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
This commit is contained in:
hypercross 2026-07-20 16:30:02 +08:00
parent 5594515a53
commit 7946f4bafd
80 changed files with 61 additions and 549 deletions

View File

@ -0,0 +1,17 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Library</OutputType>
<RootNamespace>Blackjack</RootNamespace>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\OECS\OECS.csproj" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OECS.SourceGen\OECS.SourceGen.csproj"
OutputItemType="Analyzer" ReferenceOutputAssembly="false" />
</ItemGroup>
</Project>

9
Directory.Build.props Normal file
View File

@ -0,0 +1,9 @@
<?xml version="1.0" encoding="utf-8"?>
<Project>
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<LangVersion>12</LangVersion>
</PropertyGroup>
</Project>

View File

@ -2,9 +2,6 @@
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<LangVersion>12</LangVersion>
<RootNamespace>OECS.SourceGen</RootNamespace>
<AssemblyName>OECS.SourceGen</AssemblyName>
<EnforceExtendedAnalyzerRules>true</EnforceExtendedAnalyzerRules>

View File

@ -1,9 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<RootNamespace>OECS.Tests</RootNamespace>
<IsPackable>false</IsPackable>
<IsTestProject>true</IsTestProject>
@ -20,11 +17,11 @@
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\OECS\OECS.csproj" />
<ProjectReference Include="..\OECS\OECS.csproj" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\OECS.SourceGen\OECS.SourceGen.csproj"
<ProjectReference Include="..\OECS.SourceGen\OECS.SourceGen.csproj"
OutputItemType="Analyzer" ReferenceOutputAssembly="false" />
</ItemGroup>

View File

@ -1,19 +1,16 @@

Microsoft Visual Studio Solution File, Format Version 12.00
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.0.31903.59
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OECS.SourceGen", "src\OECS.SourceGen\OECS.SourceGen.csproj", "{C3D4E5F6-A7B8-9012-CDEF-123456789012}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OECS", "OECS\OECS.csproj", "{A1B2C3D4-E5F6-7890-ABCD-EF1234567890}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OECS", "src\OECS\OECS.csproj", "{A1B2C3D4-E5F6-7890-ABCD-EF1234567890}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OECS.SourceGen", "OECS.SourceGen\OECS.SourceGen.csproj", "{C3D4E5F6-A7B8-9012-CDEF-123456789012}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OECS.Tests", "tests\OECS.Tests\OECS.Tests.csproj", "{B2C3D4E5-F6A7-8901-BCDE-F12345678901}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OECS.Tests", "OECS.Tests\OECS.Tests.csproj", "{B2C3D4E5-F6A7-8901-BCDE-F12345678901}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "examples", "examples", "{B36A84DF-456D-A817-6EDD-3EC3E7F6E11F}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Blackjack", "Blackjack\Blackjack.csproj", "{85631EDE-F984-4DA6-8EE9-0715AF1204E6}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Blackjack", "examples\Blackjack\Blackjack.csproj", "{85631EDE-F984-4DA6-8EE9-0715AF1204E6}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "src", "src", "{827E0CD3-B72D-47B6-A68D-7590B98EB39B}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TicTacToe", "TicTacToe\TicTacToe.csproj", "{D4E5F6A7-B8C9-0123-DEF4-567890ABCDEF}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@ -25,18 +22,6 @@ Global
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Debug|Any CPU.Build.0 = Debug|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Debug|x64.ActiveCfg = Debug|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Debug|x64.Build.0 = Debug|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Debug|x86.ActiveCfg = Debug|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Debug|x86.Build.0 = Debug|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Release|Any CPU.ActiveCfg = Release|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Release|Any CPU.Build.0 = Release|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Release|x64.ActiveCfg = Release|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Release|x64.Build.0 = Release|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Release|x86.ActiveCfg = Release|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Release|x86.Build.0 = Release|Any CPU
{A1B2C3D4-E5F6-7890-ABCD-EF1234567890}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{A1B2C3D4-E5F6-7890-ABCD-EF1234567890}.Debug|Any CPU.Build.0 = Debug|Any CPU
{A1B2C3D4-E5F6-7890-ABCD-EF1234567890}.Debug|x64.ActiveCfg = Debug|Any CPU
@ -49,6 +34,18 @@ Global
{A1B2C3D4-E5F6-7890-ABCD-EF1234567890}.Release|x64.Build.0 = Release|Any CPU
{A1B2C3D4-E5F6-7890-ABCD-EF1234567890}.Release|x86.ActiveCfg = Release|Any CPU
{A1B2C3D4-E5F6-7890-ABCD-EF1234567890}.Release|x86.Build.0 = Release|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Debug|Any CPU.Build.0 = Debug|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Debug|x64.ActiveCfg = Debug|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Debug|x64.Build.0 = Debug|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Debug|x86.ActiveCfg = Debug|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Debug|x86.Build.0 = Debug|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Release|Any CPU.ActiveCfg = Release|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Release|Any CPU.Build.0 = Release|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Release|x64.ActiveCfg = Release|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Release|x64.Build.0 = Release|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Release|x86.ActiveCfg = Release|Any CPU
{C3D4E5F6-A7B8-9012-CDEF-123456789012}.Release|x86.Build.0 = Release|Any CPU
{B2C3D4E5-F6A7-8901-BCDE-F12345678901}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{B2C3D4E5-F6A7-8901-BCDE-F12345678901}.Debug|Any CPU.Build.0 = Debug|Any CPU
{B2C3D4E5-F6A7-8901-BCDE-F12345678901}.Debug|x64.ActiveCfg = Debug|Any CPU
@ -73,12 +70,20 @@ Global
{85631EDE-F984-4DA6-8EE9-0715AF1204E6}.Release|x64.Build.0 = Release|Any CPU
{85631EDE-F984-4DA6-8EE9-0715AF1204E6}.Release|x86.ActiveCfg = Release|Any CPU
{85631EDE-F984-4DA6-8EE9-0715AF1204E6}.Release|x86.Build.0 = Release|Any CPU
{D4E5F6A7-B8C9-0123-DEF4-567890ABCDEF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{D4E5F6A7-B8C9-0123-DEF4-567890ABCDEF}.Debug|Any CPU.Build.0 = Debug|Any CPU
{D4E5F6A7-B8C9-0123-DEF4-567890ABCDEF}.Debug|x64.ActiveCfg = Debug|Any CPU
{D4E5F6A7-B8C9-0123-DEF4-567890ABCDEF}.Debug|x64.Build.0 = Debug|Any CPU
{D4E5F6A7-B8C9-0123-DEF4-567890ABCDEF}.Debug|x86.ActiveCfg = Debug|Any CPU
{D4E5F6A7-B8C9-0123-DEF4-567890ABCDEF}.Debug|x86.Build.0 = Debug|Any CPU
{D4E5F6A7-B8C9-0123-DEF4-567890ABCDEF}.Release|Any CPU.ActiveCfg = Release|Any CPU
{D4E5F6A7-B8C9-0123-DEF4-567890ABCDEF}.Release|Any CPU.Build.0 = Release|Any CPU
{D4E5F6A7-B8C9-0123-DEF4-567890ABCDEF}.Release|x64.ActiveCfg = Release|Any CPU
{D4E5F6A7-B8C9-0123-DEF4-567890ABCDEF}.Release|x64.Build.0 = Release|Any CPU
{D4E5F6A7-B8C9-0123-DEF4-567890ABCDEF}.Release|x86.ActiveCfg = Release|Any CPU
{D4E5F6A7-B8C9-0123-DEF4-567890ABCDEF}.Release|x86.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{C3D4E5F6-A7B8-9012-CDEF-123456789012} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
{85631EDE-F984-4DA6-8EE9-0715AF1204E6} = {B36A84DF-456D-A817-6EDD-3EC3E7F6E11F}
EndGlobalSection
EndGlobal

View File

@ -1,9 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<RootNamespace>OECS</RootNamespace>
<AssemblyName>OECS</AssemblyName>

View File

@ -1,19 +1,16 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<OutputType>Library</OutputType>
<RootNamespace>TicTacToe</RootNamespace>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\OECS\OECS.csproj" />
<ProjectReference Include="..\OECS\OECS.csproj" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\OECS.SourceGen\OECS.SourceGen.csproj"
<ProjectReference Include="..\OECS.SourceGen\OECS.SourceGen.csproj"
OutputItemType="Analyzer" ReferenceOutputAssembly="false" />
</ItemGroup>

View File

@ -1,20 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<RootNamespace>Blackjack</RootNamespace>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\OECS\OECS.csproj" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\OECS.SourceGen\OECS.SourceGen.csproj"
OutputItemType="Analyzer" ReferenceOutputAssembly="false" />
</ItemGroup>
</Project>

View File

@ -1,114 +0,0 @@
using OECS;
namespace Blackjack;
public static class Program
{
public static void Main()
{
var world = new World();
// ── Initialize game state ─────────────────────────────────────
// Use a seed based on current time, or a fixed seed for reproducibility.
uint seed = (uint)Environment.TickCount;
// Uncomment the next line for a deterministic game:
// seed = 12345u;
world.SetSingleton(new GameState
{
Phase = GamePhase.Betting,
Result = RoundResult.None,
Chips = 100,
CurrentBet = 0,
RoundNumber = 1,
Seed = seed
});
world.PostChanges();
// ── Wire up systems ───────────────────────────────────────────
var group = new SystemGroup(world);
group.Add(new DeckSetupSystem());
group.Add(new DealSystem());
group.Add(new PlayerBustCheckSystem());
group.Add(new DealerSystem());
group.Add(new RenderSystem());
// ── Game loop ─────────────────────────────────────────────────
group.RunLogical();
while (true)
{
var state = world.ReadSingleton<GameState>();
// Check for game over (out of chips).
if (state.Chips <= 0 && state.Phase == GamePhase.Betting)
{
Console.WriteLine();
Console.WriteLine(" You're out of chips! Game over.");
break;
}
switch (state.Phase)
{
case GamePhase.Betting:
var input = Console.ReadLine();
if (string.IsNullOrWhiteSpace(input))
continue;
if (input.Trim().ToLower() == "quit")
return;
if (int.TryParse(input.Trim(), out var bet))
{
world.Commands.Enqueue(new PlaceBetCommand { Amount = bet });
}
else
{
Console.WriteLine(" Invalid bet. Enter a number.");
continue;
}
break;
case GamePhase.PlayerTurn:
var choice = Console.ReadLine();
if (string.IsNullOrWhiteSpace(choice))
continue;
if (choice.Trim().ToLower() == "quit")
return;
switch (choice.Trim().ToLower())
{
case "h":
case "hit":
world.Commands.Enqueue(new HitCommand());
break;
case "s":
case "stand":
world.Commands.Enqueue(new StandCommand());
break;
default:
Console.WriteLine(" Invalid choice. Enter H or S.");
continue;
}
break;
case GamePhase.RoundOver:
Console.ReadLine();
ref var roundState = ref world.GetSingleton<GameState>();
roundState.RoundNumber++;
world.MarkModified<GameState>(World.SingletonEntity);
world.PostChanges();
world.Commands.Enqueue(new NewRoundCommand());
break;
default:
// Dealing, DealerTurn — systems handle these automatically.
break;
}
group.RunLogical();
}
}
}

View File

@ -1,148 +0,0 @@
using OECS;
namespace Blackjack;
/// <summary>
/// Renders the current game state to the console.
/// </summary>
public class RenderSystem : ISystem
{
public void Run(World world)
{
var state = world.ReadSingleton<GameState>();
Console.WriteLine();
Console.WriteLine(" Blackjack");
Console.WriteLine(" ═════════");
Console.WriteLine();
Console.WriteLine($" Chips: {state.Chips} | Round: {state.RoundNumber}");
Console.WriteLine();
// Show dealer's hand.
var dealerTotal = HandUtil.CalculateHand(world, DealerHandTag.Instance);
Console.Write(" Dealer: ");
if (state.Phase == GamePhase.PlayerTurn)
{
// Hide first card (hole card) during player's turn.
Console.Write("?? ");
PrintHand(world, DealerHandTag.Instance, skipFirst: true);
}
else
{
PrintHand(world, DealerHandTag.Instance);
Console.Write($" ({dealerTotal})");
}
Console.WriteLine();
// Show player's hand.
var playerTotal = HandUtil.CalculateHand(world, PlayerHandTag.Instance);
Console.Write(" Player: ");
PrintHand(world, PlayerHandTag.Instance);
Console.Write($" ({playerTotal})");
Console.WriteLine();
Console.WriteLine();
// Status line.
switch (state.Phase)
{
case GamePhase.Betting:
Console.Write($" Enter bet (1{state.Chips}): ");
break;
case GamePhase.PlayerTurn:
Console.Write(" [H]it or [S]tand: ");
break;
case GamePhase.RoundOver:
Console.WriteLine($" {ResultText(state.Result)}");
Console.WriteLine();
Console.Write(" Press Enter for next round...");
break;
default:
break;
}
}
private static void PrintHand(World world, DealerHand hand, bool skipFirst = false)
{
PrintHandImpl(world, hand, skipFirst);
}
private static void PrintHand(World world, PlayerHand hand)
{
PrintHandImpl(world, hand, skipFirst: false);
}
private static void PrintHandImpl<T>(World world, T handTag, bool skipFirst)
where T : struct
{
Entity handEntity = Entity.Null;
using (var iter = world.Select<T>())
{
while (iter.MoveNext())
{
if (iter.CurrentEntity != World.SingletonEntity)
{
handEntity = iter.CurrentEntity;
break;
}
}
}
if (handEntity == Entity.Null)
return;
var cards = world.GetSources<Holds>(handEntity);
var ordered = cards.OrderByDescending(c =>
{
var card = world.ReadComponent<Card>(c);
return (int)card.Rank;
}).ToList();
bool first = true;
foreach (var cardEntity in ordered)
{
if (skipFirst && first)
{
first = false;
continue;
}
first = false;
var card = world.ReadComponent<Card>(cardEntity);
Console.Write(CardToString(card));
Console.Write(" ");
}
}
private static string CardToString(Card card)
{
var suit = card.Suit switch
{
Suit.Hearts => "♥",
Suit.Diamonds => "♦",
Suit.Clubs => "♣",
Suit.Spades => "♠",
_ => "?"
};
var rank = card.Rank switch
{
Rank.Ace => "A",
Rank.Jack => "J",
Rank.Queen => "Q",
Rank.King => "K",
_ => ((int)card.Rank).ToString()
};
return $"{rank}{suit}";
}
private static string ResultText(RoundResult result) => result switch
{
RoundResult.PlayerBust => "You bust! Dealer wins.",
RoundResult.DealerBust => "Dealer busts! You win!",
RoundResult.PlayerWin => "You win!",
RoundResult.DealerWin => "Dealer wins.",
RoundResult.Push => "Push — it's a tie!",
RoundResult.Blackjack => "Blackjack!",
_ => ""
};
}

View File

@ -1,153 +0,0 @@
using OECS;
using R3;
namespace TicTacToe;
public static class Program
{
private static readonly string SavePath = Path.Combine(
AppContext.BaseDirectory, "save.bin");
public static void Main()
{
var world = new World();
var reactivityLog = new List<string>();
SetupReactivityLogging(world, reactivityLog);
// ── Try to load a saved game ──────────────────────────────────
bool loaded = false;
if (File.Exists(SavePath))
{
Console.Write("Saved game found. Load it? (y/n): ");
if (Console.ReadLine()?.Trim().ToLower() == "y")
{
using var stream = File.OpenRead(SavePath);
WorldSerializer.Load(world, stream);
loaded = true;
Console.WriteLine("Game loaded!");
Console.WriteLine();
}
}
// ── Load fresh board from CSV (if not loaded) ─────────────────
if (!loaded)
{
var csvPath = Path.Combine(AppContext.BaseDirectory, "Data", "board.csv");
CsvLoader.LoadCells(world, csvPath);
world.PostChanges();
world.SetSingleton(new GameState
{
CurrentPlayer = Player.X,
Status = GameStatus.Playing,
MoveCount = 0
});
world.PostChanges();
}
// ── Wire up systems ───────────────────────────────────────────
var group = new SystemGroup(world);
group.Add(new WinCheckSystem());
group.Add(new RenderSystem());
// ── Game loop ─────────────────────────────────────────────────
group.RunLogical();
PrintReactivityLog(reactivityLog);
while (true)
{
ref var state = ref world.GetSingleton<GameState>();
if (state.Status != GameStatus.Playing)
break;
var input = Console.ReadLine();
if (string.IsNullOrWhiteSpace(input))
continue;
// "save" command.
if (input.Trim().ToLower() == "save")
{
SaveGame(world);
Console.WriteLine(" Game saved.");
continue;
}
var parts = input.Trim().Split(' ', StringSplitOptions.RemoveEmptyEntries);
if (parts.Length != 2 ||
!int.TryParse(parts[0], out var row) ||
!int.TryParse(parts[1], out var col))
{
Console.WriteLine(" Invalid input. Try \"1 2\" or \"save\".");
continue;
}
if (row < 0 || row > 2 || col < 0 || col > 2)
{
Console.WriteLine(" Row and col must be 02.");
continue;
}
world.Commands.Enqueue(new PlaceMarkCommand { Row = row, Col = col });
group.RunLogical();
PrintReactivityLog(reactivityLog);
// Auto-save after every move.
SaveGame(world);
}
// ── Final state ───────────────────────────────────────────────
Console.WriteLine();
Console.WriteLine("=== Game over ===");
PrintReactivityLog(reactivityLog);
// Clean up save file on game over.
if (File.Exists(SavePath))
File.Delete(SavePath);
}
private static void SaveGame(World world)
{
using var stream = File.Create(SavePath);
WorldSerializer.Save(world, stream);
}
private static void SetupReactivityLogging(World world, List<string> log)
{
world.ObserveEntityChanges().Subscribe(change =>
{
if (change.ComponentType != null) return;
log.Add($"[react] {change}");
});
world.ObserveComponentChanges<Mark>().Subscribe(change =>
{
log.Add($"[react] {change}");
});
world.ObserveComponentChanges<GameState>().Subscribe(change =>
{
log.Add($"[react] {change}");
});
var markedQuery = world.Query().With<Cell>().With<Mark>().Build();
world.ObserveQuery(markedQuery).Subscribe(change =>
{
log.Add($"[react:query] {change}");
});
}
private static void PrintReactivityLog(List<string> log)
{
if (log.Count == 0) return;
Console.WriteLine("── reactivity log ──");
foreach (var entry in log)
Console.WriteLine(entry);
Console.WriteLine();
log.Clear();
}
}

View File

@ -1,61 +0,0 @@
using OECS;
namespace TicTacToe;
/// <summary>
/// Prints the board to the console.
/// </summary>
public class RenderSystem : ISystem
{
public void Run(World world)
{
var state = world.ReadSingleton<GameState>();
// Build a 3×3 grid.
var grid = new char[3, 3];
for (int r = 0; r < 3; r++)
for (int c = 0; c < 3; c++)
grid[r, c] = '.';
// Fill in placed marks using the iterator API.
using var markIter = world.Select<Cell, Mark>();
while (markIter.MoveNext())
{
grid[markIter.Current1.Row, markIter.Current1.Col] =
markIter.Current2.Player == Player.X ? 'X' : 'O';
}
Console.WriteLine();
Console.WriteLine(" Tic-Tac-Toe");
Console.WriteLine(" ═══════════");
Console.WriteLine();
Console.WriteLine(" 0 1 2");
Console.WriteLine(" ┌───┬───┬───┐");
for (int r = 0; r < 3; r++)
{
Console.Write($"{r} │");
for (int c = 0; c < 3; c++)
{
Console.Write($" {grid[r, c]} ");
if (c < 2) Console.Write("│");
}
Console.WriteLine("│");
if (r < 2) Console.WriteLine(" ├───┼───┼───┤");
}
Console.WriteLine(" └───┴───┴───┘");
Console.WriteLine();
// Status line.
var statusText = state.Status switch
{
GameStatus.Playing => $"{(state.CurrentPlayer == Player.X ? 'X' : 'O')}'s turn (move {state.MoveCount + 1})",
GameStatus.XWon => "X wins!",
GameStatus.OWon => "O wins!",
GameStatus.Draw => "It's a draw!",
_ => ""
};
Console.WriteLine($" {statusText}");
Console.WriteLine();
Console.Write(" Enter row col (e.g. \"1 2\"): ");
}
}

View File

@ -1,5 +0,0 @@
0 0
1 1
0 1
1 0
0 2

View File

@ -1,3 +0,0 @@
y
1 0
0 2

View File

@ -1,3 +0,0 @@
0 0
1 1
0 1