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