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

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