ts refactor

This commit is contained in:
2026-04-08 16:44:16 -04:00
parent 2ce04c7bbb
commit 4034ca55cf
12 changed files with 1831 additions and 2 deletions

179
src/rules-scoring.ts Normal file
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import type { EnergySimulation, GameState, NodeKey, PlayerId, RootBurst, RoundAnimation } from "./types";
import { keyFor, parseKey, shuffleArray } from "./utils";
import { buildChildrenMap, buildParentMap } from "./rules-board";
export function buildEnergySimulation(state: GameState): EnergySimulation {
const parentMap = buildParentMap(state);
const columns = [];
const scores = state.players.map(() => 0);
for (let column = 0; column < state.config.columns; column += 1) {
let hitNodeKey: NodeKey | null = null;
for (let row = 0; row < state.config.rows; row += 1) {
const nodeKey = keyFor(row, column);
if (state.nodes.has(nodeKey)) {
hitNodeKey = nodeKey;
break;
}
}
if (!hitNodeKey) {
columns.push({
column,
terminalRow: state.config.rows - 1,
intercepted: false,
ownerId: null,
hitNode: null,
rootKey: null,
branchNodes: [],
branchEdges: [],
});
continue;
}
const hitNode = parseKey(hitNodeKey);
const ownerId = state.nodes.get(hitNodeKey)?.ownerId as PlayerId;
const branchNodes = [hitNode];
const branchEdges = [];
let cursor = hitNodeKey;
while (parentMap.has(cursor)) {
const parentKey = parentMap.get(cursor) as NodeKey;
branchEdges.push({ from: parseKey(cursor), to: parseKey(parentKey) });
branchNodes.push(parseKey(parentKey));
cursor = parentKey;
}
scores[ownerId] += 1;
columns.push({
column,
terminalRow: hitNode.row,
intercepted: true,
ownerId,
hitNode,
rootKey: cursor,
branchNodes,
branchEdges,
});
}
const rootBurstMap = columns.reduce((map, column) => {
if (!column.intercepted || !column.rootKey) {
return map;
}
const entry = map.get(column.rootKey) ?? { key: column.rootKey, playerId: column.ownerId as PlayerId, count: 0 };
entry.count += 1;
map.set(column.rootKey, entry);
return map;
}, new Map<NodeKey, RootBurst>());
const rootBursts: RootBurst[] = [...rootBurstMap.values()];
return {
scores,
columns,
rootBursts,
};
}
export function buildRoundAnimation(
state: GameState,
energySimulation: EnergySimulation,
sunbeamPlayerId: PlayerId | null,
diseaseKeys: NodeKey[],
): RoundAnimation {
const traces = energySimulation.columns
.filter((column) => column.intercepted)
.map((column) => ({
playerId: column.ownerId as PlayerId,
verticalCells: Array.from({ length: column.terminalRow + 1 }, (_, row) => ({ row, column: column.column })),
ray: {
x: ((column.column + 0.5) / state.config.columns) * 100,
y: ((column.terminalRow + 0.5) / state.config.rows) * 100,
},
rootKey: column.rootKey,
branchNodes: column.branchNodes,
}));
const bonusTrace = sunbeamPlayerId === null ? null : traces.find((trace) => trace.playerId === sunbeamPlayerId) ?? null;
const bonusBurst = bonusTrace ? energySimulation.rootBursts.find((burst) => burst.key === bonusTrace.rootKey) ?? null : null;
return {
phase: "sunlight",
columns: energySimulation.columns,
traces,
rootBursts: energySimulation.rootBursts,
sunbeamPlayerId,
bonusTrace,
bonusBurst,
diseaseKeys,
};
}
export function scoreColumns(state: GameState) {
const energySimulation = buildEnergySimulation(state);
const columnResults = energySimulation.columns.map((column) => ({
column: column.column,
ownerId: column.ownerId,
topRow: column.intercepted ? column.terminalRow : null,
tied: false,
}));
return { scores: energySimulation.scores, columnResults, energySimulation };
}
export function maybeRollSunbeam(state: GameState, scores: number[]) {
const nextGrowth = scores.map((score) => score + 1);
const { sunbeamChance } = state.randomEffects;
if (sunbeamChance <= 0 || Math.random() * 100 >= sunbeamChance) {
return {
nextGrowth,
event: null,
awardedPlayer: null,
};
}
const awardedPlayer = Math.floor(Math.random() * state.players.length);
nextGrowth[awardedPlayer] += 1;
return {
nextGrowth,
awardedPlayer,
event: `${state.players[awardedPlayer].name} caught a stray sunbeam and gains +1 growth next round.`,
};
}
export function maybeRollDisease(state: GameState) {
const { diseaseChance } = state.randomEffects;
if (diseaseChance <= 0 || Math.random() * 100 >= diseaseChance) {
return {
killedKeys: [],
event: null,
};
}
const childrenMap = buildChildrenMap(state);
const parentMap = buildParentMap(state);
const twigKeys = Array.from(state.nodes.keys()).filter((nodeKey) => {
const { row } = parseKey(nodeKey);
return row !== state.config.rows - 1 && !childrenMap.has(nodeKey) && parentMap.has(nodeKey);
});
if (twigKeys.length === 0) {
return {
killedKeys: [],
event: null,
};
}
const shuffled = shuffleArray(twigKeys);
const killCount = Math.min(shuffled.length, 1 + Math.floor(Math.random() * Math.min(3, shuffled.length)));
const killedKeys = shuffled.slice(0, killCount);
return {
killedKeys,
event: `Disease spread through ${killCount} twig node${killCount === 1 ? "" : "s"} before the next round.`,
};
}