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hathora-et-labora-game

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Game logic reducer for Uwe Rosenberg's Ora et Labora

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import { always, equals, findIndex, head, map, pipe, range, reject, remove, toString, view } from 'ramda'; import { P, match } from 'ts-pattern'; import { costMoney } from '../board/resource'; import { activeLens, subtractCoins, withActivePlayer } from '../board/player'; import { LandEnum, BuildingEnum, GameCommandEnum } from '../types'; const checkCanGetLandscape = (state) => { if (state === undefined) return undefined; if (state.frame.currentPlayerIndex !== state.frame.activePlayerIndex) return undefined; if (state.frame.canBuyLandscape) return state; if (state.frame.bonusActions.includes(GameCommandEnum.BUY_DISTRICT)) return state; return undefined; }; const checkForConnection = (y) => // new district must have an existing withActivePlayer((player) => { const { landscape, landscapeOffset } = player; const north = landscape[y + landscapeOffset - 1]?.[4]?.[0]; const east = landscape[y + landscapeOffset]?.[5]?.[0]; const west = landscape[y + landscapeOffset]?.[1]?.[0]; const south = landscape[y + landscapeOffset + 1]?.[4]?.[0]; if (north || east || west || south) return player; return undefined; }); const checkForOverlap = (y) => withActivePlayer((player) => { const { landscape, landscapeOffset } = player; if (landscape[y + landscapeOffset]?.[3]?.[0] !== undefined) return undefined; return player; }); const checkCanAfford = (state) => { if (state?.frame.bonusActions?.includes(GameCommandEnum.BUY_DISTRICT)) return state; const cost = state?.districtPurchasePrices[0]; return withActivePlayer((player) => { if (cost === undefined) return undefined; if (costMoney(player) < cost) return undefined; return player; })(state); }; const payForDistrict = (state) => { if (state === undefined) return undefined; if (state.frame.bonusActions?.includes(GameCommandEnum.BUY_DISTRICT)) return state; const cost = state.districtPurchasePrices[0]; return withActivePlayer(subtractCoins(cost))(state); }; const removeDistrictFromPool = (state) => { if (state === undefined) return undefined; if (state.frame.bonusActions?.includes(GameCommandEnum.BUY_DISTRICT)) return state; return { ...state, districtPurchasePrices: state.districtPurchasePrices.slice(1), }; }; const denyBuyingAnyMoreLandscape = (state) => { if (state === undefined) return undefined; const atIndex = findIndex((a) => equals(a, GameCommandEnum.BUY_DISTRICT), state.frame.bonusActions); return { ...state, frame: { ...state.frame, // if the command was found in bonusActions ...(atIndex !== -1 ? { // leave canBuyLandscape as it was bonusActions: remove(atIndex, 1, state.frame.bonusActions), } : { // otherwise set canBuyLandscape to false canBuyLandscape: false, }), }, }; }; const NEW_ROW = [[], [], [], [], [], [], [], [], []]; const expandLandscape = (y) => withActivePlayer((player) => { const landscape = [...player.landscape]; let { landscapeOffset } = player; if (y + player.landscapeOffset < 0) { landscape.unshift(NEW_ROW); landscapeOffset++; } else if (y + player.landscapeOffset >= landscape.length) { landscape.push(NEW_ROW); } return { ...player, landscape, landscapeOffset, }; }); const newDistrict = (side) => match(side) .with('HILLS', () => [ [LandEnum.Plains, BuildingEnum.Moor], [LandEnum.Plains, BuildingEnum.Forest], [LandEnum.Plains, BuildingEnum.Forest], [LandEnum.Hillside], [LandEnum.Hillside], ]) .with('PLAINS', () => [ [LandEnum.Plains, BuildingEnum.Forest], [LandEnum.Plains], [LandEnum.Plains], [LandEnum.Plains], [LandEnum.Hillside], ]) .exhaustive(); const addNewDistrict = (y, side) => withActivePlayer((player) => { const newTiles = newDistrict(side); const rowsBefore = player.landscape.slice(0, y + player.landscapeOffset); const newRow = [ ...player.landscape[y + player.landscapeOffset].slice(0, 2), ...newTiles, ...player.landscape[y + player.landscapeOffset].slice(7, 9), ]; const rowsAfter = player.landscape.slice(y + player.landscapeOffset + 1); const landscape = [...rowsBefore, newRow, ...rowsAfter]; return { ...player, landscape, }; }); export const buyDistrict = ({ side, y }) => pipe( // checkCanGetLandscape, checkForOverlap(y), checkForConnection(y), checkCanAfford, payForDistrict, removeDistrictFromPool, denyBuyingAnyMoreLandscape, expandLandscape(y), addNewDistrict(y, side)); export const complete = (state) => (partial) => { const player = view(activeLens(state), state); return match(partial) .with([], () => { if (state.frame.bonusActions.includes(GameCommandEnum.BUY_DISTRICT) && head(state.districtPurchasePrices)) return [GameCommandEnum.BUY_DISTRICT]; if (checkCanGetLandscape(state) === undefined) return []; const playerWealth = costMoney(player); const nextDistrictCost = head(state.districtPurchasePrices) ?? Infinity; if (playerWealth < nextDistrictCost) return []; return [GameCommandEnum.BUY_DISTRICT]; }) .with([GameCommandEnum.BUY_DISTRICT], () => map(toString, reject((y) => !checkForConnection(y)(state) || !checkForOverlap(y)(state), range(-1 - player.landscapeOffset, 1 + player.landscape.length - player.landscapeOffset)))) .with([GameCommandEnum.BUY_DISTRICT, P._], always(['PLAINS', 'HILLS'])) .with([GameCommandEnum.BUY_DISTRICT, P._, P._], always([''])) .otherwise(always([])); }; //# sourceMappingURL=buyDistrict.js.map