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

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import {createGameCommandRegistry} from '../';
import type { Part } from '../';
import {Entity, entity} from "../";
import {Region} from "../";
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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;
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type TicTacToePart = Part & { player: PlayerType };
export function createInitialState() {
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return {
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board: entity<Region>('board', {
id: 'board',
axes: [
{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
],
children: [],
}),
parts: [] as Entity<TicTacToePart>[],
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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const registration = createGameCommandRegistry<TicTacToeState>();
export const registry = registration.registry;
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registration.add('setup', async function() {
const {context} = this;
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while (true) {
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const currentPlayer = context.value.currentPlayer;
const turnNumber = context.value.turn + 1;
const turnOutput = await this.run<{winner: WinnerType}>(`turn ${currentPlayer} ${turnNumber}`);
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if (!turnOutput.success) throw new Error(turnOutput.error);
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context.produce(state => {
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state.winner = turnOutput.result.winner;
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if (!state.winner) {
state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
state.turn = turnNumber;
}
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});
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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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registration.add('turn <player> <turn:number>', async function(cmd) {
const [turnPlayer, turnNumber] = cmd.params as [PlayerType, number];
const maxRetries = MAX_TURNS * 2;
let retries = 0;
while (retries < maxRetries) {
retries++;
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const playCmd = await this.prompt('play <player> <row:number> <col:number>');
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const [player, row, col] = playCmd.params as [PlayerType, number, number];
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if (player !== turnPlayer) continue;
if (!isValidMove(row, col)) continue;
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if (isCellOccupied(this.context, row, col)) continue;
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placePiece(this.context, row, col, turnPlayer);
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const winner = checkWinner(this.context);
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if (winner) return { winner };
if (turnNumber >= MAX_TURNS) return { winner: 'draw' as WinnerType };
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return { winner: null };
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}
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throw new Error('Too many invalid attempts');
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});
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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;
}
export function getBoardRegion(host: Entity<TicTacToeState>) {
return host.value.board;
}
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export function isCellOccupied(host: Entity<TicTacToeState>, row: number, col: number): boolean {
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const board = getBoardRegion(host);
return board.value.children.some(
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part => part.value.position[0] === row && part.value.position[1] === 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: Entity<TicTacToeState>): WinnerType {
const parts = host.value.parts.map((e: Entity<TicTacToePart>) => e.value);
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const xPositions = parts.filter((p: TicTacToePart) => p.player === 'X').map((p: TicTacToePart) => p.position);
const oPositions = parts.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';
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if (parts.length >= MAX_TURNS) return 'draw';
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return null;
}
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export function placePiece(host: Entity<TicTacToeState>, row: number, col: number, player: PlayerType) {
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const board = getBoardRegion(host);
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const moveNumber = host.value.parts.length + 1;
const piece: TicTacToePart = {
id: `piece-${player}-${moveNumber}`,
region: board,
position: [row, col],
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player,
};
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host.produce(state => {
const e = entity(piece.id, piece)
state.parts.push(e);
board.produce(draft => {
draft.children.push(e);
});
});
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}