@gamepark/rules-api
Version:
API to implement the rules of a board game
553 lines • 24.1 kB
JavaScript
import { isEqual, maxBy, minBy, sumBy } from 'es-toolkit';
import { orderBy } from 'es-toolkit/compat';
import { isSameLocationArea } from '../location';
import { ItemMoveType, MoveKind } from '../moves';
import { MaterialDeck, MaterialMoney } from './index';
/**
* The Material class is the core helper class that help manipulate the game items in a simple way.
* It includes two kind of functions: functions to filter items, and functions to build {@link ItemMove} objects.
* Filter function will all return a new instance of Material with only the filtered items. This class is designed to be immutable.
*
* @typeparam P - identifier of a player. Either a number or a numeric enum (eg: PlayerColor)
* @typeparam M - Numeric enum of the types of material manipulated in the game
* @typeparam L - Numeric enum of the types of location in the game where the material can be located
*/
export class Material {
type;
items;
processMove;
entries;
/**
* Construct a new Material helper instance
* @param {number} type Type of items this instance will work on
* @param {MaterialItem[]} items The complete list of items of this type in current game state.
* @param {function} processMove if provided, this function will be executed on every move created with this instance
* @param {ItemEntry[]} entries The list of items to work on. Each entry consists of an array with the index of the item, and the item
*/
constructor(type, items = [], processMove, entries = Array.from(items.entries()).filter(entry => entry[1].quantity !== 0)) {
this.type = type;
this.items = items;
this.processMove = processMove;
this.entries = entries;
}
/**
* Helper function to return a new instance of the same class (works also for children class)
* @param {ItemEntry[]} entries Filtered entries for the new class
* @returns {this} the new Material instance
* @protected
*/
new(entries) {
const Class = this.constructor;
return new Class(this.type, this.items, this.processMove, entries);
}
/**
* Use this function to collect all the items in the current Material instance.
* For example, you can filter then collect the matching items: this.material(type).location(locationType).getItems()
*
* @typeparam Id - Identifier of the items (item.id)
* @param {function} predicate If provided, only the items matching the predicate will be returned
* @returns {MaterialItem[]} the items in this Material instance
*/
getItems(predicate) {
const items = this.entries.map(entry => entry[1]);
return predicate ? items.filter(predicate) : items;
}
/**
* Use this function to collect this first item in the current Material instance.
* You can use {@link sort} to sort the items first.
*
* @param {number | function} arg Index of the item, or predicate function
* @returns {MaterialItem | undefined} the item, or undefined if none match
*/
getItem(arg) {
if (typeof arg === 'number') {
const entry = this.entries.find(entry => entry[0] === arg);
if (!entry)
throw new Error(`Could not find any item with index ${arg} for type ${this.type}`);
return entry[1];
}
else if (typeof arg === 'function') {
const entries = this.entries.filter(([, item]) => arg(item));
return entries.length ? entries[0][1] : undefined;
}
else {
return this.entries.length ? this.entries[0][1] : undefined;
}
}
/**
* @returns {number} index of the first item
*/
getIndex() {
return this.entries[0]?.[0] ?? -1;
}
/**
* @returns {number[]} indexes of the items
*/
getIndexes() {
return this.entries.map(entry => entry[0]);
}
/**
* Filter and return a new instance with only the items that match a specific index, or a specific index predicate
* @param {number | function} arg The index to keep, or the predicate matching the indexes to keep
*/
index(arg) {
switch (typeof arg) {
case 'function':
return this.filter((_, index) => arg(index));
case 'number':
const item = this.entries.find(([index]) => index === arg);
return this.new(item ? [item] : []);
case 'undefined':
return this.new([]);
default:
const items = this.entries.filter(([i]) => arg.includes(i));
return this.new(items);
}
}
/**
* @deprecated Use {@link index} instead
*/
indexes(indexes) {
const items = this.entries.filter(([i]) => indexes.includes(i));
return this.new(items);
}
/**
* @returns {number} number of items
*/
get length() {
return this.entries.length;
}
/**
* @returns {number} Sum of the quantity of all items
*/
getQuantity() {
return sumBy(this.entries, ([, item]) => item.quantity ?? 1);
}
/**
* This function filter the items and returns a new instance with only the filtered items.
* This function is the top level filtering function, but other function can be used to simplify the code:
* {@link player}, {@link location}, {@link rotation}, {@link id}, {@link locationId}...
*
* @param {function} predicate The predicate function. Takes every item and index, and keep the item if it returns true
* @returns {this} New instance with only the items that match the predicate
*/
filter(predicate) {
return this.new(this.entries.filter(([index, item]) => predicate(item, index)));
}
/**
* Filters the items based on their ids.
*
* @param {function | string | number | Record} arg Id to keep, or predicate function to match the ids of the items to keep
* @returns {this} New instance with only the items which ids match the argument
*/
id(arg) {
return this.filter(({ id }) => typeof arg === 'function' ? arg(id) : isEqual(id, arg));
}
/**
* Filters the items based on their location type, or their location.
*
* @param {function | number} arg Location type to keep, or predicate function to match the location of the items to keep
* @returns {this} New instance with only the items which locations match the argument
*/
location(arg) {
return this.filter(({ location }) => typeof arg === 'function' ? arg(location) : location.type === arg);
}
/**
* Filters the items based on their rotation (item.location.rotation)
*
* @param {function | string | number | boolean | Record} arg rotation to keep, or predicate function to match the rotations of the items to keep
* @returns {this} New instance with only the items which rotation match the argument
*/
rotation(arg) {
return this.location(({ rotation }) => typeof arg === 'function' ? arg(rotation) : isEqual(rotation, arg));
}
/**
* Filters the items based on their owner (item.location.player)
*
* @param {function | number} arg player id to keep, or predicate function to match the owner player of the items to keep
* @returns {this} New instance with only the items which owner match the argument
*/
player(arg) {
return this.location(({ player }) => typeof arg === 'function' ? arg(player) : player === arg);
}
/**
* Filters the items based on their location's id (item.location.id)
*
* @param {function | number} arg location id to keep, or predicate function to match the location id of the items to keep
* @returns {this} New instance with only the items which location id match the argument
*/
locationId(arg) {
return this.location(({ id }) => typeof arg === 'function' ? arg(id) : isEqual(id, arg));
}
/**
* Filters the items based on their location's parent (item.location.parent).
*
* @param {function | number} arg location parent to keep, or predicate function to match the location parent of the items to keep
* @returns {this} New instance with only the items which location parent match the argument
*/
parent(arg) {
return this.location(({ parent }) => typeof arg === 'function' ? arg(parent) : isEqual(parent, arg));
}
/**
* Filters the items that are selected (item.selected).
*
* @param {number | boolean} selected The selected value to compare (default is true)
* @returns {this} New instance with only the items which are selected
*/
selected(selected = true) {
return this.filter(item => (item.selected ?? false) === selected);
}
/**
* Keep only the item that has the minimum value returned by the selector argument.
* See {@link minBy} from Lodash
*
* @param {function} selector The function that evaluate the item's value
* @returns {this} New instance with only the item which has the minimum value
*/
minBy(selector) {
const min = minBy(this.entries, entry => selector(entry[1]));
return this.new(min ? [min] : []);
}
/**
* Keep only the item that has the maximum value returned by the selector argument.
* See {@link maxBy} from Lodash
*
* @param {function} selector The function that evaluate the item's value
* @returns {this} New instance with only the item which has the maximum value
*/
maxBy(selector) {
const max = maxBy(this.entries, entry => selector(entry[1]));
return this.new(max ? [max] : []);
}
/**
* Return a new material instance which items are ordered based on provided selector functions.
* See {@link orderBy} from Lodash
*
* @param {...function} selectors The function or functions that evaluate each item's value
* @returns {this} New instance with items ordered by the selector functions
*/
sort(...selectors) {
let orderedItems = orderBy(this.entries, selectors.map((s) => (entry) => s(entry[1])));
return this.new(orderedItems);
}
/**
* Return a new material instance with only the first N items.
* You have to use {@link sort} first as the items are ordered initially by index, which is not relevant.
* Example: material.sort(item => !item.location.x!).limit(10)
*
* @param count Number of items to keep
* @returns {this} New instance with only the first "count" items
*/
limit(count) {
return this.new(this.entries.slice(0, count));
}
process(moves) {
if (this.processMove) {
for (const move of moves) {
this.processMove(move);
}
}
return moves;
}
/**
* Prepare a move that will create a new item
* @param {MaterialItem} item The item to create
* @returns {CreateItem} the move that creates an item when executed
*/
createItem(item) {
return this.createItems([item])[0];
}
/**
* Prepare a list of moves to create new items
* @param {MaterialItem[]} items The items to create
* @returns {CreateItem[]} the moves that creates the new items when executed
*/
createItems(items) {
return this.process(items.map(item => ({
kind: MoveKind.ItemMove,
type: ItemMoveType.Create,
itemType: this.type,
item
})));
}
/**
* Prepare one move to create new items
* @param {MaterialItem[]} items The items to create
* @returns {CreateItemsAtOnce} the move that creates the new items when executed
*/
createItemsAtOnce(items) {
const move = { kind: MoveKind.ItemMove, type: ItemMoveType.CreateAtOnce, itemType: this.type, items };
return this.process([move])[0];
}
/**
* Prepare a move that will delete current first item in this material instance
*
* @param {number | undefined} quantity Optional: for items with a quantity, the number of items to remove. If undefined, the item is completely removed
* @returns {DeleteItem} the move that delete the item, or a part of its quantity, when executed
*/
deleteItem(quantity) {
switch (this.length) {
case 0:
throw new Error('You are trying to delete an item that does not exists');
case 1:
return this.deleteItems(quantity)[0];
default:
return this.limit(1).deleteItems(quantity)[0];
}
}
/**
* Prepare moves that will delete all the items in this material instance
*
* @param {number | undefined} quantity Optional: for items with a quantity, the number of items to remove. If undefined, the items are completely removed
* @returns {DeleteItem[]} the moves that delete the items, or a part of their quantity, when executed
*/
deleteItems(quantity) {
return this.process(this.entries.map(entry => {
const move = {
kind: MoveKind.ItemMove,
type: ItemMoveType.Delete,
itemType: this.type,
itemIndex: entry[0]
};
if (quantity)
move.quantity = quantity;
return move;
}));
}
/**
* Prepare one move that will delete all the items in this material instance
*
* @returns {DeleteItemsAtOnce} the move that delete the items when executed
*/
deleteItemsAtOnce() {
const moves = { kind: MoveKind.ItemMove, type: ItemMoveType.DeleteAtOnce, itemType: this.type, indexes: this.getIndexes() };
return this.process([moves])[0];
}
/**
* Prepare a move that will change the location of the current first item in this material instance
*
* @param {Location | function} location The new location of the item. It can be a function to process the location based on the item current state.
* @param {number | undefined} quantity Optional: for items with a quantity, the number of items to move. If undefined, the item is completely moved.
* @returns {MoveItem} the move that will change the location of the item (or a part of its quantity) when executed
*/
moveItem(location, quantity) {
switch (this.length) {
case 0:
throw new Error('You are trying to move an item that does not exists');
case 1:
return this.moveItems(location, quantity)[0];
default:
return this.limit(1).moveItems(location, quantity)[0];
}
}
/**
* Prepare moves that will change the location of all the items in this material instance
*
* @param {Location | function} location The new location of the items. It can be a function to process the location based on each item current state.
* @param {number | undefined} quantity Optional: for items with a quantity, the number of items to move. If undefined, the items are completely moved.
* @returns {MoveItem[]} the moves that will change the location of the items (or a part of their quantity) when executed
*/
moveItems(location, quantity) {
const getLocation = typeof location === 'function' ? location : () => location;
return this.process(this.entries.map(entry => {
const location = getLocation(entry[1], entry[0]);
const move = {
kind: MoveKind.ItemMove,
type: ItemMoveType.Move,
itemType: this.type,
itemIndex: entry[0],
location
};
if (quantity)
move.quantity = quantity;
return move;
}));
}
/**
* Prepare one move that will change the location of all the items in this material instance
*
* @param {Location} location The new location of the items. It can only be the same location for every item.
* @returns {MoveItemsAtOnce} the move that will change the location of the items when executed
*/
moveItemsAtOnce(location) {
const move = {
kind: MoveKind.ItemMove,
type: ItemMoveType.MoveAtOnce,
itemType: this.type,
indexes: this.entries.map(([index]) => index),
location
};
return this.process([move])[0];
}
/**
* Prepare a move that will select current first item in this material instance
*
* @param {number | undefined} quantity Optional: for items with a quantity, the number of items to select. If undefined, the item is completely selected.
* @returns {SelectItem} the move that will select the item (or a part of its quantity) when executed
*/
selectItem(quantity) {
switch (this.length) {
case 0:
throw new Error('You are trying to select an item that does not exists');
case 1:
return this.selectItems(quantity)[0];
default:
return this.limit(1).selectItems(quantity)[0];
}
}
/**
* Prepare a move that will select all the items in this material instance
*
* @param {number | undefined} quantity Optional: for items with a quantity, the number of items to select. If undefined, the items are completely selected.
* @returns {SelectItem[]} the moves that will select the items (or a part of their quantity) when executed
*/
selectItems(quantity) {
return this.process(this.entries.map(entry => {
const move = {
kind: MoveKind.ItemMove,
type: ItemMoveType.Select,
itemType: this.type,
itemIndex: entry[0]
};
if (quantity)
move.quantity = quantity;
return move;
}));
}
/**
* Prepare a move that will unselect current first item in this material instance
*
* @param {number | undefined} quantity Optional: for items with a quantity, the number of items to unselect. If undefined, the item is completely unselected.
* @returns {SelectItem} the move that will unselect the item (or a part of its quantity) when executed
*/
unselectItem(quantity) {
switch (this.length) {
case 0:
throw new Error('You are trying to select an item that does not exists');
case 1:
return this.unselectItems(quantity)[0];
default:
return this.limit(1).unselectItems(quantity)[0];
}
}
/**
* Prepare a move that will unselect all the items in this material instance
*
* @param {number | undefined} quantity Optional: for items with a quantity, the number of items to unselect. If undefined, the items are completely unselected.
* @returns {SelectItem[]} the moves that will unselect the items (or a part of their quantity) when executed
*/
unselectItems(quantity) {
return this.process(this.entries.map(entry => {
const move = {
kind: MoveKind.ItemMove,
type: ItemMoveType.Select,
itemType: this.type,
itemIndex: entry[0],
selected: false
};
if (quantity)
move.quantity = quantity;
return move;
}));
}
/**
* Prepare a move that will rotate current first item in this material instance.
* This function creates a {@link MoveItem} but copies the existing location values, only replacing the rotation property.
*
* @param {string | number | boolean | Record | function | undefined} arg Value of the rotation to give to the item.
* In case of a function, process the value based on the item state.
* @returns {MoveItem} the move that will rotate the item when executed
*/
rotateItem(arg) {
switch (this.length) {
case 0:
throw new Error('You are trying to rotate an item that does not exists');
case 1:
return this.rotateItems(arg)[0];
default:
return this.limit(1).rotateItems(arg)[0];
}
}
/**
* Prepare a move that will rotate all the items in this material instance.
* This function creates an array of {@link MoveItem} but copies the existing locations values, only replacing the rotation property.
*
* @param {string | number | boolean | Record | function | undefined} arg Value of the rotation to give to the item.
* In case of a function, process the value based on the item state.
* @returns {MoveItem[]} the moves that will rotate the item when executed
*/
rotateItems(arg) {
return this.moveItems(item => {
const rotation = typeof arg === 'function' ? arg(item) : arg;
const { rotation: oldRotation, ...location } = item.location;
return rotation !== undefined ? ({ ...location, rotation }) : location;
});
}
/**
* Prepare a move that will shuffle all the items in the current material instance
* @returns {Shuffle} the move that shuffle the items when executed
*/
shuffle() {
if (process.env.NODE_ENV === 'development' && this.entries.some(e => !isSameLocationArea(e[1].location, this.entries[0][1].location))) {
console.warn('Calling shuffle on items with different location areas might be a mistake.');
}
return this.process([{
kind: MoveKind.ItemMove,
type: ItemMoveType.Shuffle,
itemType: this.type,
indexes: this.entries.map(entry => entry[0])
}])[0];
}
/**
* Prepare a move that will roll the current first item in this material instance. See {@link RollItem}.
*
* @param {Location | function} location The new location of the item. It can be a function to process the location based on the item current state.
* @returns {RollItem} the move that rolls the item when executed
*/
rollItem(location) {
switch (this.length) {
case 0:
throw new Error('You are trying to roll an item that does not exists');
case 1:
return this.rollItems(location)[0];
default:
return this.limit(1).rollItems(location)[0];
}
}
/**
* Prepare a move that will roll all the items in this material instance. See {@link RollItem}.
*
* @param {Location | function} location The new location of the items. It can be a function to process the location based on each item current state.
* @returns {RollItem[]} the moves that rolls the items when executed
*/
rollItems(location = (item) => item.location) {
const getLocation = typeof location === 'function' ? location : () => location;
return this.process(this.entries.map(entry => {
const location = getLocation(entry[1]);
return ({
kind: MoveKind.ItemMove,
type: ItemMoveType.Roll,
itemType: this.type,
itemIndex: entry[0],
location
});
}));
}
/**
* Return a new {@link MaterialDeck} helper class, to deal cards easily.
*
* @param selector The sort to apply on the deck. See {@link sort}. Defaults to -item.location.x
*/
deck(selector = item => -item.location.x) {
return new MaterialDeck(this.type, this.items, this.processMove, this.entries).sort(selector);
}
/**
* Return a new {@link MaterialMoney} helper class, to deal with moving money units easily.
*
* @param units The different units that exists in stock to count this money
*/
money(units) {
return new MaterialMoney(this.type, units, this.items, this.processMove, this.entries);
}
}
//# sourceMappingURL=Material.js.map