refactor: use mutative for entity signals

This commit is contained in:
hypercross 2026-04-02 13:52:15 +08:00
parent 705e2f9396
commit e78caf481d
5 changed files with 100 additions and 150 deletions

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@ -1,23 +1,22 @@
import {createEntityCollection} from "../utils/entity"; import {createEntityCollection, entity, Entity, EntityCollection} from "../utils/entity";
import {Part} from "./part"; import {Part} from "./part";
import {Region} from "./region"; import {Region} from "./region";
import { import {
Command, Command,
CommandRegistry, CommandRegistry,
type CommandRunner, CommandRunnerContext, type CommandRunner, CommandRunnerContext,
CommandRunnerContextExport, CommandSchema, CommandRunnerContextExport, CommandSchema, createCommandRegistry,
createCommandRunnerContext, parseCommandSchema, createCommandRunnerContext, parseCommandSchema,
PromptEvent PromptEvent
} from "../utils/command"; } from "../utils/command";
import {AsyncQueue} from "../utils/async-queue"; import {AsyncQueue} from "../utils/async-queue";
import {signal, Signal} from "@preact/signals-core";
export interface IGameContext<TState extends Record<string, unknown> = {} > { export interface IGameContext<TState extends Record<string, unknown> = {} > {
parts: ReturnType<typeof createEntityCollection<Part>>; parts: EntityCollection<Part>;
regions: ReturnType<typeof createEntityCollection<Region>>; regions: EntityCollection<Region>;
state: Entity<TState>;
commands: CommandRunnerContextExport<IGameContext<TState>>; commands: CommandRunnerContextExport<IGameContext<TState>>;
prompts: AsyncQueue<PromptEvent>; prompts: AsyncQueue<PromptEvent>;
state: Signal<TState>
} }
export function createGameContext<TState extends Record<string, unknown> = {} >( export function createGameContext<TState extends Record<string, unknown> = {} >(
@ -27,14 +26,14 @@ export function createGameContext<TState extends Record<string, unknown> = {} >(
const parts = createEntityCollection<Part>(); const parts = createEntityCollection<Part>();
const regions = createEntityCollection<Region>(); const regions = createEntityCollection<Region>();
const prompts = new AsyncQueue<PromptEvent>(); const prompts = new AsyncQueue<PromptEvent>();
const state: TState = typeof initialState === 'function' ? (initialState as (() => TState))() : (initialState ?? {} as TState); const state = typeof initialState === 'function' ? initialState() : initialState ?? {} as TState;
const ctx = { const ctx = {
parts, parts,
regions, regions,
prompts, prompts,
commands: null!, commands: null!,
state: signal(state), state: entity('gameState', state),
} as IGameContext<TState> } as IGameContext<TState>
ctx.commands = createCommandRunnerContext(commandRegistry, ctx); ctx.commands = createCommandRunnerContext(commandRegistry, ctx);
@ -56,6 +55,11 @@ export function createGameContextFromModule<TState extends Record<string, unknow
return createGameContext(module.registry, module.createInitialState); return createGameContext(module.registry, module.createInitialState);
} }
export function createGameCommandRegistry<TState extends Record<string, unknown> = {} >(): CommandRegistry<IGameContext<TState>> {
return createCommandRegistry<IGameContext<TState>>();
}
</TState>
export function createGameCommand<TState extends Record<string, unknown> = {} , TResult = unknown>( export function createGameCommand<TState extends Record<string, unknown> = {} , TResult = unknown>(
schema: CommandSchema | string, schema: CommandSchema | string,
run: (this: CommandRunnerContext<IGameContext<TState>>, command: Command) => Promise<TResult> run: (this: CommandRunnerContext<IGameContext<TState>>, command: Command) => Promise<TResult>

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@ -1,33 +1,31 @@
import {Entity, EntityAccessor} from "../utils/entity"; import {Entity} from "../utils/entity";
import {Region} from "./region"; import {Region} from "./region";
import {RNG} from "../utils/rng"; import {RNG} from "../utils/rng";
export type Part = Entity & { export type Part = {
// cards have 2 sides, dices have multiple, tokens have 1 id: string;
sides: number; sides: number;
// mostly rotations, if relevant
alignments?: string[]; alignments?: string[];
// current side
side: number; side: number;
// current alignment
alignment?: string; alignment?: string;
region: Entity<Region>;
// current region
region: EntityAccessor<Region>;
// current position in region, expect to be the same length as region's axes
position: number[]; position: number[];
} }
export function flip(part: Part) { export function flip(part: Entity<Part>) {
part.side = (part.side + 1) % part.sides; part.produce(draft => {
draft.side = (draft.side + 1) % draft.sides;
});
} }
export function flipTo(part: Part, side: number) { export function flipTo(part: Entity<Part>, side: number) {
part.side = side; part.produce(draft => {
draft.side = side;
});
} }
export function roll(part: Part, rng: RNG) { export function roll(part: Entity<Part>, rng: RNG) {
part.side = rng.nextInt(part.sides); part.produce(draft => {
draft.side = rng.nextInt(draft.sides);
});
} }

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@ -1,13 +1,11 @@
import {Entity, EntityAccessor} from "../utils/entity"; import {Entity} from "../utils/entity";
import {Part} from "./part"; import {Part} from "./part";
import {RNG} from "../utils/rng"; import {RNG} from "../utils/rng";
export type Region = Entity & { export type Region = {
// aligning axes of the region, expect a part's position to have a matching number of elements id: string;
axes: RegionAxis[]; axes: RegionAxis[];
children: Entity<Part>[];
// current children; expect no overlapped positions
children: EntityAccessor<Part>[];
} }
export type RegionAxis = { export type RegionAxis = {
@ -17,47 +15,35 @@ export type RegionAxis = {
align?: 'start' | 'end' | 'center'; align?: 'start' | 'end' | 'center';
} }
/** export function applyAlign(region: Entity<Region>) {
* for each axis, try to remove gaps in positions. region.produce(applyAlignCore);
* - if min exists and align is start, and there are parts at (for example) min+2 and min+4, then move them to min and min+1 }
* - if max exists and align is end, and there are parts at (for example) max-2 and max-4, then move them to max-1 and max-3
* - for center, move parts to the center, possibly creating parts placed at 0.5 positions function applyAlignCore(region: Region) {
* - sort children so that they're in ascending order on each axes.
* @param region
*/
export function applyAlign(region: Region){
if (region.children.length === 0) return; if (region.children.length === 0) return;
// Process each axis independently while preserving spatial relationships
for (let axisIndex = 0; axisIndex < region.axes.length; axisIndex++) { for (let axisIndex = 0; axisIndex < region.axes.length; axisIndex++) {
const axis = region.axes[axisIndex]; const axis = region.axes[axisIndex];
if (!axis.align) continue; if (!axis.align) continue;
// Collect all unique position values on this axis, preserving original order
const positionValues = new Set<number>(); const positionValues = new Set<number>();
for (const accessor of region.children) { for (const child of region.children) {
positionValues.add(accessor.value.position[axisIndex] ?? 0); positionValues.add(child.value.position[axisIndex] ?? 0);
} }
// Sort position values
const sortedPositions = Array.from(positionValues).sort((a, b) => a - b); const sortedPositions = Array.from(positionValues).sort((a, b) => a - b);
// Create position mapping: old position -> new position
const positionMap = new Map<number, number>(); const positionMap = new Map<number, number>();
if (axis.align === 'start' && axis.min !== undefined) { if (axis.align === 'start' && axis.min !== undefined) {
// Compact from min, preserving relative order
sortedPositions.forEach((pos, index) => { sortedPositions.forEach((pos, index) => {
positionMap.set(pos, axis.min! + index); positionMap.set(pos, axis.min! + index);
}); });
} else if (axis.align === 'end' && axis.max !== undefined) { } else if (axis.align === 'end' && axis.max !== undefined) {
// Compact towards max
const count = sortedPositions.length; const count = sortedPositions.length;
sortedPositions.forEach((pos, index) => { sortedPositions.forEach((pos, index) => {
positionMap.set(pos, axis.max! - (count - 1 - index)); positionMap.set(pos, axis.max! - (count - 1 - index));
}); });
} else if (axis.align === 'center') { } else if (axis.align === 'center') {
// Center alignment
const count = sortedPositions.length; const count = sortedPositions.length;
const min = axis.min ?? 0; const min = axis.min ?? 0;
const max = axis.max ?? count - 1; const max = axis.max ?? count - 1;
@ -70,14 +56,14 @@ export function applyAlign(region: Region){
}); });
} }
// Apply position mapping to all parts for (const child of region.children) {
for (const accessor of region.children) { child.produce(draft => {
const currentPos = accessor.value.position[axisIndex] ?? 0; const currentPos = draft.position[axisIndex] ?? 0;
accessor.value.position[axisIndex] = positionMap.get(currentPos) ?? currentPos; draft.position[axisIndex] = positionMap.get(currentPos) ?? currentPos;
});
} }
} }
// Sort children by all axes at the end
region.children.sort((a, b) => { region.children.sort((a, b) => {
for (let i = 0; i < region.axes.length; i++) { for (let i = 0; i < region.axes.length; i++) {
const diff = (a.value.position[i] ?? 0) - (b.value.position[i] ?? 0); const diff = (a.value.position[i] ?? 0) - (b.value.position[i] ?? 0);
@ -87,21 +73,23 @@ export function applyAlign(region: Region){
}); });
} }
/** export function shuffle(region: Entity<Region>, rng: RNG) {
* shuffle on each axis. for each axis, try to swap position. region.produce(region => shuffleCore(region, rng));
* @param region }
* @param rng
*/ function shuffleCore(region: Region, rng: RNG){
export function shuffle(region: Region, rng: RNG){
if (region.children.length <= 1) return; if (region.children.length <= 1) return;
// Fisher-Yates 洗牌算法
const children = [...region.children]; const children = [...region.children];
for (let i = children.length - 1; i > 0; i--) { for (let i = children.length - 1; i > 0; i--) {
const j = rng.nextInt(i + 1); const j = rng.nextInt(i + 1);
// 交换两个 part 的整个 position 数组 const posI = [...children[i].value.position];
const temp = children[i].value.position; const posJ = [...children[j].value.position];
children[i].value.position = children[j].value.position; children[i].produce(draft => {
children[j].value.position = temp; draft.position = posJ;
});
children[j].produce(draft => {
draft.position = posI;
});
} }
} }

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@ -1,35 +1,30 @@
import { IGameContext, createGameCommand } from '../core/game'; import {createGameCommand, createGameCommandRegistry, IGameContext} from '../core/game';
import { createCommandRegistry, registerCommand } from '../utils/command'; import { registerCommand } from '../utils/command';
import type { Part } from '../core/part'; import type { Part } from '../core/part';
export type TicTacToeState = {
currentPlayer: 'X' | 'O';
winner: 'X' | 'O' | 'draw' | null;
moveCount: number;
};
export type TicTacToeContext = IGameContext<TicTacToeState>;
type TurnResult = { type TurnResult = {
winner: 'X' | 'O' | 'draw' | null; winner: 'X' | 'O' | 'draw' | null;
}; };
export function createInitialState(): TicTacToeState { export function createInitialState() {
return { return {
currentPlayer: 'X', currentPlayer: 'X' as 'X' | 'O',
winner: null, winner: null as 'X' | 'O' | 'draw' | null,
moveCount: 0, moveCount: 0,
}; };
} }
export type TicTacToeState = ReturnType<typeof createInitialState>;
export function getBoardRegion(host: TicTacToeContext) { export function getBoardRegion(host: IGameContext<TicTacToeState>) {
return host.regions.get('board'); return host.regions.get('board');
} }
export function isCellOccupied(host: TicTacToeContext, row: number, col: number): boolean { export function isCellOccupied(host: IGameContext<TicTacToeState>, row: number, col: number): boolean {
const board = getBoardRegion(host); const board = getBoardRegion(host);
return board.value.children.some( return board.value.children.some(
(child: { value: { position: number[] } }) => child.value.position[0] === row && child.value.position[1] === col part => {
return part.value.position[0] === row && part.value.position[1] === col;
}
); );
} }
@ -52,7 +47,7 @@ export function hasWinningLine(positions: number[][]): boolean {
); );
} }
export function checkWinner(host: TicTacToeContext): 'X' | 'O' | 'draw' | null { export function checkWinner(host: IGameContext<TicTacToeState>): 'X' | 'O' | 'draw' | null {
const parts = Object.values(host.parts.collection.value).map((s: { value: Part }) => s.value); const parts = Object.values(host.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 xPositions = parts.filter((_: Part, i: number) => i % 2 === 0).map((p: Part) => p.position);
@ -64,7 +59,7 @@ export function checkWinner(host: TicTacToeContext): 'X' | 'O' | 'draw' | null {
return null; return null;
} }
export function placePiece(host: TicTacToeContext, row: number, col: number, moveCount: number) { export function placePiece(host: IGameContext<TicTacToeState>, row: number, col: number, moveCount: number) {
const board = getBoardRegion(host); const board = getBoardRegion(host);
const piece: Part = { const piece: Part = {
id: `piece-${moveCount}`, id: `piece-${moveCount}`,
@ -74,7 +69,9 @@ export function placePiece(host: TicTacToeContext, row: number, col: number, mov
position: [row, col], position: [row, col],
}; };
host.parts.add(piece); host.parts.add(piece);
board.value.children.push(host.parts.get(piece.id)); board.produce(draft => {
draft.children.push(host.parts.get(piece.id));
});
} }
const setup = createGameCommand<TicTacToeState, { winner: 'X' | 'O' | 'draw' | null }>( const setup = createGameCommand<TicTacToeState, { winner: 'X' | 'O' | 'draw' | null }>(
@ -128,6 +125,6 @@ const turn = createGameCommand<TicTacToeState, TurnResult>(
} }
); );
export const registry = createCommandRegistry<TicTacToeContext>(); export const registry = createGameCommandRegistry<TicTacToeState>();
registerCommand(registry, setup); registerCommand(registry, setup);
registerCommand(registry, turn); registerCommand(registry, turn);

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@ -1,79 +1,42 @@
import {Signal, signal} from "@preact/signals-core"; import {Signal, signal, SignalOptions} from "@preact/signals-core";
import {create} from 'mutative';
export type Entity = { export class Entity<T> extends Signal<T> {
id: string; public constructor(public readonly id: string, t?: T, options?: SignalOptions<T>) {
}; super(t, options);
export type EntityAccessor<T extends Entity> = {
id: string;
value: T;
}
function createReactiveProxy<T extends Entity>(entitySignal: Signal<T>): T {
return new Proxy({} as T, {
get(_target, prop) {
const current = entitySignal.value;
const value = current[prop as keyof T];
if (typeof value === 'function') {
return value.bind(current);
} }
return value; produce(fn: (draft: T) => void) {
}, this.value = create(this.value, fn);
set(_target, prop, value) {
const current = entitySignal.value;
entitySignal.value = { ...current, [prop]: value };
return true;
},
ownKeys(_target) {
return Reflect.ownKeys(entitySignal.value);
},
getOwnPropertyDescriptor(_target, prop) {
return Reflect.getOwnPropertyDescriptor(entitySignal.value, prop);
},
});
}
function createReactiveAccessor<T extends Entity>(id: string, entitySignal: Signal<T>): EntityAccessor<T> {
const proxy = createReactiveProxy(entitySignal);
return {
id,
get value() {
return proxy;
},
set value(value: T) {
entitySignal.value = value;
} }
} as EntityAccessor<T>;
} }
export function createEntityCollection<T extends Entity>() { export function entity<T = undefined>(id: string, t?: T, options?: SignalOptions<T>) {
const collection = signal({} as Record<string, Signal<T>>); return new Entity<T>(id, t, options);
}
export type EntityCollection<T> = {
collection: Signal<Record<string, Entity<T>>>;
remove(...ids: string[]): void;
add(...entities: (T & {id: string})[]): void;
get(id: string): Entity<T>;
}
export function createEntityCollection<T>(): EntityCollection<T> {
const collection = signal({} as Record<string, Entity<T>>);
const remove = (...ids: string[]) => { const remove = (...ids: string[]) => {
collection.value = Object.fromEntries( collection.value = Object.fromEntries(
Object.entries(collection.value).filter(([id]) => !ids.includes(id)), Object.entries(collection.value).filter(([id]) => !ids.includes(id)),
); );
}; };
const add = (...entities: T[]) => { const add = (...entities: (T & {id: string})[]) => {
collection.value = { collection.value = {
...collection.value, ...collection.value,
...Object.fromEntries(entities.map((entity) => [entity.id, signal(entity)])), ...Object.fromEntries(entities.map((e) => [e.id, entity(e.id, e)])),
}; };
}; };
const get = (id: string): EntityAccessor<T> => { const get = (id: string) => collection.value[id];
const entitySignal = collection.value[id];
if (!entitySignal) {
return {
id,
get value() {
return undefined as unknown as T;
},
set value(_value: T) {}
} as EntityAccessor<T>;
}
return createReactiveAccessor(id, entitySignal);
}
return { return {
collection, collection,