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