262 lines
8.5 KiB
Markdown
262 lines
8.5 KiB
Markdown
# boardgame-core
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A state management library for board games using [Preact Signals](https://preactjs.com/guide/v10/signals/).
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Build turn-based board games with reactive state, entity collections, spatial regions, and a command-driven game loop.
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## Features
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- **Reactive State Management**: Fine-grained reactivity powered by [@preact/signals-core](https://preactjs.com/guide/v10/signals/)
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- **Type Safe**: Full TypeScript support with strict mode and generic context extension
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- **Region System**: Spatial management with multi-axis positioning, alignment, and shuffling
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- **Command System**: CLI-style command parsing with schema validation, type coercion, and prompt support
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- **Deterministic RNG**: Seeded pseudo-random number generator (Mulberry32) for reproducible game states
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## Installation
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```bash
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npm install boardgame-core
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```
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## Writing a Game
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### Defining a Game
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Each game defines a command registry and exports a `createInitialState` function:
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```ts
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import {
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createGameCommandRegistry,
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Region,
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createRegion,
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} from 'boardgame-core';
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// 1. Define your game-specific state
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type MyGameState = {
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board: Region;
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parts: Record<string, { id: string; regionId: string; position: number[] }>;
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score: { white: number; black: number };
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currentPlayer: 'white' | 'black';
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winner: 'white' | 'black' | 'draw' | null;
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};
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// 2. Create initial state factory
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export function createInitialState(): MyGameState {
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return {
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board: createRegion('board', [
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{ name: 'x', min: 0, max: 5 },
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{ name: 'y', min: 0, max: 5 },
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]),
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parts: {},
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score: { white: 0, black: 0 },
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currentPlayer: 'white',
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winner: null,
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};
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}
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// 3. Create registry and register commands
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const registration = createGameCommandRegistry<MyGameState>();
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export const registry = registration.registry;
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registration.add('place <row:number> <col:number>', async function(cmd) {
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const [row, col] = cmd.params as [number, number];
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const player = this.context.value.currentPlayer;
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// Mutate state via produce()
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this.context.produce(state => {
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state.score[player] += 1;
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});
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return { success: true };
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});
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```
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### Running a Game
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```ts
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import { createGameContext } from 'boardgame-core';
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import { registry, createInitialState } from './my-game';
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const game = createGameContext(registry, createInitialState);
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// Run commands through the context
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const result = await game.commands.run('place 2 3');
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if (result.success) {
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console.log(result.result);
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}
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// Access reactive game state
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console.log(game.state.value.score.white);
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```
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### Handling Player Input
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Commands can prompt for player input using `this.prompt()`. Use `promptQueue.pop()` to wait for prompt events:
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```ts
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import { createGameContext } from 'boardgame-core';
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import { registry, createInitialState } from './my-game';
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const game = createGameContext(registry, createInitialState);
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// Start a command that will prompt for input
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const runPromise = game.commands.run('turn X 1');
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// Wait for the prompt event
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const promptEvent = await game.commands.promptQueue.pop();
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console.log(promptEvent.schema.name); // e.g. 'play'
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// Validate and submit player input
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const error = promptEvent.tryCommit('play X 1 2');
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if (error) {
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console.log('Invalid move:', error);
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// tryCommit can be called again with corrected input
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} else {
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// Input accepted, command continues
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const result = await runPromise;
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}
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```
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If the player needs to cancel instead of committing:
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```ts
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promptEvent.cancel('player quit');
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```
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## Sample Games
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### Tic-Tac-Toe
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The simplest example. Shows the basic command loop, 2D board regions, and win detection.
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See [`src/samples/tic-tac-toe.ts`](src/samples/tic-tac-toe.ts).
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### Boop
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A more complex game with piece types (kittens/cats), supply management, the "boop" push mechanic, and graduation rules.
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See [`src/samples/boop/index.ts`](src/samples/boop/index.ts).
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## Region System
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```ts
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import { applyAlign, shuffle, moveToRegion } from 'boardgame-core';
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// Compact cards in a hand towards the start
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applyAlign(handRegion, parts);
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// Shuffle positions of all parts in a region
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shuffle(handRegion, parts, rng);
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// Move a part from one region to another
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moveToRegion(part, sourceRegion, targetRegion, [0, 0]);
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```
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## Command Parsing
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```ts
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import { parseCommand, parseCommandSchema, validateCommand } from 'boardgame-core';
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// Parse a command string
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const cmd = parseCommand('move card1 hand --force -x 10');
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// { name: 'move', params: ['card1', 'hand'], flags: { force: true }, options: { x: '10' } }
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// Define and validate against a schema
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const schema = parseCommandSchema('move <from> <to> [--force] [-x: number]');
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const result = validateCommand(cmd, schema);
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// { valid: true }
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```
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## Random Number Generation
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```ts
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import { createRNG } from 'boardgame-core';
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const rng = createRNG(12345);
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rng.nextInt(6); // 0-5
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rng.next(); // [0, 1)
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rng.next(100); // [0, 100)
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rng.setSeed(999); // reseed
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```
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## API Reference
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### Core
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| Export | Description |
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| `IGameContext` | Base interface for the game context (state, commands) |
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| `createGameContext(registry, initialState?)` | Create a game context instance. `initialState` can be an object or factory function |
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| `createGameCommandRegistry<TState>()` | Create a command registry with fluent `.add()` API |
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### Parts
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| Export | Description |
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| `Part<TMeta>` | Type representing a game piece with sides, position, and region. `TMeta` for game-specific fields |
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| `PartTemplate<TMeta>` | Template type for creating parts (excludes `id`, requires metadata) |
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| `PartPool<TMeta>` | Pool of parts with `draw()`, `return()`, and `remaining()` methods |
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| `createPart(template, id)` | Create a single part from a template |
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| `createParts(template, count, idPrefix)` | Create multiple identical parts with auto-generated IDs |
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| `createPartPool(template, count, idPrefix)` | Create a pool of parts for lazy loading |
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| `mergePartPools(...pools)` | Merge multiple part pools into one |
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| `findPartById(parts, id)` | Find a part by ID in an array |
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| `isCellOccupied(parts, regionId, position)` | Check if a cell is occupied |
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| `getPartAtPosition(parts, regionId, position)` | Get the part at a specific position |
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| `flip(part)` | Cycle to the next side |
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| `flipTo(part, side)` | Set to a specific side |
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| `roll(part, rng)` | Randomize side using RNG |
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### Regions
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| Export | Description |
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| `Region` | Type for spatial grouping of parts with axis-based positioning |
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| `RegionAxis` | Axis definition with min/max/align |
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| `createRegion(id, axes)` | Create a new region |
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| `applyAlign(region, parts)` | Compact parts according to axis alignment |
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| `shuffle(region, parts, rng)` | Randomize part positions |
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| `moveToRegion(part, sourceRegion?, targetRegion, position?)` | Move a part to another region. `sourceRegion` is optional for first placement |
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| `moveToRegionAll(parts, sourceRegion?, targetRegion, positions?)` | Move multiple parts to another region. `sourceRegion` is optional for first placement |
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| `removeFromRegion(part, region)` | Remove a part from its region |
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### Commands
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| Export | Description |
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| `parseCommand(input)` | Parse a command string into a `Command` object |
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| `parseCommandSchema(schema)` | Parse a schema string into a `CommandSchema` |
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| `validateCommand(cmd, schema)` | Validate a command against a schema |
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| `parseCommandWithSchema(cmd, schema)` | Parse and validate in one step |
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| `applyCommandSchema(cmd, schema)` | Apply schema validation and return validated command |
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| `createCommandRegistry<TContext>()` | Create a new command registry |
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| `registerCommand(registry, runner)` | Register a command runner |
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| `unregisterCommand(registry, name)` | Remove a command from the registry |
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| `hasCommand(registry, name)` | Check if a command exists |
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| `getCommand(registry, name)` | Get a command runner by name |
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| `runCommand(registry, context, input)` | Parse and run a command string |
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| `runCommandParsed(registry, context, command)` | Run a pre-parsed command |
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| `createCommandRunnerContext(registry, context)` | Create a command runner context |
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| `PromptEvent` | Event dispatched when a command prompts for input |
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### Utilities
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| Export | Description |
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| `createRNG(seed?)` | Create a seeded RNG instance |
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| `Mulberry32RNG` | Mulberry32 PRNG class |
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## Scripts
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```bash
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npm run build # Build ESM bundle + declarations to dist/
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npm run test # Run tests in watch mode
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npm run test:run # Run tests once
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npm run typecheck # Type check with TypeScript
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```
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## License
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MIT
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