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17 changed files with 720 additions and 1185 deletions

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@ -1,23 +1,23 @@
import { ReadonlySignal, Signal } from '@preact/signals-core';
import type { CommandSchema, CommandRegistry, PromptEvent } from '@/utils/command';
import type {CommandSchema, CommandRegistry, PromptEvent, CommandRunnerContextExport} from '@/utils/command';
import type { MutableSignal } from '@/utils/mutable-signal';
import { createGameContext } from './game';
import {createGameContext, IGameContext} from './game';
export type GameHostStatus = 'created' | 'running' | 'disposed';
export interface GameModule<TState extends Record<string, unknown>> {
registry: CommandRegistry<MutableSignal<TState>>;
registry: CommandRegistry<IGameContext<TState>>;
createInitialState: () => TState;
}
export class GameHost<TState extends Record<string, unknown>> {
readonly state: ReadonlySignal<TState>;
readonly commands: ReturnType<typeof createGameContext<TState>>['commands'];
readonly context: IGameContext<TState>;
readonly status: ReadonlySignal<GameHostStatus>;
readonly activePromptSchema: ReadonlySignal<CommandSchema | null>;
readonly activePromptPlayer: ReadonlySignal<string | null>;
private _state: MutableSignal<TState>;
private _commands: CommandRunnerContextExport<IGameContext<TState>>;
private _status: Signal<GameHostStatus>;
private _activePromptSchema: Signal<CommandSchema | null>;
private _activePromptPlayer: Signal<string | null>;
@ -26,17 +26,14 @@ export class GameHost<TState extends Record<string, unknown>> {
private _isDisposed = false;
constructor(
registry: CommandRegistry<MutableSignal<TState>>,
registry: CommandRegistry<IGameContext<TState>>,
createInitialState: () => TState,
) {
this._createInitialState = createInitialState;
this._eventListeners = new Map();
const initialState = createInitialState();
const context = createGameContext(registry, initialState);
this._state = context.state;
this.commands = context.commands;
this.context = createGameContext(registry, initialState);
this._status = new Signal<GameHostStatus>('created');
this.status = this._status;
@ -47,7 +44,8 @@ export class GameHost<TState extends Record<string, unknown>> {
this._activePromptPlayer = new Signal<string | null>(null);
this.activePromptPlayer = this._activePromptPlayer;
this.state = this._state;
this._state = this.context._state;
this._commands = this.context._commands;
this._setupPromptTracking();
}
@ -55,13 +53,13 @@ export class GameHost<TState extends Record<string, unknown>> {
private _setupPromptTracking() {
let currentPromptEvent: PromptEvent | null = null;
this.commands.on('prompt', (e) => {
this._commands.on('prompt', (e) => {
currentPromptEvent = e as PromptEvent;
this._activePromptSchema.value = currentPromptEvent.schema;
this._activePromptPlayer.value = currentPromptEvent.currentPlayer;
});
this.commands.on('promptEnd', () => {
this._commands.on('promptEnd', () => {
currentPromptEvent = null;
this._activePromptSchema.value = null;
this._activePromptPlayer.value = null;
@ -76,7 +74,7 @@ export class GameHost<TState extends Record<string, unknown>> {
if (this._isDisposed) {
return 'GameHost is disposed';
}
return this.commands._tryCommit(input);
return this._commands._tryCommit(input);
}
/**
@ -100,14 +98,14 @@ export class GameHost<TState extends Record<string, unknown>> {
throw new Error('GameHost is disposed');
}
this.commands._cancel();
this._commands._cancel();
const initialState = this._createInitialState();
this._state.value = initialState as any;
// Start the setup command but don't wait for it to complete
// The command will run in the background and prompt for input
this.commands.run(setupCommand).catch(() => {
this._commands.run(setupCommand).catch(() => {
// Command may be cancelled or fail, which is expected
});
@ -121,7 +119,7 @@ export class GameHost<TState extends Record<string, unknown>> {
}
this._isDisposed = true;
this.commands._cancel();
this._commands._cancel();
this._status.value = 'disposed';
// Emit dispose event BEFORE clearing listeners

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@ -1,9 +1,8 @@
import {MutableSignal, mutableSignal} from "@/utils/mutable-signal";
import {
Command,
CommandRegistry,
CommandRunnerContext,
CommandRunnerContextExport,
CommandRegistry, CommandResult,
CommandRunnerContext, CommandRunnerContextExport,
CommandSchema,
createCommandRegistry,
createCommandRunnerContext,
@ -11,24 +10,60 @@ import {
registerCommand
} from "@/utils/command";
import type { GameModule } from './game-host';
import {PromptValidator} from "@/utils/command/command-runner";
export interface IGameContext<TState extends Record<string, unknown> = {} > {
state: MutableSignal<TState>;
commands: CommandRunnerContextExport<MutableSignal<TState>>;
get value(): TState;
produce(fn: (draft: TState) => void): void;
produceAsync(fn: (draft: TState) => void): Promise<void>;
run<T>(input: string): Promise<CommandResult<T>>;
runParsed<T>(command: Command): Promise<CommandResult<T>>;
prompt<T>(schema: CommandSchema | string, validator: PromptValidator<T>, currentPlayer?: string | null): Promise<T>;
addInterruption(promise: Promise<void>): void;
// test only
_state: MutableSignal<TState>;
_commands: CommandRunnerContextExport<IGameContext<TState>>;
}
export function createGameContext<TState extends Record<string, unknown> = {} >(
commandRegistry: CommandRegistry<MutableSignal<TState>>,
commandRegistry: CommandRegistry<IGameContext<TState>>,
initialState?: TState | (() => TState)
): IGameContext<TState> {
const stateValue = typeof initialState === 'function' ? initialState() : initialState ?? {} as TState;
const state = mutableSignal(stateValue);
const commands = createCommandRunnerContext(commandRegistry, state);
let commands: CommandRunnerContextExport<IGameContext<TState>> = null as any;
return {
state,
commands
const context: IGameContext<TState> = {
get value(): TState {
return state.value;
},
produce(fn) {
return state.produce(fn);
},
produceAsync(fn) {
return state.produceAsync(fn);
},
run<T>(input: string) {
return commands.run<T>(input);
},
runParsed<T>(command: Command) {
return commands.runParsed<T>(command);
},
prompt(schema, validator, currentPlayer) {
return commands.prompt(schema, validator, currentPlayer);
},
addInterruption(promise) {
state.addInterruption(promise);
},
_state: state,
_commands: commands,
};
context._commands = commands = createCommandRunnerContext(commandRegistry, context);
return context;
}
/**
@ -37,7 +72,7 @@ export function createGameContext<TState extends Record<string, unknown> = {} >(
*/
export function createGameContextFromModule<TState extends Record<string, unknown> = {} >(
module: {
registry: CommandRegistry<MutableSignal<TState>>,
registry: CommandRegistry<IGameContext<TState>>,
createInitialState: () => TState
},
): IGameContext<TState> {
@ -45,28 +80,7 @@ export function createGameContextFromModule<TState extends Record<string, unknow
}
export function createGameCommandRegistry<TState extends Record<string, unknown> = {} >() {
const registry = createCommandRegistry<MutableSignal<TState>>();
return {
registry,
add<TResult = unknown>(
schema: CommandSchema | string,
run: (this: CommandRunnerContext<MutableSignal<TState>>, command: Command) => Promise<TResult>
){
createGameCommand(registry, schema, run);
return this;
}
}
}
export function createGameCommand<TState extends Record<string, unknown> = {} , TResult = unknown>(
registry: CommandRegistry<MutableSignal<TState>>,
schema: CommandSchema | string,
run: (this: CommandRunnerContext<MutableSignal<TState>>, command: Command) => Promise<TResult>
) {
registerCommand(registry, {
schema: typeof schema === 'string' ? parseCommandSchema(schema) : schema,
run,
});
return createCommandRegistry<IGameContext<TState>>();
}
export { GameHost, createGameHost } from './game-host';

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@ -111,3 +111,19 @@ function createEmptyPartPool<TMeta>(): PartPool<TMeta> {
},
};
}
export function createPartsFromTable<T>(items: T[], getId: (item: T, index: number) => string, getCount?: ((item: T) => number) | number){
const pool: Record<string, Part<T>> = {};
for (const entry of items) {
const count = getCount ? (typeof getCount === 'function' ? getCount(entry) : getCount) : 1;
for (let i = 0; i < count; i++) {
const id = getId(entry, i);
pool[id] = {
id,
regionId: '',
position: [],
...entry
};
}
}
return pool;
}

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@ -117,41 +117,20 @@ export function shuffle<TMeta>(region: Region, parts: Record<string, Part<TMeta>
region.partMap = buildPartMap(region, parts);
}
export function moveToRegion<TMeta>(part: Part<TMeta>, sourceRegion: Region | null, targetRegion: Region, position?: number[]) {
export function moveToRegion<TMeta>(part: Part<TMeta>, sourceRegion: Region | null, targetRegion: Region | null, position?: number[]) {
if (sourceRegion && part.regionId === sourceRegion.id) {
sourceRegion.childIds = sourceRegion.childIds.filter(id => id !== part.id);
delete sourceRegion.partMap[part.position.join(',')];
}
targetRegion.childIds.push(part.id);
if (position) {
part.position = position;
}
targetRegion.partMap[part.position.join(',')] = part.id;
part.regionId = targetRegion.id;
}
export function moveToRegionAll<TMeta>(parts: Record<string, Part<TMeta>>, sourceRegion: Region | null, targetRegion: Region, positions?: number[][]) {
const partIds = Object.keys(parts);
for (let i = 0; i < partIds.length; i++) {
const part = parts[partIds[i]];
if (sourceRegion && part.regionId === sourceRegion.id) {
sourceRegion.childIds = sourceRegion.childIds.filter(id => id !== part.id);
delete sourceRegion.partMap[part.position.join(',')];
}
if(targetRegion){
targetRegion.childIds.push(part.id);
if (positions && positions[i]) {
part.position = positions[i];
}
targetRegion.partMap[part.position.join(',')] = part.id;
part.regionId = targetRegion.id;
}
}
export function removeFromRegion<TMeta>(part: Part<TMeta>, region: Region) {
region.childIds = region.childIds.filter(id => id !== part.id);
delete region.partMap[part.position.join(',')];
}
part.regionId = targetRegion?.id || '';
}

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@ -14,10 +14,10 @@ export type { Part } from './core/part';
export { flip, flipTo, roll, findPartById, isCellOccupied, getPartAtPosition, isCellOccupiedByRegion, getPartAtPositionInRegion } from './core/part';
export type { PartTemplate, PartPool } from './core/part-factory';
export { createPart, createParts, createPartPool, mergePartPools } from './core/part-factory';
export { createPart, createParts, createPartPool, mergePartPools, createPartsFromTable } from './core/part-factory';
export type { Region, RegionAxis } from './core/region';
export { createRegion, applyAlign, shuffle, moveToRegion, moveToRegionAll, removeFromRegion } from './core/region';
export { createRegion, applyAlign, shuffle, moveToRegion } from './core/region';
// Utils
export type { Command, CommandResult, CommandSchema, CommandParamSchema, CommandOptionSchema, CommandFlagSchema } from './utils/command';

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@ -0,0 +1,237 @@
import {
BOARD_SIZE,
BoopState,
PieceType,
PlayerType,
WinnerType,
WIN_LENGTH,
MAX_PIECES_PER_PLAYER, BoopGame
} from "./data";
import {createGameCommandRegistry} from "@/core/game";
import {moveToRegion} from "@/core/region";
import {
findPartAtPosition,
findPartInRegion,
getLineCandidates,
getNeighborPositions,
isCellOccupied,
isInBounds
} from "./utils";
export const registry = createGameCommandRegistry<BoopState>();
/**
*
*/
async function place(game: BoopGame, row: number, col: number, player: PlayerType, type: PieceType) {
const value = game.value;
// 从玩家supply中找到对应类型的棋子
const part = findPartInRegion(game, player, type);
if (!part) {
throw new Error(`No ${type} available in ${player}'s supply`);
}
game.produce(state => {
// 将棋子从supply移动到棋盘
moveToRegion(part, state.regions[player], state.regions.board, [row, col]);
});
return { row, col, player, type, partId: part.id };
}
const placeCommand = registry.register( 'place <row:number> <col:number> <player> <type>', place);
/**
* boop -
*/
async function boop(game: BoopGame, row: number, col: number, type: PieceType) {
const booped: string[] = [];
game.produce(state => {
// 按照远离放置位置的方向推动
for (const [dr, dc] of getNeighborPositions()) {
const nr = row + dr;
const nc = col + dc;
if (!isInBounds(nr, nc)) continue;
const part = findPartAtPosition(game, nr, nc);
if (!part) continue;
// 小猫不能推动猫
if (type === 'kitten' && part.type === 'cat') continue;
// 计算推动后的位置
const newRow = nr + dr;
const newCol = nc + dc;
// 检查新位置是否为空或在棋盘外
if (!isInBounds(newRow, newCol)) {
// 棋子被推出棋盘,返回玩家supply
booped.push(part.id);
moveToRegion(part, state.regions.board, state.regions[part.player]);
} else if (!isCellOccupied(game, newRow, newCol)) {
// 新位置为空,移动过去
booped.push(part.id);
moveToRegion(part, state.regions.board, state.regions.board, [newRow, newCol]);
}
// 如果新位置被占用,则不移动(两个棋子都保持原位)
}
});
return { booped };
}
const boopCommand = registry.register('boop <row:number> <col:number> <type>', boop);
/**
* (线)
*/
async function checkWin(game: BoopGame) {
for(const line of getLineCandidates()){
let whites = 0;
let blacks = 0;
for(const [row, col] of line){
const part = findPartAtPosition(game, row, col);
if(part?.type !== 'cat') continue;
if (part.player === 'white') whites++;
else blacks++;
}
if(whites >= WIN_LENGTH) {
return 'white';
}
if(blacks >= WIN_LENGTH) {
return 'black';
}
}
return null;
}
const checkWinCommand = registry.register('check-win', checkWin);
/**
* (线)
*/
async function checkGraduates(game: BoopGame){
const toUpgrade = new Set<string>();
for(const line of getLineCandidates()){
let whites = 0;
let blacks = 0;
for(const [row, col] of line){
const part = findPartAtPosition(game, row, col);
if (part?.player === 'white') whites++;
else if(part?.player === 'black') blacks++;
}
const player = whites >= WIN_LENGTH ? 'white' : blacks >= WIN_LENGTH ? 'black' : null;
if(!player) continue;
for(const [row, col] of line){
const part = findPartAtPosition(game, row, col);
part && toUpgrade.add(part.id);
}
}
game.produce(state => {
for(const partId of toUpgrade){
const part = state.pieces[partId];
const [row, col] = part.position;
const player = part.player;
moveToRegion(part, state.regions.board, null);
const newPart = findPartInRegion(game, '', 'cat');
moveToRegion(newPart || part, null, state.regions[player], [row, col]);
}
});
}
const checkGraduatesCommand = registry.register('check-graduates', checkGraduates);
async function setup(game: BoopGame) {
while (true) {
const currentPlayer = game.value.currentPlayer;
const turnOutput = await turnCommand(game, currentPlayer);
if (!turnOutput.success) throw new Error(turnOutput.error);
game.produce(state => {
state.winner = turnOutput.result.winner;
if (!state.winner) {
state.currentPlayer = state.currentPlayer === 'white' ? 'black' : 'white';
}
});
if (game.value.winner) break;
}
return game.value;
}
registry.register('setup', setup);
async function checkFullBoard(game: BoopGame, turnPlayer: PlayerType){
// 检查8-piece规则: 如果玩家所有8个棋子都在棋盘上且没有获胜,强制升级一个小猫
const playerPieces = Object.values(game.value.pieces).filter(
p => p.player === turnPlayer && p.regionId === 'board'
);
if(playerPieces.length < MAX_PIECES_PER_PLAYER || game.value.winner !== null){
return;
}
const partId = await game.prompt(
'choose <player> <row:number> <col:number>',
(command) => {
const [player, row, col] = command.params as [PlayerType, number, number];
if (player !== turnPlayer) {
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
}
if (!isInBounds(row, col)) {
throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
}
const part = findPartAtPosition(game, row, col);
if (!part || part.player !== turnPlayer) {
throw `No ${player} piece at (${row}, ${col}).`;
}
return part.id;
}
);
game.produce(state => {
const part = state.pieces[partId];
moveToRegion(part, state.regions.board, null);
const cat = findPartInRegion(state, '', 'cat');
moveToRegion(cat || part, null, state.regions[turnPlayer]);
});
}
async function turn(game: BoopGame, turnPlayer: PlayerType) {
const {row, col, type} = await game.prompt(
'play <player> <row:number> <col:number> [type:string]',
(command) => {
const [player, row, col, type] = command.params as [PlayerType, number, number, PieceType?];
const pieceType = type === 'cat' ? 'cat' : 'kitten';
if (player !== turnPlayer) {
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
}
if (!isInBounds(row, col)) {
throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
}
if (isCellOccupied(game, row, col)) {
throw `Cell (${row}, ${col}) is already occupied.`;
}
const found = findPartInRegion(game, player, pieceType);
if (!found) {
throw `No ${pieceType}s left in ${player}'s supply.`;
}
return {player, row,col,type};
},
game.value.currentPlayer
);
const pieceType = type === 'cat' ? 'cat' : 'kitten';
await placeCommand(game, row, col, turnPlayer, pieceType);
await boopCommand(game, row, col, pieceType);
const winner = await checkWinCommand(game);
if(winner.success) return { winner: winner.result as WinnerType };
await checkGraduatesCommand(game);
return { winner: null };
}
const turnCommand = registry.register('turn <player>', turn);

55
src/samples/boop/data.ts Normal file
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@ -0,0 +1,55 @@
import parts from './parts.csv';
import {createRegion, moveToRegion, Region} from "@/core/region";
import {createPartsFromTable} from "@/core/part-factory";
import {Part} from "@/core/part";
import {IGameContext} from "@/core/game";
export const BOARD_SIZE = 6;
export const MAX_PIECES_PER_PLAYER = 8;
export const WIN_LENGTH = 3;
export type PlayerType = 'white' | 'black';
export type PieceType = 'kitten' | 'cat';
export type WinnerType = PlayerType | 'draw' | null;
export type RegionType = 'white' | 'black' | 'board' | '';
export type BoopPartMeta = { player: PlayerType; type: PieceType };
export type BoopPart = Part<BoopPartMeta>;
export function createInitialState() {
const pieces = createPartsFromTable(
parts,
(item, index) => `${item.player}-${item.type}-${index + 1}`,
(item) => item.count
) as Record<string, BoopPart>;
// Initialize region childIds
const whiteRegion = createRegion('white', []);
const blackRegion = createRegion('black', []);
const boardRegion = createRegion('board', [
{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
]);
// Populate region childIds based on piece regionId
for (const part of Object.values(pieces)) {
if(part.type !== 'kitten') continue;
if (part.player === 'white' ) {
moveToRegion(part, null, whiteRegion);
} else if (part.player === 'black') {
moveToRegion(part, null, blackRegion);
}
}
return {
regions: {
white: whiteRegion,
black: blackRegion,
board: boardRegion,
} as Record<RegionType, Region>,
pieces,
currentPlayer: 'white' as PlayerType,
winner: null as WinnerType,
};
}
export type BoopState = ReturnType<typeof createInitialState>;
export type BoopGame = IGameContext<BoopState>;

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@ -1,365 +1,2 @@
import {
createGameCommandRegistry,
Part,
MutableSignal,
createRegion,
createPart,
isCellOccupied as isCellOccupiedUtil,
getPartAtPosition,
} from '@/index';
const BOARD_SIZE = 6;
const MAX_PIECES_PER_PLAYER = 8;
const WIN_LENGTH = 3;
export type PlayerType = 'white' | 'black';
export type PieceType = 'kitten' | 'cat';
export type WinnerType = PlayerType | 'draw' | null;
type BoopPart = Part<{ player: PlayerType; pieceType: PieceType }>;
type PieceSupply = { supply: number; placed: number };
type Player = {
id: PlayerType;
kitten: PieceSupply;
cat: PieceSupply;
};
type PlayerData = Record<PlayerType, Player>;
export function createInitialState() {
return {
board: createRegion('board', [
{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
]),
pieces: {} as Record<string, BoopPart>,
currentPlayer: 'white' as PlayerType,
winner: null as WinnerType,
players: {
white: createPlayer('white'),
black: createPlayer('black'),
},
};
}
function createPlayer(id: PlayerType): Player {
return {
id,
kitten: { supply: MAX_PIECES_PER_PLAYER, placed: 0 },
cat: { supply: 0, placed: 0 },
};
}
export type BoopState = ReturnType<typeof createInitialState>;
const registration = createGameCommandRegistry<BoopState>();
export const registry = registration.registry;
export function getPlayer(host: MutableSignal<BoopState>, player: PlayerType): Player {
return host.value.players[player];
}
export function decrementSupply(player: Player, pieceType: PieceType) {
player[pieceType].supply--;
player[pieceType].placed++;
}
export function incrementSupply(player: Player, pieceType: PieceType, count?: number) {
player[pieceType].supply += count ?? 1;
}
registration.add('setup', async function() {
const {context} = this;
while (true) {
const currentPlayer = context.value.currentPlayer;
const turnOutput = await this.run<{winner: WinnerType}>(`turn ${currentPlayer}`);
if (!turnOutput.success) throw new Error(turnOutput.error);
context.produce(state => {
state.winner = turnOutput.result.winner;
if (!state.winner) {
state.currentPlayer = state.currentPlayer === 'white' ? 'black' : 'white';
}
});
if (context.value.winner) break;
}
return context.value;
});
registration.add('turn <player>', async function(cmd) {
const [turnPlayer] = cmd.params as [PlayerType];
const playCmd = await this.prompt(
'play <player> <row:number> <col:number> [type:string]',
(command) => {
const [player, row, col, type] = command.params as [PlayerType, number, number, PieceType?];
const pieceType = type === 'cat' ? 'cat' : 'kitten';
if (player !== turnPlayer) {
return `Invalid player: ${player}. Expected ${turnPlayer}.`;
}
if (!isValidMove(row, col)) {
return `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
}
if (isCellOccupied(this.context, row, col)) {
return `Cell (${row}, ${col}) is already occupied.`;
}
const playerData = getPlayer(this.context, player);
const supply = playerData[pieceType].supply;
if (supply <= 0) {
return `No ${pieceType}s left in ${player}'s supply.`;
}
return null;
},
this.context.value.currentPlayer
);
const [player, row, col, type] = playCmd.params as [PlayerType, number, number, PieceType?];
const pieceType = type === 'cat' ? 'cat' : 'kitten';
placePiece(this.context, row, col, turnPlayer, pieceType);
applyBoops(this.context, row, col, pieceType);
const graduatedLines = checkGraduation(this.context, turnPlayer);
if (graduatedLines.length > 0) {
processGraduation(this.context, turnPlayer, graduatedLines);
}
if (countPiecesOnBoard(this.context, turnPlayer) >= MAX_PIECES_PER_PLAYER) {
const pieces = this.context.value.pieces;
const availableKittens = Object.values(pieces).filter(
p => p.player === turnPlayer && p.pieceType === 'kitten'
);
if (availableKittens.length > 0) {
const graduateCmd = await this.prompt(
'graduate <row:number> <col:number>',
(command) => {
const [row, col] = command.params as [number, number];
const posKey = `${row},${col}`;
const part = availableKittens.find(p => `${p.position[0]},${p.position[1]}` === posKey);
if (!part) return `No kitten at (${row}, ${col}).`;
return null;
},
this.context.value.currentPlayer
);
const [row, col] = graduateCmd.params as [number, number];
const part = availableKittens.find(p => p.position[0] === row && p.position[1] === col)!;
removePieceFromBoard(this.context, part);
const playerData = getPlayer(this.context, turnPlayer);
incrementSupply(playerData, 'cat', 1);
}
}
const winner = checkWinner(this.context);
if (winner) return { winner };
return { winner: null };
});
function isValidMove(row: number, col: number): boolean {
return !isNaN(row) && !isNaN(col) && row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE;
}
export function getBoardRegion(host: MutableSignal<BoopState>) {
return host.value.board;
}
export function isCellOccupied(host: MutableSignal<BoopState>, row: number, col: number): boolean {
return isCellOccupiedUtil(host.value.pieces, 'board', [row, col]);
}
export function getPartAt(host: MutableSignal<BoopState>, row: number, col: number): BoopPart | null {
return getPartAtPosition(host.value.pieces, 'board', [row, col]) || null;
}
export function placePiece(host: MutableSignal<BoopState>, row: number, col: number, player: PlayerType, pieceType: PieceType) {
const board = getBoardRegion(host);
const playerData = getPlayer(host, player);
const count = playerData[pieceType].placed + 1;
const piece = createPart<{ player: PlayerType; pieceType: PieceType }>(
{ regionId: 'board', position: [row, col], player, pieceType },
`${player}-${pieceType}-${count}`
);
host.produce(s => {
s.pieces[piece.id] = piece;
board.childIds.push(piece.id);
board.partMap[`${row},${col}`] = piece.id;
});
decrementSupply(playerData, pieceType);
}
export function applyBoops(host: MutableSignal<BoopState>, placedRow: number, placedCol: number, placedType: PieceType) {
const board = getBoardRegion(host);
const pieces = host.value.pieces;
const piecesArray = Object.values(pieces);
const piecesToBoop: { part: BoopPart; dr: number; dc: number }[] = [];
for (const part of piecesArray) {
const [r, c] = part.position;
if (r === placedRow && c === placedCol) continue;
const dr = Math.sign(r - placedRow);
const dc = Math.sign(c - placedCol);
if (Math.abs(r - placedRow) <= 1 && Math.abs(c - placedCol) <= 1) {
const booperIsKitten = placedType === 'kitten';
const targetIsCat = part.pieceType === 'cat';
if (booperIsKitten && targetIsCat) continue;
piecesToBoop.push({ part, dr, dc });
}
}
for (const { part, dr, dc } of piecesToBoop) {
const [r, c] = part.position;
const newRow = r + dr;
const newCol = c + dc;
if (newRow < 0 || newRow >= BOARD_SIZE || newCol < 0 || newCol >= BOARD_SIZE) {
const pt = part.pieceType;
const pl = part.player;
const playerData = getPlayer(host, pl);
removePieceFromBoard(host, part);
incrementSupply(playerData, pt);
continue;
}
if (isCellOccupied(host, newRow, newCol)) continue;
part.position = [newRow, newCol];
board.partMap = Object.fromEntries(
board.childIds.map(id => {
const p = pieces[id];
return [p.position.join(','), id];
})
);
}
}
export function removePieceFromBoard(host: MutableSignal<BoopState>, part: BoopPart) {
const board = getBoardRegion(host);
const playerData = getPlayer(host, part.player);
board.childIds = board.childIds.filter(id => id !== part.id);
delete board.partMap[part.position.join(',')];
delete host.value.pieces[part.id];
playerData[part.pieceType].placed--;
}
const DIRECTIONS: [number, number][] = [
[0, 1],
[1, 0],
[1, 1],
[1, -1],
];
export function* linesThrough(r: number, c: number): Generator<number[][]> {
for (const [dr, dc] of DIRECTIONS) {
const minStart = -(WIN_LENGTH - 1);
for (let offset = minStart; offset <= 0; offset++) {
const startR = r + offset * dr;
const startC = c + offset * dc;
const endR = startR + (WIN_LENGTH - 1) * dr;
const endC = startC + (WIN_LENGTH - 1) * dc;
if (startR < 0 || startR >= BOARD_SIZE || startC < 0 || startC >= BOARD_SIZE) continue;
if (endR < 0 || endR >= BOARD_SIZE || endC < 0 || endC >= BOARD_SIZE) continue;
const line: number[][] = [];
for (let i = 0; i < WIN_LENGTH; i++) {
line.push([startR + i * dr, startC + i * dc]);
}
yield line;
}
}
}
export function* allLines(): Generator<number[][]> {
const seen = new Set<string>();
for (let r = 0; r < BOARD_SIZE; r++) {
for (let c = 0; c < BOARD_SIZE; c++) {
for (const line of linesThrough(r, c)) {
const key = line.map(p => p.join(',')).join(';');
if (!seen.has(key)) {
seen.add(key);
yield line;
}
}
}
}
}
export function hasWinningLine(positions: number[][]): boolean {
const posSet = new Set(positions.map(p => `${p[0]},${p[1]}`));
for (const line of allLines()) {
if (line.every(([lr, lc]) => posSet.has(`${lr},${lc}`))) return true;
}
return false;
}
export function checkGraduation(host: MutableSignal<BoopState>, player: PlayerType): number[][][] {
const pieces = host.value.pieces;
const piecesArray = Object.values(pieces);
const posSet = new Set<string>();
for (const part of piecesArray) {
if (part.player === player && part.pieceType === 'kitten') {
posSet.add(`${part.position[0]},${part.position[1]}`);
}
}
const winningLines: number[][][] = [];
for (const line of allLines()) {
if (line.every(([lr, lc]) => posSet.has(`${lr},${lc}`))) {
winningLines.push(line);
}
}
return winningLines;
}
export function processGraduation(host: MutableSignal<BoopState>, player: PlayerType, lines: number[][][]) {
const allPositions = new Set<string>();
for (const line of lines) {
for (const [r, c] of line) {
allPositions.add(`${r},${c}`);
}
}
const board = getBoardRegion(host);
const pieces = host.value.pieces;
const partsToRemove = Object.values(pieces).filter(
p => p.player === player && p.pieceType === 'kitten' && allPositions.has(`${p.position[0]},${p.position[1]}`)
);
for (const part of partsToRemove) {
removePieceFromBoard(host, part);
}
const count = partsToRemove.length;
const playerData = getPlayer(host, player);
incrementSupply(playerData, 'cat', count);
}
export function countPiecesOnBoard(host: MutableSignal<BoopState>, player: PlayerType): number {
const pieces = host.value.pieces;
return Object.values(pieces).filter(p => p.player === player).length;
}
export function checkWinner(host: MutableSignal<BoopState>): WinnerType {
const pieces = host.value.pieces;
const piecesArray = Object.values(pieces);
for (const player of ['white', 'black'] as PlayerType[]) {
const positions = piecesArray
.filter(p => p.player === player && p.pieceType === 'cat')
.map(p => p.position);
if (hasWinningLine(positions)) return player;
}
return null;
}
export * from './data';
export * from './commands';

View File

@ -0,0 +1,6 @@
type,player,count
string,string,int
kitten,white,8
kitten,black,8
cat,white,8
cat,black,8
1 type player count
2 string string int
3 kitten white 8
4 kitten black 8
5 cat white 8
6 cat black 8

64
src/samples/boop/utils.ts Normal file
View File

@ -0,0 +1,64 @@
import {BOARD_SIZE, BoopGame, BoopPart, BoopState, PieceType, WIN_LENGTH} from "@/samples/boop/data";
const DIRS = [
[0, 1],
[1, 0],
[1, 1],
[-1, 1]
]
type PT = [number, number];
type Line = PT[];
export function* getLineCandidates(){
for(const [dx, dy] of DIRS){
for(let x = 0; x < BOARD_SIZE; x ++)
for(let y = 0; y < BOARD_SIZE; y ++){
if(!isInBounds(x + dx * (WIN_LENGTH-1), y + dy * (WIN_LENGTH-1))) continue;
const line = [];
for(let i = 0; i < WIN_LENGTH; i ++){
line.push([x + i * dx, y + i * dy]);
}
yield line as Line;
}
}
}
/**
*
*/
export function isInBounds(x: number, y: number): boolean {
return x >= 0 && x < BOARD_SIZE && y >= 0 && y < BOARD_SIZE;
}
export function isCellOccupied(game: BoopGame | BoopState, x: number, y: number): boolean {
const id = `${x},${y}`;
return getState(game).regions.board.partMap[id] !== undefined;
}
export function* getNeighborPositions(x: number = 0, y: number = 0){
for(let dx = -1; dx <= 1; dx ++)
for(let dy = -1; dy <= 1; dy ++)
if(dx !== 0 || dy !== 0)
yield [x + dx, y + dy] as PT;
}
export function findPartInRegion(ctx: BoopGame | BoopState, regionId: keyof BoopGame['value']['regions'], type: PieceType): BoopPart | null {
const state = getState(ctx);
if(!regionId){
return Object.values(state.pieces).find(part => part.type === type && !part.regionId) || null;
}
const id = state.regions[regionId].childIds.find(id => state.pieces[id].type === type);
return id ? state.pieces[id] || null : null;
}
export function findPartAtPosition(ctx: BoopGame | BoopState, row: number, col: number): BoopPart | null {
const state = getState(ctx);
const id = state.regions.board.partMap[`${row},${col}`];
return id ? state.pieces[id] || null : null;
}
function getState(ctx: BoopGame | BoopState): BoopState {
if('value' in ctx){
return ctx.value;
}
return ctx;
}

View File

@ -1,4 +1,7 @@
import {createGameCommandRegistry, Part, MutableSignal, createRegion, createPart, isCellOccupied as isCellOccupiedUtil} from '@/index';
import {
createGameCommandRegistry, Part, createRegion, createPart, isCellOccupied as isCellOccupiedUtil,
IGameContext
} from '@/index';
const BOARD_SIZE = 3;
const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
@ -31,67 +34,64 @@ export function createInitialState() {
};
}
export type TicTacToeState = ReturnType<typeof createInitialState>;
const registration = createGameCommandRegistry<TicTacToeState>();
export const registry = registration.registry;
export type TicTacToeGame = IGameContext<TicTacToeState>;
export const registry = createGameCommandRegistry<TicTacToeState>();
registration.add('setup', async function() {
const {context} = this;
async function setup(game: TicTacToeGame) {
while (true) {
const currentPlayer = context.value.currentPlayer;
const turnNumber = context.value.turn + 1;
const turnOutput = await this.run<{winner: WinnerType}>(`turn ${currentPlayer} ${turnNumber}`);
const currentPlayer = game.value.currentPlayer;
const turnNumber = game.value.turn + 1;
const turnOutput = await turnCommand(game, currentPlayer, turnNumber);
if (!turnOutput.success) throw new Error(turnOutput.error);
context.produce(state => {
game.produce(state => {
state.winner = turnOutput.result.winner;
if (!state.winner) {
state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
state.turn = turnNumber;
}
});
if (context.value.winner) break;
if (game.value.winner) break;
}
return context.value;
});
return game.value;
}
registry.register('setup', setup);
registration.add('turn <player> <turn:number>', async function(cmd) {
const [turnPlayer, turnNumber] = cmd.params as [PlayerType, number];
const playCmd = await this.prompt(
async function turn(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) {
const {player, row, col} = await game.prompt(
'play <player> <row:number> <col:number>',
(command) => {
const [player, row, col] = command.params as [PlayerType, number, number];
if (player !== turnPlayer) {
return `Invalid player: ${player}. Expected ${turnPlayer}.`;
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
} else if (!isValidMove(row, col)) {
throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
} else if (isCellOccupied(game, row, col)) {
throw `Cell (${row}, ${col}) is already occupied.`;
} else {
return { player, row, col };
}
if (!isValidMove(row, col)) {
return `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
}
if (isCellOccupied(this.context, row, col)) {
return `Cell (${row}, ${col}) is already occupied.`;
}
return null;
},
this.context.value.currentPlayer
game.value.currentPlayer
);
const [player, row, col] = playCmd.params as [PlayerType, number, number];
placePiece(this.context, row, col, turnPlayer);
placePiece(game, row, col, turnPlayer);
const winner = checkWinner(this.context);
const winner = checkWinner(game);
if (winner) return { winner };
if (turnNumber >= MAX_TURNS) return { winner: 'draw' as WinnerType };
return { winner: null };
});
}
const turnCommand = registry.register('turn <player:string> <turnNumber:int>', turn);
function isValidMove(row: number, col: number): boolean {
return !isNaN(row) && !isNaN(col) && row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE;
}
export function isCellOccupied(host: MutableSignal<TicTacToeState>, row: number, col: number): boolean {
export function isCellOccupied(host: TicTacToeGame, row: number, col: number): boolean {
return isCellOccupiedUtil(host.value.parts, 'board', [row, col]);
}
@ -103,7 +103,7 @@ export function hasWinningLine(positions: number[][]): boolean {
);
}
export function checkWinner(host: MutableSignal<TicTacToeState>): WinnerType {
export function checkWinner(host: TicTacToeGame): WinnerType {
const parts = host.value.parts;
const partsArray = Object.values(parts);
@ -117,7 +117,7 @@ export function checkWinner(host: MutableSignal<TicTacToeState>): WinnerType {
return null;
}
export function placePiece(host: MutableSignal<TicTacToeState>, row: number, col: number, player: PlayerType) {
export function placePiece(host: TicTacToeGame, row: number, col: number, player: PlayerType) {
const board = host.value.board;
const moveNumber = Object.keys(host.value.parts).length + 1;
const piece = createPart<{ player: PlayerType }>(

View File

@ -1,14 +1,48 @@
import type { Command, CommandSchema } from './types';
import type {CommandResult, CommandRunner, CommandRunnerContext, CommandRunnerEvents, PromptEvent} from './command-runner';
import type {
CommandResult,
CommandRunner,
CommandRunnerContext,
CommandRunnerEvents,
PromptEvent,
PromptValidator
} from './command-runner';
import { parseCommand } from './command-parse';
import { applyCommandSchema } from './command-validate';
import { parseCommandSchema } from './schema-parse';
import {AsyncQueue} from "@/utils/async-queue";
export type CommandRegistry<TContext> = Map<string, CommandRunner<TContext, unknown>>;
type CanRunParsed = {
runParsed<T=unknown>(command: Command): Promise<CommandResult<T>>,
}
type CmdFunc<TContext> = (ctx: TContext, ...args: any[]) => Promise<unknown>;
export class CommandRegistry<TContext> extends Map<string, CommandRunner<TContext>>{
register<TFunc extends CmdFunc<TContext> = CmdFunc<TContext>>(schema: CommandSchema | string, run: TFunc) {
const parsedSchema = typeof schema === 'string' ? parseCommandSchema(schema) : schema;
registerCommand(this, {
schema: parsedSchema,
async run(this: CommandRunnerContext<TContext>, command: Command){
const params = command.params;
return await run.call(this.context, this.context, ...params);
},
});
type TParams = TFunc extends (ctx: TContext, ...args: infer X) => Promise<unknown> ? X : null;
type TResult = TFunc extends (ctx: TContext, ...args: any[]) => Promise<infer X> ? X : null;
return function(ctx: TContext & CanRunParsed, ...args: TParams){
return ctx.runParsed({
options: {},
params: args,
flags: {},
name: parsedSchema.name,
}) as Promise<CommandResult<TResult>>;
}
}
}
export function createCommandRegistry<TContext>(): CommandRegistry<TContext> {
return new Map();
return new CommandRegistry();
}
export function registerCommand<TContext, TResult>(
@ -102,11 +136,11 @@ export function createCommandRunnerContext<TContext>(
}
};
const prompt = (
const prompt = <T>(
schema: CommandSchema | string,
validator?: (command: Command) => string | null,
validator: PromptValidator<T>,
currentPlayer?: string | null
): Promise<Command> => {
): Promise<T> => {
const resolvedSchema = typeof schema === 'string' ? parseCommandSchema(schema) : schema;
return new Promise((resolve, reject) => {
const tryCommit = (commandOrInput: Command | string) => {
@ -115,10 +149,16 @@ export function createCommandRunnerContext<TContext>(
if (!schemaResult.valid) {
return schemaResult.errors.join('; ');
}
const error = validator?.(schemaResult.command);
if (error) return error;
resolve(schemaResult.command);
return null;
try{
const result = validator(schemaResult.command);
resolve(result);
return null;
}catch(e){
if(typeof e === 'string')
return e;
else
throw e;
}
};
const cancel = (reason?: string) => {
activePrompt = null;
@ -137,7 +177,7 @@ export function createCommandRunnerContext<TContext>(
registry,
context,
run: <T=unknown>(input: string) => runCommandWithContext(runnerCtx, input) as Promise<CommandResult<T>>,
runParsed: (command: Command) => runCommandParsedWithContext(runnerCtx, command),
runParsed: <T=unknown>(command: Command) => runCommandParsedWithContext(runnerCtx, command) as Promise<CommandResult<T>>,
prompt,
on,
off,

View File

@ -31,11 +31,13 @@ export type CommandResult<T=unknown> = {
error: string;
}
export type PromptValidator<T> = (command: Command) => T;
export type CommandRunnerContext<TContext> = {
context: TContext;
run: <T=unknown>(input: string) => Promise<CommandResult<T>>;
runParsed: (command: Command) => Promise<{ success: true; result: unknown } | { success: false; error: string }>;
prompt: (schema: CommandSchema | string, validator?: (command: Command) => string | null, currentPlayer?: string | null) => Promise<Command>;
runParsed: <T=unknown>(command: Command) => Promise<CommandResult<T>>;
prompt: <T>(schema: CommandSchema | string, validator: PromptValidator<T>, currentPlayer?: string | null) => Promise<T>;
on: <T extends keyof CommandRunnerEvents>(event: T, listener: (e: CommandRunnerEvents[T]) => void) => void;
off: <T extends keyof CommandRunnerEvents>(event: T, listener: (e: CommandRunnerEvents[T]) => void) => void;
};

View File

@ -1,644 +1,144 @@
import { describe, it, expect } from 'vitest';
import {
registry,
checkWinner,
isCellOccupied,
getPartAt,
placePiece,
applyBoops,
checkGraduation,
processGraduation,
hasWinningLine,
removePieceFromBoard,
createInitialState,
BoopState,
WinnerType,
PlayerType,
getBoardRegion,
} from '@/samples/boop';
import {MutableSignal} from "@/utils/mutable-signal";
import {createGameContext} from "@/";
import { registry, createInitialState, BoopState } from '@/samples/boop';
import { createGameContext } from '@/index';
import type { PromptEvent } from '@/utils/command';
function createTestContext() {
const ctx = createGameContext(registry, createInitialState);
const ctx = createGameContext(registry, createInitialState());
return { registry, ctx };
}
function getState(ctx: ReturnType<typeof createTestContext>['ctx']): MutableSignal<BoopState> {
return ctx.state;
}
function waitForPrompt(ctx: ReturnType<typeof createTestContext>['ctx']): Promise<PromptEvent> {
return new Promise(resolve => {
ctx.commands.on('prompt', resolve);
ctx._commands.on('prompt', resolve);
});
}
function getParts(state: MutableSignal<BoopState>) {
return Object.values(state.value.pieces);
}
describe('Boop Game', () => {
describe('Setup', () => {
it('should create initial state correctly', () => {
const state = createInitialState();
describe('Boop - helper functions', () => {
describe('isCellOccupied', () => {
it('should return false for empty cell', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
expect(state.currentPlayer).toBe('white');
expect(state.winner).toBeNull();
expect(state.regions.board).toBeDefined();
expect(state.regions.white).toBeDefined();
expect(state.regions.black).toBeDefined();
expect(isCellOccupied(state, 3, 3)).toBe(false);
});
// 8 kittens per player
const whiteKittens = Object.values(state.pieces).filter(p => p.player === 'white' && p.type === 'kitten');
const blackKittens = Object.values(state.pieces).filter(p => p.player === 'black' && p.type === 'kitten');
expect(whiteKittens.length).toBe(8);
expect(blackKittens.length).toBe(8);
it('should return true for occupied cell', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 3, 3, 'white', 'kitten');
// 8 cats per player (initially in box)
const whiteCats = Object.values(state.pieces).filter(p => p.player === 'white' && p.type === 'cat');
const blackCats = Object.values(state.pieces).filter(p => p.player === 'black' && p.type === 'cat');
expect(whiteCats.length).toBe(8);
expect(blackCats.length).toBe(8);
expect(isCellOccupied(state, 3, 3)).toBe(true);
});
// All cats should be in box (regionId = '')
whiteCats.forEach(cat => expect(cat.regionId).toBe(''));
blackCats.forEach(cat => expect(cat.regionId).toBe(''));
it('should return false for different cell', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'white', 'kitten');
expect(isCellOccupied(state, 1, 1)).toBe(false);
// Kittens should be in player supplies
whiteKittens.forEach(k => expect(k.regionId).toBe('white'));
blackKittens.forEach(k => expect(k.regionId).toBe('black'));
});
});
describe('getPartAt', () => {
it('should return null for empty cell', () => {
describe('Place and Boop Commands', () => {
it('should place a kitten via play command', async () => {
const { ctx } = createTestContext();
const state = getState(ctx);
expect(getPartAt(state, 2, 2)).toBeNull();
});
// Use turn command instead of setup which runs indefinitely
const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.run('turn white');
it('should return the part at occupied cell', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 2, 2, 'black', 'kitten');
const promptEvent = await promptPromise;
expect(promptEvent).not.toBeNull();
expect(promptEvent.schema.name).toBe('play');
const part = getPartAt(state, 2, 2);
expect(part).not.toBeNull();
if (part) {
expect(part.player).toBe('black');
expect(part.pieceType).toBe('kitten');
}
// Place a kitten at position 2,2
const error = promptEvent.tryCommit({ name: 'play', params: ['white', 2, 2, 'kitten'], options: {}, flags: {} });
expect(error).toBeNull();
const result = await runPromise;
expect(result.success).toBe(true);
const state = ctx.value;
// Should have placed a piece on the board
const boardPieces = Object.keys(state.regions.board.partMap);
expect(boardPieces.length).toBeGreaterThan(0);
// Should have one less kitten in supply
const whiteSupply = state.regions.white.childIds.filter(id => state.pieces[id].type === 'kitten');
expect(whiteSupply.length).toBe(7);
});
});
describe('placePiece', () => {
it('should add a kitten to the board', () => {
describe('Boop Mechanics', () => {
it('should boop adjacent pieces away from placement', async () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 2, 3, 'white', 'kitten');
const parts = getParts(state);
expect(parts.length).toBe(1);
expect(parts[0].position).toEqual([2, 3]);
expect(parts[0].player).toBe('white');
expect(parts[0].pieceType).toBe('kitten');
// White places at 2,2
let promptPromise = waitForPrompt(ctx);
let runPromise = ctx.run('turn white');
let promptEvent = await promptPromise;
let error = promptEvent.tryCommit({ name: 'play', params: ['white', 2, 2, 'kitten'], options: {}, flags: {} });
expect(error).toBeNull();
let result = await runPromise;
expect(result.success).toBe(true);
// Black places at 2,3, which will boop white's piece
promptPromise = waitForPrompt(ctx);
runPromise = ctx.run('turn black');
promptEvent = await promptPromise;
error = promptEvent.tryCommit({ name: 'play', params: ['black', 2, 3, 'kitten'], options: {}, flags: {} });
expect(error).toBeNull();
result = await runPromise;
expect(result.success).toBe(true);
const state = ctx.value;
// Check that pieces were placed
const boardPieceCount = Object.keys(state.regions.board.partMap).length;
expect(boardPieceCount).toBeGreaterThanOrEqual(1);
});
it('should name piece white-kitten-1', () => {
it('should handle pieces being booped off the board', async () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'white', 'kitten');
expect(getParts(state)[0].id).toBe('white-kitten-1');
});
// White places at corner
const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.run('turn white');
const promptEvent = await promptPromise;
const error = promptEvent.tryCommit({ name: 'play', params: ['white', 0, 0, 'kitten'], options: {}, flags: {} });
expect(error).toBeNull();
const result = await runPromise;
expect(result.success).toBe(true);
it('should name piece white-kitten-2 for second white kitten', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'white', 'kitten');
placePiece(state, 0, 1, 'white', 'kitten');
expect(getParts(state)[1].id).toBe('white-kitten-2');
});
it('should name piece white-cat-1', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'white', 'cat');
expect(getParts(state)[0].id).toBe('white-cat-1');
});
it('should decrement the correct player kitten supply', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'white', 'kitten');
expect(state.value.players.white.kitten.supply).toBe(7);
expect(state.value.players.black.kitten.supply).toBe(8);
placePiece(state, 0, 1, 'black', 'kitten');
expect(state.value.players.white.kitten.supply).toBe(7);
expect(state.value.players.black.kitten.supply).toBe(7);
});
it('should decrement the correct player cat supply', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
state.produce(s => {
s.players.white.cat.supply = 3;
});
placePiece(state, 0, 0, 'white', 'cat');
expect(state.value.players.white.cat.supply).toBe(2);
});
it('should add piece to board region children', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 1, 1, 'white', 'kitten');
const board = getBoardRegion(state);
expect(board.childIds.length).toBe(1);
});
it('should generate unique IDs for pieces', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'white', 'kitten');
placePiece(state, 0, 1, 'black', 'kitten');
const ids = getParts(state).map(p => p.id);
expect(new Set(ids).size).toBe(2);
const state = ctx.value;
// Verify placement
expect(state.regions.board.partMap['0,0']).toBeDefined();
});
});
describe('applyBoops', () => {
it('should boop adjacent kitten away from placed kitten', () => {
describe('Full Game Flow', () => {
it('should play a turn and switch players', async () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 3, 3, 'black', 'kitten');
placePiece(state, 2, 2, 'white', 'kitten');
const whitePart = getParts(state)[1];
expect(whitePart.position).toEqual([2, 2]);
applyBoops(state, 3, 3, 'kitten');
expect(whitePart.position).toEqual([1, 1]);
});
it('should not boop a cat when a kitten is placed', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 3, 3, 'black', 'kitten');
const whitePart = getParts(state)[0];
whitePart.pieceType = 'cat';
applyBoops(state, 3, 3, 'kitten');
expect(whitePart.position).toEqual([3, 3]);
});
it('should remove piece that is booped off the board', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'white', 'kitten');
placePiece(state, 1, 1, 'black', 'kitten');
applyBoops(state, 1, 1, 'kitten');
expect(getParts(state).length).toBe(1);
expect(getParts(state)[0].player).toBe('black');
expect(state.value.players.white.kitten.supply).toBe(8);
});
it('should not boop piece if target cell is occupied', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 1, 1, 'white', 'kitten');
placePiece(state, 2, 1, 'black', 'kitten');
placePiece(state, 0, 1, 'black', 'kitten');
applyBoops(state, 0, 1, 'kitten');
const whitePart = getParts(state).find(p => p.player === 'white');
expect(whitePart).toBeDefined();
if (whitePart) {
expect(whitePart.position).toEqual([1, 1]);
}
});
it('should boop multiple adjacent pieces', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 3, 3, 'white', 'kitten');
placePiece(state, 2, 2, 'black', 'kitten');
placePiece(state, 2, 3, 'black', 'kitten');
applyBoops(state, 3, 3, 'kitten');
expect(getParts(state)[1].position).toEqual([1, 1]);
expect(getParts(state)[2].position).toEqual([1, 3]);
});
it('should not boop the placed piece itself', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 3, 3, 'white', 'kitten');
applyBoops(state, 3, 3, 'kitten');
expect(getParts(state)[0].position).toEqual([3, 3]);
});
});
describe('removePieceFromBoard', () => {
it('should remove piece from board children', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 2, 2, 'white', 'kitten');
const part = getParts(state)[0];
removePieceFromBoard(state, part);
const board = getBoardRegion(state);
expect(board.childIds.length).toBe(0);
});
});
describe('checkGraduation', () => {
it('should return empty array when no kittens in a row', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'white', 'kitten');
placePiece(state, 2, 2, 'white', 'kitten');
const lines = checkGraduation(state, 'white');
expect(lines.length).toBe(0);
});
it('should detect horizontal line of 3 kittens', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 1, 0, 'white', 'kitten');
placePiece(state, 1, 1, 'white', 'kitten');
placePiece(state, 1, 2, 'white', 'kitten');
const lines = checkGraduation(state, 'white');
expect(lines.length).toBe(1);
expect(lines[0]).toEqual([[1, 0], [1, 1], [1, 2]]);
});
it('should detect vertical line of 3 kittens', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 2, 'white', 'kitten');
placePiece(state, 1, 2, 'white', 'kitten');
placePiece(state, 2, 2, 'white', 'kitten');
const lines = checkGraduation(state, 'white');
expect(lines.length).toBe(1);
expect(lines[0]).toEqual([[0, 2], [1, 2], [2, 2]]);
});
it('should detect diagonal line of 3 kittens', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'white', 'kitten');
placePiece(state, 1, 1, 'white', 'kitten');
placePiece(state, 2, 2, 'white', 'kitten');
const lines = checkGraduation(state, 'white');
expect(lines.length).toBe(1);
expect(lines[0]).toEqual([[0, 0], [1, 1], [2, 2]]);
});
it('should detect anti-diagonal line of 3 kittens', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 2, 0, 'white', 'kitten');
placePiece(state, 1, 1, 'white', 'kitten');
placePiece(state, 0, 2, 'white', 'kitten');
const lines = checkGraduation(state, 'white');
expect(lines.length).toBe(1);
expect(lines[0]).toEqual([[0, 2], [1, 1], [2, 0]]);
});
it('should not detect line with mixed piece types', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'white', 'kitten');
placePiece(state, 0, 1, 'white', 'kitten');
placePiece(state, 0, 2, 'white', 'kitten');
getParts(state)[1].pieceType = 'cat';
const lines = checkGraduation(state, 'white');
expect(lines.length).toBe(0);
});
});
describe('processGraduation', () => {
it('should convert kittens to cats and update supply', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'white', 'kitten');
placePiece(state, 0, 1, 'white', 'kitten');
placePiece(state, 0, 2, 'white', 'kitten');
const lines = checkGraduation(state, 'white');
expect(lines.length).toBe(1);
processGraduation(state, 'white', lines);
expect(getParts(state).length).toBe(0);
expect(state.value.players.white.cat.supply).toBe(3);
});
it('should only graduate pieces on the winning lines', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'white', 'kitten');
placePiece(state, 0, 1, 'white', 'kitten');
placePiece(state, 0, 2, 'white', 'kitten');
placePiece(state, 3, 3, 'white', 'kitten');
const lines = checkGraduation(state, 'white');
processGraduation(state, 'white', lines);
expect(getParts(state).length).toBe(1);
expect(getParts(state)[0].position).toEqual([3, 3]);
expect(state.value.players.white.cat.supply).toBe(3);
});
});
describe('hasWinningLine', () => {
it('should return false for no line', () => {
expect(hasWinningLine([[0, 0], [1, 1], [3, 3]])).toBe(false);
});
it('should return true for horizontal line', () => {
expect(hasWinningLine([[0, 0], [0, 1], [0, 2]])).toBe(true);
});
it('should return true for vertical line', () => {
expect(hasWinningLine([[0, 0], [1, 0], [2, 0]])).toBe(true);
});
it('should return true for diagonal line', () => {
expect(hasWinningLine([[0, 0], [1, 1], [2, 2]])).toBe(true);
});
it('should return true for anti-diagonal line', () => {
expect(hasWinningLine([[2, 0], [1, 1], [0, 2]])).toBe(true);
});
});
describe('checkWinner', () => {
it('should return null for empty board', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
expect(checkWinner(state)).toBeNull();
});
it('should return winner when player has 3 cats in a row', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'white', 'cat');
placePiece(state, 0, 1, 'white', 'cat');
placePiece(state, 0, 2, 'white', 'cat');
expect(checkWinner(state)).toBe('white');
});
it('should return draw when both players use all pieces', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
for (let i = 0; i < 8; i++) {
placePiece(state, i % 6, Math.floor(i / 6) + (i % 2), 'white', 'kitten');
}
for (let i = 0; i < 8; i++) {
placePiece(state, i % 6, Math.floor(i / 6) + 3 + (i % 2), 'black', 'kitten');
}
const result = checkWinner(state);
expect(result === 'draw' || result === null).toBe(true);
// White's turn - place at 2,2
let promptPromise = waitForPrompt(ctx);
let runPromise = ctx.run('turn white');
let prompt = await promptPromise;
const error1 = prompt.tryCommit({ name: 'play', params: ['white', 2, 2, 'kitten'], options: {}, flags: {} });
expect(error1).toBeNull();
let result = await runPromise;
expect(result.success).toBe(true);
const stateAfterWhite = ctx.value;
// Should have placed a piece
expect(stateAfterWhite.regions.board.partMap['2,2']).toBeDefined();
});
});
});
describe('Boop - game flow', () => {
it('should have setup and turn commands registered', () => {
const { registry: reg } = createTestContext();
expect(reg.has('setup')).toBe(true);
expect(reg.has('turn')).toBe(true);
});
it('should setup board when setup command runs', async () => {
const { ctx } = createTestContext();
const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.commands.run('setup');
const promptEvent = await promptPromise;
expect(promptEvent).not.toBeNull();
expect(promptEvent.schema.name).toBe('play');
promptEvent.cancel('test end');
const result = await runPromise;
expect(result.success).toBe(false);
});
it('should accept valid move via turn command', async () => {
const { ctx } = createTestContext();
const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
const promptEvent = await promptPromise;
expect(promptEvent).not.toBeNull();
expect(promptEvent.schema.name).toBe('play');
const error = promptEvent.tryCommit({ name: 'play', params: ['white', 2, 2], options: {}, flags: {} });
expect(error).toBeNull();
const result = await runPromise;
expect(result.success).toBe(true);
if (result.success) expect(result.result.winner).toBeNull();
expect(getParts(ctx.state).length).toBe(1);
expect(getParts(ctx.state)[0].position).toEqual([2, 2]);
expect(getParts(ctx.state)[0].id).toBe('white-kitten-1');
});
it('should reject move for wrong player and re-prompt', async () => {
const { ctx } = createTestContext();
const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
const promptEvent1 = await promptPromise;
// 验证器会拒绝错误的玩家
const error1 = promptEvent1.tryCommit({ name: 'play', params: ['black', 2, 2], options: {}, flags: {} });
expect(error1).toContain('Invalid player');
// 验证失败后,再次尝试有效输入
const error2 = promptEvent1.tryCommit({ name: 'play', params: ['white', 2, 2], options: {}, flags: {} });
expect(error2).toBeNull();
const result = await runPromise;
expect(result.success).toBe(true);
if (result.success) expect(result.result.winner).toBeNull();
});
it('should reject move to occupied cell and re-prompt', async () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 2, 2, 'black', 'kitten');
const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
const promptEvent1 = await promptPromise;
const error1 = promptEvent1.tryCommit({ name: 'play', params: ['white', 2, 2], options: {}, flags: {} });
expect(error1).toContain('occupied');
// 验证失败后,再次尝试有效输入
const error2 = promptEvent1.tryCommit({ name: 'play', params: ['white', 0, 0], options: {}, flags: {} });
expect(error2).toBeNull();
const result = await runPromise;
expect(result.success).toBe(true);
if (result.success) expect(result.result.winner).toBeNull();
});
it('should reject move when kitten supply is empty', async () => {
const { ctx } = createTestContext();
const state = getState(ctx);
state.produce(s => {
s.players.white.kitten.supply = 0;
});
const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
const promptEvent1 = await promptPromise;
const error1 = promptEvent1.tryCommit({ name: 'play', params: ['white', 0, 0], options: {}, flags: {} });
expect(error1).toContain('No kittens');
// 验证失败后,取消
promptEvent1.cancel('test end');
const result = await runPromise;
expect(result.success).toBe(false);
});
it('should boop adjacent pieces after placement', async () => {
const { ctx } = createTestContext();
const state = getState(ctx);
let promptPromise = waitForPrompt(ctx);
let runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
let prompt = await promptPromise;
const error1 = prompt.tryCommit({ name: 'play', params: ['white', 3, 3], options: {}, flags: {} });
expect(error1).toBeNull();
let result = await runPromise;
expect(result.success).toBe(true);
expect(getParts(state).length).toBe(1);
promptPromise = waitForPrompt(ctx);
runPromise = ctx.commands.run<{winner: WinnerType}>('turn black');
prompt = await promptPromise;
const error2 = prompt.tryCommit({ name: 'play', params: ['black', 2, 2], options: {}, flags: {} });
expect(error2).toBeNull();
result = await runPromise;
expect(result.success).toBe(true);
expect(getParts(state).length).toBe(2);
const whitePart = getParts(state).find(p => p.player === 'white');
expect(whitePart).toBeDefined();
if (whitePart) {
expect(whitePart.position).not.toEqual([3, 3]);
}
});
it('should graduate kittens to cats and check for cat win', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 1, 0, 'white', 'kitten');
placePiece(state, 1, 1, 'white', 'kitten');
placePiece(state, 1, 2, 'white', 'kitten');
const lines = checkGraduation(state, 'white');
expect(lines.length).toBeGreaterThanOrEqual(1);
processGraduation(state, 'white', lines);
expect(getParts(state).length).toBe(0);
expect(state.value.players.white.cat.supply).toBe(3);
});
it('should accept placing a cat via play command', async () => {
const { ctx } = createTestContext();
const state = getState(ctx);
state.produce(s => {
s.players.white.cat.supply = 3;
});
const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
const promptEvent = await promptPromise;
const error = promptEvent.tryCommit({ name: 'play', params: ['white', 2, 2, 'cat'], options: {}, flags: {} });
expect(error).toBeNull();
const result = await runPromise;
expect(result.success).toBe(true);
expect(getParts(state).length).toBe(1);
expect(getParts(state)[0].id).toBe('white-cat-1');
expect(getParts(state)[0].pieceType).toBe('cat');
expect(state.value.players.white.cat.supply).toBe(2);
});
it('should reject placing a cat when supply is empty', async () => {
const { ctx } = createTestContext();
const state = getState(ctx);
state.produce(s => {
s.players.white.cat.supply = 0;
});
const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
const promptEvent1 = await promptPromise;
const error1 = promptEvent1.tryCommit({ name: 'play', params: ['white', 0, 0, 'cat'], options: {}, flags: {} });
expect(error1).toContain('No cats');
// 验证失败后,取消
promptEvent1.cancel('test end');
const result = await runPromise;
expect(result.success).toBe(false);
});
});

View File

@ -6,10 +6,11 @@ import {
placePiece,
createInitialState,
TicTacToeState,
WinnerType, PlayerType
TicTacToeGame,
WinnerType,
PlayerType
} from '@/samples/tic-tac-toe';
import {MutableSignal} from "@/utils/mutable-signal";
import {createGameContext} from "@/";
import { createGameContext } from '@/index';
import type { PromptEvent } from '@/utils/command';
function createTestContext() {
@ -17,13 +18,9 @@ function createTestContext() {
return { registry, ctx };
}
function getState(ctx: ReturnType<typeof createTestContext>['ctx']): MutableSignal<TicTacToeState> {
return ctx.state;
}
function waitForPrompt(ctx: ReturnType<typeof createTestContext>['ctx']): Promise<PromptEvent> {
return new Promise(resolve => {
ctx.commands.on('prompt', resolve);
ctx._commands.on('prompt', resolve);
});
}
@ -31,92 +28,84 @@ describe('TicTacToe - helper functions', () => {
describe('checkWinner', () => {
it('should return null for empty board', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
expect(checkWinner(state)).toBeNull();
expect(checkWinner(ctx)).toBeNull();
});
it('should detect horizontal win for X', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'X');
placePiece(state, 1, 0, 'O');
placePiece(state, 0, 1, 'X');
placePiece(state, 1, 1, 'O');
placePiece(state, 0, 2, 'X');
placePiece(ctx, 0, 0, 'X');
placePiece(ctx, 1, 0, 'O');
placePiece(ctx, 0, 1, 'X');
placePiece(ctx, 1, 1, 'O');
placePiece(ctx, 0, 2, 'X');
expect(checkWinner(state)).toBe('X');
expect(checkWinner(ctx)).toBe('X');
});
it('should detect horizontal win for O', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 2, 0, 'X');
placePiece(state, 1, 0, 'O');
placePiece(state, 2, 1, 'X');
placePiece(state, 1, 1, 'O');
placePiece(state, 0, 0, 'X');
placePiece(state, 1, 2, 'O');
placePiece(ctx, 2, 0, 'X');
placePiece(ctx, 1, 0, 'O');
placePiece(ctx, 2, 1, 'X');
placePiece(ctx, 1, 1, 'O');
placePiece(ctx, 0, 0, 'X');
placePiece(ctx, 1, 2, 'O');
expect(checkWinner(state)).toBe('O');
expect(checkWinner(ctx)).toBe('O');
});
it('should detect vertical win', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'X');
placePiece(state, 0, 1, 'O');
placePiece(state, 1, 0, 'X');
placePiece(state, 1, 1, 'O');
placePiece(state, 2, 0, 'X');
placePiece(ctx, 0, 0, 'X');
placePiece(ctx, 0, 1, 'O');
placePiece(ctx, 1, 0, 'X');
placePiece(ctx, 1, 1, 'O');
placePiece(ctx, 2, 0, 'X');
expect(checkWinner(state)).toBe('X');
expect(checkWinner(ctx)).toBe('X');
});
it('should detect diagonal win (top-left to bottom-right)', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'X');
placePiece(state, 0, 1, 'O');
placePiece(state, 1, 1, 'X');
placePiece(state, 0, 2, 'O');
placePiece(state, 2, 2, 'X');
placePiece(ctx, 0, 0, 'X');
placePiece(ctx, 0, 1, 'O');
placePiece(ctx, 1, 1, 'X');
placePiece(ctx, 0, 2, 'O');
placePiece(ctx, 2, 2, 'X');
expect(checkWinner(state)).toBe('X');
expect(checkWinner(ctx)).toBe('X');
});
it('should detect diagonal win (top-right to bottom-left)', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'X');
placePiece(state, 0, 2, 'O');
placePiece(state, 1, 0, 'X');
placePiece(state, 1, 1, 'O');
placePiece(state, 1, 2, 'X');
placePiece(state, 2, 0, 'O');
placePiece(ctx, 0, 0, 'X');
placePiece(ctx, 0, 2, 'O');
placePiece(ctx, 1, 0, 'X');
placePiece(ctx, 1, 1, 'O');
placePiece(ctx, 1, 2, 'X');
placePiece(ctx, 2, 0, 'O');
expect(checkWinner(state)).toBe('O');
expect(checkWinner(ctx)).toBe('O');
});
it('should return null for no winner', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'X');
placePiece(state, 0, 1, 'O');
placePiece(state, 1, 2, 'X');
placePiece(ctx, 0, 0, 'X');
placePiece(ctx, 0, 1, 'O');
placePiece(ctx, 1, 2, 'X');
expect(checkWinner(state)).toBeNull();
expect(checkWinner(ctx)).toBeNull();
});
it('should return draw when board is full with no winner', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
const drawPositions = [
[0, 0, 'X'], [0, 1, 'O'], [0, 2, 'X'],
@ -124,66 +113,60 @@ describe('TicTacToe - helper functions', () => {
[2, 0, 'O'], [2, 1, 'X'], [2, 2, 'X'],
] as [number, number, PlayerType][];
drawPositions.forEach(([r, c, p], i) => {
placePiece(state, r, c, p);
drawPositions.forEach(([r, c, p]) => {
placePiece(ctx, r, c, p);
});
expect(checkWinner(state)).toBe('draw');
expect(checkWinner(ctx)).toBe('draw');
});
});
describe('isCellOccupied', () => {
it('should return false for empty cell', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
expect(isCellOccupied(state, 1, 1)).toBe(false);
expect(isCellOccupied(ctx, 1, 1)).toBe(false);
});
it('should return true for occupied cell', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 1, 1, 'X');
placePiece(ctx, 1, 1, 'X');
expect(isCellOccupied(state, 1, 1)).toBe(true);
expect(isCellOccupied(ctx, 1, 1)).toBe(true);
});
it('should return false for different cell', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'X');
placePiece(ctx, 0, 0, 'X');
expect(isCellOccupied(state, 1, 1)).toBe(false);
expect(isCellOccupied(ctx, 1, 1)).toBe(false);
});
});
describe('placePiece', () => {
it('should add a piece to the board', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 1, 1, 'X');
placePiece(ctx, 1, 1, 'X');
expect(Object.keys(state.value.parts).length).toBe(1);
expect(state.value.parts['piece-X-1']!.position).toEqual([1, 1]);
expect(state.value.parts['piece-X-1']!.player).toBe('X');
expect(Object.keys(ctx.value.parts).length).toBe(1);
expect(ctx.value.parts['piece-X-1']!.position).toEqual([1, 1]);
expect(ctx.value.parts['piece-X-1']!.player).toBe('X');
});
it('should add piece to board region children', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'O');
placePiece(ctx, 0, 0, 'O');
const board = state.value.board;
const board = ctx.value.board;
expect(board.childIds.length).toBe(1);
});
it('should generate unique IDs for pieces', () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 0, 0, 'X');
placePiece(state, 0, 1, 'O');
placePiece(ctx, 0, 0, 'X');
placePiece(ctx, 0, 1, 'O');
const ids = Object.keys(state.value.parts);
const ids = Object.keys(ctx.value.parts);
expect(new Set(ids).size).toBe(2);
});
});
@ -201,7 +184,7 @@ describe('TicTacToe - game flow', () => {
const { ctx } = createTestContext();
const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.commands.run('setup');
const runPromise = ctx.run('setup');
const promptEvent = await promptPromise;
expect(promptEvent).not.toBeNull();
@ -217,7 +200,7 @@ describe('TicTacToe - game flow', () => {
const { ctx } = createTestContext();
const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn X 1');
const runPromise = ctx.run<{winner: WinnerType}>('turn X 1');
const promptEvent = await promptPromise;
expect(promptEvent).not.toBeNull();
@ -229,22 +212,22 @@ describe('TicTacToe - game flow', () => {
const result = await runPromise;
expect(result.success).toBe(true);
if (result.success) expect(result.result.winner).toBeNull();
expect(Object.keys(ctx.state.value.parts).length).toBe(1);
expect(ctx.state.value.parts['piece-X-1']!.position).toEqual([1, 1]);
expect(Object.keys(ctx.value.parts).length).toBe(1);
expect(ctx.value.parts['piece-X-1']!.position).toEqual([1, 1]);
});
it('should reject move for wrong player and re-prompt', async () => {
const { ctx } = createTestContext();
const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn X 1');
const runPromise = ctx.run<{winner: WinnerType}>('turn X 1');
const promptEvent1 = await promptPromise;
// 验证器会拒绝错误的玩家
const error1 = promptEvent1.tryCommit({ name: 'play', params: ['O', 1, 1], options: {}, flags: {} });
expect(error1).toContain('Invalid player');
// 验证失败后再次尝试有效输入
// 验证失败后,再次尝试有效输入
const error2 = promptEvent1.tryCommit({ name: 'play', params: ['X', 1, 1], options: {}, flags: {} });
expect(error2).toBeNull();
@ -255,18 +238,17 @@ describe('TicTacToe - game flow', () => {
it('should reject move to occupied cell and re-prompt', async () => {
const { ctx } = createTestContext();
const state = getState(ctx);
placePiece(state, 1, 1, 'O');
placePiece(ctx, 1, 1, 'O');
const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn X 1');
const runPromise = ctx.run<{winner: WinnerType}>('turn X 1');
const promptEvent1 = await promptPromise;
const error1 = promptEvent1.tryCommit({ name: 'play', params: ['X', 1, 1], options: {}, flags: {} });
expect(error1).toContain('occupied');
// 验证失败后再次尝试有效输入
// 验证失败后,再次尝试有效输入
const error2 = promptEvent1.tryCommit({ name: 'play', params: ['X', 0, 0], options: {}, flags: {} });
expect(error2).toBeNull();
@ -279,7 +261,7 @@ describe('TicTacToe - game flow', () => {
const { ctx } = createTestContext();
let promptPromise = waitForPrompt(ctx);
let runPromise = ctx.commands.run<{winner: WinnerType}>('turn X 1');
let runPromise = ctx.run<{winner: WinnerType}>('turn X 1');
let prompt = await promptPromise;
const error1 = prompt.tryCommit({ name: 'play', params: ['X', 0, 0], options: {}, flags: {} });
expect(error1).toBeNull();
@ -288,7 +270,7 @@ describe('TicTacToe - game flow', () => {
if (result.success) expect(result.result.winner).toBeNull();
promptPromise = waitForPrompt(ctx);
runPromise = ctx.commands.run('turn O 2');
runPromise = ctx.run('turn O 2');
prompt = await promptPromise;
const error2 = prompt.tryCommit({ name: 'play', params: ['O', 0, 1], options: {}, flags: {} });
expect(error2).toBeNull();
@ -297,7 +279,7 @@ describe('TicTacToe - game flow', () => {
if (result.success) expect(result.result.winner).toBeNull();
promptPromise = waitForPrompt(ctx);
runPromise = ctx.commands.run('turn X 3');
runPromise = ctx.run('turn X 3');
prompt = await promptPromise;
const error3 = prompt.tryCommit({ name: 'play', params: ['X', 1, 0], options: {}, flags: {} });
expect(error3).toBeNull();
@ -306,7 +288,7 @@ describe('TicTacToe - game flow', () => {
if (result.success) expect(result.result.winner).toBeNull();
promptPromise = waitForPrompt(ctx);
runPromise = ctx.commands.run('turn O 4');
runPromise = ctx.run('turn O 4');
prompt = await promptPromise;
const error4 = prompt.tryCommit({ name: 'play', params: ['O', 0, 2], options: {}, flags: {} });
expect(error4).toBeNull();
@ -315,7 +297,7 @@ describe('TicTacToe - game flow', () => {
if (result.success) expect(result.result.winner).toBeNull();
promptPromise = waitForPrompt(ctx);
runPromise = ctx.commands.run('turn X 5');
runPromise = ctx.run('turn X 5');
prompt = await promptPromise;
const error5 = prompt.tryCommit({ name: 'play', params: ['X', 2, 0], options: {}, flags: {} });
expect(error5).toBeNull();
@ -326,7 +308,6 @@ describe('TicTacToe - game flow', () => {
it('should detect draw after 9 moves', async () => {
const { ctx } = createTestContext();
const state = getState(ctx);
const pieces = [
{ id: 'p1', pos: [0, 0], player: 'X' },
@ -339,14 +320,14 @@ describe('TicTacToe - game flow', () => {
{ id: 'p8', pos: [1, 2], player: 'O' },
] as { id: string, pos: [number, number], player: PlayerType}[];
for (const { id, pos, player } of pieces) {
placePiece(state, pos[0], pos[1], player);
for (const { pos, player } of pieces) {
placePiece(ctx, pos[0], pos[1], player);
}
expect(checkWinner(state)).toBeNull();
expect(checkWinner(ctx)).toBeNull();
const promptPromise = waitForPrompt(ctx);
const runPromise = ctx.commands.run<{winner: WinnerType}>('turn X 9');
const runPromise = ctx.run<{winner: WinnerType}>('turn X 9');
const prompt = await promptPromise;
const error = prompt.tryCommit({ name: 'play', params: ['X', 1, 1], options: {}, flags: {} });
expect(error).toBeNull();

View File

@ -1,5 +1,6 @@
import { defineConfig } from 'tsup';
import { fileURLToPath } from 'url';
import { csvLoader } from 'inline-schema/csv-loader/rollup';
const srcDir = fileURLToPath(new URL('./src', import.meta.url));
@ -9,6 +10,7 @@ export default defineConfig({
dts: true,
clean: true,
sourcemap: true,
plugins: [csvLoader()],
esbuildOptions(options) {
options.alias = {
'@': srcDir,

View File

@ -1,4 +1,5 @@
import { defineConfig } from 'vitest/config';
import {csvLoader} from 'inline-schema/csv-loader/rollup';
export default defineConfig({
test: {
@ -6,6 +7,9 @@ export default defineConfig({
environment: 'node',
include: ['tests/**/*.test.ts'],
},
plugins: [csvLoader({
writeToDisk: true
})],
resolve: {
alias: {
'@/': new URL('./src/', import.meta.url).pathname,