boardgame-core/docs/game-module.md

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2026-04-04 13:20:34 +08:00
# 编写 GameModule
GameModule 是定义游戏逻辑的模块,包含状态定义和命令注册。
## GameModule 结构
一个 GameModule 必须导出两个东西:
```ts
import { createGameCommandRegistry, createRegion } from 'boardgame-core';
// 1. 定义游戏状态
export function createInitialState() {
return {
board: createRegion('board', [
{ name: 'x', min: 0, max: 2 },
{ name: 'y', min: 0, max: 2 },
]),
parts: {} as Record<string, Part>,
currentPlayer: 'X' as PlayerType,
winner: null as WinnerType,
turn: 0,
};
}
// 2. 创建命令注册表并注册命令
const registration = createGameCommandRegistry<ReturnType<typeof createInitialState>>();
export const registry = registration.registry;
// 注册命令
registration.add('setup', async function () {
// ... 命令逻辑
});
registration.add('play <player> <row:number> <col:number>', async function (cmd) {
// ... 命令逻辑
});
```
也可以使用 `createGameModule` 辅助函数:
```ts
import { createGameModule, createGameCommandRegistry, createRegion } from 'boardgame-core';
export const gameModule = createGameModule({
registry: registration.registry,
createInitialState,
});
```
## 定义游戏状态
游戏状态是一个普通对象,通过 `createInitialState()` 工厂函数创建。建议使用 `ReturnType` 推导类型:
```ts
export function createInitialState() {
return {
board: createRegion('board', [
{ name: 'x', min: 0, max: 2 },
{ name: 'y', min: 0, max: 2 },
]),
parts: {} as Record<string, TicTacToePart>,
currentPlayer: 'X' as PlayerType,
winner: null as WinnerType,
turn: 0,
};
}
export type GameState = ReturnType<typeof createInitialState>;
```
状态通常包含:
- **Region**:用 `createRegion()` 创建的空间区域
- **parts**`Record<string, Part>` 游戏棋子集合
- 游戏特有的字段:当前玩家、分数、回合数等
## 注册命令
使用 `registration.add()` 注册命令。Schema 字符串定义了命令格式:
```ts
registration.add('play <player> <row:number> <col:number>', async function (cmd) {
const [player, row, col] = cmd.params as [PlayerType, number, number];
// this.context 是 MutableSignal<GameState>
this.context.produce(state => {
state.parts[piece.id] = piece;
});
return { winner: null };
});
```
### Schema 语法
| 语法 | 含义 |
|---|---|
| `name` | 命令名 |
| `<param>` | 必填参数(字符串) |
| `<param:number>` | 必填参数(自动转为数字) |
| `[--flag]` | 可选标志 |
| `[-x:number]` | 可选选项(带类型) |
### 命令处理器中的 this
命令处理器中的 `this``CommandRunnerContext<MutableSignal<TState>>`
```ts
registration.add('myCommand <arg>', async function (cmd) {
// 读取状态
const state = this.context.value;
// 修改状态
this.context.produce(draft => {
draft.currentPlayer = 'O';
});
// 提示玩家输入
const result = await this.prompt(
'confirm <action>',
(command) => {
// 验证函数:返回 null 表示有效,返回 string 表示错误信息
return null;
},
this.context.value.currentPlayer // currentPlayer 参数可选
);
// 调用子命令
const subResult = await this.run<{ score: number }>(`score ${player}`);
if (subResult.success) {
console.log(subResult.result.score);
}
// 返回命令结果
return { success: true };
});
```
## 使用 prompt 等待玩家输入
`this.prompt()` 是处理玩家输入的核心方法。它会暂停命令执行,等待外部通过 `host.onInput()` 提交输入:
```ts
registration.add('turn <player> <turn:number>', async function (cmd) {
const [turnPlayer, turnNumber] = cmd.params as [PlayerType, number];
// 等待玩家输入
const playCmd = await this.prompt(
'play <player> <row:number> <col:number>', // 期望的输入格式
(command) => {
const [player, row, col] = command.params as [PlayerType, number, number];
// 验证逻辑
if (player !== turnPlayer) {
return `Invalid player: ${player}`;
}
if (row < 0 || row > 2 || col < 0 || col > 2) {
return `Invalid position: (${row}, ${col})`;
}
if (isCellOccupied(this.context, row, col)) {
return `Cell (${row}, ${col}) is already occupied`;
}
return null; // 验证通过
},
this.context.value.currentPlayer // 可选:标记当前等待的玩家
);
// 验证通过后playCmd 是已解析的命令对象
const [player, row, col] = playCmd.params as [PlayerType, number, number];
// 执行放置
placePiece(this.context, row, col, player);
return { winner: checkWinner(this.context) };
});
```
验证函数返回 `null` 表示输入有效,返回 `string` 表示错误信息。
## 使用 setup 命令驱动游戏循环
`setup` 命令通常作为游戏的入口点,负责驱动整个游戏循环:
```ts
registration.add('setup', async function () {
const { context } = this;
while (true) {
const currentPlayer = context.value.currentPlayer;
const turnNumber = context.value.turn + 1;
// 运行回合命令
const turnOutput = await this.run<{ winner: WinnerType }>(
`turn ${currentPlayer} ${turnNumber}`
);
if (!turnOutput.success) throw new Error(turnOutput.error);
// 更新状态
context.produce(state => {
state.winner = turnOutput.result.winner;
if (!state.winner) {
state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
state.turn = turnNumber;
}
});
// 游戏结束条件
if (context.value.winner) break;
}
return context.value;
});
```
## 使用 Part 和 Region
### 创建和放置 Part
```ts
import { createPart, createRegion, moveToRegion } from 'boardgame-core';
// 创建区域
const board = createRegion('board', [
{ name: 'row', min: 0, max: 2 },
{ name: 'col', min: 0, max: 2 },
]);
// 创建棋子
const piece = createPart<{ owner: string }>(
{ regionId: 'board', position: [1, 1], owner: 'white' },
'piece-1'
);
// 放入状态
state.produce(draft => {
draft.parts[piece.id] = piece;
draft.board.childIds.push(piece.id);
draft.board.partMap['1,1'] = piece.id;
});
```
### 创建 Part 池
```ts
import { createPartPool } from 'boardgame-core';
// 从池中抽取
const pool = createPartPool<{ type: string }>(
{ regionId: 'supply', type: 'kitten' },
10,
'kitten'
);
const piece = pool.draw(); // 取出一个
pool.return(piece); // 放回
pool.remaining(); // 剩余数量
```
### 区域操作
```ts
import { applyAlign, shuffle, moveToRegion, isCellOccupied } from 'boardgame-core';
// 检查格子是否被占用
if (isCellOccupied(state.parts, 'board', [1, 1])) { ... }
// 对齐排列(紧凑排列)
applyAlign(handRegion, state.parts);
// 打乱位置
shuffle(deckRegion, state.parts, rng);
// 移动到其他区域
moveToRegion(piece, sourceRegion, targetRegion, [0, 0]);
```
## 使用 RNG
```ts
import { createRNG } from 'boardgame-core';
const rng = createRNG(12345); // 种子
rng.nextInt(6); // 0-5
rng.next(); // [0, 1)
```
## 完整示例:井字棋
参考 [`src/samples/tic-tac-toe.ts`](../src/samples/tic-tac-toe.ts),包含:
- 2D 棋盘区域
- 玩家轮流输入
- 胜负判定
- 完整的游戏循环