refactor: update readme

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hypercross 2026-04-03 10:07:12 +08:00
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README.md
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@ -7,10 +7,10 @@ Build turn-based board games with reactive state, entity collections, spatial re
## Features ## Features
- **Reactive State Management**: Fine-grained reactivity powered by [@preact/signals-core](https://preactjs.com/guide/v10/signals/) - **Reactive State Management**: Fine-grained reactivity powered by [@preact/signals-core](https://preactjs.com/guide/v10/signals/)
- **Type Safe**: Full TypeScript support with strict mode and generic context extension
- **Entity Collections**: Signal-backed collections for managing game pieces (cards, dice, tokens, meeples, etc.) - **Entity Collections**: Signal-backed collections for managing game pieces (cards, dice, tokens, meeples, etc.)
- **Region System**: Spatial management with multi-axis positioning, alignment, and shuffling - **Region System**: Spatial management with multi-axis positioning, alignment, and shuffling
- **Command Parsing**: CLI-style command parsing with schema validation and type coercion - **Command System**: CLI-style command parsing with schema validation, type coercion, and prompt support
- **Rule Engine**: Generator-based rule system with reactive context management
- **Deterministic RNG**: Seeded pseudo-random number generator (Mulberry32) for reproducible game states - **Deterministic RNG**: Seeded pseudo-random number generator (Mulberry32) for reproducible game states
## Installation ## Installation
@ -21,156 +21,65 @@ npm install boardgame-core
## Writing a Game ## Writing a Game
The core pattern for writing a game is: ### Defining a Game
1. Define your game state type Each game defines its own context type by extending `IGameContext`, creates a command registry, and exports helper functions:
2. Create a command registry with `createGameCommandRegistry<State>()`
3. Register commands for `setup`, `turn`, and any actions
4. Run `setup` to start the game loop
### Step 1: Define Your State
Every game needs a state type. Use `RegionEntity` for boards/zones and plain fields for everything else.
```ts ```ts
import { RegionEntity, Entity } from 'boardgame-core'; import { IGameContext, createGameCommand, createGameContext, createCommandRegistry, registerCommand } from 'boardgame-core';
type Player = 'X' | 'O'; // 1. Define your game-specific state
type MyGameState = {
type GameState = { score: number;
board: RegionEntity; round: number;
parts: Entity<Part & { player: Player }>[];
currentPlayer: Player;
winner: Player | 'draw' | null;
turn: number;
}; };
```
### Step 2: Create the Command Registry // 2. Extend IGameContext with your state
type MyGameContext = IGameContext & {
state: MyGameState;
};
`createGameCommandRegistry` ties your state type to the command system. Commands are registered with a schema string and an async handler. // 3. Define typed commands
const addScore = createGameCommand<MyGameContext, number>(
```ts 'add-score <amount:number>',
import { createGameCommandRegistry } from 'boardgame-core'; async function(cmd) {
this.context.state.score += cmd.params[0] as number;
const registration = createGameCommandRegistry<GameState>(); return this.context.state.score;
export const registry = registration.registry;
```
### Step 3: Register the `setup` Command
The `setup` command is the main game loop. It runs turns until a winner is determined.
```ts
registration.add('setup', async function() {
const { context } = this;
while (true) {
const currentPlayer = context.value.currentPlayer;
const turnOutput = await this.run<{ winner: WinnerType }>(`turn ${currentPlayer}`);
if (!turnOutput.success) throw new Error(turnOutput.error);
context.produce(state => {
state.winner = turnOutput.result.winner;
if (!state.winner) {
state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
state.turn++;
}
});
if (context.value.winner) break;
}
return context.value;
});
```
### Step 4: Register the `turn` Command
The `turn` command handles a single player's turn. Use `this.prompt()` to request validated input from the player.
```ts
registration.add('turn <player>', async function(cmd) {
const [turnPlayer] = cmd.params as [Player];
const playCmd = await this.prompt(
'play <player> <row:number> <col:number>',
(command) => {
const [player, row, col] = command.params as [Player, number, number];
if (player !== turnPlayer) return `Wrong player.`;
if (isCellOccupied(this.context, row, col)) return `Cell occupied.`;
return null; // null = valid
} }
); );
const [, row, col] = playCmd.params as [Player, number, number];
placePiece(this.context, row, col, turnPlayer); // 4. Create and populate a registry
const registry = createCommandRegistry<MyGameContext>();
registerCommand(registry, addScore);
const winner = checkWinner(this.context); // 5. Export a context factory with initial state
return { winner }; export function createMyGameContext() {
}); return createGameContext<MyGameContext>(registry, () => ({
``` state: { score: 0, round: 1 },
}));
}
### Managing Part Movement // 6. Export helper functions for your game logic
export function getScore(ctx: MyGameContext) {
Move parts between regions with `moveToRegion`, `moveToRegionAll`, and `removeFromRegion`. return ctx.state.score;
```ts
import { moveToRegion, moveToRegionAll, removeFromRegion } from 'boardgame-core';
// Move a single piece to a new region with a new position
moveToRegion(card, handRegion, [0]);
// Move a single piece, keeping its current position
moveToRegion(card, handRegion);
// Move multiple pieces at once with new positions
moveToRegionAll([card1, card2, card3], discardPile, [[0], [1], [2]]);
// Remove a piece from its region (without adding to another)
removeFromRegion(card);
```
### Step 5: Manage Parts on the Board
Parts are game pieces placed inside regions. Use `entity()` to create reactive entities and `produce()` to mutate state.
```ts
import { entity } from 'boardgame-core';
function placePiece(host: Entity<GameState>, row: number, col: number, player: Player) {
const board = host.value.board;
const piece = {
id: `piece-${player}-${host.value.parts.length + 1}`,
region: board,
position: [row, col],
player,
};
host.produce(state => {
const e = entity(piece.id, piece);
state.parts.push(e);
board.produce(draft => {
draft.children.push(e);
});
});
} }
``` ```
### Step 6: Run the Game ### Running a Game
```ts ```ts
import { createGameContextFromModule } from 'boardgame-core'; import { createMyGameContext } from './my-game';
import * as yourGame from './your-game';
const game = createGameContextFromModule(yourGame); const game = createMyGameContext();
game.commands.run('setup');
```
Or use `createGameContext` directly: // Run commands through the context
const result = await game.commands.run('add-score 10');
if (result.success) {
console.log(result.result); // 10
}
```ts // Access game state
import { createGameContext } from 'boardgame-core'; console.log(game.state.score); // 10
import { registry, createInitialState } from './your-game';
const game = createGameContext(registry, createInitialState);
game.commands.run('setup');
``` ```
## Sample Games ## Sample Games
@ -185,7 +94,53 @@ See [`src/samples/tic-tac-toe.ts`](src/samples/tic-tac-toe.ts).
A more complex game with piece types (kittens/cats), supply management, the "boop" push mechanic, and graduation rules. A more complex game with piece types (kittens/cats), supply management, the "boop" push mechanic, and graduation rules.
See [`src/samples/boop/index.ts`](src/samples/boop/index.ts) and [Boop rules](src/samples/boop/rules.md). // Compact cards in a hand towards the start
applyAlign(handRegion);
// Shuffle positions of all parts in a region
shuffle(handRegion, rng);
```
### Command Parsing
```ts
import { parseCommand, parseCommandSchema, validateCommand } from 'boardgame-core';
// Parse a command string
const cmd = parseCommand('move card1 hand --force -x 10');
// { name: 'move', params: ['card1', 'hand'], flags: { force: true }, options: { x: '10' } }
// Define and validate against a schema
const schema = parseCommandSchema('move <from> <to> [--force] [-x: number]');
const result = validateCommand(cmd, schema);
// { valid: true }
```
### Entity Collections
```ts
import { createEntityCollection } from 'boardgame-core';
const collection = createEntityCollection();
collection.add({ id: 'a', name: 'Item A' }, { id: 'b', name: 'Item B' });
const accessor = collection.get('a');
console.log(accessor.value); // reactive access
collection.remove('a');
```
### Random Number Generation
```ts
import { createRNG } from 'boardgame-core';
const rng = createRNG(12345);
rng.nextInt(6); // 0-5
rng.next(); // [0, 1)
rng.next(100); // [0, 100)
rng.setSeed(999); // reseed
```
## API Reference ## API Reference
@ -193,10 +148,9 @@ See [`src/samples/boop/index.ts`](src/samples/boop/index.ts) and [Boop rules](sr
| Export | Description | | Export | Description |
|---|---| |---|---|
| `createGameContext(root?)` | Create a new game context instance | | `IGameContext` | Base interface for the game context (parts, regions, commands, prompts) |
| `createGameCommandRegistry<State>()` | Create a typed command registry for your game state | | `createGameContext<TContext>(registry, initialState?)` | Create a game context instance. `initialState` can be an object or factory function for custom properties |
| `GameContext` | The game context model class | | `createGameCommand<TContext, TResult>(schema, handler)` | Create a typed command with access to `this.context` |
| `invokeRuleContext(pushContext, type, rule)` | Execute a rule with context management |
### Parts ### Parts
@ -227,6 +181,19 @@ See [`src/samples/boop/index.ts`](src/samples/boop/index.ts) and [Boop rules](sr
| `parseCommand(input)` | Parse a command string into a `Command` object | | `parseCommand(input)` | Parse a command string into a `Command` object |
| `parseCommandSchema(schema)` | Parse a schema string into a `CommandSchema` | | `parseCommandSchema(schema)` | Parse a schema string into a `CommandSchema` |
| `validateCommand(cmd, schema)` | Validate a command against a schema | | `validateCommand(cmd, schema)` | Validate a command against a schema |
| `parseCommandWithSchema(cmd, schema)` | Parse and validate in one step |
| `applyCommandSchema(cmd, schema)` | Apply schema validation and return validated command |
| `createCommandRegistry<TContext>()` | Create a new command registry |
| `registerCommand(registry, runner)` | Register a command runner |
| `unregisterCommand(registry, name)` | Remove a command from the registry |
| `hasCommand(registry, name)` | Check if a command exists |
| `getCommand(registry, name)` | Get a command runner by name |
| `runCommand(registry, context, input)` | Parse and run a command string |
| `runCommandParsed(registry, context, command)` | Run a pre-parsed command |
| `createCommandRunnerContext(registry, context)` | Create a command runner context |
| `CommandRunner` | Command runner type with schema and run function |
| `CommandRunnerContext` | Context available inside command handlers |
| `PromptEvent` | Event dispatched when a command prompts for input |
### Utilities ### Utilities