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

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import { GameContextInstance } from '../core/context';
import type { GameContextLike, RuleContext } from '../core/rule';
import { createRule, type InvokeYield, type RuleYield } from '../core/rule';
import type { Command } from '../utils/command';
import type { Part } from '../core/part';
import type { Region } from '../core/region';
import type { Context } from '../core/context';
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(game: GameContextLike) {
return game.regions.get('board');
}
function isCellOccupied(game: GameContextLike, row: number, col: number): boolean {
const board = getBoardRegion(game);
return board.value.children.some(
(child: { value: { position: number[] } }) => child.value.position[0] === row && child.value.position[1] === col
);
}
function checkWinner(game: GameContextLike): 'X' | 'O' | 'draw' | null {
const parts = Object.values(game.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(game: GameContextLike, row: number, col: number, moveCount: number) {
const board = getBoardRegion(game);
const piece: Part = {
id: `piece-${moveCount}`,
sides: 1,
side: 0,
region: board,
position: [row, col],
};
game.parts.add(piece);
board.value.children.push(game.parts.get(piece.id));
}
const playSchema = 'play <player> <row:number> <col:number>';
export function createSetupRule() {
return createRule('start', function*() {
this.pushContext({
type: 'tic-tac-toe',
currentPlayer: 'X',
winner: null,
moveCount: 0,
} as TicTacToeState);
this.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 yieldValue: InvokeYield = {
type: 'invoke',
rule: 'turn',
command: { name: 'turn', params: [currentPlayer], flags: {}, options: {} } as Command,
};
const ctx = yield yieldValue as RuleYield;
turnResult = (ctx as RuleContext<TurnResult>).resolution;
if (turnResult?.winner) break;
currentPlayer = currentPlayer === 'X' ? 'O' : 'X';
const state = this.latestContext<TicTacToeState>('tic-tac-toe')!;
state.value.currentPlayer = currentPlayer;
}
const state = this.latestContext<TicTacToeState>('tic-tac-toe')!;
state.value.winner = turnResult?.winner ?? null;
return { winner: state.value.winner };
});
}
export function createTurnRule() {
return createRule('turn <player>', function*(cmd) {
while (true) {
const received = yield playSchema;
if ('resolution' in received) continue;
const playCmd = received as Command;
if (playCmd.name !== 'play') continue;
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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, row, col)) continue;
const state = this.latestContext<TicTacToeState>('tic-tac-toe')!;
if (state.value.winner) continue;
placePiece(this, row, col, state.value.moveCount);
state.value.moveCount++;
const winner = checkWinner(this);
if (winner) return { winner };
if (state.value.moveCount >= 9) return { winner: 'draw' as const };
}
});
}
export function registerTicTacToeRules(game: GameContextInstance) {
game.registerRule('start', createSetupRule());
game.registerRule('turn', createTurnRule());
}
export function startTicTacToe(game: GameContextInstance) {
game.dispatchCommand('start');
}