2026-04-04 18:29:33 +08:00
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import {
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createGameCommandRegistry, Part, createRegion, createPart, isCellOccupied as isCellOccupiedUtil,
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2026-04-04 20:57:58 +08:00
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IGameContext
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2026-04-04 18:29:33 +08:00
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} from '@/index';
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const BOARD_SIZE = 3;
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const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
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const WINNING_LINES: number[][][] = [
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[[0, 0], [0, 1], [0, 2]],
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[[1, 0], [1, 1], [1, 2]],
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[[2, 0], [2, 1], [2, 2]],
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[[0, 0], [1, 0], [2, 0]],
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[[0, 1], [1, 1], [2, 1]],
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[[0, 2], [1, 2], [2, 2]],
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[[0, 0], [1, 1], [2, 2]],
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[[0, 2], [1, 1], [2, 0]],
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];
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2026-04-02 15:20:34 +08:00
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export type PlayerType = 'X' | 'O';
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export type WinnerType = PlayerType | 'draw' | null;
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2026-04-03 15:00:25 +08:00
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type TicTacToePart = Part<{ player: PlayerType }>;
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export function createInitialState() {
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return {
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board: createRegion('board', [
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{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
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{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
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]),
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parts: {} as Record<string, TicTacToePart>,
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currentPlayer: 'X' as PlayerType,
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winner: null as WinnerType,
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turn: 0,
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};
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}
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export type TicTacToeState = ReturnType<typeof createInitialState>;
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export type TicTacToeGame = IGameContext<TicTacToeState>;
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export const registry = createGameCommandRegistry<TicTacToeState>();
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async function setup(game: TicTacToeGame) {
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while (true) {
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const currentPlayer = game.value.currentPlayer;
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const turnNumber = game.value.turn + 1;
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const turnOutput = await turnCommand(game, currentPlayer, turnNumber);
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if (!turnOutput.success) throw new Error(turnOutput.error);
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game.produce(state => {
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state.winner = turnOutput.result.winner;
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if (!state.winner) {
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state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
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state.turn = turnNumber;
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}
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});
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if (game.value.winner) break;
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}
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return game.value;
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}
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registry.register('setup', setup);
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async function turn(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) {
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const {player, row, col} = await game.prompt(
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'play <player> <row:number> <col:number>',
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(command) => {
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const [player, row, col] = command.params as [PlayerType, number, number];
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if (player !== turnPlayer) {
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throw new Error(`Invalid player: ${player}. Expected ${turnPlayer}.`);
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} else if (!isValidMove(row, col)) {
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throw new Error(`Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`);
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} else if (isCellOccupied(game, row, col)) {
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throw new Error(`Cell (${row}, ${col}) is already occupied.`);
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} else {
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return { player, row, col };
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}
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},
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game.value.currentPlayer
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);
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placePiece(game, row, col, turnPlayer);
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const winner = checkWinner(game);
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if (winner) return { winner };
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if (turnNumber >= MAX_TURNS) return { winner: 'draw' as WinnerType };
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return { winner: null };
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}
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const turnCommand = registry.register('turn <player:string> <turnNumber:int>', turn);
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function isValidMove(row: number, col: number): boolean {
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return !isNaN(row) && !isNaN(col) && row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE;
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}
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export function isCellOccupied(host: TicTacToeGame, row: number, col: number): boolean {
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return isCellOccupiedUtil(host.value.parts, 'board', [row, col]);
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}
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export function hasWinningLine(positions: number[][]): boolean {
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return WINNING_LINES.some(line =>
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line.every(([r, c]) =>
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positions.some(([pr, pc]) => pr === r && pc === c)
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)
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);
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}
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export function checkWinner(host: TicTacToeGame): WinnerType {
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const parts = host.value.parts;
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const partsArray = Object.values(parts);
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const xPositions = partsArray.filter((p: TicTacToePart) => p.player === 'X').map((p: TicTacToePart) => p.position);
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const oPositions = partsArray.filter((p: TicTacToePart) => p.player === 'O').map((p: TicTacToePart) => p.position);
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if (hasWinningLine(xPositions)) return 'X';
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if (hasWinningLine(oPositions)) return 'O';
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if (partsArray.length >= MAX_TURNS) return 'draw';
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return null;
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}
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export function placePiece(host: TicTacToeGame, row: number, col: number, player: PlayerType) {
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const board = host.value.board;
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const moveNumber = Object.keys(host.value.parts).length + 1;
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const piece = createPart<{ player: PlayerType }>(
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{ regionId: 'board', position: [row, col], player },
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`piece-${player}-${moveNumber}`
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);
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host.produce(state => {
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state.parts[piece.id] = piece;
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board.childIds.push(piece.id);
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board.partMap[`${row},${col}`] = piece.id;
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});
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}
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