refactor: update iterator access and simplify loops

Refactor code to use `Val1` and `Val2` instead of `Item1` and `Item2`
for
iterator access. Simplify `PlaceMarkCommand` and `WinCheckSystem` by
replacing `while` loops with `foreach` and removing redundant comments.
This commit is contained in:
hypercross 2026-07-21 11:09:55 +08:00
parent 52e1e8fdc9
commit 4cdfe9c957
5 changed files with 20 additions and 38 deletions

View File

@ -31,9 +31,9 @@ public class GameFlowTests
foreach (var it in world.Select<Cell, Mark>())
{
markedCount++;
it.Item1.Row.Should().Be(0);
it.Item1.Col.Should().Be(0);
it.Item2.Player.Should().Be(Player.X);
it.Val1.Row.Should().Be(0);
it.Val1.Col.Should().Be(0);
it.Val2.Player.Should().Be(Player.X);
}
markedCount.Should().Be(1);
@ -66,7 +66,7 @@ public class GameFlowTests
// Only one mark should exist at (0,0), and it should still be X.
var marks = new List<(int Row, int Col, Player Player)>();
foreach (var it in world.Select<Cell, Mark>())
marks.Add((it.Item1.Row, it.Item1.Col, it.Item2.Player));
marks.Add((it.Val1.Row, it.Val1.Col, it.Val2.Player));
marks.Should().ContainSingle()
.Which.Should().Be((0, 0, Player.X));
@ -166,7 +166,7 @@ public class GameFlowTests
var marks = new List<(int Row, int Col, Player Player)>();
foreach (var it in world2.Select<Cell, Mark>())
marks.Add((it.Item1.Row, it.Item1.Col, it.Item2.Player));
marks.Add((it.Val1.Row, it.Val1.Col, it.Val2.Player));
marks.Should().BeEquivalentTo([(0, 0, Player.X), (1, 0, Player.O)]);
}

View File

@ -161,8 +161,8 @@ public class PlayTests
var sb = new System.Text.StringBuilder();
var grid = new char?[3, 3];
foreach (var it in world.Select<Cell, Mark>())
grid[it.Item1.Row, it.Item1.Col] =
it.Item2.Player == Player.X ? 'X' : 'O';
grid[it.Val1.Row, it.Val1.Col] =
it.Val2.Player == Player.X ? 'X' : 'O';
for (int r = 0; r < 3; r++)
{
@ -251,7 +251,7 @@ public class PlayTests
{
var empty = new List<(int, int)>();
foreach (var it in world.Select(new Query<Cell>().Without<Mark>()))
empty.Add((it.Item1.Row, it.Item1.Col));
empty.Add((it.Val1.Row, it.Val1.Col));
return empty;
}
@ -259,7 +259,7 @@ public class PlayTests
{
var grid = new Player[3, 3];
foreach (var it in world.Select<Cell, Mark>())
grid[it.Item1.Row, it.Item1.Col] = it.Item2.Player;
grid[it.Val1.Row, it.Val1.Col] = it.Val2.Player;
grid[row, col] = player;
for (int r = 0; r < 3; r++)

View File

@ -209,8 +209,8 @@ public class SnapshotTests
// Board: build a 3x3 grid.
var grid = new char?[3, 3];
foreach (var it in world.Select<Cell, Mark>())
grid[it.Item1.Row, it.Item1.Col] =
it.Item2.Player == Player.X ? 'X' : 'O';
grid[it.Val1.Row, it.Val1.Col] =
it.Val2.Player == Player.X ? 'X' : 'O';
int totalCells = 0;
int markedCells = 0;

View File

@ -15,34 +15,24 @@ public struct PlaceMarkCommand : ICommand
public void Execute(World world)
{
// Read-only check before iteration — never auto-marks.
if (world.ReadSingleton<GameState>().Status != GameStatus.Playing)
return;
// Find the cell entity at (Row, Col) that has no Mark.
var query = new Query<Cell>().Without<Mark>();
Entity? target = null;
// Fetch singleton ref inside iteration so mutations are auto-marked.
using var iter = world.Select(query);
ref var state = ref world.GetSingleton<GameState>();
while (iter.MoveNext())
{
if (iter.Item1.Row == Row && iter.Item1.Col == Col)
{
target = iter.Entity;
break;
}
foreach(var iter in world.Select(new Query<Cell>().Without<Mark>())){
if (iter.Val1.Row != Row || iter.Val1.Col != Col) continue;
target = iter.Entity;
break;
}
if (target == null)
return; // Cell already occupied or invalid position.
return;
// Place the mark.
world.AddComponent(target.Value, new Mark { Player = state.CurrentPlayer });
// Advance turn. Mutations auto-marked via EndIteration — no MarkModified needed.
state.MoveCount++;
state.CurrentPlayer = state.CurrentPlayer == Player.X ? Player.O : Player.X;
}

View File

@ -8,24 +8,18 @@ namespace Game.TicTacToe;
/// </summary>
public class WinCheckSystem : ISystem
{
public void Run(World world)
public void RunImpl(World world)
{
// Check game status before doing any work. Use ReadSingleton
// to avoid auto-marking GameState as modified when we bail early.
if (world.ReadSingleton<GameState>().Status != GameStatus.Playing)
return;
// Get singleton ref inside iteration so all mutations are auto-marked
// by EndIteration — no MarkModified calls needed.
using var iter = world.Select<Cell, Mark>();
ref var state = ref world.GetSingleton<GameState>();
// Build a 3×3 grid of marks.
var grid = new Player[3, 3];
while (iter.MoveNext())
foreach (var iter in world.Select<Cell, Mark>())
{
grid[iter.Item1.Row, iter.Item1.Col] = iter.Item2.Player;
grid[iter.Val1.Row, iter.Val1.Col] = iter.Val2.Player;
}
// Check rows.
@ -62,9 +56,7 @@ public class WinCheckSystem : ISystem
// Check draw.
if (state.MoveCount >= 9)
{
state.Status = GameStatus.Draw;
}
}
private static bool TryGetWinner(Player a, Player b, Player c, out Player winner)
@ -82,4 +74,4 @@ public class WinCheckSystem : ISystem
{
state.Status = winner == Player.X ? GameStatus.XWon : GameStatus.OWon;
}
}
}