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

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import {createGameCommand, createGameCommandRegistry, IGameContext} from '../core/game';
import { registerCommand } from '../utils/command';
import type { Part } from '../core/part';
type TurnResult = {
winner: 'X' | 'O' | 'draw' | null;
};
export function createInitialState() {
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return {
currentPlayer: 'X' as 'X' | 'O',
winner: null as 'X' | 'O' | 'draw' | null,
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moveCount: 0,
};
}
export type TicTacToeState = ReturnType<typeof createInitialState>;
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export function getBoardRegion(host: IGameContext<TicTacToeState>) {
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return host.regions.get('board');
}
export function isCellOccupied(host: IGameContext<TicTacToeState>, row: number, col: number): boolean {
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const board = getBoardRegion(host);
return board.value.children.some(
part => {
return part.value.position[0] === row && part.value.position[1] === col;
}
);
}
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export 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)
)
);
}
export function checkWinner(host: IGameContext<TicTacToeState>): 'X' | 'O' | 'draw' | null {
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const parts = Object.values(host.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;
}
export function placePiece(host: IGameContext<TicTacToeState>, row: number, col: number, moveCount: number) {
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const board = getBoardRegion(host);
const piece: Part = {
id: `piece-${moveCount}`,
region: board,
position: [row, col],
};
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host.parts.add(piece);
board.produce(draft => {
draft.children.push(host.parts.get(piece.id));
});
}
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const setup = createGameCommand<TicTacToeState, { winner: 'X' | 'O' | 'draw' | null }>(
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'setup',
async function() {
this.context.regions.add({
id: 'board',
axes: [
{ name: 'x', min: 0, max: 2 },
{ name: 'y', min: 0, max: 2 },
],
children: [],
});
let currentPlayer: 'X' | 'O' = 'X';
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let winner: 'X' | 'O' | 'draw' | null = null;
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let turn = 1;
while (true) {
const turnOutput = await this.run<TurnResult>(`turn ${currentPlayer} ${turn++}`);
if (!turnOutput.success) throw new Error(turnOutput.error);
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winner = turnOutput.result.winner;
if (winner) break;
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currentPlayer = currentPlayer === 'X' ? 'O' : 'X';
}
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return { winner };
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}
)
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const turn = createGameCommand<TicTacToeState, TurnResult>(
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'turn <player> <turn:number>',
async function(cmd) {
const [turnPlayer, turnNumber] = cmd.params as [string, number];
while (true) {
const playCmd = await this.prompt('play <player> <row:number> <col:number>');
const [player, row, col] = playCmd.params as [string, number, number];
if(turnPlayer !== player) continue;
if (isNaN(row) || isNaN(col) || row < 0 || row > 2 || col < 0 || col > 2) continue;
if (isCellOccupied(this.context, row, col)) continue;
placePiece(this.context, row, col, turnNumber);
const winner = checkWinner(this.context);
if (winner) return { winner };
if (turnNumber >= 9) return { winner: 'draw' as const };
}
}
);
export const registry = createGameCommandRegistry<TicTacToeState>();
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registerCommand(registry, setup);
registerCommand(registry, turn);