CommandRunnerContextExport,
CommandSchema,
createCommandRegistry,
createCommandRunnerContext,
parseCommandSchema,
} from "@/utils/command";
import { PromptValidator } from "@/utils/command/command-runner"; import { PromptValidator } from "@/utils/command/command-runner";
import { Mulberry32RNG, ReadonlyRNG, RNG } from "@/utils/rng"; import { Mulberry32RNG, ReadonlyRNG, RNG } from "@/utils/rng";
import { PromptContext } from "@/utils/command/command-prompt";
export interface IGameContext<TState extends Record<string, unknown> = {}> { export interface IGameContext<TState extends Record<string, unknown> = {}> {
get value(): TState; get value(): TState;
get rng(): ReadonlyRNG; get rng(): ReadonlyRNG;
produce(fn: (draft: TState) => undefined): void; produce(fn: (draft: TState) => undefined): void;
produceAsync(fn: (draft: TState) => undefined): Promise<void>; produceAsync(fn: (draft: TState) => undefined): Promise<void>;
run<T>(input: string): Promise<CommandResult<T>>;
runParsed<T>(command: Command): Promise<CommandResult<T>>;
prompt: <TResult, TArgs extends any[] = any[]>( prompt: <TResult, TArgs extends any[] = any[]>(
def: PromptDef<TArgs>, def: PromptDef<TArgs>,
validator: PromptValidator<TResult, TArgs>, validator: PromptValidator<TResult, TArgs>,
currentPlayer?: string | null, player?: string,
) => Promise<TResult>; ) => Promise<TResult>;
// test only // test only
_state: MutableSignal<TState>; _state: MutableSignal<TState>;
_commands: CommandRunnerContextExport<IGameContext<TState>>;
_rng: RNG; _rng: RNG;
} }
export type IGameContextExport<TState extends Record<string, unknown> = {}> = export type IGameContextExport<TState extends Record<string, unknown> = {}> =
Omit<IGameContext<TState>, "_state" | "_commands" | "_rng">; Omit<IGameContext<TState>, "_state" | "_commands" | "_rng">;
export function createGameContext<TState extends Record<string, unknown> = {}>( export function createGameContext<TState extends Record<string, unknown> = {}>(
commandRegistry: CommandRegistry<IGameContext<TState>>, promptContext: PromptContext,
initialState?: TState | (() => TState), initialState?: TState | (() => TState),
): IGameContext<TState> { ): IGameContext<TState> {
const stateValue = const stateValue =
@@ -42,7 +31,7 @@ export function createGameContext<TState extends Record<string, unknown> = {}>(
? initialState() ? initialState()
: (initialState ?? ({} as TState)); : (initialState ?? ({} as TState));
const state = mutableSignal(stateValue); const state = mutableSignal(stateValue);
let commands: CommandRunnerContextExport<IGameContext<TState>> = null as any; const { prompt } = promptContext;
const context: IGameContext<TState> = { const context: IGameContext<TState> = {
get value(): TState { get value(): TState {
@@ -57,38 +46,15 @@ export function createGameContext<TState extends Record<string, unknown> = {}>(
produceAsync(fn: (draft: TState) => undefined) { produceAsync(fn: (draft: TState) => undefined) {
return state.produceAsync(fn); return state.produceAsync(fn);
}, },
run<T>(input: string) { prompt,
return commands.run<T>(input);
},
runParsed<T>(command: Command) {
return commands.runParsed<T>(command);
},
prompt(def, validator, currentPlayer) {
return commands.prompt(
def.schema,
validator,
def.hintText,
currentPlayer,
);
},
_state: state, _state: state,
_commands: commands,
_rng: new Mulberry32RNG(), _rng: new Mulberry32RNG(),
}; };
context._commands = commands = createCommandRunnerContext(
commandRegistry,
context,
);
return context; return context;
} }
export type PromptDef<TArgs extends any[] = any[]> = {
schema: CommandSchema;
hintText?: string;
};
export function createPromptDef<TArgs extends any[] = any[]>( export function createPromptDef<TArgs extends any[] = any[]>(
schema: CommandSchema | string, schema: CommandSchema | string,
hintText?: string, hintText?: string,
@@ -96,9 +62,3 @@ export function createPromptDef<TArgs extends any[] = any[]>(
schema = typeof schema === "string" ? parseCommandSchema(schema) : schema; schema = typeof schema === "string" ? parseCommandSchema(schema) : schema;
return { schema, hintText }; return { schema, hintText };
} }
export function createGameCommandRegistry<
TState extends Record<string, unknown> = {},
>() {
return createCommandRegistry<IGameContext<TState>>();
}
+3 -1
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@@ -5,7 +5,7 @@
// Core types // Core types
export type { IGameContext } from "./core/game"; export type { IGameContext } from "./core/game";
export { createGameCommandRegistry, createPromptDef } from "./core/game"; export { createPromptDef } from "./core/game";
export type { GameHost, GameHostStatus, GameModule } from "./core/game-host"; export type { GameHost, GameHostStatus, GameModule } from "./core/game-host";
export { createGameHost } from "./core/game-host"; export { createGameHost } from "./core/game-host";
@@ -24,6 +24,8 @@ export {
moveToRegion, moveToRegion,
} from "./core/region"; } from "./core/region";
export * from "./core/game-client";
// Utils // Utils
export type { export type {
Command, Command,
+12 -82
View File
@@ -1,75 +1,11 @@
import {BoopGame} from "@/samples/boop/types-extensions"; import { BoopGame } from "@/samples/boop/types-extensions";
import {PlayerType} from "@/samples/boop/types"; import { PlayerType } from "@/samples/boop/types";
import {turn} from "@/samples/boop/commands/turn"; import { turn } from "@/samples/boop/commands/turn";
import {createGameCommandRegistry} from "@/core/game"; import { boop } from "./boop";
import { checkFullBoard } from "./full-board";
export const registry = createGameCommandRegistry<BoopGame['value']>(); import { checkGraduates } from "./graduate";
import { place } from "./place";
/** import { checkWin } from "./win";
* 放置棋子到棋盘
*/
const placeCmd = registry.register({
schema: 'place <row:number> <col:number> <player> <type>',
run: async (game, row, col, player, type) => {
const {place} = await import('./place');
return place(game, row, col, player, type);
}
});
/**
* 执行boop - 推动周围棋子
*/
const boopCmd = registry.register({
schema: 'boop <row:number> <col:number> <type>',
run: async (game, row, col, type) => {
const {boop} = await import('./boop');
return boop(game, row, col, type);
}
});
/**
* 检查是否有玩家获胜(三个猫连线)
*/
const checkWinCmd = registry.register({
schema: 'check-win',
run: async (game) => {
const {checkWin} = await import('./win');
return checkWin(game);
}
});
/**
* 检查并执行小猫升级(三个小猫连线变成猫)
*/
const checkGraduatesCmd = registry.register({
schema: 'check-graduates',
run: async (game) => {
const {checkGraduates} = await import('./graduate');
return checkGraduates(game);
}
});
/**
* 检查并执行 8-piece 规则
*/
const checkFullBoardCmd = registry.register({
schema: 'check-full-board <player:string>',
run: async (game, player) => {
const {checkFullBoard} = await import('./full-board');
return checkFullBoard(game, player);
}
});
/**
* 处理一个回合
*/
const turnCmd = registry.register({
schema: 'turn <player:string>',
run: async (game, player) => {
const {turn} = await import('./turn');
return turn(game, player);
}
});
/** /**
* 启动游戏主循环 * 启动游戏主循环
@@ -79,10 +15,11 @@ export async function start(game: BoopGame) {
const currentPlayer = game.value.currentPlayer; const currentPlayer = game.value.currentPlayer;
const turnOutput = await turn(game, currentPlayer); const turnOutput = await turn(game, currentPlayer);
await game.produceAsync(state => { await game.produceAsync((state) => {
state.winner = turnOutput.winner; state.winner = turnOutput.winner;
if (!state.winner) { if (!state.winner) {
state.currentPlayer = state.currentPlayer === 'white' ? 'black' : 'white'; state.currentPlayer =
state.currentPlayer === "white" ? "black" : "white";
} }
}); });
if (game.value.winner) break; if (game.value.winner) break;
@@ -91,11 +28,4 @@ export async function start(game: BoopGame) {
return game.value; return game.value;
} }
export { export { place, boop, checkWin, checkGraduates, checkFullBoard, turn };
placeCmd as place,
boopCmd as boop,
checkWinCmd as checkWin,
checkGraduatesCmd as checkGraduates,
checkFullBoardCmd as checkFullBoard,
turnCmd as turn
};
+10 -18
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@@ -5,38 +5,30 @@ export type {
WinnerType, WinnerType,
RegionType, RegionType,
BoopPartMeta, BoopPartMeta,
BoopPart BoopPart,
} from './types'; } from "./types";
export type {BoopGame} from './types-extensions'; export type { BoopGame } from "./types-extensions";
// Constants // Constants
export { export { BOARD_SIZE, MAX_PIECES_PER_PLAYER, WIN_LENGTH } from "./constants";
BOARD_SIZE,
MAX_PIECES_PER_PLAYER,
WIN_LENGTH
} from './constants';
// State // State
export { export { createInitialState, type BoopState } from "./state";
createInitialState,
type BoopState
} from './state';
// Prompts // Prompts
export {prompts} from './prompts'; export { prompts } from "./prompts";
// Commands // Commands
export { export {
registry,
start, start,
place as placeCmd, place as placeCmd,
boop as boopCmd, boop as boopCmd,
checkWin as checkWinCmd, checkWin as checkWinCmd,
checkGraduates as checkGraduatesCmd, checkGraduates as checkGraduatesCmd,
checkFullBoard as checkFullBoardCmd, checkFullBoard as checkFullBoardCmd,
turn as turnCmd turn as turnCmd,
} from './commands'; } from "./commands";
// Utils // Utils
export { export {
@@ -45,5 +37,5 @@ export {
isCellOccupied, isCellOccupied,
getNeighborPositions, getNeighborPositions,
findPartInRegion, findPartInRegion,
findPartAtPosition findPartAtPosition,
} from './utils'; } from "./utils";
+109 -79
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@@ -3,12 +3,9 @@ import {
OnitamaState, OnitamaState,
PlayerType, PlayerType,
prompts, prompts,
initializeCards initializeCards,
} from "./types"; } from "./types";
import {createGameCommandRegistry} from "@/core/game"; import { moveToRegion } from "@/core/region";
import {moveToRegion} from "@/core/region";
export const registry = createGameCommandRegistry<OnitamaState>();
/** /**
* 检查位置是否在棋盘范围内 * 检查位置是否在棋盘范围内
@@ -29,8 +26,12 @@ function getPawnAtPosition(state: OnitamaState, x: number, y: number) {
/** /**
* 检查玩家是否拥有某张卡牌 * 检查玩家是否拥有某张卡牌
*/ */
function playerHasCard(state: OnitamaState, player: PlayerType, cardName: string): boolean { function playerHasCard(
const cardList = player === 'red' ? state.redCards : state.blackCards; state: OnitamaState,
player: PlayerType,
cardName: string,
): boolean {
const cardList = player === "red" ? state.redCards : state.blackCards;
return cardList.includes(cardName); return cardList.includes(cardName);
} }
@@ -38,13 +39,17 @@ function playerHasCard(state: OnitamaState, player: PlayerType, cardName: string
* 获取卡牌的移动候选项,根据玩家视角进行旋转 * 获取卡牌的移动候选项,根据玩家视角进行旋转
* 黑方需要将卡牌旋转180度 * 黑方需要将卡牌旋转180度
*/ */
export function getCardMoveCandidates(state: OnitamaState, cardName: string, player: PlayerType) { export function getCardMoveCandidates(
state: OnitamaState,
cardName: string,
player: PlayerType,
) {
const card = state.cards[cardName]; const card = state.cards[cardName];
const candidates = card.moveCandidates; const candidates = card.moveCandidates;
// 黑方需要将卡牌旋转180度 // 黑方需要将卡牌旋转180度
if (player === 'black') { if (player === "black") {
return candidates.map(m => ({ dx: -m.dx, dy: -m.dy })); return candidates.map((m) => ({ dx: -m.dx, dy: -m.dy }));
} }
return candidates; return candidates;
@@ -53,7 +58,15 @@ export function getCardMoveCandidates(state: OnitamaState, cardName: string, pla
/** /**
* 检查移动是否合法 * 检查移动是否合法
*/ */
export function isValidMove(state: OnitamaState, cardName: string, fromX: number, fromY: number, toX: number, toY: number, player: PlayerType): string | null { export function isValidMove(
state: OnitamaState,
cardName: string,
fromX: number,
fromY: number,
toX: number,
toY: number,
player: PlayerType,
): string | null {
// 检查玩家是否拥有该卡牌 // 检查玩家是否拥有该卡牌
if (!playerHasCard(state, player, cardName)) { if (!playerHasCard(state, player, cardName)) {
return `玩家 ${player} 不拥有卡牌 ${cardName}`; return `玩家 ${player} 不拥有卡牌 ${cardName}`;
@@ -80,7 +93,7 @@ export function isValidMove(state: OnitamaState, cardName: string, fromX: number
// 检查移动是否在卡牌的移动候选项中(黑方需要旋转180度) // 检查移动是否在卡牌的移动候选项中(黑方需要旋转180度)
const candidates = getCardMoveCandidates(state, cardName, player); const candidates = getCardMoveCandidates(state, cardName, player);
const isValid = candidates.some(m => m.dx === dx && m.dy === dy); const isValid = candidates.some((m) => m.dx === dx && m.dy === dy);
if (!isValid) { if (!isValid) {
return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`; return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`;
} }
@@ -102,7 +115,15 @@ export function isValidMove(state: OnitamaState, cardName: string, fromX: number
/** /**
* 执行移动 * 执行移动
*/ */
async function handleMove(game: OnitamaGame, player: PlayerType, cardName: string, fromX: number, fromY: number, toX: number, toY: number) { async function move(
game: OnitamaGame,
player: PlayerType,
cardName: string,
fromX: number,
fromY: number,
toX: number,
toY: number,
) {
const state = game.value; const state = game.value;
// 验证移动 // 验证移动
@@ -113,7 +134,7 @@ async function handleMove(game: OnitamaGame, player: PlayerType, cardName: strin
const capturedPawnId = getPawnAtPosition(state, toX, toY)?.id || null; const capturedPawnId = getPawnAtPosition(state, toX, toY)?.id || null;
await game.produceAsync(state => { await game.produceAsync((state) => {
const pawn = state.pawns[getPawnAtPosition(state, fromX, fromY)!.id]; const pawn = state.pawns[getPawnAtPosition(state, fromX, fromY)!.id];
// 如果目标位置有敌方棋子,将其移除(吃掉) // 如果目标位置有敌方棋子,将其移除(吃掉)
@@ -127,41 +148,40 @@ async function handleMove(game: OnitamaGame, player: PlayerType, cardName: strin
}); });
// 交换卡牌 // 交换卡牌
await handleSwapCard(game, player, cardName); await swapCard(game, player, cardName);
return { return {
from: { x: fromX, y: fromY }, from: { x: fromX, y: fromY },
to: { x: toX, y: toY }, to: { x: toX, y: toY },
card: cardName, card: cardName,
captured: capturedPawnId captured: capturedPawnId,
}; };
} }
const move = registry.register({
schema: 'move <player> <card:string> <fromX:number> <fromY:number> <toX:number> <toY:number>',
run: handleMove
});
/** /**
* 交换卡牌:将使用的卡牌与备用卡牌交换 * 交换卡牌:将使用的卡牌与备用卡牌交换
*/ */
async function handleSwapCard(game: OnitamaGame, player: PlayerType, usedCard: string) { async function swapCard(
await game.produceAsync(state => { game: OnitamaGame,
player: PlayerType,
usedCard: string,
) {
await game.produceAsync((state) => {
const spareCard = state.spareCard; const spareCard = state.spareCard;
const usedCardData = state.cards[usedCard]; const usedCardData = state.cards[usedCard];
const spareCardData = state.cards[spareCard]; const spareCardData = state.cards[spareCard];
// 从玩家手牌中移除使用的卡牌 // 从玩家手牌中移除使用的卡牌
if (player === 'red') { if (player === "red") {
state.redCards = state.redCards.filter(c => c !== usedCard); state.redCards = state.redCards.filter((c) => c !== usedCard);
state.redCards.push(spareCard); state.redCards.push(spareCard);
} else { } else {
state.blackCards = state.blackCards.filter(c => c !== usedCard); state.blackCards = state.blackCards.filter((c) => c !== usedCard);
state.blackCards.push(spareCard); state.blackCards.push(spareCard);
} }
// 更新卡牌区域 // 更新卡牌区域
usedCardData.regionId = 'spare'; usedCardData.regionId = "spare";
spareCardData.regionId = player; spareCardData.regionId = player;
// 更新备用卡牌 // 更新备用卡牌
@@ -169,75 +189,70 @@ async function handleSwapCard(game: OnitamaGame, player: PlayerType, usedCard: s
}); });
} }
const swapCard = registry.register({
schema: 'swap-card <player> <card:string>',
run: handleSwapCard
});
/** /**
* 检查占领胜利条件:玩家的师父棋子到达对手的初始位置 * 检查占领胜利条件:玩家的师父棋子到达对手的初始位置
* 红色师父需要到达 (2, 4) - 黑色师父的初始位置 * 红色师父需要到达 (2, 4) - 黑色师父的初始位置
* 黑色师父需要到达 (2, 0) - 红色师父的初始位置 * 黑色师父需要到达 (2, 0) - 红色师父的初始位置
*/ */
async function handleCheckConquestWin(game: OnitamaGame): Promise<PlayerType | null> { async function checkConquestWin(game: OnitamaGame): Promise<PlayerType | null> {
const state = game.value; const state = game.value;
// 红色师父到达 (2, 4)(黑色师父的初始位置) // 红色师父到达 (2, 4)(黑色师父的初始位置)
const redMaster = state.pawns['red-master']; const redMaster = state.pawns["red-master"];
if (redMaster && redMaster.regionId === 'board' && redMaster.position[0] === 2 && redMaster.position[1] === 4) { if (
return 'red'; redMaster &&
redMaster.regionId === "board" &&
redMaster.position[0] === 2 &&
redMaster.position[1] === 4
) {
return "red";
} }
// 黑色师父到达 (2, 0)(红色师父的初始位置) // 黑色师父到达 (2, 0)(红色师父的初始位置)
const blackMaster = state.pawns['black-master']; const blackMaster = state.pawns["black-master"];
if (blackMaster && blackMaster.regionId === 'board' && blackMaster.position[0] === 2 && blackMaster.position[1] === 0) { if (
return 'black'; blackMaster &&
blackMaster.regionId === "board" &&
blackMaster.position[0] === 2 &&
blackMaster.position[1] === 0
) {
return "black";
} }
return null; return null;
} }
const checkConquestWin = registry.register({
schema: 'check-conquest-win',
run: handleCheckConquestWin
});
/** /**
* 检查吃掉胜利条件:对手的师父棋子被吃掉(不在棋盘上) * 检查吃掉胜利条件:对手的师父棋子被吃掉(不在棋盘上)
*/ */
async function handleCheckCaptureWin(game: OnitamaGame): Promise<PlayerType | null> { async function checkCaptureWin(game: OnitamaGame): Promise<PlayerType | null> {
const state = game.value; const state = game.value;
// 红色师父不在棋盘上,黑色获胜 // 红色师父不在棋盘上,黑色获胜
const redMaster = state.pawns['red-master']; const redMaster = state.pawns["red-master"];
if (!redMaster || redMaster.regionId !== 'board') { if (!redMaster || redMaster.regionId !== "board") {
return 'black'; return "black";
} }
// 黑色师父不在棋盘上,红色获胜 // 黑色师父不在棋盘上,红色获胜
const blackMaster = state.pawns['black-master']; const blackMaster = state.pawns["black-master"];
if (!blackMaster || blackMaster.regionId !== 'board') { if (!blackMaster || blackMaster.regionId !== "board") {
return 'red'; return "red";
} }
return null; return null;
} }
const checkCaptureWin = registry.register({
schema: 'check-capture-win',
run: handleCheckCaptureWin
});
/** /**
* 综合胜利检测 * 综合胜利检测
*/ */
async function handleCheckWin(game: OnitamaGame): Promise<PlayerType | null> { async function checkWin(game: OnitamaGame): Promise<PlayerType | null> {
const conquestWinner = await handleCheckConquestWin(game); const conquestWinner = await checkConquestWin(game);
if (conquestWinner) { if (conquestWinner) {
return conquestWinner; return conquestWinner;
} }
const captureWinner = await handleCheckCaptureWin(game); const captureWinner = await checkCaptureWin(game);
if (captureWinner) { if (captureWinner) {
return captureWinner; return captureWinner;
} }
@@ -245,22 +260,34 @@ async function handleCheckWin(game: OnitamaGame): Promise<PlayerType | null> {
return null; return null;
} }
const checkWin = registry.register({
schema: 'check-win',
run: handleCheckWin
});
/** /**
* 获取玩家可用的移动 * 获取玩家可用的移动
*/ */
export function getAvailableMoves(state: OnitamaState, player: PlayerType): Array<{card: string, fromX: number, fromY: number, toX: number, toY: number}> { export function getAvailableMoves(
const moves: Array<{card: string, fromX: number, fromY: number, toX: number, toY: number}> = []; state: OnitamaState,
player: PlayerType,
): Array<{
card: string;
fromX: number;
fromY: number;
toX: number;
toY: number;
}> {
const moves: Array<{
card: string;
fromX: number;
fromY: number;
toX: number;
toY: number;
}> = [];
// 获取玩家的所有卡牌 // 获取玩家的所有卡牌
const cardNames = player === 'red' ? state.redCards : state.blackCards; const cardNames = player === "red" ? state.redCards : state.blackCards;
// 获取玩家的所有棋子 // 获取玩家的所有棋子
const playerPawns = Object.values(state.pawns).filter(p => p.owner === player && p.regionId === 'board'); const playerPawns = Object.values(state.pawns).filter(
(p) => p.owner === player && p.regionId === "board",
);
// 对于每张卡牌 // 对于每张卡牌
for (const cardName of cardNames) { for (const cardName of cardNames) {
@@ -294,7 +321,7 @@ export function getAvailableMoves(state: OnitamaState, player: PlayerType): Arra
/** /**
* 处理回合 * 处理回合
*/ */
async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) { async function turn(game: OnitamaGame, turnPlayer: PlayerType) {
const state = game.value; const state = game.value;
const availableMoves = getAvailableMoves(state, turnPlayer); const availableMoves = getAvailableMoves(state, turnPlayer);
@@ -313,7 +340,7 @@ async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
} }
return card; return card;
}, },
turnPlayer turnPlayer,
); );
await swapCard(game, turnPlayer, cardToSwap); await swapCard(game, turnPlayer, cardToSwap);
@@ -334,19 +361,27 @@ async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
return { player, card, fromX, fromY, toX, toY }; return { player, card, fromX, fromY, toX, toY };
}, },
turnPlayer turnPlayer,
); );
await move(game, moveOutput.player, moveOutput.card, moveOutput.fromX, moveOutput.fromY, moveOutput.toX, moveOutput.toY); await move(
game,
moveOutput.player,
moveOutput.card,
moveOutput.fromX,
moveOutput.fromY,
moveOutput.toX,
moveOutput.toY,
);
} }
// 检查胜利 // 检查胜利
const winner = await checkWin(game); const winner = await checkWin(game);
await game.produceAsync(state => { await game.produceAsync((state) => {
state.winner = winner; state.winner = winner;
if (!winner) { if (!winner) {
state.currentPlayer = state.currentPlayer === 'red' ? 'black' : 'red'; state.currentPlayer = state.currentPlayer === "red" ? "black" : "red";
state.turn++; state.turn++;
} }
}); });
@@ -354,11 +389,6 @@ async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
return { winner, move: moveOutput }; return { winner, move: moveOutput };
} }
const turn = registry.register({
schema: 'turn <player>',
run: handleTurn
});
/** /**
* 开始游戏主循环 * 开始游戏主循环
*/ */
+105 -109
View File
@@ -1,37 +1,35 @@
import {IGameContext} from "@/core/game"; import { IGameContext } from "@/core/game";
import {RegicideState} from "@/samples/regicide/state"; import { RegicideState } from "@/samples/regicide/state";
import {createGameCommandRegistry} from "@/core/game"; import { PlayerType, RegicideCard } from "@/samples/regicide/types";
import {PlayerType, RegicideCard} from "@/samples/regicide/types"; import { CARD_VALUES, FACE_CARDS } from "@/samples/regicide/constants";
import {CARD_VALUES, FACE_CARDS} from "@/samples/regicide/constants"; import { isEnemyDefeated } from "@/samples/regicide/utils";
import {isEnemyDefeated} from "@/samples/regicide/utils";
export type RegicideGame = IGameContext<RegicideState>; export type RegicideGame = IGameContext<RegicideState>;
export const registry = createGameCommandRegistry<RegicideState>();
/** /**
* 打出一张牌(对当前敌人造成伤害) * 打出一张牌(对当前敌人造成伤害)
*/ */
const playCmd = registry.register({ async function playCmd(game: RegicideGame, player: string, cardId: string) {
schema: 'play <player:string> <cardId:string>',
run: async (game: RegicideGame, player: string, cardId: string) => {
const state = game.value; const state = game.value;
const card = state.cards[cardId]; const card = state.cards[cardId];
if (!card) { if (!card) {
return {success: false, error: `卡牌 ${cardId} 不存在`}; return { success: false, error: `卡牌 ${cardId} 不存在` };
} }
// 检查卡牌是否在玩家手牌中 // 检查卡牌是否在玩家手牌中
const playerKey = player as PlayerType; const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey]; const playerHand = state.playerHands[playerKey];
if (!playerHand || !playerHand.includes(cardId)) { if (!playerHand || !playerHand.includes(cardId)) {
return {success: false, error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`}; return {
success: false,
error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`,
};
} }
// 检查是否有当前敌人 // 检查是否有当前敌人
if (!state.currentEnemy) { if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'}; return { success: false, error: "没有活跃的敌人" };
} }
// 计算伤害(基础伤害为卡牌面值) // 计算伤害(基础伤害为卡牌面值)
@@ -39,24 +37,27 @@ const playCmd = registry.register({
let attackReduction = 0; let attackReduction = 0;
// 梅花双倍伤害 // 梅花双倍伤害
if (card.suit === 'clubs') { if (card.suit === "clubs") {
damage *= 2; damage *= 2;
} }
// 黑桃降低敌人攻击力 // 黑桃降低敌人攻击力
if (card.suit === 'spades') { if (card.suit === "spades") {
attackReduction = card.value; attackReduction = card.value;
} }
const enemyHpBefore = state.currentEnemy.hp; const enemyHpBefore = state.currentEnemy.hp;
await game.produce(state => { await game.produceAsync((state) => {
// 对敌人造成伤害 // 对敌人造成伤害
state.currentEnemy!.hp -= damage; state.currentEnemy!.hp -= damage;
// 记录黑桃的攻击力降低 // 记录黑桃的攻击力降低
if (attackReduction > 0) { if (attackReduction > 0) {
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction); state.currentEnemy!.value = Math.max(
0,
state.currentEnemy!.value - attackReduction,
);
} }
// 从手牌移除卡牌 // 从手牌移除卡牌
@@ -67,15 +68,17 @@ const playCmd = registry.register({
} }
// 将卡牌移到弃牌堆 // 将卡牌移到弃牌堆
state.cards[cardId].regionId = 'discardPile'; state.cards[cardId].regionId = "discardPile";
// 红心能力:将弃牌堆洗回酒馆牌堆 // 红心能力:将弃牌堆洗回酒馆牌堆
if (card.suit === 'hearts') { if (card.suit === "hearts") {
const discardIds = state.regions.discardPile.childIds.filter(id => id !== state.currentEnemy!.id); const discardIds = state.regions.discardPile.childIds.filter(
(id) => id !== state.currentEnemy!.id,
);
if (discardIds.length > 0) { if (discardIds.length > 0) {
// 将弃牌堆(除当前敌人外)移回酒馆牌堆 // 将弃牌堆(除当前敌人外)移回酒馆牌堆
for (const discardId of discardIds) { for (const discardId of discardIds) {
state.cards[discardId].regionId = 'tavernDeck'; state.cards[discardId].regionId = "tavernDeck";
} }
state.regions.tavernDeck.childIds.push(...discardIds); state.regions.tavernDeck.childIds.push(...discardIds);
state.regions.discardPile.childIds = [state.currentEnemy!.id]; state.regions.discardPile.childIds = [state.currentEnemy!.id];
@@ -83,7 +86,7 @@ const playCmd = registry.register({
} }
// 方块能力:从酒馆牌堆抓牌 // 方块能力:从酒馆牌堆抓牌
if (card.suit === 'diamonds') { if (card.suit === "diamonds") {
const tavernDeckCount = state.regions.tavernDeck.childIds.length; const tavernDeckCount = state.regions.tavernDeck.childIds.length;
if (tavernDeckCount > 0) { if (tavernDeckCount > 0) {
const drawCardId = state.regions.tavernDeck.childIds.shift()!; const drawCardId = state.regions.tavernDeck.childIds.shift()!;
@@ -104,29 +107,31 @@ const playCmd = registry.register({
enemyHpBefore, enemyHpBefore,
enemyHpAfter: game.value.currentEnemy!.hp, enemyHpAfter: game.value.currentEnemy!.hp,
enemyDefeated, enemyDefeated,
suitAbility: card.suit suitAbility: card.suit,
} },
}; };
} }
});
/** /**
* 打出A配合另一张牌 * 打出A配合另一张牌
*/ */
const playWithACmd = registry.register({ async function playWithACmd(
schema: 'play-with-a <player:string> <aceCardId:string> <otherCardId:string>', game: RegicideGame,
run: async (game: RegicideGame, player: string, aceCardId: string, otherCardId: string) => { player: string,
aceCardId: string,
otherCardId: string,
) {
const state = game.value; const state = game.value;
const aceCard = state.cards[aceCardId]; const aceCard = state.cards[aceCardId];
const otherCard = state.cards[otherCardId]; const otherCard = state.cards[otherCardId];
if (!aceCard || !otherCard) { if (!aceCard || !otherCard) {
return {success: false, error: '卡牌不存在'}; return { success: false, error: "卡牌不存在" };
} }
// 检查是否是A牌 // 检查是否是A牌
if (aceCard.rank !== 'A') { if (aceCard.rank !== "A") {
return {success: false, error: `第一张牌必须是A`}; return { success: false, error: `第一张牌必须是A` };
} }
const playerKey = player as PlayerType; const playerKey = player as PlayerType;
@@ -134,36 +139,39 @@ const playWithACmd = registry.register({
// 检查两张牌都在手牌中 // 检查两张牌都在手牌中
if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) { if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
return {success: false, error: '卡牌不在手牌中'}; return { success: false, error: "卡牌不在手牌中" };
} }
if (!state.currentEnemy) { if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'}; return { success: false, error: "没有活跃的敌人" };
} }
// 计算两张牌的总伤害 // 计算两张牌的总伤害
let totalDamage = aceCard.value + otherCard.value; let totalDamage = aceCard.value + otherCard.value;
// 如果另一张牌是梅花,双倍伤害 // 如果另一张牌是梅花,双倍伤害
if (otherCard.suit === 'clubs') { if (otherCard.suit === "clubs") {
totalDamage *= 2; totalDamage *= 2;
} }
let attackReduction = 0; let attackReduction = 0;
if (aceCard.suit === 'spades') { if (aceCard.suit === "spades") {
attackReduction += aceCard.value; attackReduction += aceCard.value;
} }
if (otherCard.suit === 'spades') { if (otherCard.suit === "spades") {
attackReduction += otherCard.value; attackReduction += otherCard.value;
} }
await game.produce(state => { await game.produceAsync((state) => {
// 对敌人造成伤害 // 对敌人造成伤害
state.currentEnemy!.hp -= totalDamage; state.currentEnemy!.hp -= totalDamage;
// 记录黑桃的攻击力降低 // 记录黑桃的攻击力降低
if (attackReduction > 0) { if (attackReduction > 0) {
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction); state.currentEnemy!.value = Math.max(
0,
state.currentEnemy!.value - attackReduction,
);
} }
// 从手牌移除两张牌 // 从手牌移除两张牌
@@ -174,8 +182,8 @@ const playWithACmd = registry.register({
if (otherIndex !== -1) hand.splice(otherIndex, 1); if (otherIndex !== -1) hand.splice(otherIndex, 1);
// 将卡牌移到弃牌堆 // 将卡牌移到弃牌堆
state.cards[aceCardId].regionId = 'discardPile'; state.cards[aceCardId].regionId = "discardPile";
state.cards[otherCardId].regionId = 'discardPile'; state.cards[otherCardId].regionId = "discardPile";
}); });
const enemyDefeated = isEnemyDefeated(state.currentEnemy); const enemyDefeated = isEnemyDefeated(state.currentEnemy);
@@ -186,33 +194,31 @@ const playWithACmd = registry.register({
damage: totalDamage, damage: totalDamage,
attackReduction, attackReduction,
enemyHp: state.currentEnemy!.hp, enemyHp: state.currentEnemy!.hp,
enemyDefeated enemyDefeated,
} },
}; };
} }
});
/** /**
* 让过(不出牌) * 让过(不出牌)
*/ */
const passCmd = registry.register({ async function passCmd(game: RegicideGame, player: string) {
schema: 'pass <player:string>',
run: async (game: RegicideGame, player: string) => {
// 即使让过,也会受到敌人反击(在回合结束时处理) // 即使让过,也会受到敌人反击(在回合结束时处理)
return {success: true, result: {message: `${player} 让过`}}; return { success: true, result: { message: `${player} 让过` } };
} }
});
/** /**
* 敌人反击 - 玩家必须弃掉点数和 >= 敌人攻击力的牌 * 敌人反击 - 玩家必须弃掉点数和 >= 敌人攻击力的牌
*/ */
const enemyCounterattackCmd = registry.register({ async function enemyCounterattackCmd(
schema: 'counterattack <player:string> <discardCards:string[]>', game: RegicideGame,
run: async (game: RegicideGame, player: string, discardCards: string[]) => { player: string,
discardCards: string[],
) {
const state = game.value; const state = game.value;
if (!state.currentEnemy) { if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'}; return { success: false, error: "没有活跃的敌人" };
} }
const playerKey = player as PlayerType; const playerKey = player as PlayerType;
@@ -221,7 +227,7 @@ const enemyCounterattackCmd = registry.register({
// 检查要弃的牌都在手牌中 // 检查要弃的牌都在手牌中
for (const cardId of discardCards) { for (const cardId of discardCards) {
if (!playerHand.includes(cardId)) { if (!playerHand.includes(cardId)) {
return {success: false, error: `卡牌 ${cardId} 不在手牌中`}; return { success: false, error: `卡牌 ${cardId} 不在手牌中` };
} }
} }
@@ -240,19 +246,19 @@ const enemyCounterattackCmd = registry.register({
if (totalValue < enemyAttack) { if (totalValue < enemyAttack) {
return { return {
success: false, success: false,
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败` error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`,
}; };
} }
// 执行弃牌 // 执行弃牌
await game.produce(state => { await game.produceAsync((state) => {
const hand = state.playerHands[playerKey]; const hand = state.playerHands[playerKey];
for (const cardId of discardCards) { for (const cardId of discardCards) {
const index = hand.indexOf(cardId); const index = hand.indexOf(cardId);
if (index !== -1) { if (index !== -1) {
hand.splice(index, 1); hand.splice(index, 1);
} }
state.cards[cardId].regionId = 'discardPile'; state.cards[cardId].regionId = "discardPile";
} }
}); });
@@ -261,30 +267,27 @@ const enemyCounterattackCmd = registry.register({
result: { result: {
discardedCards: discardCards, discardedCards: discardCards,
totalValue, totalValue,
enemyAttack enemyAttack,
} },
}; };
} }
});
/** /**
* 检查敌人是否被击败,如果击败则翻开下一个敌人 * 检查敌人是否被击败,如果击败则翻开下一个敌人
*/ */
const checkEnemyDefeatedCmd = registry.register({ async function checkEnemyDefeatedCmd(game: RegicideGame) {
schema: 'check-enemy',
run: async (game: RegicideGame) => {
const state = game.value; const state = game.value;
if (!state.currentEnemy) { if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'}; return { success: false as const, error: "没有活跃的敌人" };
} }
const defeated = state.currentEnemy.hp <= 0; const defeated = state.currentEnemy.hp <= 0;
if (defeated) { if (defeated) {
const defeatedEnemy = {...state.currentEnemy}; const defeatedEnemy = { ...state.currentEnemy };
await game.produce(state => { await game.produceAsync((state) => {
// 将当前敌人移到弃牌堆 // 将当前敌人移到弃牌堆
state.regions.discardPile.childIds.push(state.currentEnemy!.id); state.regions.discardPile.childIds.push(state.currentEnemy!.id);
@@ -300,20 +303,20 @@ const checkEnemyDefeatedCmd = registry.register({
// 检查是否胜利(没有更多敌人) // 检查是否胜利(没有更多敌人)
if (!game.value.currentEnemy) { if (!game.value.currentEnemy) {
await game.produce(state => { await game.produceAsync((state) => {
state.phase = 'victory'; state.phase = "victory";
state.winner = true; state.winner = true;
}); });
} }
return { return {
success: true, success: true as const,
result: { result: {
defeated: true, defeated: true,
defeatedEnemy, defeatedEnemy,
nextEnemy: game.value.currentEnemy, nextEnemy: game.value.currentEnemy,
enemiesRemaining: game.value.enemyDeck.length enemiesRemaining: game.value.enemyDeck.length,
} },
}; };
} }
@@ -321,27 +324,24 @@ const checkEnemyDefeatedCmd = registry.register({
success: true, success: true,
result: { result: {
defeated: false, defeated: false,
currentEnemy: {...state.currentEnemy}, currentEnemy: { ...state.currentEnemy },
enemiesRemaining: state.enemyDeck.length enemiesRemaining: state.enemyDeck.length,
} },
}; };
} }
});
/** /**
* 检查玩家是否有可出的牌 * 检查玩家是否有可出的牌
*/ */
const checkCanPlayCmd = registry.register({ async function checkCanPlayCmd(game: RegicideGame, player: string) {
schema: 'check-can-play <player:string>',
run: async (game: RegicideGame, player: string) => {
const state = game.value; const state = game.value;
const playerKey = player as PlayerType; const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey]; const playerHand = state.playerHands[playerKey];
const canPlay = playerHand.length > 0; const canPlay = playerHand.length > 0;
const canPlayWithA = playerHand.some(cardId => { const canPlayWithA = playerHand.some((cardId) => {
const card = state.cards[cardId]; const card = state.cards[cardId];
return card && card.rank === 'A' && playerHand.length > 1; return card && card.rank === "A" && playerHand.length > 1;
}); });
return { return {
@@ -349,27 +349,26 @@ const checkCanPlayCmd = registry.register({
result: { result: {
canPlay, canPlay,
canPlayWithA, canPlayWithA,
handSize: playerHand.length handSize: playerHand.length,
} },
}; };
} }
});
/** /**
* 检查酒馆牌堆是否为空 * 检查酒馆牌堆是否为空
*/ */
const checkTavernDeckCmd = registry.register({ async function checkTavernDeckCmd(game: RegicideGame) {
schema: 'check-tavern-deck',
run: async (game: RegicideGame) => {
const state = game.value; const state = game.value;
const isEmpty = state.regions.tavernDeck.childIds.length === 0; const isEmpty = state.regions.tavernDeck.childIds.length === 0;
// 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败 // 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败
if (isEmpty) { if (isEmpty) {
const allHandsEmpty = Object.values(state.playerHands).every(hand => hand.length === 0); const allHandsEmpty = Object.values(state.playerHands).every(
(hand) => hand.length === 0,
);
if (allHandsEmpty) { if (allHandsEmpty) {
await game.produce(state => { await game.produceAsync((state) => {
state.phase = 'defeat'; state.phase = "defeat";
state.winner = false; state.winner = false;
}); });
} }
@@ -379,35 +378,32 @@ const checkTavernDeckCmd = registry.register({
success: true, success: true,
result: { result: {
isEmpty, isEmpty,
cardsRemaining: state.regions.tavernDeck.childIds.length cardsRemaining: state.regions.tavernDeck.childIds.length,
} },
}; };
} }
});
/** /**
* 下一个玩家回合 * 下一个玩家回合
*/ */
const nextTurnCmd = registry.register({ async function nextTurnCmd(game: RegicideGame) {
schema: 'next-turn',
run: async (game: RegicideGame) => {
const state = game.value; const state = game.value;
await game.produce(state => { await game.produce((state) => {
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount; state.currentPlayerIndex =
(state.currentPlayerIndex + 1) % state.playerCount;
}); });
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4']; const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
const currentPlayer = players[game.value.currentPlayerIndex]; const currentPlayer = players[game.value.currentPlayerIndex];
return { return {
success: true, success: true,
result: { result: {
currentPlayer, currentPlayer,
currentPlayerIndex: game.value.currentPlayerIndex currentPlayerIndex: game.value.currentPlayerIndex,
} },
}; };
} }
});
export { export {
playCmd as play, playCmd as play,
+82 -48
View File
@@ -1,8 +1,15 @@
import {IGameContext} from "@/core/game"; import { IGameContext } from "@/core/game";
import {RegicideState} from "@/samples/regicide/state"; import { RegicideState } from "@/samples/regicide/state";
import {buildEnemyDeck, buildTavernDeck, createAllCards, getPlayerHandRegionId} from "@/samples/regicide/utils"; import {
import {INITIAL_HAND_SIZE} from "@/samples/regicide/constants"; buildEnemyDeck,
import {Enemy, PlayerType, RegicideCard} from "@/samples/regicide/types"; buildTavernDeck,
createAllCards,
getPlayerHandRegionId,
} from "@/samples/regicide/utils";
import { INITIAL_HAND_SIZE } from "@/samples/regicide/constants";
import { Enemy, PlayerType, RegicideCard } from "@/samples/regicide/types";
import { checkEnemy, nextTurn, pass, playWithA } from "./commands";
import { enemyCounterattackCmd, playCmd } from ".";
export type RegicideGame = IGameContext<RegicideState>; export type RegicideGame = IGameContext<RegicideState>;
@@ -12,9 +19,13 @@ export type RegicideGame = IGameContext<RegicideState>;
* @param playerCount 玩家数量(1-4) * @param playerCount 玩家数量(1-4)
* @param seed 随机种子(可选) * @param seed 随机种子(可选)
*/ */
export async function setupGame(game: RegicideGame, playerCount: number, seed?: number) { export async function setupGame(
game: RegicideGame,
playerCount: number,
seed?: number,
) {
if (playerCount < 1 || playerCount > 4) { if (playerCount < 1 || playerCount > 4) {
throw new Error('玩家数量必须为 1-4 人'); throw new Error("玩家数量必须为 1-4 人");
} }
if (seed) { if (seed) {
@@ -31,7 +42,7 @@ export async function setupGame(game: RegicideGame, playerCount: number, seed?:
const tavernDeck = buildTavernDeck(game._rng); const tavernDeck = buildTavernDeck(game._rng);
// 初始化游戏状态 // 初始化游戏状态
await game.produceAsync(state => { await game.produceAsync((state) => {
state.cards = allCards; state.cards = allCards;
state.playerCount = playerCount; state.playerCount = playerCount;
state.currentPlayerIndex = 0; state.currentPlayerIndex = 0;
@@ -39,15 +50,15 @@ export async function setupGame(game: RegicideGame, playerCount: number, seed?:
// 设置酒馆牌堆区域 // 设置酒馆牌堆区域
for (const card of tavernDeck) { for (const card of tavernDeck) {
card.regionId = 'tavernDeck'; card.regionId = "tavernDeck";
state.regions.tavernDeck.childIds.push(card.id); state.regions.tavernDeck.childIds.push(card.id);
} }
// 设置敌人牌堆区域(只存储ID,敌人是独立对象) // 设置敌人牌堆区域(只存储ID,敌人是独立对象)
state.regions.enemyDeck.childIds = enemyDeck.map(e => e.id); state.regions.enemyDeck.childIds = enemyDeck.map((e) => e.id);
// 给每个玩家发牌 // 给每个玩家发牌
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4']; const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
for (let i = 0; i < playerCount; i++) { for (let i = 0; i < playerCount; i++) {
const player = players[i]; const player = players[i];
const regionId = getPlayerHandRegionId(player); const regionId = getPlayerHandRegionId(player);
@@ -78,13 +89,13 @@ export async function start(game: RegicideGame) {
// 检查游戏是否已设置 // 检查游戏是否已设置
if (!state.currentEnemy) { if (!state.currentEnemy) {
throw new Error('请先调用 setupGame 初始化游戏'); throw new Error("请先调用 setupGame 初始化游戏");
} }
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4']; const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
// 主游戏循环 // 主游戏循环
while (state.phase === 'playing') { while (state.phase === "playing") {
const currentPlayerIndex = state.currentPlayerIndex; const currentPlayerIndex = state.currentPlayerIndex;
const currentPlayer = players[currentPlayerIndex]; const currentPlayer = players[currentPlayerIndex];
@@ -92,8 +103,9 @@ export async function start(game: RegicideGame) {
const currentHand = state.playerHands[currentPlayer]; const currentHand = state.playerHands[currentPlayer];
if (currentHand.length === 0) { if (currentHand.length === 0) {
// 玩家没有手牌,跳过回合 // 玩家没有手牌,跳过回合
await game.produceAsync(state => { await game.produceAsync((state) => {
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount; state.currentPlayerIndex =
(state.currentPlayerIndex + 1) % state.playerCount;
}); });
continue; continue;
} }
@@ -113,31 +125,37 @@ export async function start(game: RegicideGame) {
/** /**
* 处理完整的玩家回合 * 处理完整的玩家回合
*/ */
export async function playTurn(game: RegicideGame, player: PlayerType, action: 'play' | 'pass', cardId?: string, secondCardId?: string) { export async function playTurn(
game: RegicideGame,
player: PlayerType,
action: "play" | "pass",
cardId?: string,
secondCardId?: string,
) {
const state = game.value; const state = game.value;
if (state.phase !== 'playing') { if (state.phase !== "playing") {
return {success: false, error: '游戏已结束'}; return { success: false, error: "游戏已结束" };
} }
if (!state.currentEnemy) { if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'}; return { success: false, error: "没有活跃的敌人" };
} }
let playResult: any; let playResult: any;
// 执行玩家动作 // 执行玩家动作
if (action === 'play' && cardId) { if (action === "play" && cardId) {
// 检查是否是A配合另一张牌 // 检查是否是A配合另一张牌
const card = state.cards[cardId]; const card = state.cards[cardId];
if (card.rank === 'A' && secondCardId) { if (card.rank === "A" && secondCardId) {
playResult = await game.run(`play-with-a ${player} ${cardId} ${secondCardId}`); playResult = await playWithA(game, player, cardId, secondCardId);
} else { } else {
playResult = await game.run(`play ${player} ${cardId}`); playResult = await playCmd(game, player, cardId);
} }
} else { } else {
// 让过 // 让过
playResult = await game.run(`pass ${player}`); playResult = await pass(game, player);
} }
if (!playResult.success) { if (!playResult.success) {
@@ -145,7 +163,7 @@ export async function playTurn(game: RegicideGame, player: PlayerType, action: '
} }
// 检查敌人是否被击败 // 检查敌人是否被击败
const checkResult = await game.run<{defeated: boolean; currentEnemy?: any; nextEnemy?: any; defeatedEnemy?: any; enemiesRemaining?: number}>('check-enemy'); const checkResult = await checkEnemy(game);
if (!checkResult.success) { if (!checkResult.success) {
return checkResult; return checkResult;
} }
@@ -160,15 +178,19 @@ export async function playTurn(game: RegicideGame, player: PlayerType, action: '
enemyDefeated: false, enemyDefeated: false,
needsDiscard: true, needsDiscard: true,
enemyAttack: state.currentEnemy.value, enemyAttack: state.currentEnemy.value,
playerHand: state.playerHands[player] playerHand: state.playerHands[player],
} },
}; };
} }
// 敌人被击败,检查是否还有更多敌人 // 敌人被击败,检查是否还有更多敌人
if (state.enemyDeck.length === 0 && state.currentEnemy && state.currentEnemy.hp <= 0) { if (
await game.produceAsync(state => { state.enemyDeck.length === 0 &&
state.phase = 'victory'; state.currentEnemy &&
state.currentEnemy.hp <= 0
) {
await game.produceAsync((state) => {
state.phase = "victory";
state.winner = true; state.winner = true;
}); });
return { return {
@@ -176,41 +198,44 @@ export async function playTurn(game: RegicideGame, player: PlayerType, action: '
result: { result: {
playResult: playResult.result, playResult: playResult.result,
enemyDefeated: true, enemyDefeated: true,
gameWon: true gameWon: true,
} },
}; };
} }
// 切换到下一个玩家 // 切换到下一个玩家
await game.run('next-turn'); await nextTurn(game);
return { return {
success: true, success: true,
result: { result: {
playResult: playResult.result, playResult: playResult.result,
enemyDefeated: true, enemyDefeated: true,
nextEnemy: state.currentEnemy nextEnemy: state.currentEnemy,
} },
}; };
} }
/** /**
* 处理反击阶段的弃牌 * 处理反击阶段的弃牌
*/ */
export async function handleCounterattack(game: RegicideGame, player: PlayerType, discardCardIds: string[]) { export async function handleCounterattack(
const result = await game.run(`counterattack ${player} ${JSON.stringify(discardCardIds)}`); game: RegicideGame,
player: PlayerType,
discardCardIds: string[],
) {
const result = await enemyCounterattackCmd(game, player, discardCardIds);
if (!result.success) { if (!result.success) {
// 弃牌失败(点数和不足),游戏失败 // 弃牌失败(点数和不足),游戏失败
await game.produceAsync(state => { await game.produceAsync((state) => {
state.phase = 'defeat'; state.phase = "defeat";
state.winner = false; state.winner = false;
}); });
return result; return result;
} }
// 弃牌成功,切换到下一个玩家 // 弃牌成功,切换到下一个玩家
await game.run('next-turn'); await nextTurn(game);
return result; return result;
} }
@@ -223,17 +248,26 @@ export function getGameStatus(game: RegicideGame) {
return { return {
phase: state.phase, phase: state.phase,
currentPlayer: ['player1', 'player2', 'player3', 'player4'][state.currentPlayerIndex], currentPlayer: ["player1", "player2", "player3", "player4"][
currentEnemy: state.currentEnemy ? { state.currentPlayerIndex
],
currentEnemy: state.currentEnemy
? {
...state.currentEnemy, ...state.currentEnemy,
hpPercent: Math.round((state.currentEnemy.hp / state.currentEnemy.maxHp) * 100) hpPercent: Math.round(
} : null, (state.currentEnemy.hp / state.currentEnemy.maxHp) * 100,
),
}
: null,
enemiesRemaining: state.enemyDeck.length, enemiesRemaining: state.enemyDeck.length,
tavernDeckCount: state.regions.tavernDeck.childIds.length, tavernDeckCount: state.regions.tavernDeck.childIds.length,
discardPileCount: state.regions.discardPile.childIds.length, discardPileCount: state.regions.discardPile.childIds.length,
playerHands: Object.fromEntries( playerHands: Object.fromEntries(
Object.entries(state.playerHands).map(([player, hand]) => [player, hand.length]) Object.entries(state.playerHands).map(([player, hand]) => [
player,
hand.length,
]),
), ),
winner: state.winner winner: state.winner,
}; };
} }
+11 -15
View File
@@ -7,8 +7,8 @@ export type {
RegicideCardMeta, RegicideCardMeta,
RegicideCard, RegicideCard,
Enemy, Enemy,
GamePhase GamePhase,
} from './types'; } from "./types";
// Constants // Constants
export { export {
@@ -18,21 +18,17 @@ export {
ALL_SUITS, ALL_SUITS,
ALL_RANKS, ALL_RANKS,
FACE_CARDS, FACE_CARDS,
NUMBER_CARDS NUMBER_CARDS,
} from './constants'; } from "./constants";
// State // State
export { export { createInitialState, type RegicideState } from "./state";
createInitialState,
type RegicideState
} from './state';
// Prompts // Prompts
export {prompts} from './prompts'; export { prompts } from "./prompts";
// Commands // Commands
export { export {
registry,
play as playCmd, play as playCmd,
playWithA as playWithACmd, playWithA as playWithACmd,
pass as passCmd, pass as passCmd,
@@ -41,7 +37,7 @@ export {
checkCanPlay as checkCanPlayCmd, checkCanPlay as checkCanPlayCmd,
checkTavernDeck as checkTavernDeckCmd, checkTavernDeck as checkTavernDeckCmd,
nextTurn as nextTurnCmd, nextTurn as nextTurnCmd,
} from './commands'; } from "./commands";
// Game // Game
export { export {
@@ -50,8 +46,8 @@ export {
playTurn, playTurn,
handleCounterattack, handleCounterattack,
getGameStatus, getGameStatus,
type RegicideGame type RegicideGame,
} from './game'; } from "./game";
// Utils // Utils
export { export {
@@ -63,5 +59,5 @@ export {
buildTavernDeck, buildTavernDeck,
drawFromDeck, drawFromDeck,
isEnemyDefeated, isEnemyDefeated,
getPlayerHandRegionId getPlayerHandRegionId,
} from './utils'; } from "./utils";
+57 -16
View File
@@ -1,10 +1,8 @@
import { Part } from "@/core/part"; import { Part } from "@/core/part";
import { createRegion } from "@/core/region"; import { createRegion, Region } from "@/core/region";
import { import { createPromptDef, IGameContext } from "@/core/game";
createGameCommandRegistry, import { BaseGameClient } from "@/core/game-client";
createPromptDef, import { createMiddlewareChain } from "@/utils/middleware";
IGameContext,
} from "@/core/game";
const BOARD_SIZE = 3; const BOARD_SIZE = 3;
const MAX_TURNS = BOARD_SIZE * BOARD_SIZE; const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
@@ -69,7 +67,6 @@ export function createInitialState() {
} }
export type TicTacToeState = ReturnType<typeof createInitialState>; export type TicTacToeState = ReturnType<typeof createInitialState>;
export type TicTacToeGame = IGameContext<TicTacToeState>; export type TicTacToeGame = IGameContext<TicTacToeState>;
export const registry = createGameCommandRegistry<TicTacToeState>();
export const prompts = { export const prompts = {
play: createPromptDef<[PlayerType, number, number]>( play: createPromptDef<[PlayerType, number, number]>(
"play <player> <row:number> <col:number>", "play <player> <row:number> <col:number>",
@@ -82,7 +79,7 @@ export async function start(game: TicTacToeGame) {
const turnNumber = game.value.turn + 1; const turnNumber = game.value.turn + 1;
const turnOutput = await turn(game, currentPlayer, turnNumber); const turnOutput = await turn(game, currentPlayer, turnNumber);
game.produce((state) => { await game.produceAsync((state) => {
state.winner = turnOutput.winner; state.winner = turnOutput.winner;
if (!state.winner) { if (!state.winner) {
state.currentPlayer = state.currentPlayer === "X" ? "O" : "X"; state.currentPlayer = state.currentPlayer === "X" ? "O" : "X";
@@ -95,9 +92,11 @@ export async function start(game: TicTacToeGame) {
return game.value; return game.value;
} }
const turn = registry.register({ async function turn(
schema: "turn <player> <turnNumber:number>", game: TicTacToeGame,
async run(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) { turnPlayer: PlayerType,
turnNumber: number,
) {
const { player, row, col } = await game.prompt( const { player, row, col } = await game.prompt(
prompts.play, prompts.play,
(player, row, col) => { (player, row, col) => {
@@ -114,15 +113,14 @@ const turn = registry.register({
game.value.currentPlayer, game.value.currentPlayer,
); );
placePiece(game, row, col, turnPlayer); await placePiece(game, row, col, turnPlayer);
const winner = checkWinner(game); const winner = checkWinner(game);
if (winner) return { winner }; if (winner) return { winner };
if (turnNumber >= MAX_TURNS) return { winner: "draw" as WinnerType }; if (turnNumber >= MAX_TURNS) return { winner: "draw" as WinnerType };
return { winner: null }; return { winner: null };
}, }
});
function isValidMove(row: number, col: number): boolean { function isValidMove(row: number, col: number): boolean {
return ( return (
@@ -167,7 +165,7 @@ export function checkWinner(host: TicTacToeGame): WinnerType {
return null; return null;
} }
export function placePiece( export async function placePiece(
host: TicTacToeGame, host: TicTacToeGame,
row: number, row: number,
col: number, col: number,
@@ -181,9 +179,52 @@ export function placePiece(
player, player,
id: `piece-${player}-${moveNumber}`, id: `piece-${player}-${moveNumber}`,
}; };
host.produce((state) => { await host.produceAsync((state) => {
state.parts[piece.id] = piece; state.parts[piece.id] = piece;
board.childIds.push(piece.id); board.childIds.push(piece.id);
board.partMap[`${row},${col}`] = piece.id; board.partMap[`${row},${col}`] = piece.id;
}); });
} }
export class Client extends BaseGameClient<TicTacToeState> {
private onTurn = createMiddlewareChain(
async (ctx: { player: PlayerType; turn: number }) => {
return await turn(this._context, ctx.player, ctx.turn);
},
);
constructor() {
super(createInitialState());
}
async start(game: IGameContext<TicTacToeState>): Promise<TicTacToeState> {
while (true) {
const currentPlayer = game.value.currentPlayer;
const turnNumber = game.value.turn + 1;
const turnOutput = await this.onTurn.execute({
player: currentPlayer,
turn: turnNumber,
});
await game.produceAsync((state) => {
state.winner = turnOutput.winner;
if (!state.winner) {
state.currentPlayer = state.currentPlayer === "X" ? "O" : "X";
state.turn = turnNumber;
}
});
if (game.value.winner) break;
}
return game.value;
}
selectPart(id: string, callback: (t: TicTacToePart) => void): () => void {
return this.assignSelector((state) => state.parts[id], callback);
}
selectTurn(callback: (turns: number) => void): () => void {
return this.assignSelector((s) => s.turn, callback);
}
selectCurrentPlayer(callback: (player: PlayerType) => void) {
return this.assignSelector((s) => s.currentPlayer, callback);
}
}
+105
View File
@@ -0,0 +1,105 @@
import { createMiddlewareChain } from "../middleware";
import { PromptValidator } from "./command-runner";
import { CommandSchema } from "./types";
export interface PromptDef<TArgs extends any[]> {
schema: CommandSchema;
hintText?: string;
}
export interface PromptCall<TArgs extends any[] = unknown[], TRes = unknown> {
def: PromptDef<TArgs>;
player?: string;
validator: PromptValidator<TRes, TArgs>;
resolve(res: TRes): void;
reject(reason: string): void;
promise: Promise<TRes>;
}
export type PromptTryResult =
| {
ok: false;
reason: string;
}
| {
ok: true;
};
export type PromptContext = ReturnType<typeof createPromptContext>;
export function createPromptContext() {
const map = new Map<string, PromptCall>();
const handleCall = createMiddlewareChain(async (call: PromptCall) => {
const key = call.player ?? "global";
const existing = map.get(key);
if (existing) {
existing.reject("Prompt overriden");
}
map.set(key, call);
try {
return await call.promise;
} finally {
if (map.get(key) === call) map.delete(key);
}
});
function tryCommit<TArgs extends any[]>(
def: PromptDef<TArgs>,
player: string,
...args: TArgs
): PromptTryResult {
const call = map.get(player);
if (!call) return { ok: false, reason: "No Prompt" };
try {
const res = call.validator(...args);
call.resolve(res);
return { ok: true };
} catch (reason) {
if (typeof reason === "string") return { ok: false, reason };
throw reason;
}
}
function cancel(player: string, reason = "Prompt Cancelled") {
map.get(player)?.reject(reason);
}
async function prompt<TArgs extends any[], TRes>(
def: PromptDef<TArgs>,
validator: PromptValidator<TRes, TArgs>,
player?: string,
) {
let resolve: (res: TRes) => void;
let reject: (reason: string) => void;
const promise = new Promise<TRes>((res, rej) => {
resolve = res;
reject = rej;
});
const call = {
def,
player,
validator,
resolve: resolve!,
reject: reject!,
promise,
} as PromptCall<unknown[], unknown>;
return (await handleCall.execute(call)) as TRes;
}
function reset() {
for (const call of map.values()) {
call.reject("Prompt Reset");
}
map.clear();
}
return {
prompt,
tryCommit,
cancel,
handleCall,
reset,
};
}
+26 -7
View File
@@ -1,6 +1,10 @@
export { parseCommand } from './command-parse'; export { parseCommand } from "./command-parse";
export { parseCommandSchema } from './schema-parse'; export { parseCommandSchema } from "./schema-parse";
export { validateCommand, parseCommandWithSchema, applyCommandSchema } from './command-validate'; export {
validateCommand,
parseCommandWithSchema,
applyCommandSchema,
} from "./command-validate";
export { export {
createCommandRegistry, createCommandRegistry,
registerCommand, registerCommand,
@@ -10,13 +14,28 @@ export {
runCommand, runCommand,
runCommandParsed, runCommandParsed,
createCommandRunnerContext, createCommandRunnerContext,
} from './command-registry'; } from "./command-registry";
export type { export type {
Command, Command,
CommandParamSchema, CommandParamSchema,
CommandOptionSchema, CommandOptionSchema,
CommandFlagSchema, CommandFlagSchema,
CommandSchema, CommandSchema,
} from './types'; } from "./types";
export type { CommandRunner, CommandDef, CommandResult, CommandRunnerHandler, CommandRunnerContext, PromptEvent, CommandRunnerEvents } from './command-runner'; export type {
export type { CommandRegistry, CommandRunnerContextExport } from './command-registry'; CommandRunner,
CommandDef,
CommandResult,
CommandRunnerHandler,
CommandRunnerContext,
PromptEvent,
CommandRunnerEvents,
} from "./command-runner";
export type {
CommandRegistry,
CommandRunnerContextExport,
} from "./command-registry";
export type { PromptDef, PromptTryResult, PromptCall } from "./command-prompt";
export { createPromptContext } from "./command-prompt";
+15 -5
View File
@@ -1,28 +1,38 @@
type Middleware<TContext, TReturn> = ( type Middleware<TContext, TReturn> = (
context: TContext, context: TContext,
next: () => Promise<TReturn> next: () => Promise<TReturn>,
) => Promise<TReturn>; ) => Promise<TReturn>;
export type MiddlewareChain<TContext, TReturn> = { export type MiddlewareChain<TContext, TReturn> = {
use: (middleware: Middleware<TContext, TReturn>) => void; use: (middleware: Middleware<TContext, TReturn>) => () => void;
execute: (context: TContext) => Promise<TReturn>; execute: (context: TContext) => Promise<TReturn>;
}; };
export function createMiddlewareChain<TContext extends object, TReturn=TContext>( export function createMiddlewareChain<
fallback?: (context: TContext) => Promise<TReturn> TContext extends object,
TReturn = TContext,
>(
fallback?: (context: TContext) => Promise<TReturn>,
): MiddlewareChain<TContext, TReturn> { ): MiddlewareChain<TContext, TReturn> {
const middlewares: Middleware<TContext, TReturn>[] = []; const middlewares: Middleware<TContext, TReturn>[] = [];
return { return {
use(middleware: Middleware<TContext, TReturn>) { use(middleware: Middleware<TContext, TReturn>) {
middlewares.push(middleware); middlewares.push(middleware);
return function () {
const index = middlewares.indexOf(middleware);
if (index !== -1) {
middlewares.splice(index, 1);
}
};
}, },
async execute(context: TContext) { async execute(context: TContext) {
let index = 0; let index = 0;
async function dispatch(ctx: TContext): Promise<TReturn> { async function dispatch(ctx: TContext): Promise<TReturn> {
if (index >= middlewares.length) { if (index >= middlewares.length) {
return fallback ? fallback(ctx) : ctx as unknown as TReturn; return fallback ? fallback(ctx) : (ctx as unknown as TReturn);
} }
const current = middlewares[index++]; const current = middlewares[index++];
return current(ctx, () => dispatch(ctx)); return current(ctx, () => dispatch(ctx));
+9 -2
View File
@@ -1,7 +1,14 @@
import { Signal, SignalOptions } from "@preact/signals-core"; import { Signal, SignalOptions } from "@preact/signals-core";
import { create } from "mutative"; import { create } from "mutative";
export class MutableSignal<T> extends Signal<T> { export interface MutableSignal<T> extends Signal<T> {
produce(fn: (draft: T) => undefined): void;
addInterruption(promise: Promise<void>): void;
clearInterruptions(): void;
produceAsync(fn: (draft: T) => undefined): Promise<void>;
}
class MutableSignalImpl<T> extends Signal<T> {
private _interruptions: Promise<void>[] = []; private _interruptions: Promise<void>[] = [];
public constructor(t?: T, options?: SignalOptions<T>) { public constructor(t?: T, options?: SignalOptions<T>) {
@@ -41,5 +48,5 @@ export function mutableSignal<T>(
initial?: T, initial?: T,
options?: SignalOptions<T>, options?: SignalOptions<T>,
): MutableSignal<T> { ): MutableSignal<T> {
return new MutableSignal<T>(initial, options); return new MutableSignalImpl<T>(initial, options);
} }
+219
View File
@@ -0,0 +1,219 @@
import { describe, it, expect } from "vitest";
import { createPromptContext } from "@/utils/command/command-prompt";
import type { CommandSchema } from "@/utils/command/types";
const mockSchema: CommandSchema = {
name: "test",
params: [{ name: "value", required: true, variadic: false }],
options: {},
flags: {},
};
describe("createPromptContext", () => {
describe("prompt", () => {
it("should store prompt and return promise", async () => {
const ctx = createPromptContext();
const validator = (value: string) => value;
const promise = ctx.prompt({ schema: mockSchema }, validator);
await new Promise((r) => setTimeout(r, 0));
const result = ctx.tryCommit("global", "hello");
expect(result).toEqual({ ok: true });
await expect(promise).resolves.toBe("hello");
});
it("should associate prompt with specific player", async () => {
const ctx = createPromptContext();
const validator = (value: string) => value;
const promise = ctx.prompt({ schema: mockSchema }, validator, "player1");
await new Promise((r) => setTimeout(r, 0));
const result = ctx.tryCommit("player1", "hello");
expect(result).toEqual({ ok: true });
await expect(promise).resolves.toBe("hello");
});
it("should cancel existing prompt when new prompt starts for same player", async () => {
const ctx = createPromptContext();
const validator = (value: string) => value;
const promise1 = ctx.prompt({ schema: mockSchema }, validator, "player1");
await new Promise((r) => setTimeout(r, 0));
const promise2 = ctx.prompt({ schema: mockSchema }, validator, "player1");
// Resolve promise2 first, then both will settle
ctx.tryCommit("player1", "test");
const [result1, result2] = await Promise.allSettled([promise1, promise2]);
expect(result1.status).toBe("rejected");
expect((result1 as PromiseRejectedResult).reason).toBe(
"Prompt overriden",
);
expect(result2.status).toBe("fulfilled");
});
it("should allow different players to have independent prompts", async () => {
const ctx = createPromptContext();
const validator = (value: string) => value;
const promise1 = ctx.prompt({ schema: mockSchema }, validator, "player1");
const promise2 = ctx.prompt({ schema: mockSchema }, validator, "player2");
await new Promise((r) => setTimeout(r, 0));
ctx.tryCommit("player1", "hello");
ctx.tryCommit("player2", "world");
await expect(promise1).resolves.toBe("hello");
await expect(promise2).resolves.toBe("world");
});
});
describe("tryCommit", () => {
it("should return ok:true when prompt exists and validation passes", () => {
const ctx = createPromptContext();
const validator = (value: string) => value.toUpperCase();
ctx.prompt({ schema: mockSchema }, validator, "player1");
const result = ctx.tryCommit("player1", "hello");
expect(result).toEqual({ ok: true });
});
it("should return ok:false with reason when no prompt exists", () => {
const ctx = createPromptContext();
const result = ctx.tryCommit("nonexistent", "hello");
expect(result).toEqual({ ok: false, reason: "No Prompt" });
});
it("should return ok:false when validator throws string", () => {
const ctx = createPromptContext();
const validator = (value: string) => {
if (value.length < 3) throw "Value too short";
return value;
};
ctx.prompt({ schema: mockSchema }, validator, "player1");
const result = ctx.tryCommit("player1", "ab");
expect(result).toEqual({ ok: false, reason: "Value too short" });
});
it("should throw when validator throws non-string error", () => {
const ctx = createPromptContext();
const validator = () => {
throw new Error("unexpected");
};
ctx.prompt({ schema: mockSchema }, validator, "player1");
expect(() => ctx.tryCommit("player1", "test")).toThrow("unexpected");
});
it("should pass validator return value to promise resolver", async () => {
const ctx = createPromptContext();
const validator = (a: number, b: number) => a + b;
const promise = ctx.prompt({ schema: mockSchema }, validator, "player1");
await new Promise((r) => setTimeout(r, 0));
ctx.tryCommit("player1", 2, 3);
await expect(promise).resolves.toBe(5);
});
});
describe("cancel", () => {
it("should reject promise with default message", async () => {
const ctx = createPromptContext();
const validator = (value: string) => value;
const promise = ctx.prompt({ schema: mockSchema }, validator, "player1");
await new Promise((r) => setTimeout(r, 0));
ctx.cancel("player1");
const result = await Promise.allSettled([promise]);
expect(result[0].status).toBe("rejected");
expect((result[0] as PromiseRejectedResult).reason).toBe(
"Prompt Cancelled",
);
});
it("should reject promise with custom reason", async () => {
const ctx = createPromptContext();
const validator = (value: string) => value;
const promise = ctx.prompt({ schema: mockSchema }, validator, "player1");
await new Promise((r) => setTimeout(r, 0));
ctx.cancel("player1", "Custom cancel reason");
const result = await Promise.allSettled([promise]);
expect(result[0].status).toBe("rejected");
expect((result[0] as PromiseRejectedResult).reason).toBe(
"Custom cancel reason",
);
});
it("should do nothing when no prompt exists for player", () => {
const ctx = createPromptContext();
ctx.cancel("nonexistent");
});
it("should only cancel prompt for specific player", async () => {
const ctx = createPromptContext();
const validator = (value: string) => value;
const promise1 = ctx.prompt({ schema: mockSchema }, validator, "player1");
const promise2 = ctx.prompt({ schema: mockSchema }, validator, "player2");
await new Promise((r) => setTimeout(r, 0));
ctx.cancel("player1");
ctx.tryCommit("player2", "test");
const [result1, result2] = await Promise.allSettled([promise1, promise2]);
expect(result1.status).toBe("rejected");
expect((result1 as PromiseRejectedResult).reason).toBe(
"Prompt Cancelled",
);
expect(result2.status).toBe("fulfilled");
});
});
describe("handleCall", () => {
it("should be a middleware chain that can be extended", async () => {
const ctx = createPromptContext();
const validator = (value: string) => value;
let middlewareCalled = false;
ctx.handleCall.use(async (call, next) => {
middlewareCalled = true;
return next();
});
const promise = ctx.prompt({ schema: mockSchema }, validator);
await new Promise((r) => setTimeout(r, 0));
expect(middlewareCalled).toBe(true);
ctx.tryCommit("global", "test");
await expect(promise).resolves.toBe("test");
});
it("should remove prompt from map after resolution", async () => {
const ctx = createPromptContext();
const validator = (value: string) => value;
const promise = ctx.prompt({ schema: mockSchema }, validator);
await new Promise((r) => setTimeout(r, 0));
ctx.tryCommit("global", "test");
await promise;
const result = ctx.tryCommit("global", "another");
expect(result).toEqual({ ok: false, reason: "No Prompt" });
});
});
});