Repository: boardzilla/boardzilla-core
Branch: main
Commit: c857b309ff6b
Files: 104
Total size: 756.1 KB
Directory structure:
gitextract_pasq2vds/
├── .eslintrc
├── .github/
│ └── workflows/
│ ├── check.yml
│ └── test.yml
├── .gitignore
├── .mocharc.json.ignore
├── .npmignore
├── CHANGELOG.md
├── CLA.md
├── CONTRIBUTING.md
├── LICENSE
├── README.md
├── decl.d.ts
├── esbuild.mjs
├── package.json
├── scripts/
│ ├── postpack
│ └── prepack
├── src/
│ ├── action/
│ │ ├── action.ts
│ │ ├── index.ts
│ │ ├── selection.ts
│ │ └── utils.ts
│ ├── board/
│ │ ├── adjacency-space.ts
│ │ ├── connected-space-map.ts
│ │ ├── element-collection.ts
│ │ ├── element.ts
│ │ ├── fixed-grid.ts
│ │ ├── game.ts
│ │ ├── hex-grid.ts
│ │ ├── index.ts
│ │ ├── piece-grid.ts
│ │ ├── piece.ts
│ │ ├── single-layout.ts
│ │ ├── space.ts
│ │ ├── square-grid.ts
│ │ ├── stack.ts
│ │ └── utils.ts
│ ├── components/
│ │ ├── d6/
│ │ │ ├── assets/
│ │ │ │ ├── dice.ogg
│ │ │ │ └── index.scss
│ │ │ ├── d6.ts
│ │ │ ├── index.ts
│ │ │ └── useD6.tsx
│ │ ├── flippable/
│ │ │ ├── Flippable.tsx
│ │ │ ├── assets/
│ │ │ │ └── index.scss
│ │ │ └── index.ts
│ │ └── index.ts
│ ├── flow/
│ │ ├── action-step.ts
│ │ ├── each-player.ts
│ │ ├── enums.ts
│ │ ├── every-player.ts
│ │ ├── flow.ts
│ │ ├── for-each.ts
│ │ ├── for-loop.ts
│ │ ├── if-else.ts
│ │ ├── index.ts
│ │ ├── switch-case.ts
│ │ └── while-loop.ts
│ ├── game-creator.ts
│ ├── game-manager.ts
│ ├── index.ts
│ ├── interface.ts
│ ├── player/
│ │ ├── collection.ts
│ │ ├── index.ts
│ │ └── player.ts
│ ├── test/
│ │ ├── actions_test.ts
│ │ ├── compiler.cjs
│ │ ├── fixtures/
│ │ │ └── games.ts
│ │ ├── flow_test.ts
│ │ ├── game_manager_test.ts
│ │ ├── game_test.ts
│ │ ├── render_test.ts
│ │ ├── setup-debug.js
│ │ ├── setup.js
│ │ └── ui_test.ts
│ ├── test-runner.ts
│ ├── ui/
│ │ ├── Main.tsx
│ │ ├── assets/
│ │ │ ├── click.ogg.ts
│ │ │ ├── click_004.ogg
│ │ │ └── index.scss
│ │ ├── game/
│ │ │ ├── Game.tsx
│ │ │ └── components/
│ │ │ ├── ActionForm.tsx
│ │ │ ├── AnnouncementOverlay.tsx
│ │ │ ├── BoardDebug.tsx.wip
│ │ │ ├── Debug.tsx
│ │ │ ├── DebugArgument.tsx
│ │ │ ├── DebugChoices.tsx
│ │ │ ├── Drawer.tsx
│ │ │ ├── Element.tsx
│ │ │ ├── FlowDebug.tsx
│ │ │ ├── InfoOverlay.tsx
│ │ │ ├── PlayerControls.tsx
│ │ │ ├── Popout.tsx
│ │ │ ├── ProfileBadge.tsx
│ │ │ ├── Selection.tsx
│ │ │ └── Tabs.tsx
│ │ ├── index.tsx
│ │ ├── lib.ts
│ │ ├── queue.ts
│ │ ├── render.ts
│ │ ├── setup/
│ │ │ ├── Setup.tsx
│ │ │ └── components/
│ │ │ ├── Seating.tsx
│ │ │ └── settingComponents.tsx
│ │ └── store.ts
│ └── utils.ts
├── tsconfig.json
└── tsfmt.json
================================================
FILE CONTENTS
================================================
================================================
FILE: .eslintrc
================================================
{
"root": true,
"parser": "@typescript-eslint/parser",
"plugins": [
"@typescript-eslint",
],
"extends": [
"eslint:recommended",
"plugin:@typescript-eslint/eslint-recommended",
"plugin:@typescript-eslint/recommended",
"plugin:react-hooks/recommended"
],
"rules": {
'@typescript-eslint/no-unused-vars': [
'error', {
argsIgnorePattern: '^_',
varsIgnorePattern: '^_',
caughtErrorsIgnorePattern: '^_',
},
],
'no-unused-vars': 0,
'@typescript-eslint/no-explicit-any': 0,
'@typescript-eslint/ban-ts-comment': 0,
'@typescript-eslint/no-non-null-assertion': 0,
'@typescript-eslint/no-empty-function': 0,
'no-underscore-dangle': 0,
'arrow-parens': 0,
'no-nested-ternary': 0,
'max-classes-per-file': 0,
'object-curly-newline': 0,
'max-len': 0,
'prefer-destructuring': 0,
'no-console': 0,
"no-constant-condition": 0,
"prefer-const": 0,
}
}
================================================
FILE: .github/workflows/check.yml
================================================
on:
push:
branches:
- main
pull_request:
branches:
- main
name: Check
jobs:
check:
runs-on: ubuntu-latest
steps:
- name: Use Node.js ${{ matrix.node-version }}
uses: actions/setup-node@v3
with:
node-version: 18.18.2
- uses: actions/checkout@v3
- run: yarn
- run: yarn run compile
================================================
FILE: .github/workflows/test.yml
================================================
on:
push:
branches:
- main
pull_request:
branches:
- main
name: Check
jobs:
check:
runs-on: ubuntu-latest
steps:
- name: Use Node.js ${{ matrix.node-version }}
uses: actions/setup-node@v3
with:
node-version: 18.18.2
- uses: actions/checkout@v3
- run: yarn
- run: yarn test
- run: yarn run dep-check
================================================
FILE: .gitignore
================================================
# temp files
.DS_Store
\#*
.\#*
# npm
node_modules
yarn-error.log
# build artifacts
/dist
/docs
todos.txt
notes.txt
**/scratch.*
================================================
FILE: .mocharc.json.ignore
================================================
{
"require": [ "ts-node/register" ],
"loader": "ts-node/esm",
"extensions": ["ts", "tsx"],
"spec": [
"src/test/**"
]
}
================================================
FILE: .npmignore
================================================
!/dist
================================================
FILE: CHANGELOG.md
================================================
# v0.2.14
* Game elements now have next/previous selectors to find adjacent elements in
the same space.
* Invalid options in selections now retain their position
* Corrected a bug with nested follow-ups
# v0.2.13
* Game settings provided now all accept an initial default value
(e.g. numberSetting, etc)
* The `everyPlayer` flow now passes the currently acting player to the flow
args, just like `eachPlayer`
* Corrected an issue with `everyPlayer` hanging when using an array `do` block
* Corrected a bug with `layout.haphazardly`.
# v0.2.12
* Added action#confirm as an alternate means to add confirmation prompts
* Providing a `validate` function in a `chooseFrom` now shows invalid choices
with error messages if clicked
# v0.2.11 Hideable Space Layouts
* Added 3 new layouts for Spaces that save screen real estate
* `element#layoutAsDrawer` puts Space in a expandable drawer (replaces the
drawer 'attribute' in layout)
* `element#layoutAsTabs` puts several Spaces into a switchable layout of tabs
* `element#layoutAsPopout` hides a Space behind a button that opens it as a
popout modal
# v0.2.10
* Fixed Info and Debug overlays
# v0.2.9
* Removed deprecated index.scss import
# v0.2.8 Stack and Flippable
* Added Stack class for decks within hidden elements and internal moves
* Added Flippable component with back/front and animated flips
# v0.2.7 Animation overhaul
* Overhauled the animation logic that decides how elements move for various
players, correcting several glitches
* Pieces now animate on to and off of the board, into and out of the bottom of
decks even if unrendered
# v0.2.6 Subflows
* Subflows allow you to define entire new flows that branch of your main flow,
e.g. playing a particular Card causes a set of new actions to happen
* Follow-ups are still available but these are now actually just Subflows under
the hood that automatically perform only a single action
* Some small flow and animation fixes included
# v0.2.5
* Added `action.swap` to allow players to exchange Pieces
* Added `action.reorder` to allow players to reorder a collection of Pieces
* Also made some improvements in the dragging and moving to remove flicker and
quirkiness
# v0.2.4 Component modules
* Added Component modules. The `D6` class is the first example and it has been
moved into a separate self-contained import. See
https://docs.boardzilla.io/game/modules
* It is no longer necessary to include `@boardzilla/core/index.css` in
`ui/index.tsx`. This line can be removed.
* Added `actionStep.continueIfImpossible` to allow a step to be skipped if no
actions are valid
* Added `actionStep.repeatUntil` to make a set of actions repeatable until a
'pass' action
* Added `Player.hiddenAttributes` to make some attributes hidden from other
players
* Some consistency fixes to prompts.
# v0.2.3
* Board Sizes now accepts more detailed matchers, with a range of "best fit"
aspect ratios, a setting to choose scrollbars or letterbox and mobile
orientation fixing
* Show/hide methods moved to Piece only
* Space now has new convenience methods to attach content show/hide event
handlers
* Space now has "screen" methods to make contents completely invisible to
players
* Added Test Runner mocks and updatePlayers
# v0.2 Grids
* Added subclasses of `Space` for various grids, including more options for
square, hex and the brand new PieceGrid. These replace `Space#createGrid`.
* Grids can now be shaped, e.g. to create a hex grid in a square shape
* `PieceGrid` allows the placement and tiling of irregular shapes, with an
extendible grid that correctly sizes shaped pieces inside it.
* Pieces now have a `setShape` and `setEdges` for adding irregular shapes and
labelling the cells and edges for the purposes of adjacency.
* Connecting spaces now allows bidirectional distances
* Generics have been given a full rework, removing lots of unnecessary generics
and making the importing of more game classes more straightfoward and
extendable.
* `createGameClasses` is gone. `Space` and `Piece` can be imported directly from
core.
* `Game#registerClasses` is no longer necessary and can be removed.
* `Piece#putInto` now accepts `row`, `column`.
* Now using incremental Typescript compilation for much faster rebuilds
* History reprocessing in development has been completely reworked for much
better performance
* Added a new associated starter template using PieceGrid and irregular tiles.
# v0.1 Lobby
* Brand new lobby with seating controls, allowing self-seating, async game start
and better UI.
* renamed `Board` to `Game` and gave this class all exposed API methods that
were previously in `Game`. `Game` renamed to `GameManager` and intended as an
internal class.
================================================
FILE: CLA.md
================================================
# Contributor Agreement
# Individual Contributor Exclusive License Agreement
Thank you for your interest in contributing to Boardzilla ("We" or "Us").
The purpose of this contributor agreement ("Agreement") is to clarify and
document the rights granted to Us by contributors to the Boardzilla core
library. To make this document effective, please contact andrew@boardzilla.io.
## How to use this Contributor Agreement
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employment, You need to have Your employer approve this Agreement or sign the
Entity version of this document. If You do not own the Copyright in the entire
work of authorship, any other author of the Contribution should also sign this –
in any event, please contact Us at andrew@boardzilla.io
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================================================
FILE: CONTRIBUTING.md
================================================
# Contributing
Any open source product is only as good as the community behind it. You can
participate by sharing code, ideas, or simply helping others. No matter what
your skill level is, every contribution counts.
## Games vs Core
These contributions guidelines do not apply in any way to games submitted to the
Boardzilla platform. **You retain full copyright for your game code and
assets.** This only only applies to code submitted to the actual Boardzilla
core library.
## Copyright
**IMPORTANT:** By supplying code to Boardzilla core in issues and pull requests,
you agree to assign copyright of that code to us, on the condition that we also
release that code under the AGPL license.
We ask for this so that the ownership in the license is clear and unambiguous,
and so that community involvement doesn't stop us from being able to sustain the
project by releasing this code under a permissive licenses in addition to the
open source AGPL license. This copyright assignment won't prevent you from using
the code in any way you see fit.
See our [Contributor License Agreement](CLA.md) for the legal details.
================================================
FILE: LICENSE
================================================
GNU AFFERO GENERAL PUBLIC LICENSE
Version 3, 19 November 2007
Copyright (C) 2007 Free Software Foundation, Inc.
Everyone is permitted to copy and distribute verbatim copies
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How to Apply These Terms to Your New Programs
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For more information on this, and how to apply and follow the GNU AGPL, see
.
================================================
FILE: README.md
================================================
👋 This is Boardzilla, a framework to make writing a digital board game easy. Boardzilla takes care of
- player management
- structuring game rules
- persisting game & player state
- animations
and much more!
Visit us at https://boardzilla.io.
See documentation at https://docs.boardzilla.io.
(c)2024 Andrew Hull
================================================
FILE: decl.d.ts
================================================
declare module "*.ogg";
================================================
FILE: esbuild.mjs
================================================
import * as esbuild from 'esbuild'
import {sassPlugin} from 'esbuild-sass-plugin'
await esbuild.build({
entryPoints: ['./src/ui/assets/index.scss'],
assetNames: '[name]',
bundle: true,
format: 'esm',
outdir: 'dist/ui/assets/',
loader: {
'.ogg': 'dataurl',
'.jpg': 'file',
},
sourcemap: 'inline',
plugins: [sassPlugin()],
})
await esbuild.build({
entryPoints: ['./src/components/d6/index.ts'],
assetNames: '[name]',
bundle: true,
format: 'esm',
outdir: 'dist/components/d6/assets/',
loader: {
'.ogg': 'copy',
},
sourcemap: 'inline',
plugins: [sassPlugin()],
})
await esbuild.build({
entryPoints: ['./src/components/flippable/index.ts'],
assetNames: '[name]',
bundle: true,
format: 'esm',
outdir: 'dist/components/flippable/assets/',
sourcemap: 'inline',
plugins: [sassPlugin()],
})
================================================
FILE: package.json
================================================
{
"name": "@boardzilla/core",
"version": "0.2.14",
"author": "Andrew Hull ",
"license": "AGPL-3.0",
"scripts": {
"clean": "rm -rf dist docs",
"build": "yarn build:test && rm -rf dist/test",
"prepublish": "git diff-index --quiet HEAD || (echo 'git unclean' && exit 1)",
"prepack": "./scripts/prepack",
"postpack": "./scripts/postpack",
"build:test": "yarn assets && yarn compile && find dist/ -type f|grep js$|xargs grep -l scss|xargs sed -i~ 's/\\.scss/.css/g' && find dist/ -type f|grep js~$|xargs rm",
"assets": "node esbuild.mjs",
"test": "NODE_ENV=test yarn run build:test && mocha src/test/setup.js dist/test/*_test.js",
"test:debug": "NODE_ENV=test yarn run build:test && mocha --inspect-brk --timeout 3600000 src/test/setup-debug.js dist/test/*_test.js",
"compile": "tsc",
"docs": "typedoc",
"lint": "eslint . --ext .ts",
"dep-check": "dpdm --no-warning --no-tree -T ./src/index.ts"
},
"type": "module",
"exports": {
".": "./entry/index.js",
"./components": "./entry/components/index.js"
},
"files": [
"entry/**/*"
],
"types": "entry/index.d.ts",
"sideEffects": [
"./src/ui/assets/index.scss"
],
"dependencies": {
"classnames": "^2.3.1",
"graphology": "^0.25.4",
"graphology-shortest-path": "^2.0.2",
"graphology-traversal": "^0.3.1",
"graphology-types": "^0.24.7",
"random-seed": "^0.3.0",
"react": "^18.2",
"react-color": "^2.19.3",
"react-dom": "^18.2",
"react-draggable": "^4.4.5",
"uuid-random": "^1.3.2",
"zustand": "^4.4.0"
},
"devDependencies": {
"@types/chai": "^4.3.1",
"@types/chai-spies": "^1.0.3",
"@types/jest": "^28.1.4",
"@types/node": "^20.6.2",
"@types/random-seed": "^0.3.3",
"@types/react": "^18.2.25",
"@types/react-color": "^3.0.6",
"@types/react-dom": "^18.2.14",
"@typescript-eslint/eslint-plugin": "^6.9.1",
"@typescript-eslint/parser": "^6.9.1",
"chai": "^4.3.8",
"chai-spies": "^1.0.0",
"dpdm": "^3.14.0",
"esbuild": "^0.19.5",
"esbuild-sass-plugin": "^2.16.0",
"eslint": "^8.53.0",
"eslint-plugin-react-hooks": "^4.6.0",
"mocha": "^10.2.0",
"ts-node": "^10.8.2",
"typedoc": "^0.25.2",
"typedoc-plugin-markdown": "^3.17.1",
"typedoc-plugin-merge-modules": "^5.1.0",
"typescript": "^5.2.0"
},
"typedocOptions": {
"entryPoints": [
"src",
"src/game.ts",
"src/board",
"src/flow",
"src/action",
"src/player",
"src/ui"
],
"plugin": [
"typedoc-plugin-markdown",
"typedoc-plugin-merge-modules"
],
"sort": "source-order",
"categorizeByGroup": false,
"excludeInternal": true,
"excludeNotDocumented": true,
"out": "docs",
"name": "@boardzilla/core"
}
}
================================================
FILE: scripts/postpack
================================================
#!/bin/bash
set -e
rm -r entry
ln -s src entry
================================================
FILE: scripts/prepack
================================================
#!/bin/bash
set -e
yarn clean
yarn build
rm -r entry
mv dist entry
================================================
FILE: src/action/action.ts
================================================
import Selection from './selection.js';
import GameElement from '../board/element.js';
import Piece from '../board/piece.js';
import ElementCollection from '../board/element-collection.js';
import { n } from '../utils.js';
import type { ResolvedSelection, BoardQueryMulti } from './selection.js';
import type { Game, PieceGrid } from '../board/index.js';
import type { Player } from '../player/index.js';
import type { default as GameManager, ActionDebug, PendingMove } from '../game-manager.js';
/**
* A single argument
* @category Actions
*/
export type SingleArgument = string | number | boolean | GameElement | Player;
/**
* An argument that can be added to an {@link Action}. Each value is chosen by
* player or in some cases passed from a previous action. Arguments can be:
* - a number
* - a string
* - a boolean
* - a {@link GameElement}
* - a {@link Player}
* - an array of one these in the case of a multi-choice selection
* @category Actions
*/
export type Argument = SingleArgument | SingleArgument[];
/**
* A follow-up action
* @category Actions
*/
export type ActionStub = {
/**
* The name of the action, as defined in `{@link Game#defineactions}`.
*/
name: string,
/**
* The player to take this action, if different than the current player
*/
player?: Player,
/**
* Action prompt. If specified, overrides the `action.prompt` in `{@link
* Game#defineactions}`.
*/
prompt?: string,
/**
* Description of taking the action from a 3rd person perspective,
* e.g. "choosing a card". The string will be automatically prefixed with the
* player name and appropriate verb ("is/are"). If specified, this will be
* used to convey to non-acting players what actions are happening.
*/
description?: string,
/**
* An object containing arguments to be passed to the follow-up action. This
* is useful if there are multiple ways to trigger this follow-up that have
* variations.
*/
args?: Record
}
type Group = Record[1]?] |
['select', Parameters[1], Parameters[2]?] |
['text', Parameters[1]?]
>
type ExpandGroup, R extends Group> = A & {[K in keyof R]:
R[K][0] extends 'number' ? number :
R[K][0] extends 'text' ? string :
R[K][0] extends 'select' ? (R[K][1] extends Parameters>[1] ? E : never) :
never
}
/**
* Actions represent discreet moves players can make. These contain the choices
* needed to take this action and the results of the action. Create Actions
* using the {@link Game#action} function. Actions are evaluated at the time the
* player has the option to perform the action, so any expressions that involve
* game state will reflect the state at the time the player is performing the
* action.
*
* @privateRemarks
* The Action object is responsible for:
* - providing Selection objects to players to aid in supplying appropriate Arguments
* - validating player Arguments and returning any Selections needed to complete
* - accepting player Arguments and altering board state
*
* @category Actions
*/
export default class Action = NonNullable> {
name?: string;
prompt?: string;
description?: string;
selections: Selection[] = [];
moves: ((args: Record) => any)[] = [];
condition?: ((args: A) => boolean) | boolean;
messages: {text: string, args?: Record | ((a: A) => Record), position?: number}[] = [];
order: ('move' | 'message')[] = [];
mutated = false;
gameManager: GameManager;
constructor({ prompt, description, condition }: {
prompt?: string,
description?: string,
condition?: ((args: A) => boolean) | boolean,
}) {
this.prompt = prompt;
this.description = description;
this.condition = condition;
}
isPossible(args: A): boolean {
return typeof this.condition === 'function' ? this.condition(args) : this.condition ?? true;
}
// given a set of args, return sub-selections possible trying each possible next arg
// return undefined if these args are impossible
// return 0-length if these args are submittable
// return array of follow-up selections if incomplete
// skipping/expanding is very complex and this method runs all the rules for what should/must be combined, either as additional selections or as forced args
// skippable options will still appear in order to present the choices to the user to select that tree. This will be the final selection if no other selection turned skipping off
// TODO memoize
_getPendingMoves(args: Record, debug?: ActionDebug): PendingMove[] | undefined {
if (debug) {
debug[this.name!] = { args: {} };
for (const arg of Object.keys(args)) debug[this.name!].args[arg] = 'sel';
}
const moves = this._getPendingMovesInner(args, debug);
// resolve any combined selections now with only args up until first choice
if (moves?.length) {
for (const move of moves) {
if (debug) {
debug[move.name].args[move.selections[0].name] = 'ask';
}
const combineWith = move.selections[0].clientContext?.combineWith; // guaranteed single selection
let confirm: Selection['confirm'] | undefined = move.selections[0].confirm;
let validation: Selection['validation'] | undefined = move.selections[0].validation;
// look ahead for any selections that can/should be combined
for (let i = this.selections.findIndex(s => s.name === move.selections[0].name) + 1; i !== this.selections.length; i++) {
if (confirm) break; // do not skip an explicit confirm
let selection: Selection | ResolvedSelection = this.selections[i];
if (combineWith?.includes(selection.name)) selection = selection.resolve(move.args);
if (!selection.isResolved()) break;
const arg = selection.isForced();
if (arg !== undefined) { // forced future args are added here to shorten the form and pre-prompt any confirmation
move.args[selection.name] = arg;
if (debug) {
debug[move.name].args[selection.name] = 'forced';
}
} else if (combineWith?.includes(selection.name)) { // future combined selections are added as well
move.selections.push(selection);
if (debug) {
debug[move.name].args[selection.name] = 'ask';
}
} else {
break;
}
confirm = selection.confirm ?? confirm; // find latest confirm for the overall combination
validation = selection.validation ?? validation;
}
if (confirm) move.selections[0].confirm = confirm; // and put it on top
if (validation) move.selections[move.selections.length - 1].validation = validation; // on bottom
}
}
return moves;
}
_getPendingMovesInner(args: Record, debug?: ActionDebug): PendingMove[] | undefined {
let selection = this._nextSelection(args);
if (!selection) return [];
const move = {
name: this.name!,
prompt: this.prompt,
description: this.description,
args,
selections: [selection]
};
if (!selection.isPossible()) {
if (debug) {
debug[this.name!].args[selection.name] ??= 'imp';
}
return;
}
if (!selection.isUnbounded()) {
let possibleOptions: { choice: SingleArgument, error?: string, label?: string }[] = [];
let anyValidOption = false;
let pruned = false;
let pendingMoves: PendingMove[] = [];
let hasCompleteMove = false
for (const option of selection.options()) {
const allArgs = {...args, [selection.name]: option.choice};
if (selection.validation && !selection.isMulti()) {
const error = this._withDecoratedArgs(allArgs as A, args => selection!.error(args))
if (error) {
pruned = true;
option.error = error;
possibleOptions.push(option as { choice: SingleArgument, error?: string, label?: string })
continue;
}
}
const submoves = this._getPendingMovesInner(allArgs, debug);
if (submoves === undefined) {
pruned = true;
} else {
if (!selection.isMulti()) possibleOptions.push(option as { choice: SingleArgument, error?: string, label?: string });
anyValidOption ||= true;
hasCompleteMove ||= submoves.length === 0;
pendingMoves = pendingMoves.concat(submoves);
}
}
if (!anyValidOption) {
if (debug) {
debug[this.name!].args[selection.name] = 'tree';
}
return undefined;
}
if (pruned && !selection.isMulti()) {
selection.resolvedChoices = possibleOptions;
}
// return the next selection(s) if skipIf, provided it exists for all possible choices
// special case: do not skip "apparent" choices in group even if they are ultimately forced, in order to best present the limited options
if (pendingMoves.length && (
((selection.skipIf === 'always' || selection.skipIf === true) && !hasCompleteMove) ||
selection.skipIf === 'only-one' && possibleOptions.length === 1 && (!selection.clientContext?.combineWith || selection.options().length <= 1)
)) {
if (debug) {
debug[this.name!].args[selection.name] = selection.skipIf === true ? 'skip' : selection.skipIf;
}
return pendingMoves;
}
}
if (debug && (debug[this.name!].args[selection.name] ?? 'imp') === 'imp') {
debug[this.name!].args[selection.name] ??= 'future';
}
return [move];
}
/**
* given a partial arg list, returns a selection object for continuation if one exists.
* @internal
*/
_nextSelection(args: Record): ResolvedSelection | undefined {
let nextSelection: ResolvedSelection | undefined = undefined;
for (const s of this.selections) {
const selection = s.resolve(args);
if (selection.skipIf === true) continue;
if (!(s.name in args)) {
nextSelection = selection;
break;
}
}
return nextSelection;
}
/**
* process this action with supplied args. returns error if any
* @internal
*/
_process(player: Player, args: Record): string | undefined {
// truncate invalid args - is this needed?
let error: string | undefined = undefined;
if (!this.isPossible(args as A)) return `${this.name} action not possible`;
for (const selection of this.selections) {
if (args[selection.name] === undefined) {
const arg = selection.resolve(args).isForced()
if (arg) args[selection.name] = arg;
}
error = this._withDecoratedArgs(args as A, args => selection.error(args))
if (error) {
console.error(`Invalid choice for ${selection.name}. Got "${args[selection.name]}" ${error}`);
break;
}
}
if (error) return error;
// revalidate on server. quite expensive. easier way? I think this might just be counting the args since the validation already passed ^^
if (!globalThis.window) {
const pendingMoves = this._getPendingMoves(args);
if (!pendingMoves) {
console.error('attempted to process invalid args', this.name, args);
return error || 'unknown error during action._process';
}
if (pendingMoves.length) {
return error || 'incomplete action';
}
}
let moveIndex = 0;
let messageIndex = 0;
for (const seq of this.order) {
if (seq === 'move') {
this.moves[moveIndex++](args);
} else {
const message = this.messages[messageIndex++];
const messageArgs = ((typeof message.args === 'function') ? message.args(args as A) : message.args);
if (message.position) {
this.gameManager.game.messageTo(message.position, message.text, {...args, player, ...messageArgs});
} else {
this.gameManager.game.message(message.text, {...args, player, ...messageArgs});
}
}
}
}
_addSelection(selection: Selection) {
if (this.selections.find(s => s.name === selection.name)) throw Error(`Duplicate selection name on action: ${selection.name}`);
if (this.mutated) console.warn(`Adding a choice ("${selection.name}") after behavior in action is valid but players will need to perform the choices before the behavior.`);
this.selections.push(selection);
return selection;
}
// fn must be idempotent
_withDecoratedArgs(args: A, fn: (args: A) => any) {
if (args['__placement__']) {
const placementSelection = this.selections.find(s => s.name === '__placement__');
if (placementSelection && args[placementSelection.placePiece!]) {
args = {...args};
// temporarily set piece to place to access position properties
const placePiece = (args[placementSelection.placePiece!] as Piece);
const { row, column, _rotation } = placePiece;
const [newColumn, newRow, newRotation] = args['__placement__'] as [number, number, number?];
placePiece.column = newColumn;
placePiece.row = newRow;
placePiece.rotation = newRotation ?? 0;
const result = fn(args);
placePiece.column = column;
placePiece.row = row;
placePiece._rotation = _rotation;
return result;
}
}
return fn(args);
}
_getError(selection: ResolvedSelection, args: A) {
return this._withDecoratedArgs(args, args => selection.error(args));
}
_getConfirmation(selection: ResolvedSelection, args: A) {
if (!selection.confirm) return;
const argList = selection.confirm[1];
return n(
selection.confirm[0],
{...args, ...(typeof argList === 'function' ? this._withDecoratedArgs(args, argList) : argList)}
);
}
/**
* Add behaviour to this action to alter game state. After adding the choices
* to an action, calling `do` causes Boardzilla to use the player choices to
* actually do something with those choices. Call this method after all the
* methods for player choices so that the choices are properly available to
* the `do` function.
*
* @param move - The action to perform. This function accepts one argument
* with key-value pairs for each choice added to the action using the provided
* names.
*
* @example
* player => action({
* prompt: 'Take resources',
* }).chooseFrom({
* 'resource', ['lumber', 'steel'],
* { prompt: 'Select resource' }
* }).chooseNumber(
* 'amount', {
* prompt: 'Select amount',
* max: 3
* }).do(({ resource, amount }) => {
* // the choices are automatically passed in with their proper type
* game.firstN(amount, Resource, {resource}).putInto(
* player.my('stockPile')
* );
* })
* @category Behaviour
*/
do(move: (args: A) => any): Action {
this.mutated = true;
this.moves.push(move);
this.order.push('move');
return this;
}
/**
* Add a message to this action that will be broadcast in the chat. Call this
* method after all the methods for player choices so that the choices are
* properly available to the `message` function. However the message should be
* called before or after any `do` behaviour depending on whether you want the
* message to reflect the game state before or after the move is performs. The
* action's `message` and `do` functions can be intermixed in this way to
* generate messages at different points int the execution of a move.
*
* @param text - The text of the message to send. This can contain interpolated
* strings with double braces just as when calling {@link Game#message}
* directly. However when using this method, the player performing the action,
* plus any choices made in the action are automatically made available.
*
* @param args - If additional strings are needed in the message besides
* 'player' and the player choices, these can be specified here. This can also
* be specified as a function that accepts the player choices and returns
* key-value pairs of strings for interpolation.
*
* @example
* action({
* prompt: 'Say something',
* }).enterText({
* 'message',
* }).message(
* '{{player}} said {{message}}' // no args needed
* ).message(
* "I said, {{player}} said {{loudMessage}}",
* ({ message }) => ({ loudMessage: message.toUpperCase() })
* )
* @category Behaviour
*/
message(text: string, args?: Record | ((a: A) => Record)) {
this.messages.push({text, args});
this.order.push('message');
return this;
}
/**
* Add a message to this action that will be broadcast in the chat to the
* specified player(s). Call this method after all the methods for player
* choices so that the choices are properly available to the `message`
* function. However the message should be called before or after any `do`
* behaviour depending on whether you want the message to reflect the game
* state before or after the move is performs. The action's `message` and `do`
* functions can be intermixed in this way to generate messages at different
* points int the execution of a move.
*
* @param player - Player or players to receive the message
*
* @param text - The text of the message to send. This can contain interpolated
* strings with double braces just as when calling {@link Game#message}
* directly. However when using this method, the player performing the action,
* plus any choices made in the action are automatically made available.
*
* @param args - If additional strings are needed in the message besides
* 'player' and the player choices, these can be specified here. This can also
* be specified as a function that accepts the player choices and returns
* key-value pairs of strings for interpolation.
*
* @example
* action({
* prompt: 'Say something',
* }).enterText({
* 'message',
* }).message(
* '{{player}} said {{message}}' // no args needed
* ).message(
* "I said, {{player}} said {{loudMessage}}",
* ({ message }) => ({ loudMessage: message.toUpperCase() })
* )
* @category Behaviour
*/
messageTo(player: (Player | number) | (Player | number)[], text: string, args?: Record | ((a: A) => Record)) {
if (!(player instanceof Array)) player = [player];
for (const p of player) {
this.messages.push({position: typeof p === 'number' ? p : p.position, text, args});
this.order.push('message');
}
return this;
}
/**
* Add a choice to this action from a list of options. These choices will be
* displayed as buttons in the UI.
*
* @param name - The name of this choice. This name will be used in all
* functions that accept the player's choices
*
* @param choices - An array of choices. This may be an array of simple values
* or an array of objects in the form: `{ label: string, choice: value }`
* where value is the actual choice that will be passed to the rest of the
* action, but label is the text presented to the player that they will be
* prompted to click. Use the object style when you want player text to
* contain additional logic or differ in some way from the choice, similiar to
* `` in HTML. This can also be a
* function that returns the choice array. This function will accept arguments
* for each choice the player has made up to this point in the action.
*
* @param {Object} options
* @param options.prompt - Prompt displayed to the user for this choice.
* @param options.skipIf - One of 'always', 'never' or 'only-one' or a
* function returning a boolean. (Default 'only-one').
*
*