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294 lines
8.0 KiB
294 lines
8.0 KiB
import type { Game } from "boardgame.io";
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import { INVALID_MOVE } from "boardgame.io/core";
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// TODO: partial information
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export type Cell = {
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owner: null
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} | {
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owner: string,
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building: keyof typeof Buildings,
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};
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export type Move = {
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type: "placeBuilding",
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x: number,
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y: number,
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building: keyof typeof Buildings,
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};
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export type State = {
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cells: Record<string, Cell>,
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resources: Record<string, number>,
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moves: Record<string, Move[]>
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}
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export const Buildings = {
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base: {
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cost: Infinity,
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gain: 3,
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},
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pawn: {
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cost: 1,
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}
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} as const;
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export const AcrossTheHex: Game<State, Record<string, unknown>, {
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size?: number,
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initialResources?: number
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}> = {
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setup({ ctx }, { size = 3, initialResources = 1 } = {}) {
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const cells = initGrid(size);
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const players = new Array(ctx.numPlayers).fill(null).map((_, id) => id.toString());
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setCell(cells, 0, 0, {
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owner: "0",
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building: "base"
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});
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setCell(cells, size * 2 - 2, size * 2 - 2, {
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owner: "1",
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building: "base"
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});
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return {
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cells,
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resources: initResources(players, initialResources),
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moves: emptyMoves(players),
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};
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},
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turn: {
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onBegin(ctx) {
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// Dispatch all players into the prepare stage
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ctx.events.setActivePlayers({
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all: "prepare"
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});
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},
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onEnd(ctx) {
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if (!ctx.ctx.activePlayers || !areAllPlayersReady(ctx.ctx.activePlayers)) {
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throw new Error("Assertion error: not all players were ready when turn ended");
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}
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applyMoves(ctx.G);
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},
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endIf(ctx) {
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if (!ctx.ctx.activePlayers) return false;
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return areAllPlayersReady(ctx.ctx.activePlayers);
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},
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stages: {
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prepare: {
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next: "ready",
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moves: {
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setReady(ctx) {
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ctx.events.endStage();
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},
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placeBuilding,
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},
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},
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ready: {
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moves: {}
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}
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}
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}
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} as const;
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function placeBuilding({ G, playerID }: { G: State, playerID: string }, x: number, y: number, building: keyof typeof Buildings) {
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// Cannot place a building outside the field
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if (!cellIn(G.cells, x, y)) return INVALID_MOVE;
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// Must place a building next to an already-established friendly building
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if (!hasAdjacentBuilding(G.cells, x, y, playerID)) return INVALID_MOVE;
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// Cannot place a building on an existing one
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const targetOwner = getCell(G.cells, x, y)?.owner;
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if (targetOwner && targetOwner !== playerID) return INVALID_MOVE;
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// Cannot place a building without enough resources
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if (remainingResources(playerID, G.resources, G.moves) < Buildings[building].cost) return INVALID_MOVE;
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// Cannot place two buildings at the same place
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if (G.moves[playerID]!.find((move) => {
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return move.type === "placeBuilding" && move.x === x && move.y === y;
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})) return INVALID_MOVE;
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G.moves[playerID]!.push({
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type: "placeBuilding",
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x,
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y,
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building,
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});
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// G.cells[`${y}:${x}`] = {
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// owner: playerID
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// };
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// G.resources[playerID] -= Buildings[building].cost;
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return;
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}
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function remainingResources(playerID: string, resources: Record<string, number>, moves: Record<string, Move[]>): number {
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let result = resources[playerID] ?? 0;
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for (const move of moves[playerID] ?? []) {
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if (move.type === "placeBuilding") {
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result -= Buildings[move.building].cost;
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}
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}
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return result;
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}
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function initGrid(size: number): Record<string, Cell> {
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const res: Record<string, Cell> = {};
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for (let y = 0; y < size; y++) {
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for (let x = 0; x < size + y; x++) {
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res[`${y}:${x}`] = emptyCell();
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}
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}
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for (let y = size; y < size * 2 - 1; y++) {
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for (let x = y - size + 1; x < size * 2 - 1; x++) {
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res[`${y}:${x}`] = emptyCell();
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}
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}
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return res;
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}
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function emptyCell(): Cell {
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return {
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owner: null
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};
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}
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function emptyMoves(players: string[]) {
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let res: Record<string, Move[]> = {};
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for (const player of players) {
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res[player] = [];
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}
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return res;
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}
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function initResources(players: string[], resources: number = 0): Record<string, number> {
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return Object.fromEntries(players.map((id) => [id, resources] as const));
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}
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export function cellIn(grid: Record<string, Cell>, x: number, y: number): boolean {
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if (x < 0 || y < 0 || !Number.isInteger(x) || !Number.isInteger(y)) return false;
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return `${y}:${x}` in grid;
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}
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function getCell(grid: Record<string, Cell>, x: number, y: number): Cell | null {
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if (!cellIn(grid, x, y)) return null;
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return grid[`${y}:${x}`]!;
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}
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function setCell(grid: Record<string, Cell>, x: number, y: number, cell: Cell) {
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if (!cellIn(grid, x, y)) return;
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grid[`${y}:${x}`] = cell;
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}
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function hasAdjacentBuilding(grid: Record<string, Cell>, x: number, y: number, playerID: string): boolean {
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for (const [x2, y2] of adjacentCells(x, y)) {
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const cell = getCell(grid, x2, y2);
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if (cell?.owner === playerID) return true;
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}
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return false;
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}
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function areAllPlayersReady(activePlayers: Record<string, string>): boolean {
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for (const player in activePlayers) {
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if (activePlayers[player] !== "ready") return false;
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}
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return true;
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}
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export function* adjacentCells(x: number, y: number): Iterable<[x: number, y: number]> {
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yield [x - 1, y - 1];
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yield [x, y - 1];
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yield [x - 1, y];
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yield [x + 1, y];
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yield [x, y + 1];
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yield [x + 1, y + 1];
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}
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export function* iterateCells(grid: Record<string, Cell>) {
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const regexp = /^(\d+):(\d+)$/;
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for (let key in grid) {
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const match = regexp.exec(key);
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if (!match) continue;
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yield [+match[2]!, +match[1]!, grid[key]!] as const;
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}
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}
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function applyMoves(state: State) {
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const players = Object.keys(state.moves);
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const moves = state.moves;
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state.moves = emptyMoves(players);
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const extractedResources = initResources(players, 0);
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// Resource extracting step
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for (const [_x, _y, cell] of iterateCells(state.cells)) {
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if (cell.owner !== null && cell.owner in state.resources) {
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const building = Buildings[cell.building];
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if ("gain" in building) {
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extractedResources[cell.owner] += building.gain;
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}
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}
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}
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// Building placement step
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const placeBuildingMoves = Object.entries(moves).flatMap(([player, moves]) => moves.map((move) => [player, move] as const));
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for (const [x, y, _cell] of iterateCells(state.cells)) {
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const orders = placeBuildingMoves.filter(([, move]) => move.x === x && move.y === y);
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if (orders.length === 0) continue;
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// If two players try to build on the same tile, then nothing happens
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if (orders.length > 1) {
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continue;
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}
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const order = orders[0]!;
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const cost = Buildings[order[1].building].cost;
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if (state.resources[order[0]]! < cost) continue;
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// TODO: fully check that the building can be placed
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setCell(state.cells, x, y, {
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owner: order[0],
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building: order[1].building
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});
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state.resources[order[0]] -= cost;
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}
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// Resource gathering step
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for (const player of players) {
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state.resources[player] += extractedResources[player]!;
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}
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}
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export function getLocalState(state: State, playerID: string): State["cells"] {
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const res: State["cells"] = {
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...state.cells
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};
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for (const move of state.moves[playerID] ?? []) {
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if (move.type === "placeBuilding") {
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res[`${move.y}:${move.x}`] = {
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owner: playerID,
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building: move.building
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};
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}
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}
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return res;
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}
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