feat: add tic-tac-toe with rule invoking rule

This commit is contained in:
hypercross 2026-04-01 23:58:07 +08:00
parent dbd2a25185
commit b33c901c11
5 changed files with 464 additions and 32 deletions

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@ -2,7 +2,7 @@ import {createModel, Signal, signal} from '@preact/signals-core';
import {createEntityCollection} from "../utils/entity"; import {createEntityCollection} from "../utils/entity";
import {Part} from "./part"; import {Part} from "./part";
import {Region} from "./region"; import {Region} from "./region";
import {RuleDef, RuleRegistry, RuleContext, dispatchCommand as dispatchRuleCommand} from "./rule"; import {RuleDef, RuleRegistry, RuleContext, GameContextLike, dispatchCommand as dispatchRuleCommand} from "./rule";
export type Context = { export type Context = {
type: string; type: string;
@ -57,8 +57,9 @@ export const GameContext = createModel((root: Context) => {
ruleContexts.value = ruleContexts.value.filter(c => c !== ctx); ruleContexts.value = ruleContexts.value.filter(c => c !== ctx);
} }
function dispatchCommand(input: string) { function dispatchCommand(this: GameContextLike, input: string) {
return dispatchRuleCommand({ return dispatchRuleCommand({
...this,
rules: rules.value, rules: rules.value,
ruleContexts: ruleContexts.value, ruleContexts: ruleContexts.value,
contexts, contexts,
@ -82,7 +83,9 @@ export const GameContext = createModel((root: Context) => {
} }
}) })
/** 创建游戏上下文实例 */ /** åˆå»ºæ¸¸æˆ<EFBFBD>ä¸Šä¸æ‡å®žä¾?*/
export function createGameContext(root: Context = { type: 'game' }) { export function createGameContext(root: Context = { type: 'game' }) {
return new GameContext(root); return new GameContext(root);
} }
export type GameContextInstance = ReturnType<typeof createGameContext>;

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@ -1,11 +1,20 @@
import {Command, CommandSchema, parseCommand, parseCommandSchema} from "../utils/command"; import {Command, CommandSchema, parseCommand, parseCommandSchema} from "../utils/command";
import { defineSchema, type ParseError } from 'inline-schema';
export type RuleState = 'running' | 'yielded' | 'waiting' | 'done'; export type RuleState = 'running' | 'yielded' | 'waiting' | 'invoking' | 'done';
export type InvokeYield = {
type: 'invoke';
rule: string;
command: Command;
};
export type RuleYield = string | CommandSchema | InvokeYield;
export type RuleContext<T = unknown> = { export type RuleContext<T = unknown> = {
type: string; type: string;
schema?: CommandSchema; schema?: CommandSchema;
generator: Generator<string | CommandSchema, T, Command>; generator: Generator<RuleYield, T, Command | RuleContext<unknown>>;
parent?: RuleContext<unknown>; parent?: RuleContext<unknown>;
children: RuleContext<unknown>[]; children: RuleContext<unknown>[];
state: RuleState; state: RuleState;
@ -14,14 +23,14 @@ export type RuleContext<T = unknown> = {
export type RuleDef<T = unknown> = { export type RuleDef<T = unknown> = {
schema: CommandSchema; schema: CommandSchema;
create: (cmd: Command) => Generator<string | CommandSchema, T, Command>; create: (this: GameContextLike, cmd: Command) => Generator<RuleYield, T, Command | RuleContext<unknown>>;
}; };
export type RuleRegistry = Map<string, RuleDef<unknown>>; export type RuleRegistry = Map<string, RuleDef<unknown>>;
export function createRule<T>( export function createRule<T>(
schemaStr: string, schemaStr: string,
fn: (cmd: Command) => Generator<string | CommandSchema, T, Command> fn: (this: GameContextLike, cmd: Command) => Generator<RuleYield, T, Command | RuleContext<unknown>>
): RuleDef<T> { ): RuleDef<T> {
return { return {
schema: parseCommandSchema(schemaStr, ''), schema: parseCommandSchema(schemaStr, ''),
@ -29,6 +38,10 @@ export function createRule<T>(
}; };
} }
function isInvokeYield(value: RuleYield): value is InvokeYield {
return typeof value === 'object' && value !== null && 'type' in value && (value as InvokeYield).type === 'invoke';
}
function parseYieldedSchema(value: string | CommandSchema): CommandSchema { function parseYieldedSchema(value: string | CommandSchema): CommandSchema {
if (typeof value === 'string') { if (typeof value === 'string') {
return parseCommandSchema(value, ''); return parseCommandSchema(value, '');
@ -36,6 +49,34 @@ function parseYieldedSchema(value: string | CommandSchema): CommandSchema {
return value; return value;
} }
function parseCommandWithSchema(command: Command, schema: CommandSchema): Command {
const parsedParams: unknown[] = [...command.params];
for (let i = 0; i < command.params.length; i++) {
const paramSchema = schema.params[i]?.schema;
if (paramSchema && typeof command.params[i] === 'string') {
try {
parsedParams[i] = paramSchema.parse(command.params[i] as string);
} catch {
// keep original value
}
}
}
const parsedOptions: Record<string, unknown> = { ...command.options };
for (const [key, value] of Object.entries(command.options)) {
const optSchema = schema.options.find(o => o.name === key || o.short === key);
if (optSchema?.schema && typeof value === 'string') {
try {
parsedOptions[key] = optSchema.schema.parse(value);
} catch {
// keep original value
}
}
}
return { ...command, params: parsedParams, options: parsedOptions };
}
function pushContextToGame(game: GameContextLike, ctx: RuleContext<unknown>) { function pushContextToGame(game: GameContextLike, ctx: RuleContext<unknown>) {
game.contexts.value = [...game.contexts.value, { value: ctx } as any]; game.contexts.value = [...game.contexts.value, { value: ctx } as any];
game.addRuleContext(ctx); game.addRuleContext(ctx);
@ -79,6 +120,85 @@ function validateYieldedSchema(command: Command, schema: CommandSchema): boolean
return true; return true;
} }
function invokeChildRule(
game: GameContextLike,
ruleName: string,
command: Command,
parent: RuleContext<unknown>
): RuleContext<unknown> {
const ruleDef = game.rules.get(ruleName)!;
const ctx: RuleContext<unknown> = {
type: ruleDef.schema.name,
schema: undefined,
generator: ruleDef.create.call(game, command),
parent,
children: [],
state: 'running',
resolution: undefined,
};
parent.children.push(ctx);
pushContextToGame(game, ctx);
return stepGenerator(game, ctx);
}
function resumeInvokingParent(
game: GameContextLike,
childCtx: RuleContext<unknown>
): RuleContext<unknown> | undefined {
const parent = childCtx.parent;
if (!parent || parent.state !== 'invoking') return undefined;
parent.children = parent.children.filter(c => c !== childCtx);
const result = parent.generator.next(childCtx);
if (result.done) {
(parent as RuleContext<unknown>).resolution = result.value;
(parent as RuleContext<unknown>).state = 'done';
const resumed = resumeInvokingParent(game, parent);
return resumed ?? parent;
} else if (isInvokeYield(result.value)) {
(parent as RuleContext<unknown>).state = 'invoking';
const childCtx2 = invokeChildRule(game, result.value.rule, result.value.command, parent);
return childCtx2;
} else {
(parent as RuleContext<unknown>).schema = parseYieldedSchema(result.value);
(parent as RuleContext<unknown>).state = 'yielded';
}
return parent;
}
function stepGenerator<T>(
game: GameContextLike,
ctx: RuleContext<T>
): RuleContext<T> {
const result = ctx.generator.next();
if (result.done) {
ctx.resolution = result.value;
ctx.state = 'done';
const resumed = resumeInvokingParent(game, ctx as RuleContext<unknown>);
if (resumed) return resumed as RuleContext<T>;
} else if (isInvokeYield(result.value)) {
const childRuleDef = game.rules.get(result.value.rule);
if (childRuleDef) {
ctx.state = 'invoking';
const childCtx = invokeChildRule(game, result.value.rule, result.value.command, ctx as RuleContext<unknown>);
return childCtx as RuleContext<T>;
} else {
ctx.schema = parseYieldedSchema('');
ctx.state = 'yielded';
}
} else {
ctx.schema = parseYieldedSchema(result.value);
ctx.state = 'yielded';
}
return ctx;
}
function invokeRule<T>( function invokeRule<T>(
game: GameContextLike, game: GameContextLike,
command: Command, command: Command,
@ -88,7 +208,7 @@ function invokeRule<T>(
const ctx: RuleContext<T> = { const ctx: RuleContext<T> = {
type: ruleDef.schema.name, type: ruleDef.schema.name,
schema: undefined, schema: undefined,
generator: ruleDef.create(command), generator: ruleDef.create.call(game, command),
parent, parent,
children: [], children: [],
state: 'running', state: 'running',
@ -103,16 +223,7 @@ function invokeRule<T>(
pushContextToGame(game, ctx as RuleContext<unknown>); pushContextToGame(game, ctx as RuleContext<unknown>);
const result = ctx.generator.next(); return stepGenerator(game, ctx);
if (result.done) {
ctx.resolution = result.value;
ctx.state = 'done';
} else {
ctx.schema = parseYieldedSchema(result.value);
ctx.state = 'yielded';
}
return ctx;
} }
export function dispatchCommand(game: GameContextLike, input: string): RuleContext<unknown> | undefined { export function dispatchCommand(game: GameContextLike, input: string): RuleContext<unknown> | undefined {
@ -134,6 +245,12 @@ export function dispatchCommand(game: GameContextLike, input: string): RuleConte
if (result.done) { if (result.done) {
ctx.resolution = result.value; ctx.resolution = result.value;
ctx.state = 'done'; ctx.state = 'done';
const resumed = resumeInvokingParent(game, ctx);
return resumed ?? ctx;
} else if (isInvokeYield(result.value)) {
ctx.state = 'invoking';
const childCtx = invokeChildRule(game, result.value.rule, result.value.command, ctx);
return childCtx;
} else { } else {
ctx.schema = parseYieldedSchema(result.value); ctx.schema = parseYieldedSchema(result.value);
ctx.state = 'yielded'; ctx.state = 'yielded';
@ -156,10 +273,25 @@ function findYieldedParent(game: GameContextLike): RuleContext<unknown> | undefi
return undefined; return undefined;
} }
type GameContextLike = { export type GameContextLike = {
rules: RuleRegistry; rules: RuleRegistry;
ruleContexts: RuleContext<unknown>[]; ruleContexts: RuleContext<unknown>[];
contexts: { value: any[] }; contexts: { value: any[] };
addRuleContext: (ctx: RuleContext<unknown>) => void; addRuleContext: (ctx: RuleContext<unknown>) => void;
removeRuleContext: (ctx: RuleContext<unknown>) => void; removeRuleContext: (ctx: RuleContext<unknown>) => void;
parts: {
collection: { value: Record<string, any> };
add: (...entities: any[]) => void;
remove: (...ids: string[]) => void;
get: (id: string) => any;
};
regions: {
collection: { value: Record<string, any> };
add: (...entities: any[]) => void;
remove: (...ids: string[]) => void;
get: (id: string) => any;
};
pushContext: (context: any) => any;
popContext: () => void;
latestContext: <T>(type: string) => any | undefined;
}; };

155
src/samples/tic-tac-toe.ts Normal file
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@ -0,0 +1,155 @@
import { GameContextInstance } from '../core/context';
import type { GameContextLike, RuleContext } from '../core/rule';
import { createRule, type InvokeYield, type RuleYield } from '../core/rule';
import type { Command } from '../utils/command';
import type { Part } from '../core/part';
import type { Region } from '../core/region';
import type { Context } from '../core/context';
export type TicTacToeState = Context & {
type: 'tic-tac-toe';
currentPlayer: 'X' | 'O';
winner: 'X' | 'O' | 'draw' | null;
moveCount: number;
};
type TurnResult = {
winner: 'X' | 'O' | 'draw' | null;
};
function getBoardRegion(game: GameContextLike) {
return game.regions.get('board');
}
function isCellOccupied(game: GameContextLike, row: number, col: number): boolean {
const board = getBoardRegion(game);
return board.value.children.some(
(child: { value: { position: number[] } }) => child.value.position[0] === row && child.value.position[1] === col
);
}
function checkWinner(game: GameContextLike): 'X' | 'O' | 'draw' | null {
const parts = Object.values(game.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;
}
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)
)
);
}
function placePiece(game: GameContextLike, row: number, col: number, moveCount: number) {
const board = getBoardRegion(game);
const piece: Part = {
id: `piece-${moveCount}`,
sides: 1,
side: 0,
region: board,
position: [row, col],
};
game.parts.add(piece);
board.value.children.push(game.parts.get(piece.id));
}
const playSchema = 'play <player> <row:number> <col:number>';
export function createSetupRule() {
return createRule('start', function*() {
this.pushContext({
type: 'tic-tac-toe',
currentPlayer: 'X',
winner: null,
moveCount: 0,
} as TicTacToeState);
this.regions.add({
id: 'board',
axes: [
{ name: 'x', min: 0, max: 2 },
{ name: 'y', min: 0, max: 2 },
],
children: [],
} as Region);
let currentPlayer: 'X' | 'O' = 'X';
let turnResult: TurnResult | undefined;
while (true) {
const yieldValue: InvokeYield = {
type: 'invoke',
rule: 'turn',
command: { name: 'turn', params: [currentPlayer], flags: {}, options: {} } as Command,
};
const ctx = yield yieldValue as RuleYield;
turnResult = (ctx as RuleContext<TurnResult>).resolution;
if (turnResult?.winner) break;
currentPlayer = currentPlayer === 'X' ? 'O' : 'X';
const state = this.latestContext<TicTacToeState>('tic-tac-toe')!;
state.value.currentPlayer = currentPlayer;
}
const state = this.latestContext<TicTacToeState>('tic-tac-toe')!;
state.value.winner = turnResult?.winner ?? null;
return { winner: state.value.winner };
});
}
export function createTurnRule() {
return createRule('turn <player>', function*(cmd) {
while (true) {
const received = yield playSchema;
if ('resolution' in received) continue;
const playCmd = received as Command;
if (playCmd.name !== 'play') continue;
const row = playCmd.params[1] as number;
const col = playCmd.params[2] as number;
if (isNaN(row) || isNaN(col) || row < 0 || row > 2 || col < 0 || col > 2) continue;
if (isCellOccupied(this, row, col)) continue;
const state = this.latestContext<TicTacToeState>('tic-tac-toe')!;
if (state.value.winner) continue;
placePiece(this, row, col, state.value.moveCount);
state.value.moveCount++;
const winner = checkWinner(this);
if (winner) return { winner };
if (state.value.moveCount >= 9) return { winner: 'draw' as const };
}
});
}
export function registerTicTacToeRules(game: GameContextInstance) {
game.registerRule('start', createSetupRule());
game.registerRule('turn', createTurnRule());
}
export function startTicTacToe(game: GameContextInstance) {
game.dispatchCommand('start');
}

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@ -1,6 +1,11 @@
import { describe, it, expect } from 'vitest'; import { describe, it, expect } from 'vitest';
import { createRule, type RuleContext } from '../../src/core/rule'; import { createRule, type RuleContext, type GameContextLike } from '../../src/core/rule';
import { createGameContext } from '../../src/core/context'; import { createGameContext } from '../../src/core/context';
import type { Command } from '../../src/utils/command';
function isCommand(value: Command | RuleContext<unknown>): value is Command {
return 'name' in value;
}
describe('Rule System', () => { describe('Rule System', () => {
function createTestGame() { function createTestGame() {
@ -24,11 +29,12 @@ describe('Rule System', () => {
}); });
it('should create a generator when called', () => { it('should create a generator when called', () => {
const game = createTestGame();
const rule = createRule('<target>', function*(cmd) { const rule = createRule('<target>', function*(cmd) {
return cmd.params[0]; return cmd.params[0];
}); });
const gen = rule.create({ name: 'test', params: ['card1'], flags: {}, options: {} }); const gen = rule.create.call(game as unknown as GameContextLike, { name: 'test', params: ['card1'], flags: {}, options: {} });
const result = gen.next(); const result = gen.next();
expect(result.done).toBe(true); expect(result.done).toBe(true);
expect(result.value).toBe('card1'); expect(result.value).toBe('card1');
@ -57,7 +63,8 @@ describe('Rule System', () => {
game.registerRule('move', createRule('<from> <to>', function*(cmd) { game.registerRule('move', createRule('<from> <to>', function*(cmd) {
const confirm = yield { name: '', params: [], options: [], flags: [] }; const confirm = yield { name: '', params: [], options: [], flags: [] };
return { moved: cmd.params[0], confirmed: confirm.name === 'confirm' }; const confirmCmd = isCommand(confirm) ? confirm : undefined;
return { moved: cmd.params[0], confirmed: confirmCmd?.name === 'confirm' };
})); }));
game.dispatchCommand('move card1 hand'); game.dispatchCommand('move card1 hand');
@ -132,7 +139,8 @@ describe('Rule System', () => {
game.registerRule('move', createRule('<from> <to>', function*(cmd) { game.registerRule('move', createRule('<from> <to>', function*(cmd) {
const response = yield { name: '', params: [], options: [], flags: [] }; const response = yield { name: '', params: [], options: [], flags: [] };
return { moved: cmd.params[0], response: response.name }; const rcmd = isCommand(response) ? response : undefined;
return { moved: cmd.params[0], response: rcmd?.name };
})); }));
game.dispatchCommand('move card1 hand'); game.dispatchCommand('move card1 hand');
@ -147,7 +155,8 @@ describe('Rule System', () => {
game.registerRule('move', createRule('<from> <to>', function*(cmd) { game.registerRule('move', createRule('<from> <to>', function*(cmd) {
const response = yield '<item>'; const response = yield '<item>';
return { response: response.params[0] }; const rcmd = isCommand(response) ? response : undefined;
return { response: rcmd?.params[0] };
})); }));
game.dispatchCommand('move card1 hand'); game.dispatchCommand('move card1 hand');
@ -162,7 +171,8 @@ describe('Rule System', () => {
game.registerRule('trade', createRule('<from> <to>', function*(cmd) { game.registerRule('trade', createRule('<from> <to>', function*(cmd) {
const response = yield '<item> [amount: number]'; const response = yield '<item> [amount: number]';
return { traded: response.params[0] }; const rcmd = isCommand(response) ? response : undefined;
return { traded: rcmd?.params[0] };
})); }));
game.dispatchCommand('trade player1 player2'); game.dispatchCommand('trade player1 player2');
@ -333,7 +343,8 @@ describe('Rule System', () => {
game.registerRule('test', createRule('<arg>', function*() { game.registerRule('test', createRule('<arg>', function*() {
const cmd = yield customSchema; const cmd = yield customSchema;
return { received: cmd.params[0] }; const rcmd = isCommand(cmd) ? cmd : undefined;
return { received: rcmd?.params[0] };
})); }));
game.dispatchCommand('test val1'); game.dispatchCommand('test val1');
@ -349,7 +360,9 @@ describe('Rule System', () => {
game.registerRule('multi', createRule('<start>', function*() { game.registerRule('multi', createRule('<start>', function*() {
const a = yield '<value>'; const a = yield '<value>';
const b = yield '<value>'; const b = yield '<value>';
return { a: a.params[0], b: b.params[0] }; const acmd = isCommand(a) ? a : undefined;
const bcmd = isCommand(b) ? b : undefined;
return { a: acmd?.params[0], b: bcmd?.params[0] };
})); }));
game.dispatchCommand('multi init'); game.dispatchCommand('multi init');
@ -369,13 +382,15 @@ describe('Rule System', () => {
const player = cmd.params[0]; const player = cmd.params[0];
const action = yield { name: '', params: [], options: [], flags: [] }; const action = yield { name: '', params: [], options: [], flags: [] };
if (isCommand(action)) {
if (action.name === 'move') { if (action.name === 'move') {
yield '<target>'; yield '<target>';
} else if (action.name === 'attack') { } else if (action.name === 'attack') {
yield '<target> [--power: number]'; yield '<target> [--power: number]';
} }
}
return { player, action: action.name }; return { player, action: isCommand(action) ? action.name : '' };
})); }));
const ctx1 = game.dispatchCommand('start alice'); const ctx1 = game.dispatchCommand('start alice');

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@ -0,0 +1,127 @@
import { describe, it, expect } from 'vitest';
import { createGameContext } from '../../src/core/context';
import { registerTicTacToeRules, startTicTacToe, type TicTacToeState } from '../../src/samples/tic-tac-toe';
describe('Tic-Tac-Toe', () => {
function createGame() {
const game = createGameContext();
registerTicTacToeRules(game);
return game;
}
function getBoardState(game: ReturnType<typeof createGame>) {
return game.latestContext<TicTacToeState>('tic-tac-toe')!.value;
}
it('should initialize the board and start the game', () => {
const game = createGame();
startTicTacToe(game);
const state = getBoardState(game);
expect(state.currentPlayer).toBe('X');
expect(state.winner).toBeNull();
expect(state.moveCount).toBe(0);
const board = game.regions.get('board');
expect(board.value.axes).toHaveLength(2);
expect(board.value.axes[0].name).toBe('x');
expect(board.value.axes[1].name).toBe('y');
});
it('should play moves and determine a winner', () => {
const game = createGame();
startTicTacToe(game);
// X wins with column 0
game.dispatchCommand('play X 0 0');
game.dispatchCommand('play O 0 1');
game.dispatchCommand('play X 1 0');
game.dispatchCommand('play O 1 1');
game.dispatchCommand('play X 2 0');
const state = getBoardState(game);
expect(state.winner).toBe('X');
expect(state.moveCount).toBe(5);
});
it('should reject out-of-bounds moves', () => {
const game = createGame();
startTicTacToe(game);
const beforeCount = getBoardState(game).moveCount;
game.dispatchCommand('play X 5 5');
game.dispatchCommand('play X -1 0');
game.dispatchCommand('play X 3 3');
expect(getBoardState(game).moveCount).toBe(beforeCount);
});
it('should reject moves on occupied cells', () => {
const game = createGame();
startTicTacToe(game);
game.dispatchCommand('play X 1 1');
expect(getBoardState(game).moveCount).toBe(1);
// Try to play on the same cell
game.dispatchCommand('play O 1 1');
expect(getBoardState(game).moveCount).toBe(1);
});
it('should ignore moves after game is over', () => {
const game = createGame();
startTicTacToe(game);
// X wins
game.dispatchCommand('play X 0 0');
game.dispatchCommand('play O 0 1');
game.dispatchCommand('play X 1 0');
game.dispatchCommand('play O 1 1');
game.dispatchCommand('play X 2 0');
expect(getBoardState(game).winner).toBe('X');
const moveCountAfterWin = getBoardState(game).moveCount;
// Try to play more
game.dispatchCommand('play X 2 1');
game.dispatchCommand('play O 2 2');
expect(getBoardState(game).moveCount).toBe(moveCountAfterWin);
});
it('should detect a draw', () => {
const game = createGame();
startTicTacToe(game);
// Fill board with no winner (cat's game)
// X: (0,0), (0,2), (1,1), (2,0)
// O: (0,1), (1,0), (1,2), (2,1), (2,2)
game.dispatchCommand('play X 0 0'); // X
game.dispatchCommand('play O 0 1'); // O
game.dispatchCommand('play X 0 2'); // X
game.dispatchCommand('play O 1 0'); // O
game.dispatchCommand('play X 1 1'); // X (center)
game.dispatchCommand('play O 1 2'); // O
game.dispatchCommand('play X 2 0'); // X
game.dispatchCommand('play O 2 1'); // O
game.dispatchCommand('play X 2 2'); // X (last move, draw)
const state = getBoardState(game);
expect(state.winner).toBe('draw');
expect(state.moveCount).toBe(9);
});
it('should place parts on the board region at correct positions', () => {
const game = createGame();
startTicTacToe(game);
game.dispatchCommand('play X 1 2');
const board = game.regions.get('board');
expect(board.value.children).toHaveLength(1);
const piece = board.value.children[0].value;
expect(piece.position).toEqual([1, 2]);
});
});