oecs-sharp/Game.TicTacToe/Commands/PlaceMarkCommand.cs

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using MessagePack;
using OECS;
namespace Game.TicTacToe;
/// <summary>
/// Places the current player's mark on the cell at (Row, Col).
/// Validates that the cell is empty and the game is still playing.
/// </summary>
[MessagePackObject]
public struct PlaceMarkCommand : ICommand
{
[Key(0)] public int Row;
[Key(1)] public int Col;
public void Execute(World world)
{
ref var state = ref world.GetSingleton<GameState>();
if (state.Status != GameStatus.Playing)
return;
// Find the cell entity at (Row, Col) that has no Mark.
// Use the iterator API with early-exit via break.
var query = world.Query().With<Cell>().Without<Mark>().Build();
Entity? target = null;
using var iter = world.Select<Cell>(query);
while (iter.MoveNext())
{
if (iter.Current1.Row == Row && iter.Current1.Col == Col)
{
target = iter.CurrentEntity;
break;
}
}
if (target == null)
return; // Cell already occupied or invalid position.
// Place the mark. ComponentAdded is sufficient — MarkModified
// is only needed when mutating an existing component via GetComponent<T>.
world.AddComponent(target.Value, new Mark { Player = state.CurrentPlayer });
// Advance turn.
state.MoveCount++;
state.CurrentPlayer = state.CurrentPlayer == Player.X ? Player.O : Player.X;
world.MarkModified<GameState>(World.SingletonEntity);
}
}