import { createGameCommandRegistry, type Part, createRegion, type MutableSignal, isCellOccupied as isCellOccupiedUtil, } 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 function createInitialState() { return { board: createRegion('board', [ { name: 'x', min: 0, max: BOARD_SIZE - 1 }, { name: 'y', min: 0, max: BOARD_SIZE - 1 }, ]), parts: {} as Record, currentPlayer: 'X' as PlayerType, winner: null as WinnerType, turn: 0, }; } export type TicTacToeState = ReturnType; const registration = createGameCommandRegistry(); export const registry = registration.registry; 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; }); registration.add('turn ', async function (cmd) { const [turnPlayer, turnNumber] = cmd.params as [PlayerType, number]; const playCmd = await this.prompt( 'play ', (command) => { const [player, row, col] = command.params as [PlayerType, number, number]; if (player !== turnPlayer) { return `Invalid player: ${player}. Expected ${turnPlayer}.`; } if (row < 0 || row >= BOARD_SIZE || col < 0 || col >= BOARD_SIZE) { return `Invalid position: (${row}, ${col}).`; } const state = this.context.value; const partId = state.board.partMap[`${row},${col}`]; if (partId) { return `Cell (${row}, ${col}) is already occupied.`; } return null; }, ); const [player, row, col] = playCmd.params as [PlayerType, number, number]; placePiece(this.context, row, col, turnPlayer); const winner = checkWinner(this.context); if (winner) return { winner }; if (turnNumber >= MAX_TURNS) return { winner: 'draw' as WinnerType }; return { winner: null }; }); export function isCellOccupied(host: MutableSignal, row: number, col: number): boolean { return isCellOccupiedUtil(host.value.parts, 'board', [row, col]); } export function hasWinningLine(positions: number[][]): boolean { return WINNING_LINES.some(line => line.every(([r, c]) => positions.some(([pr, pc]) => pr === r && pc === c), ), ); } export function checkWinner(host: MutableSignal): WinnerType { const parts = host.value.parts; const xPositions = Object.values(parts).filter((p: TicTacToePart) => p.player === 'X').map((p: TicTacToePart) => p.position); const oPositions = Object.values(parts).filter((p: TicTacToePart) => p.player === 'O').map((p: TicTacToePart) => p.position); if (hasWinningLine(xPositions)) return 'X'; if (hasWinningLine(oPositions)) return 'O'; if (Object.keys(parts).length >= MAX_TURNS) return 'draw'; return null; } export function placePiece(host: MutableSignal, row: number, col: number, player: PlayerType) { const moveNumber = Object.keys(host.value.parts).length + 1; const piece: TicTacToePart = { id: `piece-${player}-${moveNumber}`, regionId: 'board', position: [row, col], player, }; host.produce(state => { state.parts[piece.id] = piece; state.board.childIds.push(piece.id); state.board.partMap[`${row},${col}`] = piece.id; }); }