boardgame-core/docs/game-module.md

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编写 GameModule

GameModule 是定义游戏逻辑的模块,包含状态定义和命令注册。

GameModule 结构

一个 GameModule 必须导出两个东西:

import { createGameCommandRegistry, createRegion } from 'boardgame-core';

export function createInitialState() {
    return {
        board: createRegion('board', [
            { name: 'x', min: 0, max: 2 },
            { name: 'y', min: 0, max: 2 },
        ]),
        parts: {} as Record<string, Part>,
        currentPlayer: 'X' as PlayerType,
        winner: null as WinnerType,
        turn: 0,
    };
}

const registration = createGameCommandRegistry<ReturnType<typeof createInitialState>>();
export const registry = registration.registry;

registration.add('setup', async function () { /* ... */ });
registration.add('play <player> <row:number> <col:number>', async function (cmd) { /* ... */ });

也可用 createGameModule 辅助函数包装:

export const gameModule = createGameModule({
    registry: registration.registry,
    createInitialState,
});

定义游戏状态

建议用 ReturnType 推导状态类型:

export type GameState = ReturnType<typeof createInitialState>;

状态通常包含 Region、partsRecord<string, Part>)以及游戏专属字段(当前玩家、分数等)。

注册命令

使用 registration.add() 注册命令。Schema 字符串定义了命令格式:

registration.add('play <player> <row:number> <col:number>', async function (cmd) {
    const [player, row, col] = cmd.params as [PlayerType, number, number];

    // this.context 是 MutableSignal<GameState>
    this.context.produce(state => {
        state.parts[piece.id] = piece;
    });

    return { winner: null };
});

Schema 语法

语法 含义
name 命令名
<param> 必填参数(字符串)
<param:number> 必填参数(自动转为数字)
[--flag] 可选标志
[-x:number] 可选选项(带类型)

命令处理器中的 this

命令处理器中的 thisCommandRunnerContext<MutableSignal<TState>>

registration.add('myCommand <arg>', async function (cmd) {
    const state = this.context.value;                     // 读取状态
    this.context.produce(d => { d.currentPlayer = 'O'; }); // 修改状态

    const result = await this.prompt('confirm <action>', validator, currentPlayer);
    const subResult = await this.run<{ score: number }>(`score ${player}`);
    return { success: true };
});

详见 API 参考

使用 prompt 等待玩家输入

this.prompt() 暂停命令执行,等待外部通过 host.onInput() 提交输入:

const playCmd = await this.prompt(
    'play <player> <row:number> <col:number>',
    (command) => {
        const [player, row, col] = command.params as [PlayerType, number, number];
        if (player !== turnPlayer) return `Invalid player: ${player}`;
        if (row < 0 || row > 2 || col < 0 || col > 2) return `Invalid position`;
        if (isCellOccupied(this.context, row, col)) return `Cell occupied`;
        return null;
    },
    this.context.value.currentPlayer
);

验证函数返回 null 表示有效,返回 string 表示错误信息。验证通过后 playCmd 是已解析的命令对象。

使用 setup 驱动游戏循环

setup 作为入口点驱动游戏循环:

registration.add('setup', async function () {
    const { context } = this;
    while (true) {
        const currentPlayer = context.value.currentPlayer;
        const turnNumber = context.value.turn + 1;
        const turnOutput = await this.run<{ winner: WinnerType }>(`turn ${currentPlayer} ${turnNumber}`);
        if (!turnOutput.success) throw new Error(turnOutput.error);

        context.produce(state => {
            state.winner = turnOutput.result.winner;
            if (!state.winner) {
                state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
                state.turn = turnNumber;
            }
        });
        if (context.value.winner) break;
    }
    return context.value;
});

Part、Region 和 RNG

详见 棋子、区域与 RNG

完整示例

参考 src/samples/tic-tac-toe.ts,包含:

  • 2D 棋盘区域
  • 玩家轮流输入
  • 胜负判定
  • 完整的游戏循环