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ff9d9bd9a1
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ff9d9bd9a1 | |
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a8ff79e4e5 | |
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b33c901c11 | |
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dbd2a25185 |
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@ -2,7 +2,7 @@ import {createModel, Signal, signal} from '@preact/signals-core';
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import {createEntityCollection} from "../utils/entity";
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import {Part} from "./part";
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import {Region} from "./region";
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import {RuleRegistry, RuleContext, dispatchCommand as dispatchRuleCommand} from "./rule";
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import {RuleDef, RuleRegistry, RuleContext, GameContextLike, dispatchCommand as dispatchRuleCommand} from "./rule";
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export type Context = {
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type: string;
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@ -37,11 +37,34 @@ export const GameContext = createModel((root: Context) => {
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return undefined;
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}
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function dispatchCommand(input: string) {
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function registerRule(name: string, rule: RuleDef<unknown>) {
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const newRules = new Map(rules.value);
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newRules.set(name, rule);
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rules.value = newRules;
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}
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function unregisterRule(name: string) {
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const newRules = new Map(rules.value);
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newRules.delete(name);
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rules.value = newRules;
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}
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function addRuleContext(ctx: RuleContext<unknown>) {
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ruleContexts.value = [...ruleContexts.value, ctx];
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}
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function removeRuleContext(ctx: RuleContext<unknown>) {
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ruleContexts.value = ruleContexts.value.filter(c => c !== ctx);
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}
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function dispatchCommand(this: GameContextLike, input: string) {
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return dispatchRuleCommand({
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...this,
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rules: rules.value,
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ruleContexts: ruleContexts.value,
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contexts,
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addRuleContext,
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removeRuleContext,
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}, input);
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}
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@ -54,11 +77,15 @@ export const GameContext = createModel((root: Context) => {
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pushContext,
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popContext,
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latestContext,
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registerRule,
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unregisterRule,
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dispatchCommand,
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}
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})
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/** 创建游戏上下文实例 */
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/** 创建游æˆ<EFBFBD>上下文实ä¾?*/
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export function createGameContext(root: Context = { type: 'game' }) {
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return new GameContext(root);
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}
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export type GameContextInstance = ReturnType<typeof createGameContext>;
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154
src/core/rule.ts
154
src/core/rule.ts
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@ -1,11 +1,19 @@
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import {Command, CommandSchema, parseCommand, parseCommandSchema} from "../utils/command";
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import {Command, CommandSchema, parseCommand, parseCommandSchema, applyCommandSchema} from "../utils/command";
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export type RuleState = 'running' | 'yielded' | 'waiting' | 'done';
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export type RuleState = 'running' | 'yielded' | 'waiting' | 'invoking' | 'done';
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export type InvokeYield = {
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type: 'invoke';
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rule: string;
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command: Command;
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};
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export type RuleYield = string | CommandSchema | InvokeYield;
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export type RuleContext<T = unknown> = {
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type: string;
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schema?: CommandSchema;
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generator: Generator<string | CommandSchema, T, Command>;
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generator: Generator<RuleYield, T, Command | RuleContext<unknown>>;
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parent?: RuleContext<unknown>;
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children: RuleContext<unknown>[];
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state: RuleState;
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@ -14,14 +22,14 @@ export type RuleContext<T = unknown> = {
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export type RuleDef<T = unknown> = {
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schema: CommandSchema;
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create: (cmd: Command) => Generator<string | CommandSchema, T, Command>;
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create: (this: GameContextLike, cmd: Command) => Generator<RuleYield, T, Command | RuleContext<unknown>>;
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};
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export type RuleRegistry = Map<string, RuleDef<unknown>>;
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export function createRule<T>(
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schemaStr: string,
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fn: (cmd: Command) => Generator<string | CommandSchema, T, Command>
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fn: (this: GameContextLike, cmd: Command) => Generator<RuleYield, T, Command | RuleContext<unknown>>
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): RuleDef<T> {
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return {
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schema: parseCommandSchema(schemaStr, ''),
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@ -29,6 +37,10 @@ export function createRule<T>(
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};
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}
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function isInvokeYield(value: RuleYield): value is InvokeYield {
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return typeof value === 'object' && value !== null && 'type' in value && (value as InvokeYield).type === 'invoke';
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}
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function parseYieldedSchema(value: string | CommandSchema): CommandSchema {
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if (typeof value === 'string') {
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return parseCommandSchema(value, '');
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@ -36,15 +48,18 @@ function parseYieldedSchema(value: string | CommandSchema): CommandSchema {
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return value;
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}
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function parseCommandWithSchema(command: Command, schema: CommandSchema): Command {
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return applyCommandSchema(command, schema).command;
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}
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function pushContextToGame(game: GameContextLike, ctx: RuleContext<unknown>) {
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game.contexts.value = [...game.contexts.value, { value: ctx } as any];
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game.ruleContexts.push(ctx);
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game.addRuleContext(ctx);
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}
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function discardChildren(game: GameContextLike, parent: RuleContext<unknown>) {
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for (const child of parent.children) {
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const idx = game.ruleContexts.indexOf(child);
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if (idx !== -1) game.ruleContexts.splice(idx, 1);
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game.removeRuleContext(child);
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const ctxIdx = game.contexts.value.findIndex((c: any) => c.value === child);
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if (ctxIdx !== -1) {
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@ -80,6 +95,85 @@ function validateYieldedSchema(command: Command, schema: CommandSchema): boolean
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return true;
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}
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function invokeChildRule(
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game: GameContextLike,
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ruleName: string,
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command: Command,
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parent: RuleContext<unknown>
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): RuleContext<unknown> {
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const ruleDef = game.rules.get(ruleName)!;
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const ctx: RuleContext<unknown> = {
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type: ruleDef.schema.name,
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schema: undefined,
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generator: ruleDef.create.call(game, command),
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parent,
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children: [],
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state: 'running',
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resolution: undefined,
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};
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parent.children.push(ctx);
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pushContextToGame(game, ctx);
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return stepGenerator(game, ctx);
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}
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function resumeInvokingParent(
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game: GameContextLike,
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childCtx: RuleContext<unknown>
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): RuleContext<unknown> | undefined {
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const parent = childCtx.parent;
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if (!parent || parent.state !== 'invoking') return undefined;
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parent.children = parent.children.filter(c => c !== childCtx);
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const result = parent.generator.next(childCtx);
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if (result.done) {
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(parent as RuleContext<unknown>).resolution = result.value;
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(parent as RuleContext<unknown>).state = 'done';
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const resumed = resumeInvokingParent(game, parent);
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return resumed ?? parent;
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} else if (isInvokeYield(result.value)) {
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(parent as RuleContext<unknown>).state = 'invoking';
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const childCtx2 = invokeChildRule(game, result.value.rule, result.value.command, parent);
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return childCtx2;
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} else {
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(parent as RuleContext<unknown>).schema = parseYieldedSchema(result.value);
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(parent as RuleContext<unknown>).state = 'yielded';
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}
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return parent;
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}
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function stepGenerator<T>(
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game: GameContextLike,
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ctx: RuleContext<T>
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): RuleContext<T> {
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const result = ctx.generator.next();
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if (result.done) {
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ctx.resolution = result.value;
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ctx.state = 'done';
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const resumed = resumeInvokingParent(game, ctx as RuleContext<unknown>);
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if (resumed) return resumed as RuleContext<T>;
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} else if (isInvokeYield(result.value)) {
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const childRuleDef = game.rules.get(result.value.rule);
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if (childRuleDef) {
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ctx.state = 'invoking';
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const childCtx = invokeChildRule(game, result.value.rule, result.value.command, ctx as RuleContext<unknown>);
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return childCtx as RuleContext<T>;
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} else {
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ctx.schema = parseYieldedSchema('');
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ctx.state = 'yielded';
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}
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} else {
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ctx.schema = parseYieldedSchema(result.value);
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ctx.state = 'yielded';
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}
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return ctx;
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}
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function invokeRule<T>(
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game: GameContextLike,
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command: Command,
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@ -89,7 +183,7 @@ function invokeRule<T>(
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const ctx: RuleContext<T> = {
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type: ruleDef.schema.name,
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schema: undefined,
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generator: ruleDef.create(command),
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generator: ruleDef.create.call(game, command),
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parent,
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children: [],
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state: 'running',
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@ -104,16 +198,7 @@ function invokeRule<T>(
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pushContextToGame(game, ctx as RuleContext<unknown>);
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const result = ctx.generator.next();
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if (result.done) {
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ctx.resolution = result.value;
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ctx.state = 'done';
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} else {
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ctx.schema = parseYieldedSchema(result.value);
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ctx.state = 'yielded';
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}
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return ctx;
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return stepGenerator(game, ctx);
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}
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export function dispatchCommand(game: GameContextLike, input: string): RuleContext<unknown> | undefined {
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@ -121,20 +206,28 @@ export function dispatchCommand(game: GameContextLike, input: string): RuleConte
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if (game.rules.has(command.name)) {
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const ruleDef = game.rules.get(command.name)!;
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const typedCommand = parseCommandWithSchema(command, ruleDef.schema);
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const parent = findYieldedParent(game);
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return invokeRule(game, command, ruleDef, parent);
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return invokeRule(game, typedCommand, ruleDef, parent);
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}
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for (let i = game.ruleContexts.length - 1; i >= 0; i--) {
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const ctx = game.ruleContexts[i];
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if (ctx.state === 'yielded' && ctx.schema) {
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if (validateYieldedSchema(command, ctx.schema)) {
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const result = ctx.generator.next(command);
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const typedCommand = parseCommandWithSchema(command, ctx.schema);
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const result = ctx.generator.next(typedCommand);
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if (result.done) {
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ctx.resolution = result.value;
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ctx.state = 'done';
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const resumed = resumeInvokingParent(game, ctx);
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return resumed ?? ctx;
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} else if (isInvokeYield(result.value)) {
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ctx.state = 'invoking';
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const childCtx = invokeChildRule(game, result.value.rule, result.value.command, ctx);
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return childCtx;
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} else {
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ctx.schema = parseYieldedSchema(result.value);
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ctx.state = 'yielded';
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@ -157,8 +250,25 @@ function findYieldedParent(game: GameContextLike): RuleContext<unknown> | undefi
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return undefined;
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}
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type GameContextLike = {
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export type GameContextLike = {
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rules: RuleRegistry;
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ruleContexts: RuleContext<unknown>[];
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contexts: { value: any[] };
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addRuleContext: (ctx: RuleContext<unknown>) => void;
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removeRuleContext: (ctx: RuleContext<unknown>) => void;
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parts: {
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collection: { value: Record<string, any> };
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add: (...entities: any[]) => void;
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remove: (...ids: string[]) => void;
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get: (id: string) => any;
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};
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regions: {
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collection: { value: Record<string, any> };
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add: (...entities: any[]) => void;
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remove: (...ids: string[]) => void;
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get: (id: string) => any;
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};
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pushContext: (context: any) => any;
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popContext: () => void;
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latestContext: <T>(type: string) => any | undefined;
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};
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|
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@ -18,7 +18,7 @@ export { createRule, dispatchCommand } from './core/rule';
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// Utils
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export type { Command, CommandSchema, CommandParamSchema, CommandOptionSchema, CommandFlagSchema } from './utils/command';
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export { parseCommand, parseCommandSchema, validateCommand } from './utils/command';
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export { parseCommand, parseCommandSchema, validateCommand, parseCommandWithSchema, applyCommandSchema } from './utils/command';
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export type { Entity, EntityAccessor } from './utils/entity';
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export { createEntityCollection } from './utils/entity';
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|
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@ -0,0 +1,155 @@
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import { GameContextInstance } from '../core/context';
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import type { GameContextLike, RuleContext } from '../core/rule';
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import { createRule, type InvokeYield, type RuleYield } from '../core/rule';
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import type { Command } from '../utils/command';
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import type { Part } from '../core/part';
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import type { Region } from '../core/region';
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import type { Context } from '../core/context';
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export type TicTacToeState = Context & {
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type: 'tic-tac-toe';
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currentPlayer: 'X' | 'O';
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winner: 'X' | 'O' | 'draw' | null;
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moveCount: number;
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};
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type TurnResult = {
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winner: 'X' | 'O' | 'draw' | null;
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};
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function getBoardRegion(game: GameContextLike) {
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return game.regions.get('board');
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}
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function isCellOccupied(game: GameContextLike, row: number, col: number): boolean {
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const board = getBoardRegion(game);
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return board.value.children.some(
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(child: { value: { position: number[] } }) => child.value.position[0] === row && child.value.position[1] === col
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);
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}
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function checkWinner(game: GameContextLike): 'X' | 'O' | 'draw' | null {
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const parts = Object.values(game.parts.collection.value).map((s: { value: Part }) => s.value);
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const xPositions = parts.filter((_: Part, i: number) => i % 2 === 0).map((p: Part) => p.position);
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const oPositions = parts.filter((_: Part, i: number) => i % 2 === 1).map((p: Part) => p.position);
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if (hasWinningLine(xPositions)) return 'X';
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if (hasWinningLine(oPositions)) return 'O';
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return null;
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}
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function hasWinningLine(positions: number[][]): boolean {
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const lines = [
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[[0, 0], [0, 1], [0, 2]],
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[[1, 0], [1, 1], [1, 2]],
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[[2, 0], [2, 1], [2, 2]],
|
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[[0, 0], [1, 0], [2, 0]],
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[[0, 1], [1, 1], [2, 1]],
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[[0, 2], [1, 2], [2, 2]],
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[[0, 0], [1, 1], [2, 2]],
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[[0, 2], [1, 1], [2, 0]],
|
||||
];
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|
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return lines.some(line =>
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line.every(([r, c]) =>
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positions.some(([pr, pc]) => pr === r && pc === c)
|
||||
)
|
||||
);
|
||||
}
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||||
|
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function placePiece(game: GameContextLike, row: number, col: number, moveCount: number) {
|
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const board = getBoardRegion(game);
|
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const piece: Part = {
|
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id: `piece-${moveCount}`,
|
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sides: 1,
|
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side: 0,
|
||||
region: board,
|
||||
position: [row, col],
|
||||
};
|
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game.parts.add(piece);
|
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board.value.children.push(game.parts.get(piece.id));
|
||||
}
|
||||
|
||||
const playSchema = 'play <player> <row:number> <col:number>';
|
||||
|
||||
export function createSetupRule() {
|
||||
return createRule('start', function*() {
|
||||
this.pushContext({
|
||||
type: 'tic-tac-toe',
|
||||
currentPlayer: 'X',
|
||||
winner: null,
|
||||
moveCount: 0,
|
||||
} as TicTacToeState);
|
||||
|
||||
this.regions.add({
|
||||
id: 'board',
|
||||
axes: [
|
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{ name: 'x', min: 0, max: 2 },
|
||||
{ name: 'y', min: 0, max: 2 },
|
||||
],
|
||||
children: [],
|
||||
} as Region);
|
||||
|
||||
let currentPlayer: 'X' | 'O' = 'X';
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||||
let turnResult: TurnResult | undefined;
|
||||
|
||||
while (true) {
|
||||
const yieldValue: InvokeYield = {
|
||||
type: 'invoke',
|
||||
rule: 'turn',
|
||||
command: { name: 'turn', params: [currentPlayer], flags: {}, options: {} } as Command,
|
||||
};
|
||||
const ctx = yield yieldValue as RuleYield;
|
||||
turnResult = (ctx as RuleContext<TurnResult>).resolution;
|
||||
if (turnResult?.winner) break;
|
||||
|
||||
currentPlayer = currentPlayer === 'X' ? 'O' : 'X';
|
||||
const state = this.latestContext<TicTacToeState>('tic-tac-toe')!;
|
||||
state.value.currentPlayer = currentPlayer;
|
||||
}
|
||||
|
||||
const state = this.latestContext<TicTacToeState>('tic-tac-toe')!;
|
||||
state.value.winner = turnResult?.winner ?? null;
|
||||
return { winner: state.value.winner };
|
||||
});
|
||||
}
|
||||
|
||||
export function createTurnRule() {
|
||||
return createRule('turn <player>', function*(cmd) {
|
||||
while (true) {
|
||||
const received = yield playSchema;
|
||||
if ('resolution' in received) continue;
|
||||
|
||||
const playCmd = received as Command;
|
||||
if (playCmd.name !== 'play') continue;
|
||||
|
||||
const row = playCmd.params[1] as number;
|
||||
const col = playCmd.params[2] as number;
|
||||
|
||||
if (isNaN(row) || isNaN(col) || row < 0 || row > 2 || col < 0 || col > 2) continue;
|
||||
if (isCellOccupied(this, row, col)) continue;
|
||||
|
||||
const state = this.latestContext<TicTacToeState>('tic-tac-toe')!;
|
||||
if (state.value.winner) continue;
|
||||
|
||||
placePiece(this, row, col, state.value.moveCount);
|
||||
state.value.moveCount++;
|
||||
|
||||
const winner = checkWinner(this);
|
||||
if (winner) return { winner };
|
||||
|
||||
if (state.value.moveCount >= 9) return { winner: 'draw' as const };
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
export function registerTicTacToeRules(game: GameContextInstance) {
|
||||
game.registerRule('start', createSetupRule());
|
||||
game.registerRule('turn', createTurnRule());
|
||||
}
|
||||
|
||||
export function startTicTacToe(game: GameContextInstance) {
|
||||
game.dispatchCommand('start');
|
||||
}
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
export { parseCommand } from './command/command-parse.js';
|
||||
export { parseCommandSchema } from './command/schema-parse.js';
|
||||
export { validateCommand, parseCommandWithSchema } from './command/command-validate.js';
|
||||
export { validateCommand, parseCommandWithSchema, applyCommandSchema } from './command/command-validate.js';
|
||||
export type {
|
||||
Command,
|
||||
CommandParamSchema,
|
||||
|
|
|
|||
|
|
@ -0,0 +1,79 @@
|
|||
import { type ParseError } from 'inline-schema';
|
||||
import type { Command, CommandSchema } from './types.js';
|
||||
|
||||
function validateCommandCore(command: Command, schema: CommandSchema): string[] {
|
||||
const errors: string[] = [];
|
||||
|
||||
if (schema.name !== '' && command.name !== schema.name) {
|
||||
errors.push(`命令名称不匹配:期望 "${schema.name}",实际 "${command.name}"`);
|
||||
}
|
||||
|
||||
const requiredParams = schema.params.filter(p => p.required);
|
||||
const variadicParam = schema.params.find(p => p.variadic);
|
||||
|
||||
if (command.params.length < requiredParams.length) {
|
||||
errors.push(`参数不足:至少需要 ${requiredParams.length} 个参数,实际 ${command.params.length} 个`);
|
||||
}
|
||||
|
||||
if (!variadicParam && command.params.length > schema.params.length) {
|
||||
errors.push(`参数过多:最多 ${schema.params.length} 个参数,实际 ${command.params.length} 个`);
|
||||
}
|
||||
|
||||
const requiredOptions = schema.options.filter(o => o.required);
|
||||
for (const opt of requiredOptions) {
|
||||
const hasOption = opt.name in command.options || (opt.short && opt.short in command.options);
|
||||
if (!hasOption) {
|
||||
errors.push(`缺少必需选项:--${opt.name}${opt.short ? ` 或 -${opt.short}` : ''}`);
|
||||
}
|
||||
}
|
||||
|
||||
return errors;
|
||||
}
|
||||
|
||||
export function applyCommandSchema(
|
||||
command: Command,
|
||||
schema: CommandSchema
|
||||
): { command: Command; valid: true } | { command: Command; valid: false; errors: string[] } {
|
||||
const errors = validateCommandCore(command, schema);
|
||||
if (errors.length > 0) {
|
||||
return { command, valid: false, errors };
|
||||
}
|
||||
|
||||
const parseErrors: string[] = [];
|
||||
|
||||
const parsedParams: unknown[] = [...command.params];
|
||||
for (let i = 0; i < command.params.length; i++) {
|
||||
const paramValue = command.params[i];
|
||||
const paramSchema = schema.params[i]?.schema;
|
||||
|
||||
if (paramSchema && typeof paramValue === 'string') {
|
||||
try {
|
||||
parsedParams[i] = paramSchema.parse(paramValue);
|
||||
} catch (e) {
|
||||
const err = e as ParseError;
|
||||
parseErrors.push(`参数 "${schema.params[i]?.name}" 解析失败:${err.message}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const parsedOptions: Record<string, unknown> = { ...command.options };
|
||||
for (const [key, value] of Object.entries(command.options)) {
|
||||
const optSchema = schema.options.find(o => o.name === key || o.short === key);
|
||||
if (optSchema?.schema && typeof value === 'string') {
|
||||
try {
|
||||
parsedOptions[key] = optSchema.schema.parse(value);
|
||||
} catch (e) {
|
||||
const err = e as ParseError;
|
||||
parseErrors.push(`选项 "--${key}" 解析失败:${err.message}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const result = { ...command, params: parsedParams, options: parsedOptions };
|
||||
|
||||
if (parseErrors.length > 0) {
|
||||
return { command: result, valid: false, errors: parseErrors };
|
||||
}
|
||||
|
||||
return { command: result, valid: true };
|
||||
}
|
||||
|
|
@ -1,6 +1,9 @@
|
|||
import type { Command } from './types.js';
|
||||
import type { Command, CommandSchema } from './types.js';
|
||||
import { applyCommandSchema } from './command-validate.js';
|
||||
|
||||
export function parseCommand(input: string): Command {
|
||||
export function parseCommand(input: string): Command;
|
||||
export function parseCommand(input: string, schema: CommandSchema): Command;
|
||||
export function parseCommand(input: string, schema?: CommandSchema): Command {
|
||||
const tokens = tokenize(input);
|
||||
|
||||
if (tokens.length === 0) {
|
||||
|
|
@ -44,7 +47,14 @@ export function parseCommand(input: string): Command {
|
|||
}
|
||||
}
|
||||
|
||||
return { name, flags, options, params };
|
||||
const command = { name, flags, options, params };
|
||||
|
||||
if (schema) {
|
||||
const result = applyCommandSchema(command, schema);
|
||||
return result.command;
|
||||
}
|
||||
|
||||
return command;
|
||||
}
|
||||
|
||||
function tokenize(input: string): string[] {
|
||||
|
|
|
|||
|
|
@ -1,48 +1,19 @@
|
|||
import { type ParseError } from 'inline-schema';
|
||||
import type { Command, CommandSchema } from './types.js';
|
||||
import { parseCommand } from './command-parse.js';
|
||||
import { parseCommandSchema } from './schema-parse.js';
|
||||
import { applyCommandSchema as applyCommandSchemaCore } from './command-apply.js';
|
||||
|
||||
export { applyCommandSchemaCore as applyCommandSchema };
|
||||
|
||||
export function validateCommand(
|
||||
command: Command,
|
||||
schema: CommandSchema
|
||||
): { valid: true } | { valid: false; errors: string[] } {
|
||||
const errors = validateCommandCore(command, schema);
|
||||
|
||||
if (errors.length > 0) {
|
||||
return { valid: false, errors };
|
||||
const result = applyCommandSchemaCore(command, schema);
|
||||
if (result.valid) {
|
||||
return { valid: true };
|
||||
}
|
||||
|
||||
return { valid: true };
|
||||
}
|
||||
|
||||
function validateCommandCore(command: Command, schema: CommandSchema): string[] {
|
||||
const errors: string[] = [];
|
||||
|
||||
if (command.name !== schema.name) {
|
||||
errors.push(`命令名称不匹配:期望 "${schema.name}",实际 "${command.name}"`);
|
||||
}
|
||||
|
||||
const requiredParams = schema.params.filter(p => p.required);
|
||||
const variadicParam = schema.params.find(p => p.variadic);
|
||||
|
||||
if (command.params.length < requiredParams.length) {
|
||||
errors.push(`参数不足:至少需要 ${requiredParams.length} 个参数,实际 ${command.params.length} 个`);
|
||||
}
|
||||
|
||||
if (!variadicParam && command.params.length > schema.params.length) {
|
||||
errors.push(`参数过多:最多 ${schema.params.length} 个参数,实际 ${command.params.length} 个`);
|
||||
}
|
||||
|
||||
const requiredOptions = schema.options.filter(o => o.required);
|
||||
for (const opt of requiredOptions) {
|
||||
const hasOption = opt.name in command.options || (opt.short && opt.short in command.options);
|
||||
if (!hasOption) {
|
||||
errors.push(`缺少必需选项:--${opt.name}${opt.short ? ` 或 -${opt.short}` : ''}`);
|
||||
}
|
||||
}
|
||||
|
||||
return errors;
|
||||
return { valid: false, errors: result.errors };
|
||||
}
|
||||
|
||||
export function parseCommandWithSchema(
|
||||
|
|
@ -51,53 +22,5 @@ export function parseCommandWithSchema(
|
|||
): { command: Command; valid: true } | { command: Command; valid: false; errors: string[] } {
|
||||
const schema = parseCommandSchema(schemaStr);
|
||||
const command = parseCommand(input);
|
||||
|
||||
const errors = validateCommandCore(command, schema);
|
||||
if (errors.length > 0) {
|
||||
return { command, valid: false, errors };
|
||||
}
|
||||
|
||||
const parseErrors: string[] = [];
|
||||
|
||||
const parsedParams: unknown[] = [];
|
||||
for (let i = 0; i < command.params.length; i++) {
|
||||
const paramValue = command.params[i];
|
||||
const paramSchema = schema.params[i]?.schema;
|
||||
|
||||
if (paramSchema) {
|
||||
try {
|
||||
const parsed = typeof paramValue === 'string'
|
||||
? paramSchema.parse(paramValue)
|
||||
: paramValue;
|
||||
parsedParams.push(parsed);
|
||||
} catch (e) {
|
||||
const err = e as ParseError;
|
||||
parseErrors.push(`参数 "${schema.params[i]?.name}" 解析失败:${err.message}`);
|
||||
}
|
||||
} else {
|
||||
parsedParams.push(paramValue);
|
||||
}
|
||||
}
|
||||
|
||||
const parsedOptions: Record<string, unknown> = { ...command.options };
|
||||
for (const [key, value] of Object.entries(command.options)) {
|
||||
const optSchema = schema.options.find(o => o.name === key || o.short === key);
|
||||
if (optSchema?.schema && typeof value === 'string') {
|
||||
try {
|
||||
parsedOptions[key] = optSchema.schema.parse(value);
|
||||
} catch (e) {
|
||||
const err = e as ParseError;
|
||||
parseErrors.push(`选项 "--${key}" 解析失败:${err.message}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (parseErrors.length > 0) {
|
||||
return { command: { ...command, params: parsedParams, options: parsedOptions }, valid: false, errors: parseErrors };
|
||||
}
|
||||
|
||||
return {
|
||||
command: { ...command, params: parsedParams, options: parsedOptions },
|
||||
valid: true,
|
||||
};
|
||||
return applyCommandSchemaCore(command, schema);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9,6 +9,43 @@ export type EntityAccessor<T extends Entity> = {
|
|||
value: T;
|
||||
}
|
||||
|
||||
function createReactiveProxy<T extends Entity>(entitySignal: Signal<T>): T {
|
||||
return new Proxy({} as T, {
|
||||
get(_target, prop) {
|
||||
const current = entitySignal.value;
|
||||
const value = current[prop as keyof T];
|
||||
if (typeof value === 'function') {
|
||||
return value.bind(current);
|
||||
}
|
||||
return value;
|
||||
},
|
||||
set(_target, prop, value) {
|
||||
const current = entitySignal.value;
|
||||
entitySignal.value = { ...current, [prop]: value };
|
||||
return true;
|
||||
},
|
||||
ownKeys(_target) {
|
||||
return Reflect.ownKeys(entitySignal.value);
|
||||
},
|
||||
getOwnPropertyDescriptor(_target, prop) {
|
||||
return Reflect.getOwnPropertyDescriptor(entitySignal.value, prop);
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
function createReactiveAccessor<T extends Entity>(id: string, entitySignal: Signal<T>): EntityAccessor<T> {
|
||||
const proxy = createReactiveProxy(entitySignal);
|
||||
return {
|
||||
id,
|
||||
get value() {
|
||||
return proxy;
|
||||
},
|
||||
set value(value: T) {
|
||||
entitySignal.value = value;
|
||||
}
|
||||
} as EntityAccessor<T>;
|
||||
}
|
||||
|
||||
export function createEntityCollection<T extends Entity>() {
|
||||
const collection = signal({} as Record<string, Signal<T>>);
|
||||
const remove = (...ids: string[]) => {
|
||||
|
|
@ -24,17 +61,18 @@ export function createEntityCollection<T extends Entity>() {
|
|||
};
|
||||
};
|
||||
|
||||
const get = (id: string) => {
|
||||
return {
|
||||
id,
|
||||
get value(){
|
||||
return collection.value[id]?.value;
|
||||
},
|
||||
set value(value: T){
|
||||
const signal = collection.value[id];
|
||||
if(signal)signal.value = value;
|
||||
}
|
||||
const get = (id: string): EntityAccessor<T> => {
|
||||
const entitySignal = collection.value[id];
|
||||
if (!entitySignal) {
|
||||
return {
|
||||
id,
|
||||
get value() {
|
||||
return undefined as unknown as T;
|
||||
},
|
||||
set value(_value: T) {}
|
||||
} as EntityAccessor<T>;
|
||||
}
|
||||
return createReactiveAccessor(id, entitySignal);
|
||||
}
|
||||
|
||||
return {
|
||||
|
|
|
|||
|
|
@ -1,6 +1,11 @@
|
|||
import { describe, it, expect } from 'vitest';
|
||||
import { createRule, dispatchCommand, type RuleContext, type RuleRegistry } from '../../src/core/rule';
|
||||
import { createRule, type RuleContext, type GameContextLike } from '../../src/core/rule';
|
||||
import { createGameContext } from '../../src/core/context';
|
||||
import type { Command } from '../../src/utils/command';
|
||||
|
||||
function isCommand(value: Command | RuleContext<unknown>): value is Command {
|
||||
return 'name' in value;
|
||||
}
|
||||
|
||||
describe('Rule System', () => {
|
||||
function createTestGame() {
|
||||
|
|
@ -24,11 +29,12 @@ describe('Rule System', () => {
|
|||
});
|
||||
|
||||
it('should create a generator when called', () => {
|
||||
const game = createTestGame();
|
||||
const rule = createRule('<target>', function*(cmd) {
|
||||
return cmd.params[0];
|
||||
});
|
||||
|
||||
const gen = rule.create({ name: 'test', params: ['card1'], flags: {}, options: {} });
|
||||
const gen = rule.create.call(game as unknown as GameContextLike, { name: 'test', params: ['card1'], flags: {}, options: {} });
|
||||
const result = gen.next();
|
||||
expect(result.done).toBe(true);
|
||||
expect(result.value).toBe('card1');
|
||||
|
|
@ -39,7 +45,7 @@ describe('Rule System', () => {
|
|||
it('should invoke a registered rule and yield schema', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('move', createRule('<from> <to>', function*(cmd) {
|
||||
game.registerRule('move', createRule('<from> <to>', function*(cmd) {
|
||||
yield { name: '', params: [], options: [], flags: [] };
|
||||
return { moved: cmd.params[0] };
|
||||
}));
|
||||
|
|
@ -55,9 +61,10 @@ describe('Rule System', () => {
|
|||
it('should complete a rule when final command matches yielded schema', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('move', createRule('<from> <to>', function*(cmd) {
|
||||
game.registerRule('move', createRule('<from> <to>', function*(cmd) {
|
||||
const confirm = yield { name: '', params: [], options: [], flags: [] };
|
||||
return { moved: cmd.params[0], confirmed: confirm.name === 'confirm' };
|
||||
const confirmCmd = isCommand(confirm) ? confirm : undefined;
|
||||
return { moved: cmd.params[0], confirmed: confirmCmd?.name === 'confirm' };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('move card1 hand');
|
||||
|
|
@ -79,20 +86,20 @@ describe('Rule System', () => {
|
|||
it('should pass the initial command to the generator', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('attack', createRule('<target> [--power: number]', function*(cmd) {
|
||||
game.registerRule('attack', createRule('<target> [--power: number]', function*(cmd) {
|
||||
return { target: cmd.params[0], power: cmd.options.power || '1' };
|
||||
}));
|
||||
|
||||
const ctx = game.dispatchCommand('attack goblin --power 5');
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toEqual({ target: 'goblin', power: '5' });
|
||||
expect(ctx!.resolution).toEqual({ target: 'goblin', power: 5 });
|
||||
});
|
||||
|
||||
it('should complete immediately if generator does not yield', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('look', createRule('[--at]', function*() {
|
||||
game.registerRule('look', createRule('[--at]', function*() {
|
||||
return 'looked';
|
||||
}));
|
||||
|
||||
|
|
@ -107,12 +114,12 @@ describe('Rule System', () => {
|
|||
it('should prioritize new rule invocation over feeding yielded context', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('move', createRule('<from> <to>', function*(cmd) {
|
||||
game.registerRule('move', createRule('<from> <to>', function*(cmd) {
|
||||
yield { name: '', params: [], options: [], flags: [] };
|
||||
return { moved: cmd.params[0] };
|
||||
}));
|
||||
|
||||
game.rules.value.set('confirm', createRule('', function*() {
|
||||
game.registerRule('confirm', createRule('', function*() {
|
||||
return 'new confirm rule';
|
||||
}));
|
||||
|
||||
|
|
@ -130,9 +137,10 @@ describe('Rule System', () => {
|
|||
it('should feed a yielded context when command does not match any rule', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('move', createRule('<from> <to>', function*(cmd) {
|
||||
game.registerRule('move', createRule('<from> <to>', function*(cmd) {
|
||||
const response = yield { name: '', params: [], options: [], flags: [] };
|
||||
return { moved: cmd.params[0], response: response.name };
|
||||
const rcmd = isCommand(response) ? response : undefined;
|
||||
return { moved: cmd.params[0], response: rcmd?.name };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('move card1 hand');
|
||||
|
|
@ -145,9 +153,10 @@ describe('Rule System', () => {
|
|||
it('should skip non-matching commands for yielded context', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('move', createRule('<from> <to>', function*(cmd) {
|
||||
game.registerRule('move', createRule('<from> <to>', function*(cmd) {
|
||||
const response = yield '<item>';
|
||||
return { response: response.params[0] };
|
||||
const rcmd = isCommand(response) ? response : undefined;
|
||||
return { response: rcmd?.params[0] };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('move card1 hand');
|
||||
|
|
@ -160,9 +169,10 @@ describe('Rule System', () => {
|
|||
it('should validate command against yielded schema', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('trade', createRule('<from> <to>', function*(cmd) {
|
||||
game.registerRule('trade', createRule('<from> <to>', function*(cmd) {
|
||||
const response = yield '<item> [amount: number]';
|
||||
return { traded: response.params[0] };
|
||||
const rcmd = isCommand(response) ? response : undefined;
|
||||
return { traded: rcmd?.params[0] };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('trade player1 player2');
|
||||
|
|
@ -177,12 +187,12 @@ describe('Rule System', () => {
|
|||
it('should feed the deepest yielded context', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('parent', createRule('<action>', function*() {
|
||||
game.registerRule('parent', createRule('<action>', function*() {
|
||||
yield { name: '', params: [], options: [], flags: [] };
|
||||
return 'parent done';
|
||||
}));
|
||||
|
||||
game.rules.value.set('child', createRule('<target>', function*() {
|
||||
game.registerRule('child', createRule('<target>', function*() {
|
||||
yield { name: '', params: [], options: [], flags: [] };
|
||||
return 'child done';
|
||||
}));
|
||||
|
|
@ -201,12 +211,12 @@ describe('Rule System', () => {
|
|||
it('should link child to parent', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('parent', createRule('<action>', function*() {
|
||||
game.registerRule('parent', createRule('<action>', function*() {
|
||||
yield 'child_cmd';
|
||||
return 'parent done';
|
||||
}));
|
||||
|
||||
game.rules.value.set('child_cmd', createRule('<target>', function*() {
|
||||
game.registerRule('child_cmd', createRule('<target>', function*() {
|
||||
return 'child done';
|
||||
}));
|
||||
|
||||
|
|
@ -225,16 +235,16 @@ describe('Rule System', () => {
|
|||
it('should discard previous children when a new child is invoked', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('parent', createRule('<action>', function*() {
|
||||
game.registerRule('parent', createRule('<action>', function*() {
|
||||
yield 'child_a | child_b';
|
||||
return 'parent done';
|
||||
}));
|
||||
|
||||
game.rules.value.set('child_a', createRule('<target>', function*() {
|
||||
game.registerRule('child_a', createRule('<target>', function*() {
|
||||
return 'child_a done';
|
||||
}));
|
||||
|
||||
game.rules.value.set('child_b', createRule('<target>', function*() {
|
||||
game.registerRule('child_b', createRule('<target>', function*() {
|
||||
return 'child_b done';
|
||||
}));
|
||||
|
||||
|
|
@ -259,7 +269,7 @@ describe('Rule System', () => {
|
|||
it('should track rule contexts in ruleContexts signal', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('test', createRule('<arg>', function*() {
|
||||
game.registerRule('test', createRule('<arg>', function*() {
|
||||
yield { name: '', params: [], options: [], flags: [] };
|
||||
return 'done';
|
||||
}));
|
||||
|
|
@ -275,7 +285,7 @@ describe('Rule System', () => {
|
|||
it('should add context to the context stack', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('test', createRule('<arg>', function*() {
|
||||
game.registerRule('test', createRule('<arg>', function*() {
|
||||
yield { name: '', params: [], options: [], flags: [] };
|
||||
return 'done';
|
||||
}));
|
||||
|
|
@ -292,7 +302,7 @@ describe('Rule System', () => {
|
|||
it('should leave context in place when generator throws', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('failing', createRule('<arg>', function*() {
|
||||
game.registerRule('failing', createRule('<arg>', function*() {
|
||||
throw new Error('rule error');
|
||||
}));
|
||||
|
||||
|
|
@ -304,12 +314,12 @@ describe('Rule System', () => {
|
|||
it('should leave children in place when child generator throws', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('parent', createRule('<action>', function*() {
|
||||
game.registerRule('parent', createRule('<action>', function*() {
|
||||
yield 'child';
|
||||
return 'parent done';
|
||||
}));
|
||||
|
||||
game.rules.value.set('child', createRule('<target>', function*() {
|
||||
game.registerRule('child', createRule('<target>', function*() {
|
||||
throw new Error('child error');
|
||||
}));
|
||||
|
||||
|
|
@ -331,9 +341,10 @@ describe('Rule System', () => {
|
|||
flags: [],
|
||||
};
|
||||
|
||||
game.rules.value.set('test', createRule('<arg>', function*() {
|
||||
game.registerRule('test', createRule('<arg>', function*() {
|
||||
const cmd = yield customSchema;
|
||||
return { received: cmd.params[0] };
|
||||
const rcmd = isCommand(cmd) ? cmd : undefined;
|
||||
return { received: rcmd?.params[0] };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('test val1');
|
||||
|
|
@ -346,10 +357,12 @@ describe('Rule System', () => {
|
|||
it('should parse string schema on each yield', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('multi', createRule('<start>', function*() {
|
||||
game.registerRule('multi', createRule('<start>', function*() {
|
||||
const a = yield '<value>';
|
||||
const b = yield '<value>';
|
||||
return { a: a.params[0], b: b.params[0] };
|
||||
const acmd = isCommand(a) ? a : undefined;
|
||||
const bcmd = isCommand(b) ? b : undefined;
|
||||
return { a: acmd?.params[0], b: bcmd?.params[0] };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('multi init');
|
||||
|
|
@ -365,17 +378,19 @@ describe('Rule System', () => {
|
|||
it('should handle a multi-step game flow', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.rules.value.set('start', createRule('<player>', function*(cmd) {
|
||||
game.registerRule('start', createRule('<player>', function*(cmd) {
|
||||
const player = cmd.params[0];
|
||||
const action = yield { name: '', params: [], options: [], flags: [] };
|
||||
|
||||
if (action.name === 'move') {
|
||||
yield '<target>';
|
||||
} else if (action.name === 'attack') {
|
||||
yield '<target> [--power: number]';
|
||||
if (isCommand(action)) {
|
||||
if (action.name === 'move') {
|
||||
yield '<target>';
|
||||
} else if (action.name === 'attack') {
|
||||
yield '<target> [--power: number]';
|
||||
}
|
||||
}
|
||||
|
||||
return { player, action: action.name };
|
||||
return { player, action: isCommand(action) ? action.name : '' };
|
||||
}));
|
||||
|
||||
const ctx1 = game.dispatchCommand('start alice');
|
||||
|
|
|
|||
|
|
@ -0,0 +1,127 @@
|
|||
import { describe, it, expect } from 'vitest';
|
||||
import { createGameContext } from '../../src/core/context';
|
||||
import { registerTicTacToeRules, startTicTacToe, type TicTacToeState } from '../../src/samples/tic-tac-toe';
|
||||
|
||||
describe('Tic-Tac-Toe', () => {
|
||||
function createGame() {
|
||||
const game = createGameContext();
|
||||
registerTicTacToeRules(game);
|
||||
return game;
|
||||
}
|
||||
|
||||
function getBoardState(game: ReturnType<typeof createGame>) {
|
||||
return game.latestContext<TicTacToeState>('tic-tac-toe')!.value;
|
||||
}
|
||||
|
||||
it('should initialize the board and start the game', () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
|
||||
const state = getBoardState(game);
|
||||
expect(state.currentPlayer).toBe('X');
|
||||
expect(state.winner).toBeNull();
|
||||
expect(state.moveCount).toBe(0);
|
||||
|
||||
const board = game.regions.get('board');
|
||||
expect(board.value.axes).toHaveLength(2);
|
||||
expect(board.value.axes[0].name).toBe('x');
|
||||
expect(board.value.axes[1].name).toBe('y');
|
||||
});
|
||||
|
||||
it('should play moves and determine a winner', () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
|
||||
// X wins with column 0
|
||||
game.dispatchCommand('play X 0 0');
|
||||
game.dispatchCommand('play O 0 1');
|
||||
game.dispatchCommand('play X 1 0');
|
||||
game.dispatchCommand('play O 1 1');
|
||||
game.dispatchCommand('play X 2 0');
|
||||
|
||||
const state = getBoardState(game);
|
||||
expect(state.winner).toBe('X');
|
||||
expect(state.moveCount).toBe(5);
|
||||
});
|
||||
|
||||
it('should reject out-of-bounds moves', () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
|
||||
const beforeCount = getBoardState(game).moveCount;
|
||||
|
||||
game.dispatchCommand('play X 5 5');
|
||||
game.dispatchCommand('play X -1 0');
|
||||
game.dispatchCommand('play X 3 3');
|
||||
|
||||
expect(getBoardState(game).moveCount).toBe(beforeCount);
|
||||
});
|
||||
|
||||
it('should reject moves on occupied cells', () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
|
||||
game.dispatchCommand('play X 1 1');
|
||||
expect(getBoardState(game).moveCount).toBe(1);
|
||||
|
||||
// Try to play on the same cell
|
||||
game.dispatchCommand('play O 1 1');
|
||||
expect(getBoardState(game).moveCount).toBe(1);
|
||||
});
|
||||
|
||||
it('should ignore moves after game is over', () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
|
||||
// X wins
|
||||
game.dispatchCommand('play X 0 0');
|
||||
game.dispatchCommand('play O 0 1');
|
||||
game.dispatchCommand('play X 1 0');
|
||||
game.dispatchCommand('play O 1 1');
|
||||
game.dispatchCommand('play X 2 0');
|
||||
|
||||
expect(getBoardState(game).winner).toBe('X');
|
||||
const moveCountAfterWin = getBoardState(game).moveCount;
|
||||
|
||||
// Try to play more
|
||||
game.dispatchCommand('play X 2 1');
|
||||
game.dispatchCommand('play O 2 2');
|
||||
|
||||
expect(getBoardState(game).moveCount).toBe(moveCountAfterWin);
|
||||
});
|
||||
|
||||
it('should detect a draw', () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
|
||||
// Fill board with no winner (cat's game)
|
||||
// X: (1,1), (0,2), (2,2), (1,0), (2,1)
|
||||
// O: (0,0), (2,0), (0,1), (1,2)
|
||||
game.dispatchCommand('play X 1 1'); // X
|
||||
game.dispatchCommand('play O 0 0'); // O
|
||||
game.dispatchCommand('play X 0 2'); // X
|
||||
game.dispatchCommand('play O 2 0'); // O
|
||||
game.dispatchCommand('play X 2 2'); // X
|
||||
game.dispatchCommand('play O 0 1'); // O
|
||||
game.dispatchCommand('play X 1 0'); // X
|
||||
game.dispatchCommand('play O 1 2'); // O
|
||||
game.dispatchCommand('play X 2 1'); // X (last move, draw)
|
||||
|
||||
const state = getBoardState(game);
|
||||
expect(state.winner).toBe('draw');
|
||||
expect(state.moveCount).toBe(9);
|
||||
});
|
||||
|
||||
it('should place parts on the board region at correct positions', () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
|
||||
game.dispatchCommand('play X 1 2');
|
||||
|
||||
const board = game.regions.get('board');
|
||||
expect(board.value.children).toHaveLength(1);
|
||||
|
||||
const piece = board.value.children[0].value;
|
||||
expect(piece.position).toEqual([1, 2]);
|
||||
});
|
||||
});
|
||||
Loading…
Reference in New Issue