refactor: just throw Error if fail
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@ -90,7 +90,7 @@ const boopCommand = registry.register('boop <row:number> <col:number> <type>', b
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/**
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/**
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* 检查是否有玩家获胜(三个猫连线)
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* 检查是否有玩家获胜(三个猫连线)
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*/
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*/
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async function checkWin(game: BoopGame) {
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async function checkWin(game: BoopGame): Promise<WinnerType | null> {
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for(const line of getLineCandidates()){
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for(const line of getLineCandidates()){
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let whites = 0;
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let whites = 0;
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let blacks = 0;
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let blacks = 0;
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@ -151,10 +151,9 @@ async function setup(game: BoopGame) {
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while (true) {
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while (true) {
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const currentPlayer = game.value.currentPlayer;
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const currentPlayer = game.value.currentPlayer;
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const turnOutput = await turnCommand(game, currentPlayer);
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const turnOutput = await turnCommand(game, currentPlayer);
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if (!turnOutput.success) throw new Error(turnOutput.error);
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await game.produceAsync(state => {
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await game.produceAsync(state => {
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state.winner = turnOutput.result.winner;
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state.winner = turnOutput.winner;
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if (!state.winner) {
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if (!state.winner) {
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state.currentPlayer = state.currentPlayer === 'white' ? 'black' : 'white';
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state.currentPlayer = state.currentPlayer === 'white' ? 'black' : 'white';
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}
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}
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@ -233,7 +232,7 @@ async function turn(game: BoopGame, turnPlayer: PlayerType) {
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await placeCommand(game, row, col, turnPlayer, pieceType);
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await placeCommand(game, row, col, turnPlayer, pieceType);
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await boopCommand(game, row, col, pieceType);
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await boopCommand(game, row, col, pieceType);
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const winner = await checkWinCommand(game);
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const winner = await checkWinCommand(game);
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if(winner.success) return { winner: winner.result as WinnerType };
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if(winner) return { winner: winner };
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await checkGraduatesCommand(game);
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await checkGraduatesCommand(game);
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await checkFullBoard(game, turnPlayer);
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await checkFullBoard(game, turnPlayer);
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@ -42,10 +42,9 @@ async function setup(game: TicTacToeGame) {
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const currentPlayer = game.value.currentPlayer;
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const currentPlayer = game.value.currentPlayer;
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const turnNumber = game.value.turn + 1;
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const turnNumber = game.value.turn + 1;
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const turnOutput = await turnCommand(game, currentPlayer, turnNumber);
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const turnOutput = await turnCommand(game, currentPlayer, turnNumber);
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if (!turnOutput.success) throw new Error(turnOutput.error);
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game.produce(state => {
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game.produce(state => {
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state.winner = turnOutput.result.winner;
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state.winner = turnOutput.winner;
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if (!state.winner) {
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if (!state.winner) {
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state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
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state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
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state.turn = turnNumber;
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state.turn = turnNumber;
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@ -30,13 +30,15 @@ export class CommandRegistry<TContext> extends Map<string, CommandRunner<TContex
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type TParams = TFunc extends (ctx: TContext, ...args: infer X) => Promise<unknown> ? X : null;
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type TParams = TFunc extends (ctx: TContext, ...args: infer X) => Promise<unknown> ? X : null;
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type TResult = TFunc extends (ctx: TContext, ...args: any[]) => Promise<infer X> ? X : null;
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type TResult = TFunc extends (ctx: TContext, ...args: any[]) => Promise<infer X> ? X : null;
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return function(ctx: TContext & CanRunParsed, ...args: TParams){
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return async function(ctx: TContext & CanRunParsed, ...args: TParams){
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return ctx.runParsed({
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const result: CommandResult<TResult> = await ctx.runParsed({
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options: {},
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options: {},
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params: args,
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params: args,
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flags: {},
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flags: {},
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name: parsedSchema.name,
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name: parsedSchema.name,
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}) as Promise<CommandResult<TResult>>;
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});
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if(result.success) return result.result;
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throw new Error(result.error);
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}
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}
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}
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}
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}
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}
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