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12 changed files with 1165 additions and 1059 deletions

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@ -1,40 +1,100 @@
import { ReadonlySignal, Signal } from "@preact/signals-core";
import { createPromptContext } from "@/utils/command";
import { createGameContext, IGameContext } from "./game";
import { PromptContext } from "@/utils/command/command-prompt";
import { CommandSchema, CommandRegistry, PromptEvent } from "@/utils/command";
import {
createGameCommandRegistry,
createGameContext,
IGameContext,
PromptDef,
} from "./game";
export type GameHostStatus = "created" | "running" | "disposed";
export class GameHost<TModule extends GameModule> {
readonly state: ReadonlySignal<GameState<TModule>>;
export class GameHost<
TState extends Record<string, unknown>,
TResult = unknown,
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
> {
readonly state: ReadonlySignal<TState>;
readonly status: ReadonlySignal<GameHostStatus>;
readonly prompts: PromptContext;
readonly activePromptSchema: ReadonlySignal<CommandSchema | null>;
readonly activePromptPlayer: ReadonlySignal<string | null>;
readonly activePromptHint: ReadonlySignal<string | null>;
private _context: IGameContext<GameState<TModule>>;
private _start: (
ctx: IGameContext<GameState<TModule>>,
) => Promise<GameResult<TModule>>;
private _context: IGameContext<TState>;
private _start: (ctx: IGameContext<TState>) => Promise<TResult>;
private _status: Signal<GameHostStatus>;
private _createInitialState: () => GameState<TModule>;
private _activePromptSchema: Signal<CommandSchema | null>;
private _activePromptPlayer: Signal<string | null>;
private _activePromptHint: Signal<string | null>;
private _createInitialState: () => TState;
private _eventListeners: Map<"start" | "dispose", Set<() => void>>;
private _isDisposed = false;
constructor(public readonly gameModule: TModule) {
const { createInitialState, start } = gameModule as unknown as GameModule<
GameState<TModule>,
GameResult<TModule>
>;
const { createInitialState, registry, start } = gameModule;
this._createInitialState = createInitialState;
this._eventListeners = new Map();
this.prompts = createPromptContext();
const initialState = createInitialState();
this._context = createGameContext(this.prompts, initialState);
this._context = createGameContext(
registry ?? createGameCommandRegistry(),
initialState,
);
this._start = start;
this.state = this._context._state;
this._status = new Signal<GameHostStatus>("created");
this.status = this._status;
this._activePromptSchema = new Signal<CommandSchema | null>(null);
this.activePromptSchema = this._activePromptSchema;
this._activePromptPlayer = new Signal<string | null>(null);
this.activePromptPlayer = this._activePromptPlayer;
this._activePromptHint = new Signal<string | null>(null);
this.activePromptHint = this._activePromptHint;
this._setupPromptTracking();
}
private _setupPromptTracking() {
let currentPromptEvent: PromptEvent | null = null;
this._context._commands.on("prompt", (e) => {
currentPromptEvent = e as PromptEvent;
this._activePromptSchema.value = currentPromptEvent.schema;
this._activePromptPlayer.value = currentPromptEvent.currentPlayer;
this._activePromptHint.value = currentPromptEvent.hintText || null;
});
this._context._commands.on("promptEnd", () => {
currentPromptEvent = null;
this._activePromptSchema.value = null;
this._activePromptPlayer.value = null;
this._activePromptHint.value = null;
});
// Initial state
this._activePromptSchema.value = null;
this._activePromptPlayer.value = null;
this._activePromptHint.value = null;
}
tryInput(input: string): string | null {
if (this._isDisposed) {
return "GameHost is disposed";
}
return this._context._commands._tryCommit(input);
}
tryAnswerPrompt<TArgs extends any[]>(def: PromptDef<TArgs>, ...args: TArgs) {
return this._context._commands._tryCommit({
name: def.schema.name,
params: args,
options: {},
flags: {},
});
}
/**
@ -53,12 +113,12 @@ export class GameHost<TModule extends GameModule> {
this._context._state.clearInterruptions();
}
start(seed?: number): Promise<GameResult<TModule>> {
start(seed?: number): Promise<TResult> {
if (this._isDisposed) {
throw new Error("GameHost is disposed");
}
this.prompts.reset();
this._context._commands._cancel();
const initialState = this._createInitialState();
this._context._state.value = initialState as any;
@ -79,7 +139,7 @@ export class GameHost<TModule extends GameModule> {
}
this._isDisposed = true;
this.prompts.reset();
this._context._commands._cancel();
this._status.value = "disposed";
// Emit dispose event BEFORE clearing listeners
@ -109,21 +169,18 @@ export class GameHost<TModule extends GameModule> {
}
export type GameModule<
TState extends Record<string, unknown> = Record<string, unknown>,
TState extends Record<string, unknown>,
TResult = unknown,
> = {
registry?: CommandRegistry<IGameContext<TState>>;
createInitialState: () => TState;
start: (ctx: IGameContext<TState>) => Promise<TResult>;
};
export type GameState<TModule extends GameModule> = ReturnType<
TModule["createInitialState"]
>;
export type GameResult<TModule extends GameModule> = Awaited<
ReturnType<TModule["start"]>
>;
export function createGameHost<TModule extends GameModule>(
gameModule: TModule,
): GameHost<TModule> {
export function createGameHost<
TState extends Record<string, unknown>,
TResult = unknown,
TModule extends GameModule<TState, TResult> = GameModule<TState, TResult>,
>(gameModule: TModule): GameHost<TState, TResult> {
return new GameHost(gameModule);
}

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@ -1,29 +1,40 @@
import { MutableSignal, mutableSignal } from "@/utils/mutable-signal";
import { CommandSchema, parseCommandSchema, PromptDef } from "@/utils/command";
import {
Command,
CommandRegistry,
CommandResult,
CommandRunnerContextExport,
CommandSchema,
createCommandRegistry,
createCommandRunnerContext,
parseCommandSchema,
} from "@/utils/command";
import { PromptValidator } from "@/utils/command/command-runner";
import { Mulberry32RNG, ReadonlyRNG, RNG } from "@/utils/rng";
import { PromptContext } from "@/utils/command/command-prompt";
export interface IGameContext<TState extends Record<string, unknown> = {}> {
get value(): TState;
get rng(): ReadonlyRNG;
produce(fn: (draft: TState) => undefined): void;
produceAsync(fn: (draft: TState) => undefined): Promise<void>;
run<T>(input: string): Promise<CommandResult<T>>;
runParsed<T>(command: Command): Promise<CommandResult<T>>;
prompt: <TResult, TArgs extends any[] = any[]>(
def: PromptDef<TArgs>,
validator: PromptValidator<TResult, TArgs>,
player?: string,
currentPlayer?: string | null,
) => Promise<TResult>;
// test only
_state: MutableSignal<TState>;
_commands: CommandRunnerContextExport<IGameContext<TState>>;
_rng: RNG;
}
export type IGameContextExport<TState extends Record<string, unknown> = {}> =
Omit<IGameContext<TState>, "_state" | "_commands" | "_rng">;
export function createGameContext<TState extends Record<string, unknown> = {}>(
promptContext: PromptContext,
commandRegistry: CommandRegistry<IGameContext<TState>>,
initialState?: TState | (() => TState),
): IGameContext<TState> {
const stateValue =
@ -31,7 +42,7 @@ export function createGameContext<TState extends Record<string, unknown> = {}>(
? initialState()
: (initialState ?? ({} as TState));
const state = mutableSignal(stateValue);
const { prompt } = promptContext;
let commands: CommandRunnerContextExport<IGameContext<TState>> = null as any;
const context: IGameContext<TState> = {
get value(): TState {
@ -46,15 +57,38 @@ export function createGameContext<TState extends Record<string, unknown> = {}>(
produceAsync(fn: (draft: TState) => undefined) {
return state.produceAsync(fn);
},
prompt,
run<T>(input: string) {
return commands.run<T>(input);
},
runParsed<T>(command: Command) {
return commands.runParsed<T>(command);
},
prompt(def, validator, currentPlayer) {
return commands.prompt(
def.schema,
validator,
def.hintText,
currentPlayer,
);
},
_state: state,
_commands: commands,
_rng: new Mulberry32RNG(),
};
context._commands = commands = createCommandRunnerContext(
commandRegistry,
context,
);
return context;
}
export type PromptDef<TArgs extends any[] = any[]> = {
schema: CommandSchema;
hintText?: string;
};
export function createPromptDef<TArgs extends any[] = any[]>(
schema: CommandSchema | string,
hintText?: string,
@ -62,3 +96,9 @@ export function createPromptDef<TArgs extends any[] = any[]>(
schema = typeof schema === "string" ? parseCommandSchema(schema) : schema;
return { schema, hintText };
}
export function createGameCommandRegistry<
TState extends Record<string, unknown> = {},
>() {
return createCommandRegistry<IGameContext<TState>>();
}

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@ -5,7 +5,7 @@
// Core types
export type { IGameContext } from "./core/game";
export { createPromptDef } from "./core/game";
export { createGameCommandRegistry, createPromptDef } from "./core/game";
export type { GameHost, GameHostStatus, GameModule } from "./core/game-host";
export { createGameHost } from "./core/game-host";

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@ -1,11 +1,75 @@
import { BoopGame } from "@/samples/boop/types-extensions";
import { PlayerType } from "@/samples/boop/types";
import { turn } from "@/samples/boop/commands/turn";
import { boop } from "./boop";
import { checkFullBoard } from "./full-board";
import { checkGraduates } from "./graduate";
import { place } from "./place";
import { checkWin } from "./win";
import {BoopGame} from "@/samples/boop/types-extensions";
import {PlayerType} from "@/samples/boop/types";
import {turn} from "@/samples/boop/commands/turn";
import {createGameCommandRegistry} from "@/core/game";
export const registry = createGameCommandRegistry<BoopGame['value']>();
/**
*
*/
const placeCmd = registry.register({
schema: 'place <row:number> <col:number> <player> <type>',
run: async (game, row, col, player, type) => {
const {place} = await import('./place');
return place(game, row, col, player, type);
}
});
/**
* boop -
*/
const boopCmd = registry.register({
schema: 'boop <row:number> <col:number> <type>',
run: async (game, row, col, type) => {
const {boop} = await import('./boop');
return boop(game, row, col, type);
}
});
/**
* (线)
*/
const checkWinCmd = registry.register({
schema: 'check-win',
run: async (game) => {
const {checkWin} = await import('./win');
return checkWin(game);
}
});
/**
* (线)
*/
const checkGraduatesCmd = registry.register({
schema: 'check-graduates',
run: async (game) => {
const {checkGraduates} = await import('./graduate');
return checkGraduates(game);
}
});
/**
* 8-piece
*/
const checkFullBoardCmd = registry.register({
schema: 'check-full-board <player:string>',
run: async (game, player) => {
const {checkFullBoard} = await import('./full-board');
return checkFullBoard(game, player);
}
});
/**
*
*/
const turnCmd = registry.register({
schema: 'turn <player:string>',
run: async (game, player) => {
const {turn} = await import('./turn');
return turn(game, player);
}
});
/**
*
@ -15,11 +79,10 @@ export async function start(game: BoopGame) {
const currentPlayer = game.value.currentPlayer;
const turnOutput = await turn(game, currentPlayer);
await game.produceAsync((state) => {
await game.produceAsync(state => {
state.winner = turnOutput.winner;
if (!state.winner) {
state.currentPlayer =
state.currentPlayer === "white" ? "black" : "white";
state.currentPlayer = state.currentPlayer === 'white' ? 'black' : 'white';
}
});
if (game.value.winner) break;
@ -28,4 +91,11 @@ export async function start(game: BoopGame) {
return game.value;
}
export { place, boop, checkWin, checkGraduates, checkFullBoard, turn };
export {
placeCmd as place,
boopCmd as boop,
checkWinCmd as checkWin,
checkGraduatesCmd as checkGraduates,
checkFullBoardCmd as checkFullBoard,
turnCmd as turn
};

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@ -5,30 +5,38 @@ export type {
WinnerType,
RegionType,
BoopPartMeta,
BoopPart,
} from "./types";
BoopPart
} from './types';
export type { BoopGame } from "./types-extensions";
export type {BoopGame} from './types-extensions';
// Constants
export { BOARD_SIZE, MAX_PIECES_PER_PLAYER, WIN_LENGTH } from "./constants";
export {
BOARD_SIZE,
MAX_PIECES_PER_PLAYER,
WIN_LENGTH
} from './constants';
// State
export { createInitialState, type BoopState } from "./state";
export {
createInitialState,
type BoopState
} from './state';
// Prompts
export { prompts } from "./prompts";
export {prompts} from './prompts';
// Commands
export {
registry,
start,
place as placeCmd,
boop as boopCmd,
checkWin as checkWinCmd,
checkGraduates as checkGraduatesCmd,
checkFullBoard as checkFullBoardCmd,
turn as turnCmd,
} from "./commands";
turn as turnCmd
} from './commands';
// Utils
export {
@ -37,5 +45,5 @@ export {
isCellOccupied,
getNeighborPositions,
findPartInRegion,
findPartAtPosition,
} from "./utils";
findPartAtPosition
} from './utils';

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@ -3,9 +3,12 @@ import {
OnitamaState,
PlayerType,
prompts,
initializeCards,
initializeCards
} from "./types";
import { moveToRegion } from "@/core/region";
import {createGameCommandRegistry} from "@/core/game";
import {moveToRegion} from "@/core/region";
export const registry = createGameCommandRegistry<OnitamaState>();
/**
*
@ -26,12 +29,8 @@ function getPawnAtPosition(state: OnitamaState, x: number, y: number) {
/**
*
*/
function playerHasCard(
state: OnitamaState,
player: PlayerType,
cardName: string,
): boolean {
const cardList = player === "red" ? state.redCards : state.blackCards;
function playerHasCard(state: OnitamaState, player: PlayerType, cardName: string): boolean {
const cardList = player === 'red' ? state.redCards : state.blackCards;
return cardList.includes(cardName);
}
@ -39,17 +38,13 @@ function playerHasCard(
*
* 180
*/
export function getCardMoveCandidates(
state: OnitamaState,
cardName: string,
player: PlayerType,
) {
export function getCardMoveCandidates(state: OnitamaState, cardName: string, player: PlayerType) {
const card = state.cards[cardName];
const candidates = card.moveCandidates;
// 黑方需要将卡牌旋转180度
if (player === "black") {
return candidates.map((m) => ({ dx: -m.dx, dy: -m.dy }));
if (player === 'black') {
return candidates.map(m => ({ dx: -m.dx, dy: -m.dy }));
}
return candidates;
@ -58,15 +53,7 @@ export function getCardMoveCandidates(
/**
*
*/
export function isValidMove(
state: OnitamaState,
cardName: string,
fromX: number,
fromY: number,
toX: number,
toY: number,
player: PlayerType,
): string | null {
export function isValidMove(state: OnitamaState, cardName: string, fromX: number, fromY: number, toX: number, toY: number, player: PlayerType): string | null {
// 检查玩家是否拥有该卡牌
if (!playerHasCard(state, player, cardName)) {
return `玩家 ${player} 不拥有卡牌 ${cardName}`;
@ -93,7 +80,7 @@ export function isValidMove(
// 检查移动是否在卡牌的移动候选项中黑方需要旋转180度
const candidates = getCardMoveCandidates(state, cardName, player);
const isValid = candidates.some((m) => m.dx === dx && m.dy === dy);
const isValid = candidates.some(m => m.dx === dx && m.dy === dy);
if (!isValid) {
return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`;
}
@ -115,15 +102,7 @@ export function isValidMove(
/**
*
*/
async function move(
game: OnitamaGame,
player: PlayerType,
cardName: string,
fromX: number,
fromY: number,
toX: number,
toY: number,
) {
async function handleMove(game: OnitamaGame, player: PlayerType, cardName: string, fromX: number, fromY: number, toX: number, toY: number) {
const state = game.value;
// 验证移动
@ -134,7 +113,7 @@ async function move(
const capturedPawnId = getPawnAtPosition(state, toX, toY)?.id || null;
await game.produceAsync((state) => {
await game.produceAsync(state => {
const pawn = state.pawns[getPawnAtPosition(state, fromX, fromY)!.id];
// 如果目标位置有敌方棋子,将其移除(吃掉)
@ -148,40 +127,41 @@ async function move(
});
// 交换卡牌
await swapCard(game, player, cardName);
await handleSwapCard(game, player, cardName);
return {
from: { x: fromX, y: fromY },
to: { x: toX, y: toY },
card: cardName,
captured: capturedPawnId,
captured: capturedPawnId
};
}
const move = registry.register({
schema: 'move <player> <card:string> <fromX:number> <fromY:number> <toX:number> <toY:number>',
run: handleMove
});
/**
* 使
*/
async function swapCard(
game: OnitamaGame,
player: PlayerType,
usedCard: string,
) {
await game.produceAsync((state) => {
async function handleSwapCard(game: OnitamaGame, player: PlayerType, usedCard: string) {
await game.produceAsync(state => {
const spareCard = state.spareCard;
const usedCardData = state.cards[usedCard];
const spareCardData = state.cards[spareCard];
// 从玩家手牌中移除使用的卡牌
if (player === "red") {
state.redCards = state.redCards.filter((c) => c !== usedCard);
if (player === 'red') {
state.redCards = state.redCards.filter(c => c !== usedCard);
state.redCards.push(spareCard);
} else {
state.blackCards = state.blackCards.filter((c) => c !== usedCard);
state.blackCards = state.blackCards.filter(c => c !== usedCard);
state.blackCards.push(spareCard);
}
// 更新卡牌区域
usedCardData.regionId = "spare";
usedCardData.regionId = 'spare';
spareCardData.regionId = player;
// 更新备用卡牌
@ -189,70 +169,75 @@ async function swapCard(
});
}
const swapCard = registry.register({
schema: 'swap-card <player> <card:string>',
run: handleSwapCard
});
/**
*
* (2, 4) -
* (2, 0) -
*/
async function checkConquestWin(game: OnitamaGame): Promise<PlayerType | null> {
async function handleCheckConquestWin(game: OnitamaGame): Promise<PlayerType | null> {
const state = game.value;
// 红色师父到达 (2, 4)(黑色师父的初始位置)
const redMaster = state.pawns["red-master"];
if (
redMaster &&
redMaster.regionId === "board" &&
redMaster.position[0] === 2 &&
redMaster.position[1] === 4
) {
return "red";
const redMaster = state.pawns['red-master'];
if (redMaster && redMaster.regionId === 'board' && redMaster.position[0] === 2 && redMaster.position[1] === 4) {
return 'red';
}
// 黑色师父到达 (2, 0)(红色师父的初始位置)
const blackMaster = state.pawns["black-master"];
if (
blackMaster &&
blackMaster.regionId === "board" &&
blackMaster.position[0] === 2 &&
blackMaster.position[1] === 0
) {
return "black";
const blackMaster = state.pawns['black-master'];
if (blackMaster && blackMaster.regionId === 'board' && blackMaster.position[0] === 2 && blackMaster.position[1] === 0) {
return 'black';
}
return null;
}
const checkConquestWin = registry.register({
schema: 'check-conquest-win',
run: handleCheckConquestWin
});
/**
*
*/
async function checkCaptureWin(game: OnitamaGame): Promise<PlayerType | null> {
async function handleCheckCaptureWin(game: OnitamaGame): Promise<PlayerType | null> {
const state = game.value;
// 红色师父不在棋盘上,黑色获胜
const redMaster = state.pawns["red-master"];
if (!redMaster || redMaster.regionId !== "board") {
return "black";
const redMaster = state.pawns['red-master'];
if (!redMaster || redMaster.regionId !== 'board') {
return 'black';
}
// 黑色师父不在棋盘上,红色获胜
const blackMaster = state.pawns["black-master"];
if (!blackMaster || blackMaster.regionId !== "board") {
return "red";
const blackMaster = state.pawns['black-master'];
if (!blackMaster || blackMaster.regionId !== 'board') {
return 'red';
}
return null;
}
const checkCaptureWin = registry.register({
schema: 'check-capture-win',
run: handleCheckCaptureWin
});
/**
*
*/
async function checkWin(game: OnitamaGame): Promise<PlayerType | null> {
const conquestWinner = await checkConquestWin(game);
async function handleCheckWin(game: OnitamaGame): Promise<PlayerType | null> {
const conquestWinner = await handleCheckConquestWin(game);
if (conquestWinner) {
return conquestWinner;
}
const captureWinner = await checkCaptureWin(game);
const captureWinner = await handleCheckCaptureWin(game);
if (captureWinner) {
return captureWinner;
}
@ -260,34 +245,22 @@ async function checkWin(game: OnitamaGame): Promise<PlayerType | null> {
return null;
}
const checkWin = registry.register({
schema: 'check-win',
run: handleCheckWin
});
/**
*
*/
export function getAvailableMoves(
state: OnitamaState,
player: PlayerType,
): Array<{
card: string;
fromX: number;
fromY: number;
toX: number;
toY: number;
}> {
const moves: Array<{
card: string;
fromX: number;
fromY: number;
toX: number;
toY: number;
}> = [];
export function getAvailableMoves(state: OnitamaState, player: PlayerType): Array<{card: string, fromX: number, fromY: number, toX: number, toY: number}> {
const moves: Array<{card: string, fromX: number, fromY: number, toX: number, toY: number}> = [];
// 获取玩家的所有卡牌
const cardNames = player === "red" ? state.redCards : state.blackCards;
const cardNames = player === 'red' ? state.redCards : state.blackCards;
// 获取玩家的所有棋子
const playerPawns = Object.values(state.pawns).filter(
(p) => p.owner === player && p.regionId === "board",
);
const playerPawns = Object.values(state.pawns).filter(p => p.owner === player && p.regionId === 'board');
// 对于每张卡牌
for (const cardName of cardNames) {
@ -321,7 +294,7 @@ export function getAvailableMoves(
/**
*
*/
async function turn(game: OnitamaGame, turnPlayer: PlayerType) {
async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
const state = game.value;
const availableMoves = getAvailableMoves(state, turnPlayer);
@ -340,7 +313,7 @@ async function turn(game: OnitamaGame, turnPlayer: PlayerType) {
}
return card;
},
turnPlayer,
turnPlayer
);
await swapCard(game, turnPlayer, cardToSwap);
@ -361,27 +334,19 @@ async function turn(game: OnitamaGame, turnPlayer: PlayerType) {
return { player, card, fromX, fromY, toX, toY };
},
turnPlayer,
turnPlayer
);
await move(
game,
moveOutput.player,
moveOutput.card,
moveOutput.fromX,
moveOutput.fromY,
moveOutput.toX,
moveOutput.toY,
);
await move(game, moveOutput.player, moveOutput.card, moveOutput.fromX, moveOutput.fromY, moveOutput.toX, moveOutput.toY);
}
// 检查胜利
const winner = await checkWin(game);
await game.produceAsync((state) => {
await game.produceAsync(state => {
state.winner = winner;
if (!winner) {
state.currentPlayer = state.currentPlayer === "red" ? "black" : "red";
state.currentPlayer = state.currentPlayer === 'red' ? 'black' : 'red';
state.turn++;
}
});
@ -389,6 +354,11 @@ async function turn(game: OnitamaGame, turnPlayer: PlayerType) {
return { winner, move: moveOutput };
}
const turn = registry.register({
schema: 'turn <player>',
run: handleTurn
});
/**
*
*/

View File

@ -1,35 +1,37 @@
import { IGameContext } from "@/core/game";
import { RegicideState } from "@/samples/regicide/state";
import { PlayerType, RegicideCard } from "@/samples/regicide/types";
import { CARD_VALUES, FACE_CARDS } from "@/samples/regicide/constants";
import { isEnemyDefeated } from "@/samples/regicide/utils";
import {IGameContext} from "@/core/game";
import {RegicideState} from "@/samples/regicide/state";
import {createGameCommandRegistry} from "@/core/game";
import {PlayerType, RegicideCard} from "@/samples/regicide/types";
import {CARD_VALUES, FACE_CARDS} from "@/samples/regicide/constants";
import {isEnemyDefeated} from "@/samples/regicide/utils";
export type RegicideGame = IGameContext<RegicideState>;
export const registry = createGameCommandRegistry<RegicideState>();
/**
*
*/
async function playCmd(game: RegicideGame, player: string, cardId: string) {
const playCmd = registry.register({
schema: 'play <player:string> <cardId:string>',
run: async (game: RegicideGame, player: string, cardId: string) => {
const state = game.value;
const card = state.cards[cardId];
if (!card) {
return { success: false, error: `卡牌 ${cardId} 不存在` };
return {success: false, error: `卡牌 ${cardId} 不存在`};
}
// 检查卡牌是否在玩家手牌中
const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey];
if (!playerHand || !playerHand.includes(cardId)) {
return {
success: false,
error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`,
};
return {success: false, error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`};
}
// 检查是否有当前敌人
if (!state.currentEnemy) {
return { success: false, error: "没有活跃的敌人" };
return {success: false, error: '没有活跃的敌人'};
}
// 计算伤害(基础伤害为卡牌面值)
@ -37,27 +39,24 @@ async function playCmd(game: RegicideGame, player: string, cardId: string) {
let attackReduction = 0;
// 梅花双倍伤害
if (card.suit === "clubs") {
if (card.suit === 'clubs') {
damage *= 2;
}
// 黑桃降低敌人攻击力
if (card.suit === "spades") {
if (card.suit === 'spades') {
attackReduction = card.value;
}
const enemyHpBefore = state.currentEnemy.hp;
await game.produceAsync((state) => {
await game.produce(state => {
// 对敌人造成伤害
state.currentEnemy!.hp -= damage;
// 记录黑桃的攻击力降低
if (attackReduction > 0) {
state.currentEnemy!.value = Math.max(
0,
state.currentEnemy!.value - attackReduction,
);
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
}
// 从手牌移除卡牌
@ -68,17 +67,15 @@ async function playCmd(game: RegicideGame, player: string, cardId: string) {
}
// 将卡牌移到弃牌堆
state.cards[cardId].regionId = "discardPile";
state.cards[cardId].regionId = 'discardPile';
// 红心能力:将弃牌堆洗回酒馆牌堆
if (card.suit === "hearts") {
const discardIds = state.regions.discardPile.childIds.filter(
(id) => id !== state.currentEnemy!.id,
);
if (card.suit === 'hearts') {
const discardIds = state.regions.discardPile.childIds.filter(id => id !== state.currentEnemy!.id);
if (discardIds.length > 0) {
// 将弃牌堆(除当前敌人外)移回酒馆牌堆
for (const discardId of discardIds) {
state.cards[discardId].regionId = "tavernDeck";
state.cards[discardId].regionId = 'tavernDeck';
}
state.regions.tavernDeck.childIds.push(...discardIds);
state.regions.discardPile.childIds = [state.currentEnemy!.id];
@ -86,7 +83,7 @@ async function playCmd(game: RegicideGame, player: string, cardId: string) {
}
// 方块能力:从酒馆牌堆抓牌
if (card.suit === "diamonds") {
if (card.suit === 'diamonds') {
const tavernDeckCount = state.regions.tavernDeck.childIds.length;
if (tavernDeckCount > 0) {
const drawCardId = state.regions.tavernDeck.childIds.shift()!;
@ -107,31 +104,29 @@ async function playCmd(game: RegicideGame, player: string, cardId: string) {
enemyHpBefore,
enemyHpAfter: game.value.currentEnemy!.hp,
enemyDefeated,
suitAbility: card.suit,
},
suitAbility: card.suit
}
};
}
}
});
/**
* A配合另一张牌
*/
async function playWithACmd(
game: RegicideGame,
player: string,
aceCardId: string,
otherCardId: string,
) {
const playWithACmd = registry.register({
schema: 'play-with-a <player:string> <aceCardId:string> <otherCardId:string>',
run: async (game: RegicideGame, player: string, aceCardId: string, otherCardId: string) => {
const state = game.value;
const aceCard = state.cards[aceCardId];
const otherCard = state.cards[otherCardId];
if (!aceCard || !otherCard) {
return { success: false, error: "卡牌不存在" };
return {success: false, error: '卡牌不存在'};
}
// 检查是否是A牌
if (aceCard.rank !== "A") {
return { success: false, error: `第一张牌必须是A` };
if (aceCard.rank !== 'A') {
return {success: false, error: `第一张牌必须是A`};
}
const playerKey = player as PlayerType;
@ -139,39 +134,36 @@ async function playWithACmd(
// 检查两张牌都在手牌中
if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
return { success: false, error: "卡牌不在手牌中" };
return {success: false, error: '卡牌不在手牌中'};
}
if (!state.currentEnemy) {
return { success: false, error: "没有活跃的敌人" };
return {success: false, error: '没有活跃的敌人'};
}
// 计算两张牌的总伤害
let totalDamage = aceCard.value + otherCard.value;
// 如果另一张牌是梅花,双倍伤害
if (otherCard.suit === "clubs") {
if (otherCard.suit === 'clubs') {
totalDamage *= 2;
}
let attackReduction = 0;
if (aceCard.suit === "spades") {
if (aceCard.suit === 'spades') {
attackReduction += aceCard.value;
}
if (otherCard.suit === "spades") {
if (otherCard.suit === 'spades') {
attackReduction += otherCard.value;
}
await game.produceAsync((state) => {
await game.produce(state => {
// 对敌人造成伤害
state.currentEnemy!.hp -= totalDamage;
// 记录黑桃的攻击力降低
if (attackReduction > 0) {
state.currentEnemy!.value = Math.max(
0,
state.currentEnemy!.value - attackReduction,
);
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
}
// 从手牌移除两张牌
@ -182,8 +174,8 @@ async function playWithACmd(
if (otherIndex !== -1) hand.splice(otherIndex, 1);
// 将卡牌移到弃牌堆
state.cards[aceCardId].regionId = "discardPile";
state.cards[otherCardId].regionId = "discardPile";
state.cards[aceCardId].regionId = 'discardPile';
state.cards[otherCardId].regionId = 'discardPile';
});
const enemyDefeated = isEnemyDefeated(state.currentEnemy);
@ -194,31 +186,33 @@ async function playWithACmd(
damage: totalDamage,
attackReduction,
enemyHp: state.currentEnemy!.hp,
enemyDefeated,
},
enemyDefeated
}
};
}
}
});
/**
*
*/
async function passCmd(game: RegicideGame, player: string) {
const passCmd = registry.register({
schema: 'pass <player:string>',
run: async (game: RegicideGame, player: string) => {
// 即使让过,也会受到敌人反击(在回合结束时处理)
return { success: true, result: { message: `${player} 让过` } };
}
return {success: true, result: {message: `${player} 让过`}};
}
});
/**
* - >=
*/
async function enemyCounterattackCmd(
game: RegicideGame,
player: string,
discardCards: string[],
) {
const enemyCounterattackCmd = registry.register({
schema: 'counterattack <player:string> <discardCards:string[]>',
run: async (game: RegicideGame, player: string, discardCards: string[]) => {
const state = game.value;
if (!state.currentEnemy) {
return { success: false, error: "没有活跃的敌人" };
return {success: false, error: '没有活跃的敌人'};
}
const playerKey = player as PlayerType;
@ -227,7 +221,7 @@ async function enemyCounterattackCmd(
// 检查要弃的牌都在手牌中
for (const cardId of discardCards) {
if (!playerHand.includes(cardId)) {
return { success: false, error: `卡牌 ${cardId} 不在手牌中` };
return {success: false, error: `卡牌 ${cardId} 不在手牌中`};
}
}
@ -246,19 +240,19 @@ async function enemyCounterattackCmd(
if (totalValue < enemyAttack) {
return {
success: false,
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`,
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`
};
}
// 执行弃牌
await game.produceAsync((state) => {
await game.produce(state => {
const hand = state.playerHands[playerKey];
for (const cardId of discardCards) {
const index = hand.indexOf(cardId);
if (index !== -1) {
hand.splice(index, 1);
}
state.cards[cardId].regionId = "discardPile";
state.cards[cardId].regionId = 'discardPile';
}
});
@ -267,27 +261,30 @@ async function enemyCounterattackCmd(
result: {
discardedCards: discardCards,
totalValue,
enemyAttack,
},
enemyAttack
}
};
}
}
});
/**
*
*/
async function checkEnemyDefeatedCmd(game: RegicideGame) {
const checkEnemyDefeatedCmd = registry.register({
schema: 'check-enemy',
run: async (game: RegicideGame) => {
const state = game.value;
if (!state.currentEnemy) {
return { success: false as const, error: "没有活跃的敌人" };
return {success: false, error: '没有活跃的敌人'};
}
const defeated = state.currentEnemy.hp <= 0;
if (defeated) {
const defeatedEnemy = { ...state.currentEnemy };
const defeatedEnemy = {...state.currentEnemy};
await game.produceAsync((state) => {
await game.produce(state => {
// 将当前敌人移到弃牌堆
state.regions.discardPile.childIds.push(state.currentEnemy!.id);
@ -303,20 +300,20 @@ async function checkEnemyDefeatedCmd(game: RegicideGame) {
// 检查是否胜利(没有更多敌人)
if (!game.value.currentEnemy) {
await game.produceAsync((state) => {
state.phase = "victory";
await game.produce(state => {
state.phase = 'victory';
state.winner = true;
});
}
return {
success: true as const,
success: true,
result: {
defeated: true,
defeatedEnemy,
nextEnemy: game.value.currentEnemy,
enemiesRemaining: game.value.enemyDeck.length,
},
enemiesRemaining: game.value.enemyDeck.length
}
};
}
@ -324,24 +321,27 @@ async function checkEnemyDefeatedCmd(game: RegicideGame) {
success: true,
result: {
defeated: false,
currentEnemy: { ...state.currentEnemy },
enemiesRemaining: state.enemyDeck.length,
},
currentEnemy: {...state.currentEnemy},
enemiesRemaining: state.enemyDeck.length
}
};
}
}
});
/**
*
*/
async function checkCanPlayCmd(game: RegicideGame, player: string) {
const checkCanPlayCmd = registry.register({
schema: 'check-can-play <player:string>',
run: async (game: RegicideGame, player: string) => {
const state = game.value;
const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey];
const canPlay = playerHand.length > 0;
const canPlayWithA = playerHand.some((cardId) => {
const canPlayWithA = playerHand.some(cardId => {
const card = state.cards[cardId];
return card && card.rank === "A" && playerHand.length > 1;
return card && card.rank === 'A' && playerHand.length > 1;
});
return {
@ -349,26 +349,27 @@ async function checkCanPlayCmd(game: RegicideGame, player: string) {
result: {
canPlay,
canPlayWithA,
handSize: playerHand.length,
},
handSize: playerHand.length
}
};
}
}
});
/**
*
*/
async function checkTavernDeckCmd(game: RegicideGame) {
const checkTavernDeckCmd = registry.register({
schema: 'check-tavern-deck',
run: async (game: RegicideGame) => {
const state = game.value;
const isEmpty = state.regions.tavernDeck.childIds.length === 0;
// 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败
if (isEmpty) {
const allHandsEmpty = Object.values(state.playerHands).every(
(hand) => hand.length === 0,
);
const allHandsEmpty = Object.values(state.playerHands).every(hand => hand.length === 0);
if (allHandsEmpty) {
await game.produceAsync((state) => {
state.phase = "defeat";
await game.produce(state => {
state.phase = 'defeat';
state.winner = false;
});
}
@ -378,32 +379,35 @@ async function checkTavernDeckCmd(game: RegicideGame) {
success: true,
result: {
isEmpty,
cardsRemaining: state.regions.tavernDeck.childIds.length,
},
cardsRemaining: state.regions.tavernDeck.childIds.length
}
};
}
}
});
/**
*
*/
async function nextTurnCmd(game: RegicideGame) {
const nextTurnCmd = registry.register({
schema: 'next-turn',
run: async (game: RegicideGame) => {
const state = game.value;
await game.produce((state) => {
state.currentPlayerIndex =
(state.currentPlayerIndex + 1) % state.playerCount;
await game.produce(state => {
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
});
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
const currentPlayer = players[game.value.currentPlayerIndex];
return {
success: true,
result: {
currentPlayer,
currentPlayerIndex: game.value.currentPlayerIndex,
},
currentPlayerIndex: game.value.currentPlayerIndex
}
};
}
}
});
export {
playCmd as play,

View File

@ -1,15 +1,8 @@
import { IGameContext } from "@/core/game";
import { RegicideState } from "@/samples/regicide/state";
import {
buildEnemyDeck,
buildTavernDeck,
createAllCards,
getPlayerHandRegionId,
} from "@/samples/regicide/utils";
import { INITIAL_HAND_SIZE } from "@/samples/regicide/constants";
import { Enemy, PlayerType, RegicideCard } from "@/samples/regicide/types";
import { checkEnemy, nextTurn, pass, playWithA } from "./commands";
import { enemyCounterattackCmd, playCmd } from ".";
import {IGameContext} from "@/core/game";
import {RegicideState} from "@/samples/regicide/state";
import {buildEnemyDeck, buildTavernDeck, createAllCards, getPlayerHandRegionId} from "@/samples/regicide/utils";
import {INITIAL_HAND_SIZE} from "@/samples/regicide/constants";
import {Enemy, PlayerType, RegicideCard} from "@/samples/regicide/types";
export type RegicideGame = IGameContext<RegicideState>;
@ -19,13 +12,9 @@ export type RegicideGame = IGameContext<RegicideState>;
* @param playerCount 1-4
* @param seed
*/
export async function setupGame(
game: RegicideGame,
playerCount: number,
seed?: number,
) {
export async function setupGame(game: RegicideGame, playerCount: number, seed?: number) {
if (playerCount < 1 || playerCount > 4) {
throw new Error("玩家数量必须为 1-4 人");
throw new Error('玩家数量必须为 1-4 人');
}
if (seed) {
@ -42,7 +31,7 @@ export async function setupGame(
const tavernDeck = buildTavernDeck(game._rng);
// 初始化游戏状态
await game.produceAsync((state) => {
await game.produceAsync(state => {
state.cards = allCards;
state.playerCount = playerCount;
state.currentPlayerIndex = 0;
@ -50,15 +39,15 @@ export async function setupGame(
// 设置酒馆牌堆区域
for (const card of tavernDeck) {
card.regionId = "tavernDeck";
card.regionId = 'tavernDeck';
state.regions.tavernDeck.childIds.push(card.id);
}
// 设置敌人牌堆区域只存储ID敌人是独立对象
state.regions.enemyDeck.childIds = enemyDeck.map((e) => e.id);
state.regions.enemyDeck.childIds = enemyDeck.map(e => e.id);
// 给每个玩家发牌
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
for (let i = 0; i < playerCount; i++) {
const player = players[i];
const regionId = getPlayerHandRegionId(player);
@ -89,13 +78,13 @@ export async function start(game: RegicideGame) {
// 检查游戏是否已设置
if (!state.currentEnemy) {
throw new Error("请先调用 setupGame 初始化游戏");
throw new Error('请先调用 setupGame 初始化游戏');
}
const players: PlayerType[] = ["player1", "player2", "player3", "player4"];
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
// 主游戏循环
while (state.phase === "playing") {
while (state.phase === 'playing') {
const currentPlayerIndex = state.currentPlayerIndex;
const currentPlayer = players[currentPlayerIndex];
@ -103,9 +92,8 @@ export async function start(game: RegicideGame) {
const currentHand = state.playerHands[currentPlayer];
if (currentHand.length === 0) {
// 玩家没有手牌,跳过回合
await game.produceAsync((state) => {
state.currentPlayerIndex =
(state.currentPlayerIndex + 1) % state.playerCount;
await game.produceAsync(state => {
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
});
continue;
}
@ -125,37 +113,31 @@ export async function start(game: RegicideGame) {
/**
*
*/
export async function playTurn(
game: RegicideGame,
player: PlayerType,
action: "play" | "pass",
cardId?: string,
secondCardId?: string,
) {
export async function playTurn(game: RegicideGame, player: PlayerType, action: 'play' | 'pass', cardId?: string, secondCardId?: string) {
const state = game.value;
if (state.phase !== "playing") {
return { success: false, error: "游戏已结束" };
if (state.phase !== 'playing') {
return {success: false, error: '游戏已结束'};
}
if (!state.currentEnemy) {
return { success: false, error: "没有活跃的敌人" };
return {success: false, error: '没有活跃的敌人'};
}
let playResult: any;
// 执行玩家动作
if (action === "play" && cardId) {
if (action === 'play' && cardId) {
// 检查是否是A配合另一张牌
const card = state.cards[cardId];
if (card.rank === "A" && secondCardId) {
playResult = await playWithA(game, player, cardId, secondCardId);
if (card.rank === 'A' && secondCardId) {
playResult = await game.run(`play-with-a ${player} ${cardId} ${secondCardId}`);
} else {
playResult = await playCmd(game, player, cardId);
playResult = await game.run(`play ${player} ${cardId}`);
}
} else {
// 让过
playResult = await pass(game, player);
playResult = await game.run(`pass ${player}`);
}
if (!playResult.success) {
@ -163,7 +145,7 @@ export async function playTurn(
}
// 检查敌人是否被击败
const checkResult = await checkEnemy(game);
const checkResult = await game.run<{defeated: boolean; currentEnemy?: any; nextEnemy?: any; defeatedEnemy?: any; enemiesRemaining?: number}>('check-enemy');
if (!checkResult.success) {
return checkResult;
}
@ -178,19 +160,15 @@ export async function playTurn(
enemyDefeated: false,
needsDiscard: true,
enemyAttack: state.currentEnemy.value,
playerHand: state.playerHands[player],
},
playerHand: state.playerHands[player]
}
};
}
// 敌人被击败,检查是否还有更多敌人
if (
state.enemyDeck.length === 0 &&
state.currentEnemy &&
state.currentEnemy.hp <= 0
) {
await game.produceAsync((state) => {
state.phase = "victory";
if (state.enemyDeck.length === 0 && state.currentEnemy && state.currentEnemy.hp <= 0) {
await game.produceAsync(state => {
state.phase = 'victory';
state.winner = true;
});
return {
@ -198,44 +176,41 @@ export async function playTurn(
result: {
playResult: playResult.result,
enemyDefeated: true,
gameWon: true,
},
gameWon: true
}
};
}
// 切换到下一个玩家
await nextTurn(game);
await game.run('next-turn');
return {
success: true,
result: {
playResult: playResult.result,
enemyDefeated: true,
nextEnemy: state.currentEnemy,
},
nextEnemy: state.currentEnemy
}
};
}
/**
*
*/
export async function handleCounterattack(
game: RegicideGame,
player: PlayerType,
discardCardIds: string[],
) {
const result = await enemyCounterattackCmd(game, player, discardCardIds);
export async function handleCounterattack(game: RegicideGame, player: PlayerType, discardCardIds: string[]) {
const result = await game.run(`counterattack ${player} ${JSON.stringify(discardCardIds)}`);
if (!result.success) {
// 弃牌失败(点数和不足),游戏失败
await game.produceAsync((state) => {
state.phase = "defeat";
await game.produceAsync(state => {
state.phase = 'defeat';
state.winner = false;
});
return result;
}
// 弃牌成功,切换到下一个玩家
await nextTurn(game);
await game.run('next-turn');
return result;
}
@ -248,26 +223,17 @@ export function getGameStatus(game: RegicideGame) {
return {
phase: state.phase,
currentPlayer: ["player1", "player2", "player3", "player4"][
state.currentPlayerIndex
],
currentEnemy: state.currentEnemy
? {
currentPlayer: ['player1', 'player2', 'player3', 'player4'][state.currentPlayerIndex],
currentEnemy: state.currentEnemy ? {
...state.currentEnemy,
hpPercent: Math.round(
(state.currentEnemy.hp / state.currentEnemy.maxHp) * 100,
),
}
: null,
hpPercent: Math.round((state.currentEnemy.hp / state.currentEnemy.maxHp) * 100)
} : null,
enemiesRemaining: state.enemyDeck.length,
tavernDeckCount: state.regions.tavernDeck.childIds.length,
discardPileCount: state.regions.discardPile.childIds.length,
playerHands: Object.fromEntries(
Object.entries(state.playerHands).map(([player, hand]) => [
player,
hand.length,
]),
Object.entries(state.playerHands).map(([player, hand]) => [player, hand.length])
),
winner: state.winner,
winner: state.winner
};
}

View File

@ -7,8 +7,8 @@ export type {
RegicideCardMeta,
RegicideCard,
Enemy,
GamePhase,
} from "./types";
GamePhase
} from './types';
// Constants
export {
@ -18,17 +18,21 @@ export {
ALL_SUITS,
ALL_RANKS,
FACE_CARDS,
NUMBER_CARDS,
} from "./constants";
NUMBER_CARDS
} from './constants';
// State
export { createInitialState, type RegicideState } from "./state";
export {
createInitialState,
type RegicideState
} from './state';
// Prompts
export { prompts } from "./prompts";
export {prompts} from './prompts';
// Commands
export {
registry,
play as playCmd,
playWithA as playWithACmd,
pass as passCmd,
@ -37,7 +41,7 @@ export {
checkCanPlay as checkCanPlayCmd,
checkTavernDeck as checkTavernDeckCmd,
nextTurn as nextTurnCmd,
} from "./commands";
} from './commands';
// Game
export {
@ -46,8 +50,8 @@ export {
playTurn,
handleCounterattack,
getGameStatus,
type RegicideGame,
} from "./game";
type RegicideGame
} from './game';
// Utils
export {
@ -59,5 +63,5 @@ export {
buildTavernDeck,
drawFromDeck,
isEnemyDefeated,
getPlayerHandRegionId,
} from "./utils";
getPlayerHandRegionId
} from './utils';

View File

@ -1,6 +1,10 @@
import { Part } from "@/core/part";
import { createRegion } from "@/core/region";
import { createPromptDef, IGameContext } from "@/core/game";
import {
createGameCommandRegistry,
createPromptDef,
IGameContext,
} from "@/core/game";
const BOARD_SIZE = 3;
const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
@ -65,6 +69,7 @@ export function createInitialState() {
}
export type TicTacToeState = ReturnType<typeof createInitialState>;
export type TicTacToeGame = IGameContext<TicTacToeState>;
export const registry = createGameCommandRegistry<TicTacToeState>();
export const prompts = {
play: createPromptDef<[PlayerType, number, number]>(
"play <player> <row:number> <col:number>",
@ -90,11 +95,9 @@ export async function start(game: TicTacToeGame) {
return game.value;
}
async function turn(
game: TicTacToeGame,
turnPlayer: PlayerType,
turnNumber: number,
) {
const turn = registry.register({
schema: "turn <player> <turnNumber:number>",
async run(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) {
const { player, row, col } = await game.prompt(
prompts.play,
(player, row, col) => {
@ -118,7 +121,8 @@ async function turn(
if (turnNumber >= MAX_TURNS) return { winner: "draw" as WinnerType };
return { winner: null };
}
},
});
function isValidMove(row: number, col: number): boolean {
return (

View File

@ -4,7 +4,7 @@ import { CommandSchema } from "./types";
export interface PromptDef<TArgs extends any[]> {
schema: CommandSchema;
hintText?: string;
hint?: string;
}
export interface PromptCall<TArgs extends any[] = unknown[], TRes = unknown> {
@ -26,7 +26,6 @@ export type PromptTryResult =
ok: true;
};
export type PromptContext = ReturnType<typeof createPromptContext>;
export function createPromptContext() {
const map = new Map<string, PromptCall>();
const handleCall = createMiddlewareChain(async (call: PromptCall) => {
@ -45,7 +44,6 @@ export function createPromptContext() {
});
function tryCommit<TArgs extends any[]>(
def: PromptDef<TArgs>,
player: string,
...args: TArgs
): PromptTryResult {
@ -85,14 +83,7 @@ export function createPromptContext() {
reject: reject!,
promise,
} as PromptCall<unknown[], unknown>;
return (await handleCall.execute(call)) as TRes;
}
function reset() {
for (const call of map.values()) {
call.reject("Prompt Reset");
}
map.clear();
return await handleCall.execute(call);
}
return {
@ -100,6 +91,5 @@ export function createPromptContext() {
tryCommit,
cancel,
handleCall,
reset,
};
}

View File

@ -1,14 +1,7 @@
import { Signal, SignalOptions } from "@preact/signals-core";
import { create } from "mutative";
export interface MutableSignal<T> extends Signal<T> {
produce(fn: (draft: T) => undefined): void;
addInterruption(promise: Promise<void>): void;
clearInterruptions(): void;
produceAsync(fn: (draft: T) => undefined): Promise<void>;
}
class MutableSignalImpl<T> extends Signal<T> {
export class MutableSignal<T> extends Signal<T> {
private _interruptions: Promise<void>[] = [];
public constructor(t?: T, options?: SignalOptions<T>) {
@ -48,5 +41,5 @@ export function mutableSignal<T>(
initial?: T,
options?: SignalOptions<T>,
): MutableSignal<T> {
return new MutableSignalImpl<T>(initial, options);
return new MutableSignal<T>(initial, options);
}