refactor(examples): reorganized code
Move code to avoid big main.ts and changed the bt to match the pattern
This commit is contained in:
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5d125167cc
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@ -1,4 +1,26 @@
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import { defineComponent } from "../../src/component";
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import type { World, Entity } from "../../src/index";
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import { query } from "../../src/query";
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import type { CommandQueue } from "../../src/commands/index";
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import {
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Card,
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InDeck,
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InPlayerHand,
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InDealerHand,
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HoleHidden,
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Score,
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Bet,
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GamePhase,
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} from "./components";
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import {
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handValue,
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isBust,
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isBlackjack,
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determineOutcome,
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payout,
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} from "./game";
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// ── Command definitions ──────────────────────────────
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/** Player takes another card. */
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export const Hit = defineComponent("hit", {});
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@ -14,3 +36,112 @@ export const BetMore = defineComponent("betMore", {});
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/** Decrease the bet. */
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export const BetLess = defineComponent("betLess", {});
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// ── Command handlers ─────────────────────────────────
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export function registerCommands(
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world: World,
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commands: CommandQueue,
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helpers: ReturnType<typeof import("./components").createCardHelpers>,
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): void {
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commands.handle(Hit, () => {
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const phase = world.getSingleton(GamePhase);
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if (phase.phase !== "playerTurn") return;
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const cardEntity = helpers.drawCard();
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if (cardEntity) {
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helpers.dealTo(cardEntity, InPlayerHand);
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}
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if (isBust(helpers.getHand(InPlayerHand))) {
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world.removeSingleton(HoleHidden);
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resolveRound(world, helpers);
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}
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});
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commands.handle(Stand, () => {
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const phase = world.getSingleton(GamePhase);
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if (phase.phase !== "playerTurn") return;
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world.removeSingleton(HoleHidden);
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world.setSingleton(GamePhase, {
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phase: "dealerTurn",
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message: "Dealer's turn...",
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});
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});
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commands.handle(NewRound, () => {
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const phase = world.getSingleton(GamePhase);
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if (phase.phase !== "roundOver" && phase.phase !== "betting") return;
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const score = world.getSingleton(Score);
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if (score.chips <= 0) {
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world.setSingleton(GamePhase, {
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phase: "roundOver",
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message: "You're out of chips! Restart the program to play again.",
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});
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return;
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}
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helpers.startRound();
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});
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commands.handle(BetMore, () => {
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const phase = world.getSingleton(GamePhase);
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if (phase.phase !== "betting" && phase.phase !== "roundOver") return;
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const bet = world.getSingleton(Bet);
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const score = world.getSingleton(Score);
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bet.amount = Math.min(bet.amount + 10, score.chips);
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});
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commands.handle(BetLess, () => {
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const phase = world.getSingleton(GamePhase);
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if (phase.phase !== "betting" && phase.phase !== "roundOver") return;
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const bet = world.getSingleton(Bet);
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bet.amount = Math.max(bet.amount - 10, 10);
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});
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}
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// ── Internal ─────────────────────────────────────────
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export function resolveRound(
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world: World,
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helpers: ReturnType<typeof import("./components").createCardHelpers>,
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): void {
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const playerCards = helpers.getHand(InPlayerHand);
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const dealerCards = helpers.getHand(InDealerHand);
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const score = world.getSingleton(Score);
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const bet = world.getSingleton(Bet);
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const outcome = determineOutcome(playerCards, dealerCards);
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const winnings = payout(outcome, bet.amount);
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score.chips += bet.amount + winnings;
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switch (outcome) {
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case "blackjack":
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case "win":
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score.wins++;
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break;
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case "lose":
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score.losses++;
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break;
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case "push":
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score.pushes++;
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break;
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}
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const messages: Record<string, string> = {
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win: "You win!",
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lose: "Dealer wins.",
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push: "Push — tie!",
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blackjack: "Blackjack! You win 3:2!",
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};
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world.setSingleton(GamePhase, {
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phase: "roundOver",
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message: `${messages[outcome]} Press N for new round.`,
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});
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}
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@ -1,6 +1,10 @@
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import { defineComponent } from "../../src/component";
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import type { World, Entity } from "../../src/index";
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import { query } from "../../src/query";
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import { SUITS, RANKS, isBlackjack, type CardData } from "./game";
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// ── Component definitions ────────────────────────────
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// ── Card ─────────────────────────────────────────────
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/** Each card is its own entity. `order` tracks position within its collection. */
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export const Card = defineComponent("card", {
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rank: "A",
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@ -36,3 +40,164 @@ export const GamePhase = defineComponent("gamePhase", {
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phase: "betting" as Phase,
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message: "",
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});
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// ── Card helpers ─────────────────────────────────────
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export function createCardHelpers(world: World) {
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return {
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/** Create all 52 card entities with the InDeck tag. */
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buildDeck(): void {
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let order = 0;
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for (const suit of SUITS) {
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for (const rank of RANKS) {
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const e = world.spawn();
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world.add(e, Card, { rank, suit, order });
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world.add(e, InDeck);
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order++;
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}
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}
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},
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/** Shuffle the deck: collect all InDeck entities, shuffle, reassign order. */
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shuffleDeck(): void {
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const entities = [...world.query(query(Card, InDeck))];
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for (let i = entities.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[entities[i], entities[j]] = [entities[j], entities[i]];
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}
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for (let i = 0; i < entities.length; i++) {
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world.get(entities[i], Card).order = i;
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}
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},
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/** Draw the top card from the deck (highest order). Returns entity or null. */
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drawCard(): Entity | null {
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const cards = [...world.query(query(Card, InDeck))];
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if (cards.length === 0) return null;
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let top = cards[0];
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let topOrder = world.get(top, Card).order;
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for (let i = 1; i < cards.length; i++) {
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const o = world.get(cards[i], Card).order;
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if (o > topOrder) {
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top = cards[i];
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topOrder = o;
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}
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}
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world.remove(top, InDeck);
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return top;
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},
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/** Move a card entity to a hand tag, assigning the next order. */
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dealTo(cardEntity: Entity, tag: typeof InPlayerHand): void {
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const existing = [...world.query(query(Card, tag))];
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const nextOrder =
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existing.length === 0
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? 0
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: Math.max(...existing.map((e) => world.get(e, Card).order)) + 1;
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world.add(cardEntity, tag);
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world.get(cardEntity, Card).order = nextOrder;
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},
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/** Collect CardData from a hand tag, sorted by order. */
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getHand(tag: typeof InPlayerHand): CardData[] {
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return [...world.query(query(Card, tag))]
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.map((e) => {
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const c = world.get(e, Card);
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return { rank: c.rank, suit: c.suit, order: c.order };
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})
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.sort((a, b) => a.order - b.order)
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.map(({ rank, suit }) => ({ rank, suit }));
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},
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/** Remove all cards from a hand tag (destroy the card entities). */
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clearHand(tag: typeof InPlayerHand): void {
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for (const e of world.query(query(Card, tag))) {
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world.destroy(e);
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}
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},
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/** Count cards remaining in the deck. */
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deckCount(): number {
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return [...world.query(query(Card, InDeck))].length;
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},
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/** Deal initial 4 cards and start a round. */
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startRound(): void {
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const bet = world.getSingleton(Bet);
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const score = world.getSingleton(Score);
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score.chips -= bet.amount;
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if (this.deckCount() < 15) {
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const remaining = [...world.query(query(Card, InDeck))];
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for (const e of remaining) {
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world.remove(e, InDeck);
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}
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for (const e of remaining) {
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world.add(e, InDeck);
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}
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this.shuffleDeck();
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}
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this.clearHand(InPlayerHand);
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this.clearHand(InDealerHand);
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world.removeSingleton(HoleHidden);
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const c1 = this.drawCard();
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const c2 = this.drawCard();
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const c3 = this.drawCard();
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const c4 = this.drawCard();
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if (c1) this.dealTo(c1, InPlayerHand);
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if (c2) this.dealTo(c2, InDealerHand);
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if (c3) this.dealTo(c3, InPlayerHand);
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if (c4) this.dealTo(c4, InDealerHand);
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const playerCards = this.getHand(InPlayerHand);
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const dealerCards = this.getHand(InDealerHand);
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if (isBlackjack(playerCards)) {
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world.removeSingleton(HoleHidden);
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if (isBlackjack(dealerCards)) {
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score.chips += bet.amount;
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score.pushes++;
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world.setSingleton(GamePhase, {
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phase: "roundOver",
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message: "Both have Blackjack — Push! Press N for new round.",
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});
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} else {
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const winnings = payout(0, "blackjack", bet.amount);
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score.chips += bet.amount + winnings;
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score.wins++;
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world.setSingleton(GamePhase, {
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phase: "roundOver",
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message: "Blackjack! You win 3:2! Press N for new round.",
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});
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}
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} else {
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world.addSingleton(HoleHidden);
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world.setSingleton(GamePhase, {
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phase: "playerTurn",
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message: "Your turn — H to hit, S to stand.",
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});
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}
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},
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};
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}
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// ── Internal ─────────────────────────────────────────
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function payout(outcome: string, bet: number): number {
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switch (outcome) {
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case "blackjack":
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return Math.floor(bet * 1.5);
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case "win":
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return bet;
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case "push":
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return 0;
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case "lose":
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return -bet;
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default:
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return 0;
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}
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}
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@ -2,10 +2,11 @@
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//
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// Architecture:
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// Behaviour Tree (buildTree) — controls game flow:
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// root (repeat)
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// parallel
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// ├── dealerPlay (leaf) — generator loop, auto-plays dealer hand
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// └── repeat
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// └── seq (sequential)
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// ├── handleInput (leaf) — reads queued commands, mutates state
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// ├── dealerPlay (leaf) — auto-plays dealer hand on dealerTurn
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// ├── handleInput (leaf) — reads queued commands
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// └── render (leaf) — draws via blessed
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//
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// CommandQueue — processes input:
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@ -22,34 +23,28 @@
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// npx tsx examples/blackjack/main.ts
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import { World } from "../../src/index";
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import { query } from "../../src/query";
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import { buildTree } from "../../src/bt/index";
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import { CommandQueue } from "../../src/commands/index";
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import {
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Card,
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InDeck,
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InPlayerHand,
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InDealerHand,
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HoleHidden,
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Score,
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Bet,
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GamePhase,
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InDealerHand,
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createCardHelpers,
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} from "./components";
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import { Hit, Stand, NewRound, BetMore, BetLess } from "./commands";
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import {
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SUITS,
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RANKS,
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handValue,
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isBust,
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isBlackjack,
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dealerShouldHit,
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determineOutcome,
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payout,
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type CardData,
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} from "./game";
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registerCommands,
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resolveRound,
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Hit,
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Stand,
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NewRound,
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BetMore,
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BetLess,
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} from "./commands";
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import { dealerShouldHit } from "./game";
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import { createUI, render } from "./render";
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import { startInput, type Key } from "./input";
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@ -57,268 +52,40 @@ import { startInput, type Key } from "./input";
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// ── Setup ────────────────────────────────────────────
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const world = new World();
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// Singleton game state
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world.addSingleton(Score);
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world.addSingleton(Bet);
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world.addSingleton(GamePhase);
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// Create blessed UI
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const ui = createUI();
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// ── Card helpers (tag-based) ─────────────────────────
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/** Create all 52 card entities with the InDeck tag. */
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function buildDeck(): void {
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let order = 0;
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for (const suit of SUITS) {
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for (const rank of RANKS) {
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const e = world.spawn();
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world.add(e, Card, { rank, suit, order });
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world.add(e, InDeck);
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order++;
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}
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}
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}
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/** Shuffle the deck: collect all InDeck entities, shuffle, reassign order. */
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function shuffleDeck(): void {
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const entities = [...world.query(query(Card, InDeck))];
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// Fisher-Yates shuffle
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for (let i = entities.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[entities[i], entities[j]] = [entities[j], entities[i]];
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}
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// Reassign order to match shuffled position
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for (let i = 0; i < entities.length; i++) {
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world.get(entities[i], Card).order = i;
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}
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}
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/** Draw the top card from the deck (highest order). Returns entity or null. */
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function drawCard(): number | null {
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const cards = [...world.query(query(Card, InDeck))];
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if (cards.length === 0) return null;
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// Find the one with the highest order
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let top = cards[0];
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let topOrder = world.get(top, Card).order;
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for (let i = 1; i < cards.length; i++) {
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const o = world.get(cards[i], Card).order;
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if (o > topOrder) {
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top = cards[i];
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topOrder = o;
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}
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}
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world.remove(top, InDeck);
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return top;
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}
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/** Move a card entity to a hand tag, assigning the next order. */
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function dealTo(cardEntity: number, tag: typeof InPlayerHand): void {
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const existing = [...world.query(query(Card, tag))];
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const nextOrder =
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existing.length === 0
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? 0
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: Math.max(...existing.map((e) => world.get(e, Card).order)) + 1;
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world.add(cardEntity, tag);
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world.get(cardEntity, Card).order = nextOrder;
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}
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/** Collect CardData from a hand tag, sorted by order. */
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function getHand(tag: typeof InPlayerHand): CardData[] {
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return [...world.query(query(Card, tag))]
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.map((e) => {
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const c = world.get(e, Card);
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return { rank: c.rank, suit: c.suit, order: c.order };
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})
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.sort((a, b) => a.order - b.order)
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.map(({ rank, suit }) => ({ rank, suit }));
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}
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/** Remove all cards from a hand tag (destroy the card entities). */
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function clearHand(tag: typeof InPlayerHand): void {
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for (const e of world.query(query(Card, tag))) {
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world.destroy(e);
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}
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}
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/** Count cards remaining in the deck. */
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function deckCount(): number {
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return [...world.query(query(Card, InDeck))].length;
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}
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// ── Game flow ────────────────────────────────────────
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function dealInitial(): void {
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const c1 = drawCard();
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const c2 = drawCard();
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const c3 = drawCard();
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const c4 = drawCard();
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if (c1) dealTo(c1, InPlayerHand);
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if (c2) dealTo(c2, InDealerHand);
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if (c3) dealTo(c3, InPlayerHand);
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if (c4) dealTo(c4, InDealerHand);
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}
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function startRound(): void {
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const bet = world.getSingleton(Bet);
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const score = world.getSingleton(Score);
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// Deduct bet
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score.chips -= bet.amount;
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// Re-shuffle if deck is low
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if (deckCount() < 15) {
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// Move all remaining InDeck cards back, then shuffle
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const remaining = [...world.query(query(Card, InDeck))];
|
||||
for (const e of remaining) {
|
||||
world.remove(e, InDeck);
|
||||
}
|
||||
for (const e of remaining) {
|
||||
world.add(e, InDeck);
|
||||
}
|
||||
shuffleDeck();
|
||||
}
|
||||
|
||||
// Clear old hands
|
||||
clearHand(InPlayerHand);
|
||||
clearHand(InDealerHand);
|
||||
world.removeSingleton(HoleHidden);
|
||||
|
||||
dealInitial();
|
||||
|
||||
// Check for natural blackjack
|
||||
const playerCards = getHand(InPlayerHand);
|
||||
const dealerCards = getHand(InDealerHand);
|
||||
|
||||
if (isBlackjack(playerCards)) {
|
||||
world.removeSingleton(HoleHidden);
|
||||
|
||||
if (isBlackjack(dealerCards)) {
|
||||
score.chips += bet.amount;
|
||||
score.pushes++;
|
||||
world.setSingleton(GamePhase, {
|
||||
phase: "roundOver",
|
||||
message: "Both have Blackjack — Push! Press N for new round.",
|
||||
});
|
||||
} else {
|
||||
const winnings = payout("blackjack", bet.amount);
|
||||
score.chips += bet.amount + winnings;
|
||||
score.wins++;
|
||||
world.setSingleton(GamePhase, {
|
||||
phase: "roundOver",
|
||||
message: "Blackjack! You win 3:2! Press N for new round.",
|
||||
});
|
||||
}
|
||||
} else {
|
||||
world.addSingleton(HoleHidden);
|
||||
world.setSingleton(GamePhase, {
|
||||
phase: "playerTurn",
|
||||
message: "Your turn — H to hit, S to stand.",
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
function resolveRound(): void {
|
||||
const playerCards = getHand(InPlayerHand);
|
||||
const dealerCards = getHand(InDealerHand);
|
||||
const score = world.getSingleton(Score);
|
||||
const bet = world.getSingleton(Bet);
|
||||
|
||||
const outcome = determineOutcome(playerCards, dealerCards);
|
||||
const winnings = payout(outcome, bet.amount);
|
||||
|
||||
score.chips += bet.amount + winnings;
|
||||
|
||||
switch (outcome) {
|
||||
case "blackjack":
|
||||
case "win":
|
||||
score.wins++;
|
||||
break;
|
||||
case "lose":
|
||||
score.losses++;
|
||||
break;
|
||||
case "push":
|
||||
score.pushes++;
|
||||
break;
|
||||
}
|
||||
|
||||
const messages: Record<string, string> = {
|
||||
win: "You win!",
|
||||
lose: "Dealer wins.",
|
||||
push: "Push — tie!",
|
||||
blackjack: "Blackjack! You win 3:2!",
|
||||
};
|
||||
|
||||
world.setSingleton(GamePhase, {
|
||||
phase: "roundOver",
|
||||
message: `${messages[outcome]} Press N for new round.`,
|
||||
});
|
||||
}
|
||||
|
||||
// ── Command handlers ─────────────────────────────────
|
||||
const cards = createCardHelpers(world);
|
||||
const commands = new CommandQueue(world);
|
||||
|
||||
commands.handle(Hit, () => {
|
||||
const phase = world.getSingleton(GamePhase);
|
||||
if (phase.phase !== "playerTurn") return;
|
||||
|
||||
const cardEntity = drawCard();
|
||||
if (cardEntity) {
|
||||
dealTo(cardEntity, InPlayerHand);
|
||||
}
|
||||
|
||||
if (isBust(getHand(InPlayerHand))) {
|
||||
world.removeSingleton(HoleHidden);
|
||||
resolveRound();
|
||||
}
|
||||
});
|
||||
|
||||
commands.handle(Stand, () => {
|
||||
const phase = world.getSingleton(GamePhase);
|
||||
if (phase.phase !== "playerTurn") return;
|
||||
|
||||
world.removeSingleton(HoleHidden);
|
||||
world.setSingleton(GamePhase, {
|
||||
phase: "dealerTurn",
|
||||
message: "Dealer's turn...",
|
||||
});
|
||||
});
|
||||
|
||||
commands.handle(NewRound, () => {
|
||||
const phase = world.getSingleton(GamePhase);
|
||||
if (phase.phase !== "roundOver" && phase.phase !== "betting") return;
|
||||
|
||||
const score = world.getSingleton(Score);
|
||||
if (score.chips <= 0) {
|
||||
world.setSingleton(GamePhase, {
|
||||
phase: "roundOver",
|
||||
message: "You're out of chips! Restart the program to play again.",
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
startRound();
|
||||
});
|
||||
|
||||
commands.handle(BetMore, () => {
|
||||
const phase = world.getSingleton(GamePhase);
|
||||
if (phase.phase !== "betting" && phase.phase !== "roundOver") return;
|
||||
|
||||
const bet = world.getSingleton(Bet);
|
||||
const score = world.getSingleton(Score);
|
||||
bet.amount = Math.min(bet.amount + 10, score.chips);
|
||||
});
|
||||
|
||||
commands.handle(BetLess, () => {
|
||||
const phase = world.getSingleton(GamePhase);
|
||||
if (phase.phase !== "betting" && phase.phase !== "roundOver") return;
|
||||
|
||||
const bet = world.getSingleton(Bet);
|
||||
bet.amount = Math.max(bet.amount - 10, 10);
|
||||
});
|
||||
registerCommands(world, commands, cards);
|
||||
|
||||
// ── Behaviour Tree ───────────────────────────────────
|
||||
const runner = buildTree(world, {
|
||||
kind: "parallel",
|
||||
children: [
|
||||
{
|
||||
kind: "leaf",
|
||||
*run() {
|
||||
while (true) {
|
||||
const dt: number = yield;
|
||||
const phase = world.getSingleton(GamePhase);
|
||||
if (phase.phase !== "dealerTurn") continue;
|
||||
|
||||
if (dealerShouldHit(cards.getHand(InDealerHand))) {
|
||||
const cardEntity = cards.drawCard();
|
||||
if (cardEntity) {
|
||||
cards.dealTo(cardEntity, InDealerHand);
|
||||
}
|
||||
} else {
|
||||
resolveRound(world, cards);
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
{
|
||||
kind: "repeat",
|
||||
child: {
|
||||
kind: "sequential",
|
||||
|
|
@ -329,25 +96,6 @@ const runner = buildTree(world, {
|
|||
commands.execute();
|
||||
},
|
||||
},
|
||||
{
|
||||
kind: "leaf",
|
||||
*run() {
|
||||
while (true) {
|
||||
const dt: number = yield;
|
||||
const phase = world.getSingleton(GamePhase);
|
||||
if (phase.phase !== "dealerTurn") continue;
|
||||
|
||||
if (dealerShouldHit(getHand(InDealerHand))) {
|
||||
const cardEntity = drawCard();
|
||||
if (cardEntity) {
|
||||
dealTo(cardEntity, InDealerHand);
|
||||
}
|
||||
} else {
|
||||
resolveRound();
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
{
|
||||
kind: "leaf",
|
||||
run: () => {
|
||||
|
|
@ -356,6 +104,8 @@ const runner = buildTree(world, {
|
|||
},
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
// ── Input → Command mapping ──────────────────────────
|
||||
|
|
@ -381,8 +131,8 @@ world.setSingleton(GamePhase, {
|
|||
message: "Welcome to Blackjack! Press N to start.",
|
||||
});
|
||||
|
||||
buildDeck();
|
||||
shuffleDeck();
|
||||
cards.buildDeck();
|
||||
cards.shuffleDeck();
|
||||
runner.schedule((runner as any).root);
|
||||
|
||||
const TICK_MS = 16;
|
||||
|
|
|
|||
|
|
@ -1,4 +1,24 @@
|
|||
import { defineComponent } from "../../src/component";
|
||||
import type { World } from "../../src/index";
|
||||
import type { CommandQueue } from "../../src/commands/index";
|
||||
import {
|
||||
Board,
|
||||
Piece,
|
||||
Score,
|
||||
GameOver,
|
||||
Paused,
|
||||
TickTimer,
|
||||
createPieceHelpers,
|
||||
} from "./components";
|
||||
import {
|
||||
collides,
|
||||
lockPiece,
|
||||
clearLines,
|
||||
scoreForLines,
|
||||
tryRotate,
|
||||
} from "./game";
|
||||
|
||||
// ── Command definitions ──────────────────────────────
|
||||
|
||||
/** Move the active piece left. */
|
||||
export const MoveLeft = defineComponent("moveLeft", {});
|
||||
|
|
@ -20,3 +40,85 @@ export const TogglePause = defineComponent("togglePause", {});
|
|||
|
||||
/** Restart after game over. */
|
||||
export const Restart = defineComponent("restart", {});
|
||||
|
||||
// ── Command handlers ─────────────────────────────────
|
||||
|
||||
export function registerCommands(
|
||||
world: World,
|
||||
commands: CommandQueue,
|
||||
pieces: ReturnType<typeof createPieceHelpers>,
|
||||
): void {
|
||||
const hasActivePiece = () => world.hasSingleton(Piece);
|
||||
const isBlocked = () =>
|
||||
world.hasSingleton(GameOver) || world.hasSingleton(Paused);
|
||||
|
||||
commands.handle(MoveLeft, () => {
|
||||
if (!hasActivePiece() || isBlocked()) return;
|
||||
const piece = world.getSingleton(Piece);
|
||||
const board = world.getSingleton(Board);
|
||||
if (!collides(board.grid, piece.shape, piece.x - 1, piece.y)) {
|
||||
piece.x--;
|
||||
}
|
||||
});
|
||||
|
||||
commands.handle(MoveRight, () => {
|
||||
if (!hasActivePiece() || isBlocked()) return;
|
||||
const piece = world.getSingleton(Piece);
|
||||
const board = world.getSingleton(Board);
|
||||
if (!collides(board.grid, piece.shape, piece.x + 1, piece.y)) {
|
||||
piece.x++;
|
||||
}
|
||||
});
|
||||
|
||||
commands.handle(Rotate, () => {
|
||||
if (!hasActivePiece() || isBlocked()) return;
|
||||
const piece = world.getSingleton(Piece);
|
||||
const board = world.getSingleton(Board);
|
||||
const result = tryRotate(board.grid, piece.shape, piece.x, piece.y);
|
||||
if (result) {
|
||||
piece.shape = result.shape;
|
||||
piece.x = result.x;
|
||||
}
|
||||
});
|
||||
|
||||
commands.handle(SoftDrop, () => {
|
||||
if (!hasActivePiece() || isBlocked()) return;
|
||||
const piece = world.getSingleton(Piece);
|
||||
const board = world.getSingleton(Board);
|
||||
if (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
|
||||
piece.y++;
|
||||
}
|
||||
});
|
||||
|
||||
commands.handle(HardDrop, () => {
|
||||
if (!hasActivePiece() || isBlocked()) return;
|
||||
const piece = world.getSingleton(Piece);
|
||||
const board = world.getSingleton(Board);
|
||||
while (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
|
||||
piece.y++;
|
||||
}
|
||||
pieces.lockAndSpawn();
|
||||
});
|
||||
|
||||
commands.handle(TogglePause, () => {
|
||||
if (world.hasSingleton(GameOver)) return;
|
||||
if (world.hasSingleton(Paused)) {
|
||||
world.removeSingleton(Paused);
|
||||
} else {
|
||||
world.addSingleton(Paused);
|
||||
}
|
||||
});
|
||||
|
||||
commands.handle(Restart, () => {
|
||||
if (!world.hasSingleton(GameOver)) return;
|
||||
const board = world.getSingleton(Board);
|
||||
for (let r = 0; r < board.grid.length; r++) {
|
||||
board.grid[r].fill(0);
|
||||
}
|
||||
world.setSingleton(Score, { points: 0, lines: 0, level: 1 });
|
||||
world.setSingleton(TickTimer, { accumulator: 0, interval: 800 });
|
||||
world.removeSingleton(GameOver);
|
||||
if (world.hasSingleton(Piece)) world.removeSingleton(Piece);
|
||||
pieces.spawnPiece();
|
||||
});
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,16 @@
|
|||
import { defineComponent } from "../../src/component";
|
||||
import type { World } from "../../src/index";
|
||||
import {
|
||||
randomPiece,
|
||||
collides,
|
||||
lockPiece,
|
||||
clearLines,
|
||||
scoreForLines,
|
||||
BOARD_W,
|
||||
} from "./game";
|
||||
|
||||
// ── Component definitions ────────────────────────────
|
||||
|
||||
// ── Board ────────────────────────────────────────────
|
||||
/** The playfield grid (20 rows × 10 cols). 0 = empty, non-zero = color index. */
|
||||
export const Board = defineComponent("board", {
|
||||
grid: Array.from({ length: 20 }, () => new Uint8Array(10)) as Uint8Array[],
|
||||
|
|
@ -29,3 +39,45 @@ export const TickTimer = defineComponent("tickTimer", {
|
|||
accumulator: 0,
|
||||
interval: 800, // ms between gravity ticks
|
||||
});
|
||||
|
||||
// ── Piece helpers ────────────────────────────────────
|
||||
|
||||
export function createPieceHelpers(world: World) {
|
||||
return {
|
||||
spawnPiece(): void {
|
||||
const p = randomPiece();
|
||||
world.addSingleton(Piece, {
|
||||
shape: p.shape,
|
||||
color: p.color,
|
||||
x: Math.floor((BOARD_W - p.shape[0].length) / 2),
|
||||
y: 0,
|
||||
});
|
||||
},
|
||||
|
||||
lockAndSpawn(): void {
|
||||
const piece = world.getSingleton(Piece);
|
||||
const board = world.getSingleton(Board);
|
||||
|
||||
lockPiece(board.grid, piece.shape, piece.color, piece.x, piece.y);
|
||||
world.removeSingleton(Piece);
|
||||
|
||||
const cleared = clearLines(board.grid);
|
||||
if (cleared > 0) {
|
||||
const score = world.getSingleton(Score);
|
||||
score.lines += cleared;
|
||||
score.points += scoreForLines(cleared, score.level);
|
||||
score.level = Math.floor(score.lines / 10) + 1;
|
||||
const timer = world.getSingleton(TickTimer);
|
||||
timer.interval = Math.max(100, 800 - (score.level - 1) * 70);
|
||||
}
|
||||
|
||||
this.spawnPiece();
|
||||
|
||||
const newPiece = world.getSingleton(Piece);
|
||||
if (collides(board.grid, newPiece.shape, newPiece.x, newPiece.y)) {
|
||||
world.removeSingleton(Piece);
|
||||
world.addSingleton(GameOver);
|
||||
}
|
||||
},
|
||||
};
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,10 +2,11 @@
|
|||
//
|
||||
// Architecture:
|
||||
// Behaviour Tree (buildTree) — controls game flow:
|
||||
// root (repeat)
|
||||
// parallel
|
||||
// ├── gravityTick (leaf) — generator loop, auto-drop piece on timer
|
||||
// └── repeat
|
||||
// └── seq (sequential)
|
||||
// ├── handleInput (leaf) — reads queued commands, mutates state
|
||||
// ├── gravityTick (leaf) — auto-drop piece on timer
|
||||
// ├── handleInput (leaf) — reads queued commands
|
||||
// └── render (leaf) — draws via blessed
|
||||
//
|
||||
// CommandQueue — processes input:
|
||||
|
|
@ -22,9 +23,18 @@ import { World } from "../../src/index";
|
|||
import { buildTree } from "../../src/bt/index";
|
||||
import { CommandQueue } from "../../src/commands/index";
|
||||
|
||||
import { Board, Piece, Score, GameOver, Paused, TickTimer } from "./components";
|
||||
import {
|
||||
Board,
|
||||
Piece,
|
||||
Score,
|
||||
GameOver,
|
||||
Paused,
|
||||
TickTimer,
|
||||
createPieceHelpers,
|
||||
} from "./components";
|
||||
|
||||
import {
|
||||
registerCommands,
|
||||
MoveLeft,
|
||||
MoveRight,
|
||||
Rotate,
|
||||
|
|
@ -34,15 +44,7 @@ import {
|
|||
Restart,
|
||||
} from "./commands";
|
||||
|
||||
import {
|
||||
randomPiece,
|
||||
collides,
|
||||
lockPiece,
|
||||
clearLines,
|
||||
scoreForLines,
|
||||
tryRotate,
|
||||
BOARD_W,
|
||||
} from "./game";
|
||||
import { collides } from "./game";
|
||||
|
||||
import { createUI, render } from "./render";
|
||||
import { startInput, type Key } from "./input";
|
||||
|
|
@ -50,175 +52,21 @@ import { startInput, type Key } from "./input";
|
|||
// ── Setup ────────────────────────────────────────────
|
||||
const world = new World();
|
||||
|
||||
// Singleton game state — one entity holds all of these
|
||||
world.addSingleton(Board);
|
||||
world.addSingleton(Score);
|
||||
world.addSingleton(TickTimer);
|
||||
|
||||
// Create blessed UI
|
||||
const ui = createUI();
|
||||
|
||||
// Spawn the first piece
|
||||
spawnPiece();
|
||||
|
||||
// ── Command handlers ─────────────────────────────────
|
||||
const pieces = createPieceHelpers(world);
|
||||
const commands = new CommandQueue(world);
|
||||
|
||||
function spawnPiece(): void {
|
||||
const p = randomPiece();
|
||||
world.addSingleton(Piece, {
|
||||
shape: p.shape,
|
||||
color: p.color,
|
||||
x: Math.floor((BOARD_W - p.shape[0].length) / 2),
|
||||
y: 0,
|
||||
});
|
||||
}
|
||||
|
||||
function hasActivePiece(): boolean {
|
||||
return world.hasSingleton(Piece);
|
||||
}
|
||||
|
||||
// Move left
|
||||
commands.handle(MoveLeft, () => {
|
||||
if (
|
||||
!hasActivePiece() ||
|
||||
world.hasSingleton(GameOver) ||
|
||||
world.hasSingleton(Paused)
|
||||
)
|
||||
return;
|
||||
const piece = world.getSingleton(Piece);
|
||||
const board = world.getSingleton(Board);
|
||||
if (!collides(board.grid, piece.shape, piece.x - 1, piece.y)) {
|
||||
piece.x--;
|
||||
}
|
||||
});
|
||||
|
||||
// Move right
|
||||
commands.handle(MoveRight, () => {
|
||||
if (
|
||||
!hasActivePiece() ||
|
||||
world.hasSingleton(GameOver) ||
|
||||
world.hasSingleton(Paused)
|
||||
)
|
||||
return;
|
||||
const piece = world.getSingleton(Piece);
|
||||
const board = world.getSingleton(Board);
|
||||
if (!collides(board.grid, piece.shape, piece.x + 1, piece.y)) {
|
||||
piece.x++;
|
||||
}
|
||||
});
|
||||
|
||||
// Rotate
|
||||
commands.handle(Rotate, () => {
|
||||
if (
|
||||
!hasActivePiece() ||
|
||||
world.hasSingleton(GameOver) ||
|
||||
world.hasSingleton(Paused)
|
||||
)
|
||||
return;
|
||||
const piece = world.getSingleton(Piece);
|
||||
const board = world.getSingleton(Board);
|
||||
const result = tryRotate(board.grid, piece.shape, piece.x, piece.y);
|
||||
if (result) {
|
||||
piece.shape = result.shape;
|
||||
piece.x = result.x;
|
||||
}
|
||||
});
|
||||
|
||||
// Soft drop
|
||||
commands.handle(SoftDrop, () => {
|
||||
if (
|
||||
!hasActivePiece() ||
|
||||
world.hasSingleton(GameOver) ||
|
||||
world.hasSingleton(Paused)
|
||||
)
|
||||
return;
|
||||
const piece = world.getSingleton(Piece);
|
||||
const board = world.getSingleton(Board);
|
||||
if (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
|
||||
piece.y++;
|
||||
}
|
||||
});
|
||||
|
||||
// Hard drop
|
||||
commands.handle(HardDrop, () => {
|
||||
if (
|
||||
!hasActivePiece() ||
|
||||
world.hasSingleton(GameOver) ||
|
||||
world.hasSingleton(Paused)
|
||||
)
|
||||
return;
|
||||
const piece = world.getSingleton(Piece);
|
||||
const board = world.getSingleton(Board);
|
||||
while (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
|
||||
piece.y++;
|
||||
}
|
||||
lockAndSpawn();
|
||||
});
|
||||
|
||||
// Toggle pause
|
||||
commands.handle(TogglePause, () => {
|
||||
if (world.hasSingleton(GameOver)) return;
|
||||
if (world.hasSingleton(Paused)) {
|
||||
world.removeSingleton(Paused);
|
||||
} else {
|
||||
world.addSingleton(Paused);
|
||||
}
|
||||
});
|
||||
|
||||
// Restart
|
||||
commands.handle(Restart, () => {
|
||||
if (!world.hasSingleton(GameOver)) return;
|
||||
const board = world.getSingleton(Board);
|
||||
for (let r = 0; r < board.grid.length; r++) {
|
||||
board.grid[r].fill(0);
|
||||
}
|
||||
world.setSingleton(Score, { points: 0, lines: 0, level: 1 });
|
||||
world.setSingleton(TickTimer, { accumulator: 0, interval: 800 });
|
||||
world.removeSingleton(GameOver);
|
||||
if (world.hasSingleton(Piece)) world.removeSingleton(Piece);
|
||||
spawnPiece();
|
||||
});
|
||||
|
||||
// ── Lock piece & spawn next ──────────────────────────
|
||||
function lockAndSpawn(): void {
|
||||
const piece = world.getSingleton(Piece);
|
||||
const board = world.getSingleton(Board);
|
||||
|
||||
lockPiece(board.grid, piece.shape, piece.color, piece.x, piece.y);
|
||||
world.removeSingleton(Piece);
|
||||
|
||||
const cleared = clearLines(board.grid);
|
||||
if (cleared > 0) {
|
||||
const score = world.getSingleton(Score);
|
||||
score.lines += cleared;
|
||||
score.points += scoreForLines(cleared, score.level);
|
||||
score.level = Math.floor(score.lines / 10) + 1;
|
||||
const timer = world.getSingleton(TickTimer);
|
||||
timer.interval = Math.max(100, 800 - (score.level - 1) * 70);
|
||||
}
|
||||
|
||||
spawnPiece();
|
||||
|
||||
const newPiece = world.getSingleton(Piece);
|
||||
if (collides(board.grid, newPiece.shape, newPiece.x, newPiece.y)) {
|
||||
world.removeSingleton(Piece);
|
||||
world.addSingleton(GameOver);
|
||||
}
|
||||
}
|
||||
registerCommands(world, commands, pieces);
|
||||
pieces.spawnPiece();
|
||||
|
||||
// ── Behaviour Tree ───────────────────────────────────
|
||||
const runner = buildTree(world, {
|
||||
kind: "repeat",
|
||||
child: {
|
||||
kind: "sequential",
|
||||
kind: "parallel",
|
||||
children: [
|
||||
{
|
||||
kind: "leaf",
|
||||
run: () => {
|
||||
commands.execute();
|
||||
},
|
||||
},
|
||||
{
|
||||
kind: "leaf",
|
||||
*run() {
|
||||
|
|
@ -231,19 +79,30 @@ const runner = buildTree(world, {
|
|||
timer.accumulator += dt;
|
||||
if (timer.accumulator >= timer.interval) {
|
||||
timer.accumulator -= timer.interval;
|
||||
if (hasActivePiece()) {
|
||||
if (world.hasSingleton(Piece)) {
|
||||
const piece = world.getSingleton(Piece);
|
||||
const board = world.getSingleton(Board);
|
||||
if (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
|
||||
piece.y++;
|
||||
} else {
|
||||
lockAndSpawn();
|
||||
pieces.lockAndSpawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
{
|
||||
kind: "repeat",
|
||||
child: {
|
||||
kind: "sequential",
|
||||
children: [
|
||||
{
|
||||
kind: "leaf",
|
||||
run: () => {
|
||||
commands.execute();
|
||||
},
|
||||
},
|
||||
{
|
||||
kind: "leaf",
|
||||
run: () => {
|
||||
|
|
@ -252,6 +111,8 @@ const runner = buildTree(world, {
|
|||
},
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
// ── Input → Command mapping ──────────────────────────
|
||||
|
|
@ -281,7 +142,6 @@ const interval = setInterval(() => {
|
|||
runner.tick(TICK_MS);
|
||||
}, TICK_MS);
|
||||
|
||||
// Cleanup on exit
|
||||
process.on("SIGINT", () => {
|
||||
clearInterval(interval);
|
||||
ui.screen.destroy();
|
||||
|
|
|
|||
Loading…
Reference in New Issue