feat: add Blackjack example

This commit is contained in:
2026-07-18 23:26:56 +08:00
parent b551a67915
commit 713d578179
24 changed files with 874 additions and 0 deletions
+58
View File
@@ -0,0 +1,58 @@
using MessagePack;
using OECS;
namespace Blackjack;
/// <summary>
/// Player hits: draws one card from the deck to the player's hand.
/// </summary>
[MessagePackObject]
public struct HitCommand : ICommand
{
public void Execute(World world)
{
ref var state = ref world.GetSingleton<GameState>();
if (state.Phase != GamePhase.PlayerTurn)
return;
DrawCard<PlayerHand>(world);
}
/// <summary>
/// Draws the top card from the deck and adds it to the given hand.
/// </summary>
internal static void DrawCard<THand>(World world)
where THand : struct
{
var singletonEntity = World.SingletonEntity;
var deckEntity = FindEntity<Deck>(world, singletonEntity);
var handEntity = FindEntity<THand>(world, singletonEntity);
if (deckEntity == Entity.Null || handEntity == Entity.Null)
return;
// Find a card still in the deck.
var cardsInDeck = world.GetSources<InDeck>(deckEntity);
if (cardsInDeck.Count == 0)
return;
var cardEntity = cardsInDeck.First();
// Remove from deck, add to hand.
world.RemoveComponent<InDeck>(cardEntity);
world.AddComponent(cardEntity, new Holds { Source = cardEntity, Target = handEntity });
}
internal static Entity FindEntity<T>(World world, Entity singletonEntity)
where T : struct
{
using var iter = world.Select<T>();
while (iter.MoveNext())
{
if (iter.CurrentEntity != singletonEntity)
return iter.CurrentEntity;
}
return Entity.Null;
}
}
@@ -0,0 +1,53 @@
using MessagePack;
using OECS;
namespace Blackjack;
/// <summary>
/// Starts a new round after the previous one ended.
/// </summary>
[MessagePackObject]
public struct NewRoundCommand : ICommand
{
public void Execute(World world)
{
ref var state = ref world.GetSingleton<GameState>();
if (state.Phase != GamePhase.RoundOver)
return;
// Clear hands from previous round.
var singletonEntity = World.SingletonEntity;
var handEntities = new List<Entity>();
using (var iter = world.Select<PlayerHand>())
{
while (iter.MoveNext())
{
if (iter.CurrentEntity != singletonEntity)
handEntities.Add(iter.CurrentEntity);
}
}
using (var iter = world.Select<DealerHand>())
{
while (iter.MoveNext())
{
if (iter.CurrentEntity != singletonEntity)
handEntities.Add(iter.CurrentEntity);
}
}
foreach (var hand in handEntities)
{
var cards = world.GetSources<Holds>(hand);
var deckEntity = HitCommand.FindEntity<Deck>(world, singletonEntity);
foreach (var card in cards)
{
world.RemoveComponent<Holds>(card);
world.AddComponent(card, new InDeck { Source = card, Target = deckEntity });
}
}
state.Phase = GamePhase.Betting;
state.Result = RoundResult.None;
world.MarkModified<GameState>(World.SingletonEntity);
}
}
@@ -0,0 +1,29 @@
using MessagePack;
using OECS;
namespace Blackjack;
/// <summary>
/// Places a bet and advances the game to the dealing phase.
/// </summary>
[MessagePackObject]
public struct PlaceBetCommand : ICommand
{
[Key(0)] public int Amount;
public void Execute(World world)
{
ref var state = ref world.GetSingleton<GameState>();
if (state.Phase != GamePhase.Betting)
return;
if (Amount < 1 || Amount > state.Chips)
return;
state.CurrentBet = Amount;
state.Chips -= Amount;
state.Phase = GamePhase.Dealing;
world.MarkModified<GameState>(World.SingletonEntity);
}
}
@@ -0,0 +1,22 @@
using MessagePack;
using OECS;
namespace Blackjack;
/// <summary>
/// Player stands: advance to the dealer's turn.
/// </summary>
[MessagePackObject]
public struct StandCommand : ICommand
{
public void Execute(World world)
{
ref var state = ref world.GetSingleton<GameState>();
if (state.Phase != GamePhase.PlayerTurn)
return;
state.Phase = GamePhase.DealerTurn;
world.MarkModified<GameState>(World.SingletonEntity);
}
}