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3 Commits
ef9abf03c6
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a97488e8d6
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a97488e8d6 | |
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@ -0,0 +1,147 @@
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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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/** Player stands (ends their turn). */
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export const Stand = defineComponent("stand", {});
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/** Start a new round. */
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export const NewRound = defineComponent("newRound", {});
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/** Increase the bet. */
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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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@ -0,0 +1,203 @@
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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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/** 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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suit: "♠",
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order: 0,
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});
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// ── Tag components — mark which collection a card belongs to ─
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export const InDeck = defineComponent("inDeck", {});
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export const InPlayerHand = defineComponent("inPlayerHand", {});
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export const InDealerHand = defineComponent("inDealerHand", {});
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// ── Dealer state ─────────────────────────────────────
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/** When present (as singleton), the dealer's hole card is hidden. */
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export const HoleHidden = defineComponent("holeHidden", {});
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// ── Score / state ────────────────────────────────────
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export const Score = defineComponent("score", {
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wins: 0,
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losses: 0,
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pushes: 0,
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chips: 100,
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});
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export const Bet = defineComponent("bet", {
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amount: 10,
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});
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/** Current phase of the game. */
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export type Phase = "betting" | "playerTurn" | "dealerTurn" | "roundOver";
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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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|
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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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@ -0,0 +1,104 @@
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// ── Blackjack game logic (pure functions, no ECS dependency) ──
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export const SUITS = ["♠", "♥", "♦", "♣"] as const;
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export const RANKS = [
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"A",
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"2",
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"3",
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"4",
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"5",
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"6",
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"7",
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"8",
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"9",
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"10",
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"J",
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"Q",
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"K",
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] as const;
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|
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export interface CardData {
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rank: string;
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suit: string;
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}
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|
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// ── Hand evaluation ──────────────────────────────────
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/** Numeric value of a single card rank. */
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export function rankValue(rank: string): number {
|
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if (rank === "A") return 11;
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|
if (rank === "K" || rank === "Q" || rank === "J") return 10;
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return parseInt(rank, 10);
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||||||
|
}
|
||||||
|
|
||||||
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/** Best total for a hand (aces count as 1 or 11). */
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export function handValue(cards: CardData[]): number {
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let total = 0;
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let aces = 0;
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for (const c of cards) {
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total += rankValue(c.rank);
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if (c.rank === "A") aces++;
|
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|
}
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|
while (total > 21 && aces > 0) {
|
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total -= 10;
|
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aces--;
|
||||||
|
}
|
||||||
|
return total;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function isBust(cards: CardData[]): boolean {
|
||||||
|
return handValue(cards) > 21;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function isBlackjack(cards: CardData[]): boolean {
|
||||||
|
return cards.length === 2 && handValue(cards) === 21;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function isSoft(cards: CardData[]): boolean {
|
||||||
|
let total = 0;
|
||||||
|
let aces = 0;
|
||||||
|
for (const c of cards) {
|
||||||
|
total += rankValue(c.rank);
|
||||||
|
if (c.rank === "A") aces++;
|
||||||
|
}
|
||||||
|
return aces > 0 && total <= 21;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Dealer logic ─────────────────────────────────────
|
||||||
|
/** Dealer must hit on soft 17 in this variant. */
|
||||||
|
export function dealerShouldHit(cards: CardData[]): boolean {
|
||||||
|
const val = handValue(cards);
|
||||||
|
if (val < 17) return true;
|
||||||
|
if (val === 17 && isSoft(cards)) return true;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Outcome ──────────────────────────────────────────
|
||||||
|
export type Outcome = "win" | "lose" | "push" | "blackjack";
|
||||||
|
|
||||||
|
export function determineOutcome(
|
||||||
|
playerCards: CardData[],
|
||||||
|
dealerCards: CardData[],
|
||||||
|
): Outcome {
|
||||||
|
if (isBust(playerCards)) return "lose";
|
||||||
|
if (isBust(dealerCards)) return "win";
|
||||||
|
if (isBlackjack(playerCards) && !isBlackjack(dealerCards)) return "blackjack";
|
||||||
|
const pv = handValue(playerCards);
|
||||||
|
const dv = handValue(dealerCards);
|
||||||
|
if (pv > dv) return "win";
|
||||||
|
if (pv < dv) return "lose";
|
||||||
|
return "push";
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Payout multiplier. Blackjack pays 3:2, win pays 1:1. */
|
||||||
|
export function payout(outcome: Outcome, bet: number): number {
|
||||||
|
switch (outcome) {
|
||||||
|
case "blackjack":
|
||||||
|
return Math.floor(bet * 1.5);
|
||||||
|
case "win":
|
||||||
|
return bet;
|
||||||
|
case "push":
|
||||||
|
return 0;
|
||||||
|
case "lose":
|
||||||
|
return -bet;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,27 @@
|
||||||
|
// ── Keyboard input via blessed ────────────────────────
|
||||||
|
import type blessed from "blessed";
|
||||||
|
|
||||||
|
export type Key =
|
||||||
|
| "h"
|
||||||
|
| "s"
|
||||||
|
| "n"
|
||||||
|
| "up"
|
||||||
|
| "down"
|
||||||
|
| "q";
|
||||||
|
|
||||||
|
/** Wire blessed screen key events to a callback. */
|
||||||
|
export function startInput(
|
||||||
|
screen: blessed.Widgets.Screen,
|
||||||
|
onKey: (key: Key) => void,
|
||||||
|
): void {
|
||||||
|
screen.key(
|
||||||
|
["h", "s", "n", "up", "down", "q", "C-c"],
|
||||||
|
(_ch, key) => {
|
||||||
|
if (key.name === "q" || key.name === "C-c") {
|
||||||
|
screen.destroy();
|
||||||
|
process.exit(0);
|
||||||
|
}
|
||||||
|
onKey(key.name as Key);
|
||||||
|
},
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,147 @@
|
||||||
|
// ── Blackjack: BT-driven game loop with command-based input ──
|
||||||
|
//
|
||||||
|
// Architecture:
|
||||||
|
// Behaviour Tree (buildTree) — controls game flow:
|
||||||
|
// parallel
|
||||||
|
// ├── dealerPlay (leaf) — generator loop, auto-plays dealer hand
|
||||||
|
// └── repeat
|
||||||
|
// └── seq (sequential)
|
||||||
|
// ├── handleInput (leaf) — reads queued commands
|
||||||
|
// └── render (leaf) — draws via blessed
|
||||||
|
//
|
||||||
|
// CommandQueue — processes input:
|
||||||
|
// Keyboard → spawn command entities → CommandQueue.execute()
|
||||||
|
// → handlers mutate game state
|
||||||
|
//
|
||||||
|
// Cards as entities with tag components:
|
||||||
|
// Each card is an entity with a Card component ({ rank, suit, order }).
|
||||||
|
// Tag components (InDeck, InPlayerHand, InDealerHand) mark which
|
||||||
|
// collection the card belongs to. Queries find cards by tag.
|
||||||
|
// Order is tracked via the `order` field on Card.
|
||||||
|
//
|
||||||
|
// Usage:
|
||||||
|
// npx tsx examples/blackjack/main.ts
|
||||||
|
|
||||||
|
import { World } from "../../src/index";
|
||||||
|
import { buildTree } from "../../src/bt/index";
|
||||||
|
import { CommandQueue } from "../../src/commands/index";
|
||||||
|
|
||||||
|
import {
|
||||||
|
Score,
|
||||||
|
Bet,
|
||||||
|
GamePhase,
|
||||||
|
InDealerHand,
|
||||||
|
createCardHelpers,
|
||||||
|
} from "./components";
|
||||||
|
|
||||||
|
import {
|
||||||
|
registerCommands,
|
||||||
|
resolveRound,
|
||||||
|
Hit,
|
||||||
|
Stand,
|
||||||
|
NewRound,
|
||||||
|
BetMore,
|
||||||
|
BetLess,
|
||||||
|
} from "./commands";
|
||||||
|
|
||||||
|
import { dealerShouldHit } from "./game";
|
||||||
|
|
||||||
|
import { createUI, render } from "./render";
|
||||||
|
import { startInput, type Key } from "./input";
|
||||||
|
|
||||||
|
// ── Setup ────────────────────────────────────────────
|
||||||
|
const world = new World();
|
||||||
|
|
||||||
|
world.addSingleton(Score);
|
||||||
|
world.addSingleton(Bet);
|
||||||
|
world.addSingleton(GamePhase);
|
||||||
|
|
||||||
|
const ui = createUI();
|
||||||
|
const cards = createCardHelpers(world);
|
||||||
|
const commands = new CommandQueue(world);
|
||||||
|
|
||||||
|
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",
|
||||||
|
children: [
|
||||||
|
{
|
||||||
|
kind: "leaf",
|
||||||
|
run: () => {
|
||||||
|
commands.execute();
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
kind: "leaf",
|
||||||
|
run: () => {
|
||||||
|
render(world, ui);
|
||||||
|
},
|
||||||
|
},
|
||||||
|
],
|
||||||
|
},
|
||||||
|
},
|
||||||
|
],
|
||||||
|
});
|
||||||
|
|
||||||
|
// ── Input → Command mapping ──────────────────────────
|
||||||
|
const keyToCommand: Partial<Record<Key, typeof Hit>> = {
|
||||||
|
h: Hit,
|
||||||
|
s: Stand,
|
||||||
|
n: NewRound,
|
||||||
|
up: BetMore,
|
||||||
|
down: BetLess,
|
||||||
|
};
|
||||||
|
|
||||||
|
startInput(ui.screen, (key) => {
|
||||||
|
const cmd = keyToCommand[key];
|
||||||
|
if (cmd) {
|
||||||
|
const cmdEntity = world.spawn();
|
||||||
|
world.add(cmdEntity, cmd);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// ── Game loop ────────────────────────────────────────
|
||||||
|
world.setSingleton(GamePhase, {
|
||||||
|
phase: "betting",
|
||||||
|
message: "Welcome to Blackjack! Press N to start.",
|
||||||
|
});
|
||||||
|
|
||||||
|
cards.buildDeck();
|
||||||
|
cards.shuffleDeck();
|
||||||
|
runner.schedule((runner as any).root);
|
||||||
|
|
||||||
|
const TICK_MS = 16;
|
||||||
|
const interval = setInterval(() => {
|
||||||
|
runner.tick(TICK_MS);
|
||||||
|
}, TICK_MS);
|
||||||
|
|
||||||
|
process.on("SIGINT", () => {
|
||||||
|
clearInterval(interval);
|
||||||
|
ui.screen.destroy();
|
||||||
|
process.exit(0);
|
||||||
|
});
|
||||||
|
|
@ -0,0 +1,173 @@
|
||||||
|
// ── Terminal rendering via blessed ────────────────────
|
||||||
|
import blessed from "blessed";
|
||||||
|
import type { World } from "../../src/index";
|
||||||
|
import { query } from "../../src/query";
|
||||||
|
import {
|
||||||
|
Card,
|
||||||
|
InPlayerHand,
|
||||||
|
InDealerHand,
|
||||||
|
HoleHidden,
|
||||||
|
Score,
|
||||||
|
Bet,
|
||||||
|
GamePhase,
|
||||||
|
} from "./components";
|
||||||
|
import { handValue, isBust, isBlackjack } from "./game";
|
||||||
|
|
||||||
|
const SUIT_SYMBOLS: Record<string, string> = {
|
||||||
|
"♠": "\x1b[37m♠\x1b[0m",
|
||||||
|
"♥": "\x1b[31m♥\x1b[0m",
|
||||||
|
"♦": "\x1b[31m♦\x1b[0m",
|
||||||
|
"♣": "\x1b[37m♣\x1b[0m",
|
||||||
|
};
|
||||||
|
|
||||||
|
export function createUI(): {
|
||||||
|
screen: blessed.Widgets.Screen;
|
||||||
|
dealerBox: blessed.Widgets.BoxElement;
|
||||||
|
playerBox: blessed.Widgets.BoxElement;
|
||||||
|
infoText: blessed.Widgets.TextElement;
|
||||||
|
controlsText: blessed.Widgets.TextElement;
|
||||||
|
} {
|
||||||
|
const screen = blessed.screen({
|
||||||
|
smartCSR: true,
|
||||||
|
title: "Blackjack",
|
||||||
|
});
|
||||||
|
|
||||||
|
const dealerBox = blessed.box({
|
||||||
|
parent: screen,
|
||||||
|
top: 2,
|
||||||
|
left: "center",
|
||||||
|
width: 50,
|
||||||
|
height: 8,
|
||||||
|
border: { type: "line" },
|
||||||
|
label: " Dealer ",
|
||||||
|
style: { border: { fg: "white" } },
|
||||||
|
});
|
||||||
|
|
||||||
|
const playerBox = blessed.box({
|
||||||
|
parent: screen,
|
||||||
|
top: 12,
|
||||||
|
left: "center",
|
||||||
|
width: 50,
|
||||||
|
height: 8,
|
||||||
|
border: { type: "line" },
|
||||||
|
label: " Player ",
|
||||||
|
style: { border: { fg: "white" } },
|
||||||
|
});
|
||||||
|
|
||||||
|
const infoText = blessed.text({
|
||||||
|
parent: screen,
|
||||||
|
top: 22,
|
||||||
|
left: "center",
|
||||||
|
width: 50,
|
||||||
|
height: 5,
|
||||||
|
style: { fg: "white" },
|
||||||
|
});
|
||||||
|
|
||||||
|
const controlsText = blessed.text({
|
||||||
|
parent: screen,
|
||||||
|
bottom: 0,
|
||||||
|
left: "center",
|
||||||
|
width: 60,
|
||||||
|
height: 1,
|
||||||
|
style: { fg: "gray" },
|
||||||
|
});
|
||||||
|
|
||||||
|
return { screen, dealerBox, playerBox, infoText, controlsText };
|
||||||
|
}
|
||||||
|
|
||||||
|
function formatCard(rank: string, suit: string): string {
|
||||||
|
return `${rank}${SUIT_SYMBOLS[suit] ?? suit}`;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Collect cards from a hand tag, sorted by order. */
|
||||||
|
function collectHand(
|
||||||
|
world: World,
|
||||||
|
tag: typeof InPlayerHand,
|
||||||
|
): { rank: string; suit: string }[] {
|
||||||
|
return [...world.query(query(Card, tag))]
|
||||||
|
.map((e) => {
|
||||||
|
const c = world.get(e, Card);
|
||||||
|
return { rank: c.rank, suit: c.suit, order: c.order };
|
||||||
|
})
|
||||||
|
.sort((a, b) => a.order - b.order)
|
||||||
|
.map(({ rank, suit }) => ({ rank, suit }));
|
||||||
|
}
|
||||||
|
|
||||||
|
function formatHand(
|
||||||
|
cards: { rank: string; suit: string }[],
|
||||||
|
hideHole: boolean,
|
||||||
|
): string {
|
||||||
|
if (cards.length === 0) return " (empty)";
|
||||||
|
|
||||||
|
const lines: string[] = [];
|
||||||
|
|
||||||
|
if (hideHole && cards.length >= 2) {
|
||||||
|
lines.push(` ${formatCard(cards[0].rank, cards[0].suit)} ██`);
|
||||||
|
lines.push(` Value: ${handValue([cards[0]])}`);
|
||||||
|
} else {
|
||||||
|
const cardStr = cards.map((c) => formatCard(c.rank, c.suit)).join(" ");
|
||||||
|
lines.push(` ${cardStr}`);
|
||||||
|
const val = handValue(cards);
|
||||||
|
const extra = isBlackjack(cards)
|
||||||
|
? " — BLACKJACK!"
|
||||||
|
: isBust(cards)
|
||||||
|
? " — BUST!"
|
||||||
|
: "";
|
||||||
|
lines.push(` Value: ${val}${extra}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
return lines.join("\n");
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Render the full game state into the blessed UI. */
|
||||||
|
export function render(world: World, ui: ReturnType<typeof createUI>): void {
|
||||||
|
const score = world.tryGetSingleton(Score);
|
||||||
|
const bet = world.tryGetSingleton(Bet);
|
||||||
|
const phase = world.tryGetSingleton(GamePhase);
|
||||||
|
const holeHidden = world.hasSingleton(HoleHidden);
|
||||||
|
|
||||||
|
// Dealer
|
||||||
|
const dealerCards = collectHand(world, InDealerHand);
|
||||||
|
ui.dealerBox.setContent(formatHand(dealerCards, holeHidden));
|
||||||
|
|
||||||
|
// Player
|
||||||
|
const playerCards = collectHand(world, InPlayerHand);
|
||||||
|
ui.playerBox.setContent(formatHand(playerCards, false));
|
||||||
|
|
||||||
|
// Info
|
||||||
|
let info = "";
|
||||||
|
if (score) {
|
||||||
|
info += `Chips: ${score.chips} Wins: ${score.wins} Losses: ${score.losses} Pushes: ${score.pushes}\n`;
|
||||||
|
}
|
||||||
|
if (bet) {
|
||||||
|
info += `Bet: ${bet.amount}\n`;
|
||||||
|
}
|
||||||
|
if (phase) {
|
||||||
|
info += `\n${phase.message}`;
|
||||||
|
}
|
||||||
|
ui.infoText.setContent(info);
|
||||||
|
|
||||||
|
// Dynamic controls based on phase
|
||||||
|
if (phase) {
|
||||||
|
switch (phase.phase) {
|
||||||
|
case "betting":
|
||||||
|
ui.controlsText.setContent(
|
||||||
|
"N : new round ↑↓ : adjust bet Q : quit",
|
||||||
|
);
|
||||||
|
break;
|
||||||
|
case "playerTurn":
|
||||||
|
ui.controlsText.setContent("H : hit S : stand Q : quit");
|
||||||
|
break;
|
||||||
|
case "dealerTurn":
|
||||||
|
ui.controlsText.setContent("Dealer is playing...");
|
||||||
|
break;
|
||||||
|
case "roundOver":
|
||||||
|
ui.controlsText.setContent(
|
||||||
|
"N : new round ↑↓ : adjust bet Q : quit",
|
||||||
|
);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ui.screen.render();
|
||||||
|
}
|
||||||
|
|
@ -1,4 +1,24 @@
|
||||||
import { defineComponent } from "../../src/component";
|
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. */
|
/** Move the active piece left. */
|
||||||
export const MoveLeft = defineComponent("moveLeft", {});
|
export const MoveLeft = defineComponent("moveLeft", {});
|
||||||
|
|
@ -20,3 +40,85 @@ export const TogglePause = defineComponent("togglePause", {});
|
||||||
|
|
||||||
/** Restart after game over. */
|
/** Restart after game over. */
|
||||||
export const Restart = defineComponent("restart", {});
|
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 { 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. */
|
/** The playfield grid (20 rows × 10 cols). 0 = empty, non-zero = color index. */
|
||||||
export const Board = defineComponent("board", {
|
export const Board = defineComponent("board", {
|
||||||
grid: Array.from({ length: 20 }, () => new Uint8Array(10)) as Uint8Array[],
|
grid: Array.from({ length: 20 }, () => new Uint8Array(10)) as Uint8Array[],
|
||||||
|
|
@ -29,3 +39,45 @@ export const TickTimer = defineComponent("tickTimer", {
|
||||||
accumulator: 0,
|
accumulator: 0,
|
||||||
interval: 800, // ms between gravity ticks
|
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:
|
// Architecture:
|
||||||
// Behaviour Tree (buildTree) — controls game flow:
|
// Behaviour Tree (buildTree) — controls game flow:
|
||||||
// root (repeat)
|
// parallel
|
||||||
|
// ├── gravityTick (leaf) — generator loop, auto-drop piece on timer
|
||||||
|
// └── repeat
|
||||||
// └── seq (sequential)
|
// └── seq (sequential)
|
||||||
// ├── handleInput (leaf) — reads queued commands, mutates state
|
// ├── handleInput (leaf) — reads queued commands
|
||||||
// ├── gravityTick (leaf) — auto-drop piece on timer
|
|
||||||
// └── render (leaf) — draws via blessed
|
// └── render (leaf) — draws via blessed
|
||||||
//
|
//
|
||||||
// CommandQueue — processes input:
|
// CommandQueue — processes input:
|
||||||
|
|
@ -22,9 +23,18 @@ import { World } from "../../src/index";
|
||||||
import { buildTree } from "../../src/bt/index";
|
import { buildTree } from "../../src/bt/index";
|
||||||
import { CommandQueue } from "../../src/commands/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 {
|
import {
|
||||||
|
registerCommands,
|
||||||
MoveLeft,
|
MoveLeft,
|
||||||
MoveRight,
|
MoveRight,
|
||||||
Rotate,
|
Rotate,
|
||||||
|
|
@ -34,15 +44,7 @@ import {
|
||||||
Restart,
|
Restart,
|
||||||
} from "./commands";
|
} from "./commands";
|
||||||
|
|
||||||
import {
|
import { collides } from "./game";
|
||||||
randomPiece,
|
|
||||||
collides,
|
|
||||||
lockPiece,
|
|
||||||
clearLines,
|
|
||||||
scoreForLines,
|
|
||||||
tryRotate,
|
|
||||||
BOARD_W,
|
|
||||||
} from "./game";
|
|
||||||
|
|
||||||
import { createUI, render } from "./render";
|
import { createUI, render } from "./render";
|
||||||
import { startInput, type Key } from "./input";
|
import { startInput, type Key } from "./input";
|
||||||
|
|
@ -50,175 +52,21 @@ import { startInput, type Key } from "./input";
|
||||||
// ── Setup ────────────────────────────────────────────
|
// ── Setup ────────────────────────────────────────────
|
||||||
const world = new World();
|
const world = new World();
|
||||||
|
|
||||||
// Singleton game state — one entity holds all of these
|
|
||||||
world.addSingleton(Board);
|
world.addSingleton(Board);
|
||||||
world.addSingleton(Score);
|
world.addSingleton(Score);
|
||||||
world.addSingleton(TickTimer);
|
world.addSingleton(TickTimer);
|
||||||
|
|
||||||
// Create blessed UI
|
|
||||||
const ui = createUI();
|
const ui = createUI();
|
||||||
|
const pieces = createPieceHelpers(world);
|
||||||
// Spawn the first piece
|
|
||||||
spawnPiece();
|
|
||||||
|
|
||||||
// ── Command handlers ─────────────────────────────────
|
|
||||||
const commands = new CommandQueue(world);
|
const commands = new CommandQueue(world);
|
||||||
|
|
||||||
function spawnPiece(): void {
|
registerCommands(world, commands, pieces);
|
||||||
const p = randomPiece();
|
pieces.spawnPiece();
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Behaviour Tree ───────────────────────────────────
|
// ── Behaviour Tree ───────────────────────────────────
|
||||||
const runner = buildTree(world, {
|
const runner = buildTree(world, {
|
||||||
kind: "repeat",
|
kind: "parallel",
|
||||||
child: {
|
|
||||||
kind: "sequential",
|
|
||||||
children: [
|
children: [
|
||||||
{
|
|
||||||
kind: "leaf",
|
|
||||||
run: () => {
|
|
||||||
commands.execute();
|
|
||||||
},
|
|
||||||
},
|
|
||||||
{
|
{
|
||||||
kind: "leaf",
|
kind: "leaf",
|
||||||
*run() {
|
*run() {
|
||||||
|
|
@ -231,19 +79,30 @@ const runner = buildTree(world, {
|
||||||
timer.accumulator += dt;
|
timer.accumulator += dt;
|
||||||
if (timer.accumulator >= timer.interval) {
|
if (timer.accumulator >= timer.interval) {
|
||||||
timer.accumulator -= timer.interval;
|
timer.accumulator -= timer.interval;
|
||||||
if (hasActivePiece()) {
|
if (world.hasSingleton(Piece)) {
|
||||||
const piece = world.getSingleton(Piece);
|
const piece = world.getSingleton(Piece);
|
||||||
const board = world.getSingleton(Board);
|
const board = world.getSingleton(Board);
|
||||||
if (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
|
if (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
|
||||||
piece.y++;
|
piece.y++;
|
||||||
} else {
|
} else {
|
||||||
lockAndSpawn();
|
pieces.lockAndSpawn();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
kind: "repeat",
|
||||||
|
child: {
|
||||||
|
kind: "sequential",
|
||||||
|
children: [
|
||||||
|
{
|
||||||
|
kind: "leaf",
|
||||||
|
run: () => {
|
||||||
|
commands.execute();
|
||||||
|
},
|
||||||
|
},
|
||||||
{
|
{
|
||||||
kind: "leaf",
|
kind: "leaf",
|
||||||
run: () => {
|
run: () => {
|
||||||
|
|
@ -252,6 +111,8 @@ const runner = buildTree(world, {
|
||||||
},
|
},
|
||||||
],
|
],
|
||||||
},
|
},
|
||||||
|
},
|
||||||
|
],
|
||||||
});
|
});
|
||||||
|
|
||||||
// ── Input → Command mapping ──────────────────────────
|
// ── Input → Command mapping ──────────────────────────
|
||||||
|
|
@ -281,7 +142,6 @@ const interval = setInterval(() => {
|
||||||
runner.tick(TICK_MS);
|
runner.tick(TICK_MS);
|
||||||
}, TICK_MS);
|
}, TICK_MS);
|
||||||
|
|
||||||
// Cleanup on exit
|
|
||||||
process.on("SIGINT", () => {
|
process.on("SIGINT", () => {
|
||||||
clearInterval(interval);
|
clearInterval(interval);
|
||||||
ui.screen.destroy();
|
ui.screen.destroy();
|
||||||
|
|
|
||||||
|
|
@ -52,8 +52,8 @@ function clearSubtree(world: World, entity: Entity): void {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
function childrenOf(world: World, parent: Entity): Entity[] {
|
function* childrenOf(world: World, parent: Entity): IterableIterator<Entity> {
|
||||||
return world.getRelatedTo(parent, ChildOf);
|
yield* world.getRelatedTo(parent, ChildOf);
|
||||||
}
|
}
|
||||||
|
|
||||||
function parentOf(world: World, child: Entity): Entity | null {
|
function parentOf(world: World, child: Entity): Entity | null {
|
||||||
|
|
@ -230,10 +230,9 @@ export class TaskRunner {
|
||||||
}
|
}
|
||||||
|
|
||||||
private _executeRandom(entity: Entity): void {
|
private _executeRandom(entity: Entity): void {
|
||||||
const children = childrenOf(this._world, entity);
|
// Single pass: check terminals and collect eligible children
|
||||||
|
const eligible: Entity[] = [];
|
||||||
// Check if any child already reached a terminal
|
for (const child of childrenOf(this._world, entity)) {
|
||||||
for (const child of children) {
|
|
||||||
if (isTerminal(this._world, child)) {
|
if (isTerminal(this._world, child)) {
|
||||||
const status = terminalStatus(this._world, child)!;
|
const status = terminalStatus(this._world, child)!;
|
||||||
this._finish(
|
this._finish(
|
||||||
|
|
@ -246,12 +245,13 @@ export class TaskRunner {
|
||||||
);
|
);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
if (
|
||||||
|
!this._world.has(child, Running) &&
|
||||||
|
!this._world.has(child, Scheduled)
|
||||||
|
) {
|
||||||
|
eligible.push(child);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Pick a random child that isn't already running
|
|
||||||
const eligible = children.filter(
|
|
||||||
(c) => !this._world.has(c, Running) && !this._world.has(c, Scheduled),
|
|
||||||
);
|
|
||||||
|
|
||||||
if (eligible.length > 0) {
|
if (eligible.length > 0) {
|
||||||
const pick = eligible[Math.floor(Math.random() * eligible.length)];
|
const pick = eligible[Math.floor(Math.random() * eligible.length)];
|
||||||
|
|
@ -261,7 +261,7 @@ export class TaskRunner {
|
||||||
}
|
}
|
||||||
|
|
||||||
private _executeRepeat(entity: Entity): void {
|
private _executeRepeat(entity: Entity): void {
|
||||||
const children = childrenOf(this._world, entity);
|
const children = [...childrenOf(this._world, entity)];
|
||||||
|
|
||||||
// Repeat expects exactly one child
|
// Repeat expects exactly one child
|
||||||
if (children.length === 0) return;
|
if (children.length === 0) return;
|
||||||
|
|
|
||||||
15
src/world.ts
15
src/world.ts
|
|
@ -388,17 +388,22 @@ export class World {
|
||||||
/**
|
/**
|
||||||
* Get all source entities that point to `target` via this relationship.
|
* Get all source entities that point to `target` via this relationship.
|
||||||
*/
|
*/
|
||||||
getRelatedTo(target: Entity, rel: RelationshipDef): Entity[] {
|
*getRelatedTo(
|
||||||
|
target: Entity,
|
||||||
|
rel: RelationshipDef,
|
||||||
|
): IterableIterator<Entity> {
|
||||||
const ti = entityIndex(target);
|
const ti = entityIndex(target);
|
||||||
if (!this._isAlive(ti, target)) return [];
|
if (!this._isAlive(ti, target)) return;
|
||||||
|
|
||||||
const rev = this._relReverse.get(rel._key);
|
const rev = this._relReverse.get(rel._key);
|
||||||
if (!rev) return [];
|
if (!rev) return;
|
||||||
|
|
||||||
const sources = rev.get(ti);
|
const sources = rev.get(ti);
|
||||||
if (!sources) return [];
|
if (!sources) return;
|
||||||
|
|
||||||
return [...sources].map((si) => makeEntity(si, this._generations[si]));
|
for (const si of sources) {
|
||||||
|
yield makeEntity(si, this._generations[si]);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
|
||||||
|
|
@ -55,7 +55,7 @@ describe("Relationships", () => {
|
||||||
world.relate(a, ChildOf, parent);
|
world.relate(a, ChildOf, parent);
|
||||||
world.relate(b, ChildOf, parent);
|
world.relate(b, ChildOf, parent);
|
||||||
|
|
||||||
const children = world.getRelatedTo(parent, ChildOf);
|
const children = [...world.getRelatedTo(parent, ChildOf)];
|
||||||
expect(children).toHaveLength(2);
|
expect(children).toHaveLength(2);
|
||||||
expect(children).toContain(a);
|
expect(children).toContain(a);
|
||||||
expect(children).toContain(b);
|
expect(children).toContain(b);
|
||||||
|
|
@ -63,7 +63,7 @@ describe("Relationships", () => {
|
||||||
|
|
||||||
it("getRelatedTo returns empty when no edges", () => {
|
it("getRelatedTo returns empty when no edges", () => {
|
||||||
const e = world.spawn();
|
const e = world.spawn();
|
||||||
expect(world.getRelatedTo(e, ChildOf)).toEqual([]);
|
expect([...world.getRelatedTo(e, ChildOf)]).toEqual([]);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("unrelate removes the relationship", () => {
|
it("unrelate removes the relationship", () => {
|
||||||
|
|
@ -74,7 +74,7 @@ describe("Relationships", () => {
|
||||||
world.unrelate(child, ChildOf);
|
world.unrelate(child, ChildOf);
|
||||||
|
|
||||||
expect(world.getRelated(child, ChildOf)).toBeUndefined();
|
expect(world.getRelated(child, ChildOf)).toBeUndefined();
|
||||||
expect(world.getRelatedTo(parent, ChildOf)).toEqual([]);
|
expect([...world.getRelatedTo(parent, ChildOf)]).toEqual([]);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("unrelate is idempotent", () => {
|
it("unrelate is idempotent", () => {
|
||||||
|
|
@ -89,13 +89,13 @@ describe("Relationships", () => {
|
||||||
|
|
||||||
world.relate(a, ChildOf, b);
|
world.relate(a, ChildOf, b);
|
||||||
expect(world.getRelated(a, ChildOf)).toBe(b);
|
expect(world.getRelated(a, ChildOf)).toBe(b);
|
||||||
expect(world.getRelatedTo(b, ChildOf)).toContain(a);
|
expect([...world.getRelatedTo(b, ChildOf)]).toContain(a);
|
||||||
|
|
||||||
world.relate(a, ChildOf, c);
|
world.relate(a, ChildOf, c);
|
||||||
expect(world.getRelated(a, ChildOf)).toBe(c);
|
expect(world.getRelated(a, ChildOf)).toBe(c);
|
||||||
// a should no longer point to b
|
// a should no longer point to b
|
||||||
expect(world.getRelatedTo(b, ChildOf)).toEqual([]);
|
expect([...world.getRelatedTo(b, ChildOf)]).toEqual([]);
|
||||||
expect(world.getRelatedTo(c, ChildOf)).toContain(a);
|
expect([...world.getRelatedTo(c, ChildOf)]).toContain(a);
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
@ -243,7 +243,7 @@ describe("Destroy cleanup", () => {
|
||||||
|
|
||||||
world.destroy(child);
|
world.destroy(child);
|
||||||
expect(world.getRelated(child, ChildOf)).toBeUndefined();
|
expect(world.getRelated(child, ChildOf)).toBeUndefined();
|
||||||
expect(world.getRelatedTo(parent, ChildOf)).toEqual([]);
|
expect([...world.getRelatedTo(parent, ChildOf)]).toEqual([]);
|
||||||
});
|
});
|
||||||
|
|
||||||
it("removes edges when target is destroyed", () => {
|
it("removes edges when target is destroyed", () => {
|
||||||
|
|
@ -252,7 +252,7 @@ describe("Destroy cleanup", () => {
|
||||||
world.relate(child, ChildOf, parent);
|
world.relate(child, ChildOf, parent);
|
||||||
|
|
||||||
world.destroy(parent);
|
world.destroy(parent);
|
||||||
expect(world.getRelatedTo(parent, ChildOf)).toEqual([]);
|
expect([...world.getRelatedTo(parent, ChildOf)]).toEqual([]);
|
||||||
expect(world.getRelated(child, ChildOf)).toBeUndefined();
|
expect(world.getRelated(child, ChildOf)).toBeUndefined();
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|
@ -376,6 +376,6 @@ describe("Dead entity safety", () => {
|
||||||
it("getRelatedTo returns empty for dead entity", () => {
|
it("getRelatedTo returns empty for dead entity", () => {
|
||||||
const e = world.spawn();
|
const e = world.spawn();
|
||||||
world.destroy(e);
|
world.destroy(e);
|
||||||
expect(world.getRelatedTo(e, ChildOf)).toEqual([]);
|
expect([...world.getRelatedTo(e, ChildOf)]).toEqual([]);
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue