refactor: use boardgame-core's sample exports
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export * from 'boardgame-core/samples/boop';
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import {
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BOARD_SIZE,
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BoopState,
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BoopPart,
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PieceType,
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PlayerType,
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WinnerType,
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WIN_LENGTH,
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MAX_PIECES_PER_PLAYER,
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BoopGame, prompts,
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} from "./data";
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import {createGameCommandRegistry, Command, moveToRegion} from "boardgame-core";
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import {
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findPartAtPosition,
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findPartInRegion,
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getLineCandidates,
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getNeighborPositions,
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isCellOccupied,
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isInBounds
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} from "./utils";
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export const registry = createGameCommandRegistry<BoopState>();
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/**
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* 放置棋子到棋盘
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*/
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async function handlePlace(game: BoopGame, row: number, col: number, player: PlayerType, type: PieceType) {
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const value = game.value;
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// 从玩家supply中找到对应类型的棋子
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const part = findPartInRegion(game, player, type);
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if (!part) {
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throw new Error(`${player} 的 supply 中没有可用的 ${type}`);
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}
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const partId = part.id;
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await game.produceAsync((state: BoopState) => {
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// 将棋子从supply移动到棋盘
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const part = state.pieces[partId];
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moveToRegion(part, state.regions[player], state.regions.board, [row, col]);
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});
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return { row, col, player, type, partId };
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}
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const place = registry.register( 'place <row:number> <col:number> <player> <type>', handlePlace);
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/**
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* 执行boop - 推动周围棋子
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*/
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async function handleBoop(game: BoopGame, row: number, col: number, type: PieceType) {
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const booped: string[] = [];
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const toRemove = new Set<string>();
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await game.produceAsync((state: BoopState) => {
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// 按照远离放置位置的方向推动
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for (const [dr, dc] of getNeighborPositions()) {
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const nr = row + dr;
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const nc = col + dc;
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if (!isInBounds(nr, nc)) continue;
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// 从 state 中查找,而不是 game
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const part = findPartAtPosition(state, nr, nc);
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if (!part) continue;
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// 小猫不能推动猫
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if (type === 'kitten' && part.type === 'cat') continue;
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// 计算推动后的位置
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const newRow = nr + dr;
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const newCol = nc + dc;
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// 检查新位置是否为空或在棋盘外
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if (!isInBounds(newRow, newCol)) {
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// 棋子被推出棋盘,返回玩家supply
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toRemove.add(part.id);
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booped.push(part.id);
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moveToRegion(part, state.regions.board, state.regions.board, [newRow, newCol]);
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} else if (!isCellOccupied(state, newRow, newCol)) {
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// 新位置为空,移动过去
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booped.push(part.id);
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moveToRegion(part, state.regions.board, state.regions.board, [newRow, newCol]);
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}
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// 如果新位置被占用,则不移动(两个棋子都保持原位)
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}
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});
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await game.produceAsync((state: BoopState) => {
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// 移除被吃掉的棋子
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for (const partId of toRemove) {
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const part = state.pieces[partId];
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moveToRegion(part, state.regions.board, state.regions[part.player]);
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}
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});
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return { booped };
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}
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const boop = registry.register('boop <row:number> <col:number> <type>', handleBoop);
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/**
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* 检查是否有玩家获胜(三个猫连线)
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*/
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async function handleCheckWin(game: BoopGame) {
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for(const line of getLineCandidates()){
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let whites = 0;
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let blacks = 0;
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for(const [row, col] of line){
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const part = findPartAtPosition(game, row, col);
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if(part?.type !== 'cat') continue;
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if (part.player === 'white') whites++;
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else blacks++;
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}
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if(whites >= WIN_LENGTH) {
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return 'white';
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}
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if(blacks >= WIN_LENGTH) {
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return 'black';
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}
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}
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return null;
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}
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const checkWin = registry.register('check-win', handleCheckWin);
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/**
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* 检查并执行小猫升级(三个小猫连线变成猫)
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*/
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async function handleCheckGraduates(game: BoopGame){
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const toUpgrade = new Set<string>();
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for(const line of getLineCandidates()){
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let whites = 0;
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let blacks = 0;
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for(const [row, col] of line){
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const part = findPartAtPosition(game, row, col);
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if (part?.player === 'white') whites++;
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else if(part?.player === 'black') blacks++;
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}
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const player = whites >= WIN_LENGTH ? 'white' : blacks >= WIN_LENGTH ? 'black' : null;
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if(!player) continue;
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for(const [row, col] of line){
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const part = findPartAtPosition(game, row, col);
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part && toUpgrade.add(part.id);
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}
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}
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await game.produceAsync((state: BoopState) => {
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for(const partId of toUpgrade){
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const part = state.pieces[partId];
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const [row, col] = part.position;
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const player = part.player;
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moveToRegion(part, state.regions.board, null);
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const newPart = findPartInRegion(state, '', 'cat', player);
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moveToRegion(newPart || part, null, state.regions[player], [row, col]);
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}
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});
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}
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const checkGraduates = registry.register('check-graduates', handleCheckGraduates);
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export async function start(game: BoopGame) {
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while (true) {
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const currentPlayer = game.value.currentPlayer;
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const { winner } = await turn(game, currentPlayer);
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await game.produceAsync((state: BoopState) => {
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state.winner = winner;
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if (!state.winner) {
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state.currentPlayer = state.currentPlayer === 'white' ? 'black' : 'white';
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}
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});
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if (game.value.winner) break;
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}
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return game.value;
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}
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async function handleCheckFullBoard(game: BoopGame, turnPlayer: PlayerType){
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// 检查8-piece规则: 如果玩家所有8个棋子都在棋盘上且没有获胜,强制升级一个小猫
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const playerPieces = Object.values(game.value.pieces).filter(
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(p: BoopPart) => p.player === turnPlayer && p.regionId === 'board'
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);
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if(playerPieces.length < MAX_PIECES_PER_PLAYER || game.value.winner !== null){
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return;
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}
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const partId = await game.prompt(
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prompts.graduate,
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(player, row, col) => {
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if (player !== turnPlayer) {
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throw `无效的玩家: ${player},期望的是 ${turnPlayer}。`;
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}
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if (!isInBounds(row, col)) {
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throw `无效的位置: (${row}, ${col}),必须在 0 到 ${BOARD_SIZE - 1} 之间。`;
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}
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const part = findPartAtPosition(game, row, col);
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if (!part || part.player !== turnPlayer) {
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throw `(${row}, ${col}) 位置没有 ${player} 的棋子。`;
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}
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return part.id;
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}
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);
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await game.produceAsync((state: BoopState) => {
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const part = state.pieces[partId];
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moveToRegion(part, state.regions.board, null);
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const cat = findPartInRegion(state, '', 'cat');
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moveToRegion(cat || part, null, state.regions[turnPlayer]);
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});
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}
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const checkFullBoard = registry.register('check-full-board', handleCheckFullBoard);
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async function handleTurn(game: BoopGame, turnPlayer: PlayerType) {
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const {row, col, type} = await game.prompt(
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prompts.play,
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(player, row, col, type?) => {
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const pieceType = type === 'cat' ? 'cat' : 'kitten';
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if (player !== turnPlayer) {
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throw `无效的玩家: ${player},期望的是 ${turnPlayer}。`;
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}
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if (!isInBounds(row, col)) {
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throw `无效的位置: (${row}, ${col}),必须在 0 到 ${BOARD_SIZE - 1} 之间。`;
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}
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if (isCellOccupied(game, row, col)) {
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throw `单元格 (${row}, ${col}) 已被占用。`;
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}
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const found = findPartInRegion(game, player, pieceType);
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if (!found) {
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throw `${player} 的 supply 中没有 ${pieceType === 'cat' ? '大猫' : '小猫'} 了。`;
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}
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return {player, row,col,type};
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},
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game.value.currentPlayer
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);
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const pieceType = type === 'cat' ? 'cat' : 'kitten';
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await place(game, row, col, turnPlayer, pieceType);
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await boop(game, row, col, pieceType);
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const winner = await checkWin(game);
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if(winner) return { winner: winner as WinnerType };
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await checkGraduates(game);
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await handleCheckFullBoard(game, turnPlayer);
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return { winner: null };
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}
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const turn = registry.register('turn <player>', handleTurn);
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import parts from './parts.csv';
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import {createRegion, moveToRegion, Region, createPromptDef} from "boardgame-core";
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import {createPartsFromTable} from "boardgame-core";
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import {Part} from "boardgame-core";
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import {IGameContext} from "boardgame-core";
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export const BOARD_SIZE = 6;
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export const MAX_PIECES_PER_PLAYER = 8;
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export const WIN_LENGTH = 3;
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export type PlayerType = 'white' | 'black';
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export type PieceType = 'kitten' | 'cat';
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export type WinnerType = PlayerType | 'draw' | null;
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export type RegionType = 'white' | 'black' | 'board' | '';
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export type BoopPartMeta = { player: PlayerType; type: PieceType };
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export type BoopPart = Part<BoopPartMeta>;
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export const prompts = {
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play: createPromptDef<[PlayerType, number, number, PieceType?]>('play <player> <row:number> <col:number> [type:string]'),
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graduate: createPromptDef<[PlayerType, number, number]>('graduate <player> <row:number> <col:number>'),
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}
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export function createInitialState() {
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const pieces = createPartsFromTable(
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parts,
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(item: {player: string, type: string}, index: number) => `${item.player}-${item.type}-${index + 1}`,
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(item: {count: number}) => item.count
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) as Record<string, BoopPart>;
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// Initialize region childIds
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const whiteRegion = createRegion('white', []);
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const blackRegion = createRegion('black', []);
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const boardRegion = createRegion('board', [
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{ name: 'x', min: 0, max: BOARD_SIZE - 1 },
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{ name: 'y', min: 0, max: BOARD_SIZE - 1 },
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]);
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// Populate region childIds based on piece regionId
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for (const part of Object.values(pieces)) {
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if(part.type !== 'kitten') continue;
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if (part.player === 'white' ) {
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moveToRegion(part, null, whiteRegion);
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} else if (part.player === 'black') {
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moveToRegion(part, null, blackRegion);
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}
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}
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return {
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regions: {
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white: whiteRegion,
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black: blackRegion,
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board: boardRegion,
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} as Record<RegionType, Region>,
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pieces,
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currentPlayer: 'white' as PlayerType,
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winner: null as WinnerType,
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};
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}
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export type BoopState = ReturnType<typeof createInitialState>;
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export type BoopGame = IGameContext<BoopState>;
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export * from './data';
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export * from './commands';
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type,player,count
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string,string,int
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kitten,white,8
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kitten,black,8
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cat,white,8
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cat,black,8
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type Table = {
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type: string;
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player: string;
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count: number;
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}[];
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declare const data: Table;
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export default data;
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# Boop
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## Game Overview
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**"boop."** is a deceptively cute, oh-so-snoozy strategy game. Players compete to place their cats on a quilted bed, pushing other pieces out of the way.
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- **Players:** 2
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- **Ages:** 10+
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- **Play Time:** 15–20 minutes
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## Components
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- 1 Quilted Fabric Board (the "Bed") — 6×6 grid
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- 8 White Kittens and 8 White Cats
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- 8 Black Kittens and 8 Black Cats
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## Objective
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Be the first player to line up **three Cats** in a row (horizontally, vertically, or diagonally) on the 6×6 grid.
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## Setup
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- Each player takes their 8 Kittens into their personal supply.
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- Cats are kept off to the side until a player "graduates" their Kittens.
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- The board starts empty.
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## How to Play
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On your turn, perform the following steps:
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### 1. Placing Pieces
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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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Placing a piece causes a **"boop."** Every piece (yours or your opponent's) in the 8 spaces immediately surrounding the piece you just played is pushed one space away from the placed piece.
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- **Chain Reactions:** A "booped" piece does **not** cause another boop. Only the piece being *placed* triggers boops.
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- **Obstructions:** If there is a piece behind the piece being booped (i.e., the space it would be pushed into is occupied), the boop does not happen — both pieces stay put.
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- **Falling off the Bed:** If a piece is booped off the edge of the 6×6 grid, it is returned to its owner's supply.
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### 3. Kittens vs. Cats (The Hierarchy)
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- **Kittens** can boop other Kittens.
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- **Kittens** **cannot** boop Cats.
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- **Cats** can boop both Kittens and other Cats.
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## Graduation (Getting Cats)
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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. 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 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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A player wins immediately when they get **three Cats in a row** on the bed (horizontally, vertically, or diagonally).
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> **Note:** If you line up three Cats during a Kitten graduation move (e.g., three Cats are moved into a row because of a Kitten being placed), you also win.
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## Strategy Tips
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Because every move pushes other pieces away, players must think several steps ahead to "trap" their own pieces into a row while knocking their opponent's pieces off the board or out of alignment.
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import {
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BOARD_SIZE,
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BoopGame,
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BoopPart,
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BoopState,
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PieceType,
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PlayerType,
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RegionType,
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WIN_LENGTH
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} from "./data";
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const DIRS = [
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[0, 1],
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[1, 0],
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[1, 1],
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[-1, 1]
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]
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type PT = [number, number];
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type Line = PT[];
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export function* getLineCandidates(){
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for(const [dx, dy] of DIRS){
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for(let x = 0; x < BOARD_SIZE; x ++)
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for(let y = 0; y < BOARD_SIZE; y ++){
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if(!isInBounds(x + dx * (WIN_LENGTH-1), y + dy * (WIN_LENGTH-1))) continue;
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const line = [];
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for(let i = 0; i < WIN_LENGTH; i ++){
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line.push([x + i * dx, y + i * dy]);
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}
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yield line as Line;
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}
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}
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}
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/**
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* 检查位置是否在棋盘范围内
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*/
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export function isInBounds(x: number, y: number): boolean {
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return x >= 0 && x < BOARD_SIZE && y >= 0 && y < BOARD_SIZE;
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}
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export function isCellOccupied(game: BoopGame | BoopState, x: number, y: number): boolean {
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const id = `${x},${y}`;
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return getState(game).regions.board.partMap[id] !== undefined;
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}
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export function* getNeighborPositions(x: number = 0, y: number = 0){
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for(let dx = -1; dx <= 1; dx ++)
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for(let dy = -1; dy <= 1; dy ++)
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if(dx !== 0 || dy !== 0)
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yield [x + dx, y + dy] as PT;
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}
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||||
|
||||
export function findPartInRegion(ctx: BoopGame | BoopState, regionId: keyof BoopGame['value']['regions'], type: PieceType, player?: PlayerType): BoopPart | null {
|
||||
const state = getState(ctx);
|
||||
if(!regionId){
|
||||
return Object.values(state.pieces).find(part => match(regionId, part, type, player)) || null;
|
||||
}
|
||||
const id = state.regions[regionId].childIds.find((id: string) => match(regionId, state.pieces[id], type, player));
|
||||
return id ? state.pieces[id] || null : null;
|
||||
}
|
||||
function match(regionId: RegionType, part: BoopPart, type: PieceType, player?: PlayerType){
|
||||
return regionId === part.regionId && part.type === type && (!player || part.player === player);
|
||||
}
|
||||
|
||||
export function findPartAtPosition(ctx: BoopGame | BoopState, row: number, col: number): BoopPart | null {
|
||||
const state = getState(ctx);
|
||||
const id = state.regions.board.partMap[`${row},${col}`];
|
||||
return id ? state.pieces[id] || null : null;
|
||||
}
|
||||
|
||||
function getState(ctx: BoopGame | BoopState): BoopState {
|
||||
if('value' in ctx){
|
||||
return ctx.value;
|
||||
}
|
||||
return ctx;
|
||||
}
|
||||
|
|
@ -1,137 +1 @@
|
|||
import {
|
||||
createGameCommandRegistry, Part, createRegion,
|
||||
IGameContext, createRegionAxis, GameModule,
|
||||
createPromptDef
|
||||
} from 'boardgame-core';
|
||||
|
||||
const BOARD_SIZE = 3;
|
||||
const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
|
||||
const WINNING_LINES: number[][][] = [
|
||||
[[0, 0], [0, 1], [0, 2]],
|
||||
[[1, 0], [1, 1], [1, 2]],
|
||||
[[2, 0], [2, 1], [2, 2]],
|
||||
[[0, 0], [1, 0], [2, 0]],
|
||||
[[0, 1], [1, 1], [2, 1]],
|
||||
[[0, 2], [1, 2], [2, 2]],
|
||||
[[0, 0], [1, 1], [2, 2]],
|
||||
[[0, 2], [1, 1], [2, 0]],
|
||||
];
|
||||
|
||||
export type PlayerType = 'X' | 'O';
|
||||
export type WinnerType = PlayerType | 'draw' | null;
|
||||
export type TicTacToePart = Part<{ player: PlayerType }>;
|
||||
export type TicTacToeState = ReturnType<typeof createInitialState>;
|
||||
export type TicTacToeGame = IGameContext<TicTacToeState>;
|
||||
export const prompts = {
|
||||
play: createPromptDef<[PlayerType, number, number]>('play <player> <row:number> <col:number>'),
|
||||
}
|
||||
|
||||
export function createInitialState() {
|
||||
return {
|
||||
board: createRegion('board', [
|
||||
createRegionAxis('x', 0, BOARD_SIZE - 1),
|
||||
createRegionAxis('y', 0, BOARD_SIZE - 1),
|
||||
]),
|
||||
parts: {} as Record<string, TicTacToePart>,
|
||||
currentPlayer: 'X' as PlayerType,
|
||||
winner: null as WinnerType,
|
||||
turn: 0,
|
||||
};
|
||||
}
|
||||
export const registry = createGameCommandRegistry<TicTacToeState>();
|
||||
|
||||
export async function start(game: TicTacToeGame) {
|
||||
while (true) {
|
||||
const currentPlayer = game.value.currentPlayer;
|
||||
const turnNumber = game.value.turn + 1;
|
||||
const turnOutput = await turn(game, currentPlayer, turnNumber);
|
||||
|
||||
game.produce((state: TicTacToeState) => {
|
||||
state.winner = turnOutput.winner;
|
||||
if (!state.winner) {
|
||||
state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
|
||||
state.turn = turnNumber;
|
||||
}
|
||||
});
|
||||
if (game.value.winner) break;
|
||||
}
|
||||
|
||||
return game.value;
|
||||
}
|
||||
|
||||
async function handleTurn(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) {
|
||||
const {player, row, col} = await game.prompt(
|
||||
prompts.play,
|
||||
(player, row, col) => {
|
||||
if (player !== turnPlayer) {
|
||||
throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
|
||||
} else if (!isValidMove(row, col)) {
|
||||
throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
|
||||
} else if (isCellOccupied(game, row, col)) {
|
||||
throw `Cell (${row}, ${col}) is already occupied.`;
|
||||
} else {
|
||||
return { player, row, col };
|
||||
}
|
||||
},
|
||||
game.value.currentPlayer
|
||||
);
|
||||
|
||||
placePiece(game, row, col, turnPlayer);
|
||||
|
||||
const winner = checkWinner(game);
|
||||
if (winner) return { winner };
|
||||
if (turnNumber >= MAX_TURNS) return { winner: 'draw' as WinnerType };
|
||||
|
||||
return { winner: null };
|
||||
}
|
||||
const turn = registry.register('turn <player:string> <turnNumber:int>', handleTurn);
|
||||
|
||||
function isValidMove(row: number, col: number): boolean {
|
||||
return !isNaN(row) && !isNaN(col) && row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE;
|
||||
}
|
||||
|
||||
export function isCellOccupied(host: TicTacToeGame, row: number, col: number): boolean {
|
||||
return host.value.board.partMap[`${row},${col}`] !== undefined;
|
||||
}
|
||||
|
||||
export function hasWinningLine(positions: number[][]): boolean {
|
||||
return WINNING_LINES.some(line =>
|
||||
line.every(([r, c]) =>
|
||||
positions.some(([pr, pc]) => pr === r && pc === c)
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
export function checkWinner(host: TicTacToeGame): WinnerType {
|
||||
const parts = host.value.parts;
|
||||
const partsArray = Object.values(parts);
|
||||
|
||||
const xPositions = partsArray.filter((p: TicTacToePart) => p.player === 'X').map((p: TicTacToePart) => p.position);
|
||||
const oPositions = partsArray.filter((p: TicTacToePart) => p.player === 'O').map((p: TicTacToePart) => p.position);
|
||||
|
||||
if (hasWinningLine(xPositions)) return 'X';
|
||||
if (hasWinningLine(oPositions)) return 'O';
|
||||
if (partsArray.length >= MAX_TURNS) return 'draw';
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
export function placePiece(host: TicTacToeGame, row: number, col: number, player: PlayerType) {
|
||||
const board = host.value.board;
|
||||
const moveNumber = Object.keys(host.value.parts).length + 1;
|
||||
const piece = {
|
||||
regionId: 'board', position: [row, col], player,
|
||||
id: `piece-${player}-${moveNumber}`
|
||||
};
|
||||
host.produce((state: TicTacToeState) => {
|
||||
state.parts[piece.id] = piece;
|
||||
board.childIds.push(piece.id);
|
||||
board.partMap[`${row},${col}`] = piece.id;
|
||||
});
|
||||
}
|
||||
|
||||
export const gameModule: GameModule<TicTacToeState> = {
|
||||
registry,
|
||||
createInitialState,
|
||||
start
|
||||
};
|
||||
export * from "boardgame-core/samples/tic-tac-toe";
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
import { h } from 'preact';
|
||||
import { GameUI } from 'boardgame-phaser';
|
||||
import { gameModule } from './game/tic-tac-toe';
|
||||
import * as gameModule from './game/tic-tac-toe';
|
||||
import './style.css';
|
||||
import App from "@/ui/App";
|
||||
import {GameScene} from "@/scenes/GameScene";
|
||||
|
|
|
|||
Loading…
Reference in New Issue