refactor: reorganize project structure and move examples
- Move examples (Blackjack, TicTacToe) to the root directory - Convert example projects from Console applications to Libraries - Add Directory.Build.props for shared build settings - Update solution file and project references to reflect new paths
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using MessagePack;
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using OECS;
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namespace TicTacToe;
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/// <summary>
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/// Places the current player's mark on the cell at (Row, Col).
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/// Validates that the cell is empty and the game is still playing.
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/// </summary>
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[MessagePackObject]
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public struct PlaceMarkCommand : ICommand
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{
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[Key(0)] public int Row;
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[Key(1)] public int Col;
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public void Execute(World world)
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{
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ref var state = ref world.GetSingleton<GameState>();
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if (state.Status != GameStatus.Playing)
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return;
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// Find the cell entity at (Row, Col) that has no Mark.
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// Use the iterator API with early-exit via break.
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var query = world.Query().With<Cell>().Without<Mark>().Build();
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Entity? target = null;
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using var iter = world.Select<Cell>(query);
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while (iter.MoveNext())
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{
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if (iter.Current1.Row == Row && iter.Current1.Col == Col)
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{
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target = iter.CurrentEntity;
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break;
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}
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}
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if (target == null)
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return; // Cell already occupied or invalid position.
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// Place the mark. ComponentAdded is sufficient — MarkModified
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// is only needed when mutating an existing component via GetComponent<T>.
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world.AddComponent(target.Value, new Mark { Player = state.CurrentPlayer });
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// Advance turn.
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state.MoveCount++;
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state.CurrentPlayer = state.CurrentPlayer == Player.X ? Player.O : Player.X;
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world.MarkModified<GameState>(World.SingletonEntity);
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}
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}
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