Allow moves to be undone
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This commit is contained in:
Manuel Thalmann 2022-12-15 18:16:08 +01:00
parent 21d940d3ea
commit aeeff83e01
No known key found for this signature in database
GPG key ID: 5FD9AD3CCDDBD27B
2 changed files with 83 additions and 5 deletions

View file

@ -4,6 +4,7 @@ const saveGameKey = "connect-force-save";
const newGameClass = "new-game";
const saveGameClass = "save-game";
const loadGameClass = "load-game";
const undoClass = "undo-game";
/**
* Gets a component which represents the specified {@link game `game`}.
@ -35,6 +36,10 @@ export function App(game)
{
game.load(JSON.parse(localStorage.getItem(saveGameKey)));
}
else if (target.classList.contains(undoClass))
{
game.undo();
}
else
{
for (let y = 0; y < game.board.length; y++)
@ -49,7 +54,6 @@ export function App(game)
{
if (game.addChip(x, y))
{
game.state.turnCount++;
game.draw();
}
}
@ -141,7 +145,8 @@ export function MenuBar()
{ className: "menu-bar" },
[Button, ["New Game", { className: newGameClass }]],
[Button, ["Save Game", { className: saveGameClass }]],
[Button, ["Load Game", { className: loadGameClass }]]
[Button, ["Load Game", { className: loadGameClass }]],
[Button, ["Undo Last Move", { className: undoClass }]]
];
}

View file

@ -22,6 +22,13 @@ export class Game
*/
static #height = 6;
/**
* The previous states of the game.
*
* @type {IState[]}
*/
#previousStates = [];
/**
* The state of the game.
*
@ -140,7 +147,7 @@ export class Game
*/
load(data)
{
this.#state = data;
this.setState([], data);
this.draw();
}
@ -157,10 +164,27 @@ export class Game
*/
reset()
{
this.#state = State.create(Game.#width, Game.#height);
this.setState([], State.create(Game.#width, Game.#height));
this.draw();
}
/**
* Reverts the last move.
*/
undo()
{
this.#state = this.#previousStates.pop();
if (!this.#state)
{
this.reset();
}
else
{
this.draw();
}
}
/**
* Replaces the content of the board with the current state.
*/
@ -171,6 +195,55 @@ export class Game
SuiWeb.render([App, this], container);
}
/**
* Sets the value located at the specified {@link path `path`} to the specified {@link value `value`}.
*
* @param {(keyof any)[]} path
* The path of the value to set.
*
* @param {any} value
* The value to set.
*/
setState(path, value)
{
this.#previousStates.push(this.#state);
this.#state = { ...this.#state };
this.#state.turnCount++;
if (path.length === 0)
{
this.#state = value;
}
else if (path.length === 1)
{
this.#state = {
...this.#state,
[path[0]]: value
};
}
else
{
let target = /** @type {any} */ (this.#state);
while (path.length > 1)
{
if (Array.isArray(target[path[0]]))
{
target[path[0]] = [...target[path[0]]];
}
else
{
target[path[0]] = { ...target[path[0]] };
}
target = target[path[0]];
path = path.slice(1);
}
target[path[0]] = value;
}
}
/**
* Adds a chip to the board indicated by the {@link x `x`} and the {@link y `y`} coordinate.
*
@ -191,7 +264,7 @@ export class Game
{
if (this.board[i][x] === "")
{
this.board[i][x] = this.currentPlayer;
this.setState(["board", i, x], this.currentPlayer);
return true;
}
}