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94e021974f
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94e021974f | |
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793c7d834b |
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@ -12,17 +12,20 @@ type BoopPart = Part & { player: PlayerType; pieceType: PieceType };
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type PieceSupply = { supply: number; placed: number };
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type PlayerSupply = {
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type Player = {
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id: PlayerType;
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kitten: PieceSupply;
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cat: PieceSupply;
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};
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// TODO refactor this into an Entity
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function createPlayerSupply(): PlayerSupply {
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return {
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type PlayerEntity = Entity<Player>;
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function createPlayer(id: PlayerType): PlayerEntity {
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return entity<Player>(id, {
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id,
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kitten: { supply: MAX_PIECES_PER_PLAYER, placed: 0 },
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cat: { supply: 0, placed: 0 },
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};
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});
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}
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export function createInitialState() {
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@ -38,8 +41,8 @@ export function createInitialState() {
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currentPlayer: 'white' as PlayerType,
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winner: null as WinnerType,
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players: {
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white: createPlayerSupply(),
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black: createPlayerSupply(),
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white: createPlayer('white'),
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black: createPlayer('black'),
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},
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};
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}
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@ -47,6 +50,24 @@ export type BoopState = ReturnType<typeof createInitialState>;
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const registration = createGameCommandRegistry<BoopState>();
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export const registry = registration.registry;
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// Player Entity helper functions
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export function getPlayer(host: Entity<BoopState>, player: PlayerType): PlayerEntity {
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return host.value.players[player];
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}
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export function decrementSupply(player: PlayerEntity, pieceType: PieceType) {
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player.produce(p => {
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p[pieceType].supply--;
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p[pieceType].placed++;
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});
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}
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export function incrementSupply(player: PlayerEntity, pieceType: PieceType, count?: number) {
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player.produce(p => {
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p[pieceType].supply += count ?? 1;
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});
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}
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registration.add('setup', async function() {
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const {context} = this;
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while (true) {
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@ -85,7 +106,8 @@ registration.add('turn <player>', async function(cmd) {
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return `Cell (${row}, ${col}) is already occupied.`;
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}
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const supply = this.context.value.players[player][pieceType].supply;
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const playerEntity = getPlayer(this.context, player);
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const supply = playerEntity.value[pieceType].supply;
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if (supply <= 0) {
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return `No ${pieceType}s left in ${player}'s supply.`;
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}
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@ -103,6 +125,36 @@ registration.add('turn <player>', async function(cmd) {
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processGraduation(this.context, turnPlayer, graduatedLines);
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}
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if (countPiecesOnBoard(this.context, turnPlayer) >= MAX_PIECES_PER_PLAYER) {
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const board = getBoardRegion(this.context);
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const partsMap = board.partsMap.value;
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const availableKittens: Entity<BoopPart>[] = [];
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for (const key in partsMap) {
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const part = partsMap[key] as Entity<BoopPart>;
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if (part.value.player === turnPlayer && part.value.pieceType === 'kitten') {
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availableKittens.push(part);
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}
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}
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if (availableKittens.length > 0) {
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const graduateCmd = await this.prompt(
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'graduate <row:number> <col:number>',
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(command) => {
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const [row, col] = command.params as [number, number];
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const posKey = `${row},${col}`;
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const part = availableKittens.find(p => `${p.value.position[0]},${p.value.position[1]}` === posKey);
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if (!part) return `No kitten at (${row}, ${col}).`;
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return null;
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}
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);
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const [row, col] = graduateCmd.params as [number, number];
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const part = availableKittens.find(p => p.value.position[0] === row && p.value.position[1] === col)!;
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removePieceFromBoard(this.context, part);
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const playerEntity = getPlayer(this.context, turnPlayer);
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incrementSupply(playerEntity, 'cat', 1);
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}
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}
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const winner = checkWinner(this.context);
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if (winner) return { winner };
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@ -129,7 +181,8 @@ export function getPartAt(host: Entity<BoopState>, row: number, col: number): En
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export function placePiece(host: Entity<BoopState>, row: number, col: number, player: PlayerType, pieceType: PieceType) {
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const board = getBoardRegion(host);
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const count = host.value.players[player][pieceType].placed + 1;
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const playerEntity = getPlayer(host, player);
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const count = playerEntity.value[pieceType].placed + 1;
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const piece: BoopPart = {
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id: `${player}-${pieceType}-${count}`,
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@ -140,12 +193,11 @@ export function placePiece(host: Entity<BoopState>, row: number, col: number, pl
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};
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host.produce(s => {
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const e = entity(piece.id, piece);
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s.players[player][pieceType].supply--;
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s.players[player][pieceType].placed++;
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board.produce(draft => {
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draft.children.push(e);
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});
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});
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decrementSupply(playerEntity, pieceType);
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}
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export function applyBoops(host: Entity<BoopState>, placedRow: number, placedCol: number, placedType: PieceType) {
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@ -180,10 +232,9 @@ export function applyBoops(host: Entity<BoopState>, placedRow: number, placedCol
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if (newRow < 0 || newRow >= BOARD_SIZE || newCol < 0 || newCol >= BOARD_SIZE) {
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const pt = part.value.pieceType;
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const pl = part.value.player;
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const playerEntity = getPlayer(host, pl);
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removePieceFromBoard(host, part);
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host.produce(state => {
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state.players[pl][pt].supply++;
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});
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incrementSupply(playerEntity, pt);
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continue;
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}
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@ -197,9 +248,13 @@ export function applyBoops(host: Entity<BoopState>, placedRow: number, placedCol
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export function removePieceFromBoard(host: Entity<BoopState>, part: Entity<BoopPart>) {
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const board = getBoardRegion(host);
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const playerEntity = getPlayer(host, part.value.player);
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board.produce(draft => {
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draft.children = draft.children.filter(p => p.id !== part.id);
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});
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playerEntity.produce(p => {
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p[part.value.pieceType].placed--;
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});
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}
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const DIRECTIONS: [number, number][] = [
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@ -298,9 +353,19 @@ export function processGraduation(host: Entity<BoopState>, player: PlayerType, l
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}
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const count = partsToRemove.length;
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host.produce(state => {
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state.players[player].cat.supply += count;
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});
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const playerEntity = getPlayer(host, player);
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incrementSupply(playerEntity, 'cat', count);
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}
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export function countPiecesOnBoard(host: Entity<BoopState>, player: PlayerType): number {
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const board = getBoardRegion(host);
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const partsMap = board.partsMap.value;
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let count = 0;
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for (const key in partsMap) {
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const part = partsMap[key] as Entity<BoopPart>;
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if (part.value.player === player) count++;
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}
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return count;
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}
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export function checkWinner(host: Entity<BoopState>): WinnerType {
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@ -318,13 +383,5 @@ export function checkWinner(host: Entity<BoopState>): WinnerType {
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if (hasWinningLine(positions)) return player;
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}
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const state = host.value;
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const whiteTotal = MAX_PIECES_PER_PLAYER - state.players.white.kitten.supply + state.players.white.cat.supply;
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const blackTotal = MAX_PIECES_PER_PLAYER - state.players.black.kitten.supply + state.players.black.cat.supply;
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if (whiteTotal >= MAX_PIECES_PER_PLAYER && blackTotal >= MAX_PIECES_PER_PLAYER) {
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return 'draw';
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}
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return null;
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}
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@ -30,7 +30,7 @@ On your turn, perform the following steps:
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### 1. Placing Pieces
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Place one Kitten from your supply onto any empty space on the bed.
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Place one piece (Kitten or Cat) from your supply onto any empty space on the bed.
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### 2. The "Boop" Mechanic
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@ -51,9 +51,9 @@ Placing a piece causes a **"boop."** Every piece (yours or your opponent's) in t
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To win, you need Cats. You obtain Cats by lining up Kittens:
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1. **Three in a Row:** If you line up three of your Kittens in a row (horizontally, vertically, or diagonally), they "graduate."
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2. **The Process:** Remove the three Kittens from the board and return them to the box. Replace them in your personal supply with three **Cats**.
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2. **The Process:** Remove the three Kittens from the board and return them to the box. Add three **Cats** to your personal supply.
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3. **Multiple Rows:** If placing a piece creates multiple rows of three, you graduate all pieces involved in those rows.
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4. **The 8-Piece Rule:** If a player has all 8 of their pieces on the board (a mix of Kittens and Cats) and no one has three-in-a-row, the player must graduate one of their Kittens on the board into a Cat to free up a piece.
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4. **The 8-Piece Rule:** If a player has all 8 of their pieces on the board (a mix of Kittens and Cats) and no one has three-in-a-row, the player must choose one of their Kittens on the board to graduate into a Cat to free up a piece.
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## How to Win
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@ -130,23 +130,23 @@ describe('Boop - helper functions', () => {
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const state = getState(ctx);
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placePiece(state, 0, 0, 'white', 'kitten');
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expect(state.value.players.white.kitten.supply).toBe(7);
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expect(state.value.players.black.kitten.supply).toBe(8);
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expect(state.value.players.white.value.kitten.supply).toBe(7);
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expect(state.value.players.black.value.kitten.supply).toBe(8);
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placePiece(state, 0, 1, 'black', 'kitten');
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expect(state.value.players.white.kitten.supply).toBe(7);
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expect(state.value.players.black.kitten.supply).toBe(7);
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expect(state.value.players.white.value.kitten.supply).toBe(7);
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expect(state.value.players.black.value.kitten.supply).toBe(7);
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});
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it('should decrement the correct player cat supply', () => {
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const { ctx } = createTestContext();
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const state = getState(ctx);
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state.produce(s => {
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s.players.white.cat.supply = 3;
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s.players.white.value.cat.supply = 3;
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});
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placePiece(state, 0, 0, 'white', 'cat');
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expect(state.value.players.white.cat.supply).toBe(2);
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expect(state.value.players.white.value.cat.supply).toBe(2);
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});
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it('should add piece to board region children', () => {
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@ -211,7 +211,7 @@ describe('Boop - helper functions', () => {
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expect(getParts(state).length).toBe(1);
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expect(getParts(state)[0].value.player).toBe('black');
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expect(state.value.players.white.kitten.supply).toBe(8);
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expect(state.value.players.white.value.kitten.supply).toBe(8);
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});
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it('should not boop piece if target cell is occupied', () => {
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@ -367,7 +367,7 @@ describe('Boop - helper functions', () => {
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processGraduation(state, 'white', lines);
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expect(getParts(state).length).toBe(0);
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expect(state.value.players.white.cat.supply).toBe(3);
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expect(state.value.players.white.value.cat.supply).toBe(3);
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});
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it('should only graduate pieces on the winning lines', () => {
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@ -384,7 +384,7 @@ describe('Boop - helper functions', () => {
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expect(getParts(state).length).toBe(1);
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expect(getParts(state)[0].value.position).toEqual([3, 3]);
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expect(state.value.players.white.cat.supply).toBe(3);
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expect(state.value.players.white.value.cat.supply).toBe(3);
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});
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});
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@ -537,9 +537,7 @@ describe('Boop - game flow', () => {
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const { ctx } = createTestContext();
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const state = getState(ctx);
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state.produce(s => {
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s.players.white.kitten.supply = 0;
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});
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state.value.players.white.value.kitten.supply = 0;
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const promptPromise = waitForPrompt(ctx);
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const runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
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@ -598,16 +596,14 @@ describe('Boop - game flow', () => {
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processGraduation(state, 'white', lines);
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expect(getParts(state).length).toBe(0);
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expect(state.value.players.white.cat.supply).toBe(3);
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expect(state.value.players.white.value.cat.supply).toBe(3);
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});
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it('should accept placing a cat via play command', async () => {
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const { ctx } = createTestContext();
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const state = getState(ctx);
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state.produce(s => {
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s.players.white.cat.supply = 3;
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});
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state.value.players.white.value.cat.supply = 3;
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const promptPromise = waitForPrompt(ctx);
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const runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
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@ -621,16 +617,14 @@ describe('Boop - game flow', () => {
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expect(getParts(state).length).toBe(1);
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expect(getParts(state)[0].id).toBe('white-cat-1');
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expect(getParts(state)[0].value.pieceType).toBe('cat');
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expect(state.value.players.white.cat.supply).toBe(2);
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expect(state.value.players.white.value.cat.supply).toBe(2);
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});
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it('should reject placing a cat when supply is empty', async () => {
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const { ctx } = createTestContext();
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const state = getState(ctx);
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state.produce(s => {
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s.players.white.cat.supply = 0;
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});
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state.value.players.white.value.cat.supply = 0;
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const promptPromise = waitForPrompt(ctx);
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const runPromise = ctx.commands.run<{winner: WinnerType}>('turn white');
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