boardgame-core/src/samples/tic-tac-toe.ts

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import { GameContextInstance } from '../core/context';
import type { Command, CommandRunner, CommandRunnerContext } from '../utils/command';
import type { Part } from '../core/part';
import type { Region } from '../core/region';
import type { Context } from '../core/context';
import { parseCommandSchema } from '../utils/command/schema-parse';
export type TicTacToeState = Context & {
type: 'tic-tac-toe';
currentPlayer: 'X' | 'O';
winner: 'X' | 'O' | 'draw' | null;
moveCount: number;
};
type TurnResult = {
winner: 'X' | 'O' | 'draw' | null;
};
function getBoardRegion(host: GameContextInstance) {
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return host.regions.get('board');
}
function isCellOccupied(host: GameContextInstance, row: number, col: number): boolean {
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const board = getBoardRegion(host);
return board.value.children.some(
(child: { value: { position: number[] } }) => child.value.position[0] === row && child.value.position[1] === col
);
}
function checkWinner(host: GameContextInstance): 'X' | 'O' | 'draw' | null {
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const parts = Object.values(host.parts.collection.value).map((s: { value: Part }) => s.value);
const xPositions = parts.filter((_: Part, i: number) => i % 2 === 0).map((p: Part) => p.position);
const oPositions = parts.filter((_: Part, i: number) => i % 2 === 1).map((p: Part) => p.position);
if (hasWinningLine(xPositions)) return 'X';
if (hasWinningLine(oPositions)) return 'O';
return null;
}
function hasWinningLine(positions: number[][]): boolean {
const lines = [
[[0, 0], [0, 1], [0, 2]],
[[1, 0], [1, 1], [1, 2]],
[[2, 0], [2, 1], [2, 2]],
[[0, 0], [1, 0], [2, 0]],
[[0, 1], [1, 1], [2, 1]],
[[0, 2], [1, 2], [2, 2]],
[[0, 0], [1, 1], [2, 2]],
[[0, 2], [1, 1], [2, 0]],
];
return lines.some(line =>
line.every(([r, c]) =>
positions.some(([pr, pc]) => pr === r && pc === c)
)
);
}
function placePiece(host: GameContextInstance, row: number, col: number, moveCount: number) {
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const board = getBoardRegion(host);
const piece: Part = {
id: `piece-${moveCount}`,
sides: 1,
side: 0,
region: board,
position: [row, col],
};
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host.parts.add(piece);
board.value.children.push(host.parts.get(piece.id));
}
export function createSetupCommand(): CommandRunner<GameContextInstance, { winner: 'X' | 'O' | 'draw' | null }> {
return {
schema: parseCommandSchema('start'),
run: async function(this: CommandRunnerContext<GameContextInstance>) {
this.context.pushContext({
type: 'tic-tac-toe',
currentPlayer: 'X',
winner: null,
moveCount: 0,
} as TicTacToeState);
this.context.regions.add({
id: 'board',
axes: [
{ name: 'x', min: 0, max: 2 },
{ name: 'y', min: 0, max: 2 },
],
children: [],
} as Region);
let currentPlayer: 'X' | 'O' = 'X';
let turnResult: TurnResult | undefined;
while (true) {
const turnOutput = await this.run(`turn ${currentPlayer}`);
if (!turnOutput.success) throw new Error(turnOutput.error);
turnResult = turnOutput.result as TurnResult;
if (turnResult?.winner) break;
currentPlayer = currentPlayer === 'X' ? 'O' : 'X';
const state = this.context.latestContext<TicTacToeState>('tic-tac-toe')!;
state.value.currentPlayer = currentPlayer;
}
const state = this.context.latestContext<TicTacToeState>('tic-tac-toe')!;
state.value.winner = turnResult?.winner ?? null;
return { winner: state.value.winner };
},
};
}
export function createTurnCommand(): CommandRunner<GameContextInstance, TurnResult> {
return {
schema: parseCommandSchema('turn <player>'),
run: async function(this: CommandRunnerContext<GameContextInstance>, cmd: Command) {
while (true) {
const playCmd = await this.prompt('play <player> <row:number> <col:number>');
const row = Number(playCmd.params[1]);
const col = Number(playCmd.params[2]);
if (isNaN(row) || isNaN(col) || row < 0 || row > 2 || col < 0 || col > 2) continue;
if (isCellOccupied(this.context, row, col)) continue;
const state = this.context.latestContext<TicTacToeState>('tic-tac-toe')!;
if (state.value.winner) continue;
placePiece(this.context, row, col, state.value.moveCount);
state.value.moveCount++;
const winner = checkWinner(this.context);
if (winner) return { winner };
if (state.value.moveCount >= 9) return { winner: 'draw' as const };
}
},
};
}
export function registerTicTacToeCommands(game: GameContextInstance) {
game.registerCommand('start', createSetupCommand());
game.registerCommand('turn', createTurnCommand());
}
export function startTicTacToe(game: GameContextInstance) {
game.dispatchCommand('start');
}