feat: rule dispatch
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@ -2,6 +2,7 @@ import {createModel, Signal, signal} from '@preact/signals-core';
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import {createEntityCollection} from "../utils/entity";
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import {Part} from "./part";
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import {Region} from "./region";
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import {RuleRegistry, RuleContext, dispatchCommand as dispatchRuleCommand} from "./rule";
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export type Context = {
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type: string;
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@ -10,18 +11,23 @@ export type Context = {
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export const GameContext = createModel((root: Context) => {
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const parts = createEntityCollection<Part>();
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const regions = createEntityCollection<Region>();
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const rules = signal<RuleRegistry>(new Map());
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const ruleContexts = signal<RuleContext<unknown>[]>([]);
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const contexts = signal<Signal<Context>[]>([]);
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contexts.value = [signal(root)];
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function pushContext(context: Context) {
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const ctxSignal = signal(context);
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contexts.value = [...contexts.value, ctxSignal];
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return context;
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}
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function popContext() {
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if (contexts.value.length > 1) {
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contexts.value = contexts.value.slice(0, -1);
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}
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}
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function latestContext<T extends Context>(type: T['type']): Signal<T> | undefined {
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for(let i = contexts.value.length - 1; i >= 0; i--){
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if(contexts.value[i].value.type === type){
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@ -31,13 +37,24 @@ export const GameContext = createModel((root: Context) => {
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return undefined;
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}
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function dispatchCommand(input: string) {
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return dispatchRuleCommand({
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rules: rules.value,
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ruleContexts: ruleContexts.value,
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contexts,
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}, input);
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}
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return {
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parts,
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regions,
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rules,
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ruleContexts,
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contexts,
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pushContext,
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popContext,
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latestContext,
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dispatchCommand,
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}
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})
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177
src/core/rule.ts
177
src/core/rule.ts
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@ -1,80 +1,129 @@
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import {Context} from "./context";
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import {Command} from "../utils/command";
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import {effect} from "@preact/signals-core";
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import {Command, CommandSchema, parseCommand, parseCommandSchema, validateCommand} from "../utils/command";
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export type RuleContext<T> = Context & {
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actions: Command[];
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handledActions: number;
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invocations: RuleContext<unknown>[];
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export type RuleState = 'running' | 'yielded' | 'waiting' | 'done';
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export type RuleContext<T = unknown> = {
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type: string;
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schema?: CommandSchema;
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generator: Generator<string | CommandSchema, T, Command>;
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parent?: RuleContext<unknown>;
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children: RuleContext<unknown>[];
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state: RuleState;
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resolution?: T;
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}
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/**
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* 调用规则生成器并管理其上下文
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* @param pushContext - 用于推送上下文到上下文栈的函数
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* @param type - 规则类型
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* @param rule - 规则生成器函数
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* @returns 规则执行结果
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*/
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export function invokeRuleContext<T>(
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pushContext: (context: Context) => void,
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type: string,
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rule: Generator<string, T, Command>
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export type RuleDef<T = unknown> = {
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schema: CommandSchema;
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create: (cmd: Command) => Generator<string | CommandSchema, T, Command>;
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};
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export type RuleRegistry = Map<string, RuleDef<unknown>>;
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export function createRule<T>(
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schemaStr: string,
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fn: (cmd: Command) => Generator<string | CommandSchema, T, Command>
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): RuleDef<T> {
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return {
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schema: parseCommandSchema(schemaStr),
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create: fn as RuleDef<T>['create'],
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};
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}
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function parseYieldedSchema(value: string | CommandSchema): CommandSchema {
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if (typeof value === 'string') {
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return parseCommandSchema(value);
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}
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return value;
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}
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function pushContextToGame(game: GameContextLike, ctx: RuleContext<unknown>) {
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game.contexts.value = [...game.contexts.value, { value: ctx } as any];
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game.ruleContexts.push(ctx);
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}
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function discardChildren(game: GameContextLike, parent: RuleContext<unknown>) {
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for (const child of parent.children) {
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const idx = game.ruleContexts.indexOf(child);
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if (idx !== -1) game.ruleContexts.splice(idx, 1);
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const ctxIdx = game.contexts.value.findIndex((c: any) => c.value === child);
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if (ctxIdx !== -1) {
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const arr = [...game.contexts.value];
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arr.splice(ctxIdx, 1);
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game.contexts.value = arr;
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}
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}
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parent.children = [];
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parent.state = 'yielded';
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}
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function invokeRule<T>(
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game: GameContextLike,
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command: Command,
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ruleDef: RuleDef<T>,
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parent?: RuleContext<unknown>
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): RuleContext<T> {
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const ctx: RuleContext<T> = {
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type,
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actions: [],
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handledActions: 0,
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invocations: [],
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type: ruleDef.schema.name,
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schema: undefined,
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generator: ruleDef.create(command),
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parent,
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children: [],
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state: 'running',
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resolution: undefined,
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};
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let disposed = false;
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if (parent) {
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discardChildren(game, parent);
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parent.children.push(ctx as RuleContext<unknown>);
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parent.state = 'waiting';
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}
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const executeRule = () => {
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if (disposed || ctx.resolution !== undefined) return;
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pushContextToGame(game, ctx as RuleContext<unknown>);
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try {
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const result = rule.next();
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if (result.done) {
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ctx.resolution = result.value;
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return;
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}
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const actionType = result.value;
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if (actionType) {
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// 暂停于 yield 点,等待外部处理动作
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// 当外部更新 actions 后,effect 会重新触发
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}
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} catch (error) {
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throw error;
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}
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};
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const dispose = effect(() => {
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if (ctx.resolution !== undefined) {
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dispose();
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disposed = true;
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return;
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}
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executeRule();
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});
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pushContext(ctx);
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const result = ctx.generator.next();
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if (result.done) {
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ctx.resolution = result.value;
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ctx.state = 'done';
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} else {
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ctx.schema = parseYieldedSchema(result.value);
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ctx.state = 'yielded';
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}
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return ctx;
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}
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/**
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* 创建一个规则生成器辅助函数
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* @param type - 规则类型
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* @param fn - 规则逻辑函数
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*/
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export function createRule<T>(
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type: string,
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fn: (ctx: RuleContext<T>) => Generator<string, T, Command>
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): (ctx: RuleContext<T>) => Generator<string, T, Command> {
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return fn;
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export function dispatchCommand(game: GameContextLike, input: string): RuleContext<unknown> | undefined {
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const command = parseCommand(input);
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if (game.rules.has(command.name)) {
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const ruleDef = game.rules.get(command.name)!;
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return invokeRule(game, command, ruleDef);
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}
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for (let i = game.ruleContexts.length - 1; i >= 0; i--) {
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const ctx = game.ruleContexts[i];
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if (ctx.state === 'yielded' && ctx.schema) {
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const validation = validateCommand(command, ctx.schema);
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if (validation.valid) {
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const result = ctx.generator.next(command);
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if (result.done) {
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ctx.resolution = result.value;
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ctx.state = 'done';
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} else {
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ctx.schema = parseYieldedSchema(result.value);
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ctx.state = 'yielded';
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}
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return ctx;
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}
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}
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}
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return undefined;
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}
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type GameContextLike = {
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rules: RuleRegistry;
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ruleContexts: RuleContext<unknown>[];
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contexts: { value: any[] };
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};
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@ -13,8 +13,8 @@ export { flip, flipTo, roll } from './core/part';
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export type { Region, RegionAxis } from './core/region';
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export { applyAlign, shuffle } from './core/region';
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export type { RuleContext } from './core/rule';
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export { invokeRuleContext, createRule } from './core/rule';
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export type { RuleContext, RuleState, RuleDef, RuleRegistry } from './core/rule';
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export { createRule, dispatchCommand } from './core/rule';
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// Utils
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export type { Command, CommandSchema, CommandParamSchema, CommandOptionSchema, CommandFlagSchema } from './utils/command';
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