boardgame-phaser/packages/sample-game/src/game/tic-tac-toe.ts

149 lines
4.4 KiB
TypeScript

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