refactor: use mutative for entity signals
This commit is contained in:
parent
705e2f9396
commit
e78caf481d
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@ -1,23 +1,22 @@
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import {createEntityCollection} from "../utils/entity";
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import {createEntityCollection, entity, Entity, EntityCollection} from "../utils/entity";
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import {Part} from "./part";
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import {Region} from "./region";
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import {
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Command,
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CommandRegistry,
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type CommandRunner, CommandRunnerContext,
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CommandRunnerContextExport, CommandSchema,
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CommandRunnerContextExport, CommandSchema, createCommandRegistry,
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createCommandRunnerContext, parseCommandSchema,
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PromptEvent
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} from "../utils/command";
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import {AsyncQueue} from "../utils/async-queue";
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import {signal, Signal} from "@preact/signals-core";
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export interface IGameContext<TState extends Record<string, unknown> = {} > {
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parts: ReturnType<typeof createEntityCollection<Part>>;
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regions: ReturnType<typeof createEntityCollection<Region>>;
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parts: EntityCollection<Part>;
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regions: EntityCollection<Region>;
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state: Entity<TState>;
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commands: CommandRunnerContextExport<IGameContext<TState>>;
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prompts: AsyncQueue<PromptEvent>;
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state: Signal<TState>
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}
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export function createGameContext<TState extends Record<string, unknown> = {} >(
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@ -27,14 +26,14 @@ export function createGameContext<TState extends Record<string, unknown> = {} >(
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const parts = createEntityCollection<Part>();
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const regions = createEntityCollection<Region>();
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const prompts = new AsyncQueue<PromptEvent>();
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const state: TState = typeof initialState === 'function' ? (initialState as (() => TState))() : (initialState ?? {} as TState);
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const state = typeof initialState === 'function' ? initialState() : initialState ?? {} as TState;
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const ctx = {
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parts,
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regions,
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prompts,
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commands: null!,
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state: signal(state),
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state: entity('gameState', state),
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} as IGameContext<TState>
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ctx.commands = createCommandRunnerContext(commandRegistry, ctx);
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@ -56,6 +55,11 @@ export function createGameContextFromModule<TState extends Record<string, unknow
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return createGameContext(module.registry, module.createInitialState);
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}
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export function createGameCommandRegistry<TState extends Record<string, unknown> = {} >(): CommandRegistry<IGameContext<TState>> {
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return createCommandRegistry<IGameContext<TState>>();
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}
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</TState>
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export function createGameCommand<TState extends Record<string, unknown> = {} , TResult = unknown>(
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schema: CommandSchema | string,
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run: (this: CommandRunnerContext<IGameContext<TState>>, command: Command) => Promise<TResult>
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@ -1,33 +1,31 @@
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import {Entity, EntityAccessor} from "../utils/entity";
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import {Entity} from "../utils/entity";
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import {Region} from "./region";
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import {RNG} from "../utils/rng";
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export type Part = Entity & {
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// cards have 2 sides, dices have multiple, tokens have 1
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export type Part = {
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id: string;
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sides: number;
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// mostly rotations, if relevant
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alignments?: string[];
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// current side
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side: number;
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// current alignment
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alignment?: string;
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// current region
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region: EntityAccessor<Region>;
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// current position in region, expect to be the same length as region's axes
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region: Entity<Region>;
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position: number[];
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}
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export function flip(part: Part) {
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part.side = (part.side + 1) % part.sides;
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export function flip(part: Entity<Part>) {
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part.produce(draft => {
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draft.side = (draft.side + 1) % draft.sides;
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});
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}
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export function flipTo(part: Part, side: number) {
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part.side = side;
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export function flipTo(part: Entity<Part>, side: number) {
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part.produce(draft => {
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draft.side = side;
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});
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}
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export function roll(part: Part, rng: RNG) {
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part.side = rng.nextInt(part.sides);
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export function roll(part: Entity<Part>, rng: RNG) {
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part.produce(draft => {
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draft.side = rng.nextInt(draft.sides);
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});
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}
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@ -1,13 +1,11 @@
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import {Entity, EntityAccessor} from "../utils/entity";
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import {Entity} from "../utils/entity";
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import {Part} from "./part";
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import {RNG} from "../utils/rng";
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export type Region = Entity & {
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// aligning axes of the region, expect a part's position to have a matching number of elements
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export type Region = {
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id: string;
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axes: RegionAxis[];
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// current children; expect no overlapped positions
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children: EntityAccessor<Part>[];
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children: Entity<Part>[];
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}
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export type RegionAxis = {
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@ -17,47 +15,35 @@ export type RegionAxis = {
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align?: 'start' | 'end' | 'center';
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}
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/**
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* for each axis, try to remove gaps in positions.
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* - 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
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* - 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
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* - for center, move parts to the center, possibly creating parts placed at 0.5 positions
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* - sort children so that they're in ascending order on each axes.
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* @param region
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*/
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export function applyAlign(region: Region){
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export function applyAlign(region: Entity<Region>) {
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region.produce(applyAlignCore);
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}
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function applyAlignCore(region: Region) {
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if (region.children.length === 0) return;
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// Process each axis independently while preserving spatial relationships
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for (let axisIndex = 0; axisIndex < region.axes.length; axisIndex++) {
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const axis = region.axes[axisIndex];
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if (!axis.align) continue;
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// Collect all unique position values on this axis, preserving original order
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const positionValues = new Set<number>();
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for (const accessor of region.children) {
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positionValues.add(accessor.value.position[axisIndex] ?? 0);
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for (const child of region.children) {
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positionValues.add(child.value.position[axisIndex] ?? 0);
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}
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// Sort position values
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const sortedPositions = Array.from(positionValues).sort((a, b) => a - b);
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// Create position mapping: old position -> new position
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const positionMap = new Map<number, number>();
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if (axis.align === 'start' && axis.min !== undefined) {
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// Compact from min, preserving relative order
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sortedPositions.forEach((pos, index) => {
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positionMap.set(pos, axis.min! + index);
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});
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} else if (axis.align === 'end' && axis.max !== undefined) {
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// Compact towards max
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const count = sortedPositions.length;
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sortedPositions.forEach((pos, index) => {
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positionMap.set(pos, axis.max! - (count - 1 - index));
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});
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} else if (axis.align === 'center') {
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// Center alignment
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const count = sortedPositions.length;
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const min = axis.min ?? 0;
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const max = axis.max ?? count - 1;
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@ -70,14 +56,14 @@ export function applyAlign(region: Region){
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});
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}
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// Apply position mapping to all parts
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for (const accessor of region.children) {
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const currentPos = accessor.value.position[axisIndex] ?? 0;
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accessor.value.position[axisIndex] = positionMap.get(currentPos) ?? currentPos;
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for (const child of region.children) {
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child.produce(draft => {
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const currentPos = draft.position[axisIndex] ?? 0;
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draft.position[axisIndex] = positionMap.get(currentPos) ?? currentPos;
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});
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}
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}
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// Sort children by all axes at the end
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region.children.sort((a, b) => {
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for (let i = 0; i < region.axes.length; i++) {
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const diff = (a.value.position[i] ?? 0) - (b.value.position[i] ?? 0);
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@ -87,21 +73,23 @@ export function applyAlign(region: Region){
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});
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}
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/**
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* shuffle on each axis. for each axis, try to swap position.
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* @param region
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* @param rng
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*/
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export function shuffle(region: Region, rng: RNG){
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export function shuffle(region: Entity<Region>, rng: RNG) {
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region.produce(region => shuffleCore(region, rng));
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}
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function shuffleCore(region: Region, rng: RNG){
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if (region.children.length <= 1) return;
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// Fisher-Yates 洗牌算法
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const children = [...region.children];
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for (let i = children.length - 1; i > 0; i--) {
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const j = rng.nextInt(i + 1);
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// 交换两个 part 的整个 position 数组
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const temp = children[i].value.position;
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children[i].value.position = children[j].value.position;
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children[j].value.position = temp;
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const posI = [...children[i].value.position];
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const posJ = [...children[j].value.position];
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children[i].produce(draft => {
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draft.position = posJ;
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});
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children[j].produce(draft => {
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draft.position = posI;
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});
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}
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}
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@ -1,35 +1,30 @@
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import { IGameContext, createGameCommand } from '../core/game';
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import { createCommandRegistry, registerCommand } from '../utils/command';
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import {createGameCommand, createGameCommandRegistry, IGameContext} from '../core/game';
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import { registerCommand } from '../utils/command';
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import type { Part } from '../core/part';
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export type TicTacToeState = {
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currentPlayer: 'X' | 'O';
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winner: 'X' | 'O' | 'draw' | null;
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moveCount: number;
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};
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export type TicTacToeContext = IGameContext<TicTacToeState>;
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type TurnResult = {
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winner: 'X' | 'O' | 'draw' | null;
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};
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export function createInitialState(): TicTacToeState {
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export function createInitialState() {
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return {
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currentPlayer: 'X',
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winner: null,
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currentPlayer: 'X' as 'X' | 'O',
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winner: null as 'X' | 'O' | 'draw' | null,
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moveCount: 0,
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};
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}
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export type TicTacToeState = ReturnType<typeof createInitialState>;
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export function getBoardRegion(host: TicTacToeContext) {
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export function getBoardRegion(host: IGameContext<TicTacToeState>) {
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return host.regions.get('board');
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}
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export function isCellOccupied(host: TicTacToeContext, row: number, col: number): boolean {
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export function isCellOccupied(host: IGameContext<TicTacToeState>, row: number, col: number): boolean {
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const board = getBoardRegion(host);
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return board.value.children.some(
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(child: { value: { position: number[] } }) => child.value.position[0] === row && child.value.position[1] === col
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part => {
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return part.value.position[0] === row && part.value.position[1] === col;
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}
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);
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}
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@ -52,7 +47,7 @@ export function hasWinningLine(positions: number[][]): boolean {
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);
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}
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export function checkWinner(host: TicTacToeContext): 'X' | 'O' | 'draw' | null {
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export function checkWinner(host: IGameContext<TicTacToeState>): 'X' | 'O' | 'draw' | null {
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const parts = Object.values(host.parts.collection.value).map((s: { value: Part }) => s.value);
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const xPositions = parts.filter((_: Part, i: number) => i % 2 === 0).map((p: Part) => p.position);
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@ -64,7 +59,7 @@ export function checkWinner(host: TicTacToeContext): 'X' | 'O' | 'draw' | null {
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return null;
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}
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export function placePiece(host: TicTacToeContext, row: number, col: number, moveCount: number) {
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export function placePiece(host: IGameContext<TicTacToeState>, row: number, col: number, moveCount: number) {
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const board = getBoardRegion(host);
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const piece: Part = {
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id: `piece-${moveCount}`,
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@ -74,7 +69,9 @@ export function placePiece(host: TicTacToeContext, row: number, col: number, mov
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position: [row, col],
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};
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host.parts.add(piece);
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board.value.children.push(host.parts.get(piece.id));
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board.produce(draft => {
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draft.children.push(host.parts.get(piece.id));
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});
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}
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const setup = createGameCommand<TicTacToeState, { winner: 'X' | 'O' | 'draw' | null }>(
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@ -128,6 +125,6 @@ const turn = createGameCommand<TicTacToeState, TurnResult>(
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}
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);
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export const registry = createCommandRegistry<TicTacToeContext>();
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export const registry = createGameCommandRegistry<TicTacToeState>();
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registerCommand(registry, setup);
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registerCommand(registry, turn);
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@ -1,79 +1,42 @@
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import {Signal, signal} from "@preact/signals-core";
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import {Signal, signal, SignalOptions} from "@preact/signals-core";
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import {create} from 'mutative';
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export type Entity = {
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id: string;
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};
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export type EntityAccessor<T extends Entity> = {
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id: string;
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value: T;
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}
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function createReactiveProxy<T extends Entity>(entitySignal: Signal<T>): T {
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return new Proxy({} as T, {
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get(_target, prop) {
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const current = entitySignal.value;
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const value = current[prop as keyof T];
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if (typeof value === 'function') {
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return value.bind(current);
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export class Entity<T> extends Signal<T> {
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public constructor(public readonly id: string, t?: T, options?: SignalOptions<T>) {
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super(t, options);
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}
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return value;
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},
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set(_target, prop, value) {
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const current = entitySignal.value;
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entitySignal.value = { ...current, [prop]: value };
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return true;
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},
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ownKeys(_target) {
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return Reflect.ownKeys(entitySignal.value);
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},
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getOwnPropertyDescriptor(_target, prop) {
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return Reflect.getOwnPropertyDescriptor(entitySignal.value, prop);
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},
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});
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}
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function createReactiveAccessor<T extends Entity>(id: string, entitySignal: Signal<T>): EntityAccessor<T> {
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const proxy = createReactiveProxy(entitySignal);
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return {
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id,
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get value() {
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return proxy;
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},
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set value(value: T) {
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entitySignal.value = value;
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produce(fn: (draft: T) => void) {
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this.value = create(this.value, fn);
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}
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} as EntityAccessor<T>;
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}
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export function createEntityCollection<T extends Entity>() {
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const collection = signal({} as Record<string, Signal<T>>);
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export function entity<T = undefined>(id: string, t?: T, options?: SignalOptions<T>) {
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return new Entity<T>(id, t, options);
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}
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export type EntityCollection<T> = {
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collection: Signal<Record<string, Entity<T>>>;
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remove(...ids: string[]): void;
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add(...entities: (T & {id: string})[]): void;
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get(id: string): Entity<T>;
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}
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export function createEntityCollection<T>(): EntityCollection<T> {
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const collection = signal({} as Record<string, Entity<T>>);
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const remove = (...ids: string[]) => {
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collection.value = Object.fromEntries(
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Object.entries(collection.value).filter(([id]) => !ids.includes(id)),
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);
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};
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const add = (...entities: T[]) => {
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const add = (...entities: (T & {id: string})[]) => {
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collection.value = {
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...collection.value,
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...Object.fromEntries(entities.map((entity) => [entity.id, signal(entity)])),
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...Object.fromEntries(entities.map((e) => [e.id, entity(e.id, e)])),
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};
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};
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const get = (id: string): EntityAccessor<T> => {
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const entitySignal = collection.value[id];
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if (!entitySignal) {
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return {
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id,
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get value() {
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return undefined as unknown as T;
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},
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set value(_value: T) {}
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} as EntityAccessor<T>;
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}
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return createReactiveAccessor(id, entitySignal);
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}
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const get = (id: string) => collection.value[id];
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return {
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collection,
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