boardgame-core/src/samples/onitama/commands.ts

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import {
OnitamaGame,
OnitamaState,
PlayerType,
prompts
} from "./types";
import {createGameCommandRegistry} from "@/core/game";
import {moveToRegion} from "@/core/region";
export const registry = createGameCommandRegistry<OnitamaState>();
/**
* 检查位置是否在棋盘范围内
*/
function isInBounds(x: number, y: number): boolean {
return x >= 0 && x < 5 && y >= 0 && y < 5;
}
/**
* 检查位置是否有棋子
*/
function getPawnAtPosition(state: OnitamaState, x: number, y: number) {
const key = `${x},${y}`;
const pawnId = state.regions.board.partMap[key];
return pawnId ? state.pawns[pawnId] : null;
}
/**
* 检查玩家是否拥有某张卡牌
*/
function playerHasCard(state: OnitamaState, player: PlayerType, cardName: string): boolean {
const cardList = player === 'red' ? state.redCards : state.blackCards;
return cardList.includes(cardName);
}
/**
* 检查移动是否合法
*/
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 ${cardName}`;
}
// 检查起始位置是否有玩家的棋子
const fromPawn = getPawnAtPosition(state, fromX, fromY);
if (!fromPawn) {
return `位置 (${fromX}, ${fromY}) 没有棋子`;
}
if (fromPawn.owner !== player) {
return `位置 (${fromX}, ${fromY}) 的棋子不属于玩家 ${player}`;
}
// 检查卡牌是否存在
const card = state.cards[cardName];
if (!card) {
return `卡牌 ${cardName} 不存在`;
}
// 计算移动偏移量
const dx = toX - fromX;
const dy = toY - fromY;
// 检查移动是否在卡牌的移动候选项中
const isValid = card.moveCandidates.some(m => m.dx === dx && m.dy === dy);
if (!isValid) {
return `卡牌 ${cardName} 不支持移动 (${dx}, ${dy})`;
}
// 检查目标位置是否在棋盘内
if (!isInBounds(toX, toY)) {
return `目标位置 (${toX}, ${toY}) 超出棋盘范围`;
}
// 检查目标位置是否有己方棋子
const toPawn = getPawnAtPosition(state, toX, toY);
if (toPawn && toPawn.owner === player) {
return `目标位置 (${toX}, ${toY}) 已有己方棋子`;
}
return null;
}
/**
* 执行移动
*/
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
const error = isValidMove(state, cardName, fromX, fromY, toX, toY, player);
if (error) {
throw new Error(error);
}
const capturedPawnId = getPawnAtPosition(state, toX, toY)?.id || null;
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)
if (capturedPawnId) {
const capturedPawn = state.pawns[capturedPawnId];
moveToRegion(capturedPawn, state.regions.board, null);
}
// 移动棋子到目标位置
moveToRegion(pawn, state.regions.board, state.regions.board, [toX, toY]);
});
// 交换卡牌
await handleSwapCard(game, player, cardName);
return {
from: { x: fromX, y: fromY },
to: { x: toX, y: toY },
card: cardName,
captured: capturedPawnId
};
}
const move = registry.register({
schema: 'move <player> <card:string> <fromX:number> <fromY:number> <toX:number> <toY:number>',
run: handleMove
});
/**
* 交换卡牌:将使用的卡牌与备用卡牌交换
*/
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);
state.redCards.push(spareCard);
} else {
state.blackCards = state.blackCards.filter(c => c !== usedCard);
state.blackCards.push(spareCard);
}
// 更新卡牌区域
usedCardData.regionId = 'spare';
spareCardData.regionId = player;
// 更新备用卡牌
state.spareCard = usedCard;
});
}
const swapCard = registry.register({
schema: 'swap-card <player> <card:string>',
run: handleSwapCard
});
/**
* 检查占领胜利条件:玩家的师父棋子到达对手的初始位置
*/
async function handleCheckConquestWin(game: OnitamaGame): Promise<PlayerType | null> {
const state = game.value;
// 红色师父到达 y=4黑色初始位置
const redMaster = state.pawns['red-master'];
if (redMaster && redMaster.regionId === 'board' && redMaster.position[1] === 4) {
return 'red';
}
// 黑色师父到达 y=0红色初始位置
const blackMaster = state.pawns['black-master'];
if (blackMaster && blackMaster.regionId === 'board' && blackMaster.position[1] === 0) {
return 'black';
}
return null;
}
const checkConquestWin = registry.register({
schema: 'check-conquest-win',
run: handleCheckConquestWin
});
/**
* 检查吃掉胜利条件:对手的师父棋子被吃掉(不在棋盘上)
*/
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';
}
// 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';
}
return null;
}
const checkCaptureWin = registry.register({
schema: 'check-capture-win',
run: handleCheckCaptureWin
});
/**
* 综合胜利检测
*/
async function handleCheckWin(game: OnitamaGame): Promise<PlayerType | null> {
const conquestWinner = await handleCheckConquestWin(game);
if (conquestWinner) {
return conquestWinner;
}
const captureWinner = await handleCheckCaptureWin(game);
if (captureWinner) {
return captureWinner;
}
return null;
}
const checkWin = registry.register({
schema: 'check-win',
run: handleCheckWin
});
/**
* 获取玩家可用的移动
*/
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;
// 获取玩家的所有棋子
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) {
const card = state.cards[cardName];
// 对于每个棋子
for (const pawn of playerPawns) {
const [fromX, fromY] = pawn.position;
// 对于卡牌的每个移动
for (const move of card.moveCandidates) {
const toX = fromX + move.dx;
const toY = fromY + move.dy;
// 检查移动是否合法
if (isInBounds(toX, toY)) {
const targetPawn = getPawnAtPosition(state, toX, toY);
// 目标位置为空或有敌方棋子
if (!targetPawn || targetPawn.owner !== player) {
moves.push({ card: cardName, fromX, fromY, toX, toY });
}
}
}
}
}
return moves;
}
/**
* 处理回合
*/
async function handleTurn(game: OnitamaGame, turnPlayer: PlayerType) {
const state = game.value;
const availableMoves = getAvailableMoves(state, turnPlayer);
let moveOutput;
if (availableMoves.length === 0) {
// 没有可用移动,玩家必须交换一张卡牌
const cardToSwap = await game.prompt(
prompts.move,
(player, card, _fromX, _fromY, _toX, _toY) => {
if (player !== turnPlayer) {
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
}
if (!playerHasCard(state, player, card)) {
throw `Player ${player} does not have card ${card}.`;
}
return card;
},
turnPlayer
);
await swapCard(game, turnPlayer, cardToSwap);
moveOutput = { swappedCard: cardToSwap, noMoves: true };
} else {
// 有可用移动,提示玩家选择
moveOutput = await game.prompt(
prompts.move,
(player, card, fromX, fromY, toX, toY) => {
if (player !== turnPlayer) {
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
}
const error = isValidMove(state, card, fromX, fromY, toX, toY, player);
if (error) {
throw error;
}
return { player, card, fromX, fromY, toX, toY };
},
turnPlayer
);
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 => {
state.winner = winner;
if (!winner) {
state.currentPlayer = state.currentPlayer === 'red' ? 'black' : 'red';
state.turn++;
}
});
return { winner, move: moveOutput };
}
const turn = registry.register({
schema: 'turn <player>',
run: handleTurn
});
/**
* 开始游戏主循环
*/
export async function start(game: OnitamaGame) {
while (true) {
const currentPlayer = game.value.currentPlayer;
const turnOutput = await turn(game, currentPlayer);
if (turnOutput.winner) {
break;
}
}
return game.value;
}