view react_games/public/games/main-XZMLBHCF.js @ 71:75de5903355c

Giagantic changes that update Dowa library to be more align with stb style array and hashmap. Updated Seobeo to be caching on server side instead of file level caching. Deleted bunch of things I don't really use.
author June Park <parkjune1995@gmail.com>
date Sun, 28 Dec 2025 20:34:22 -0800
parents fb9bcd3145cb
children
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import {
  __toESM,
  require_jsx_runtime,
  require_react
} from "./chunk-AX5M7HF6.js";

// src/Tictactoe/main.tsx
var import_react = __toESM(require_react());
var import_jsx_runtime = __toESM(require_jsx_runtime());
var MAX_ROW = 3;
var MAX_COL = 3;
var getInitialGameState = () => {
  return {
    board: Array.from(
      { length: MAX_ROW },
      () => Array(MAX_COL).fill(
        {
          value: "",
          isWonSquare: false
        }
      )
    ),
    status: 0 /* PLAYABLE */,
    player: "X" /* X */
  };
};
var cellCssStyle = (isWinningSquare) => ({
  display: "flex",
  justifyContent: "center",
  alignItems: "center",
  width: "100%",
  aspectRatio: "1 / 1",
  background: isWinningSquare ? "blue" : "lightblue",
  border: "1px solid black"
});
var CellComponent = (0, import_react.memo)(({ cell, row, col, moveDispatch }) => {
  const handleOnClick = (0, import_react.useCallback)(() => {
    moveDispatch(row, col);
  }, [row, col]);
  return /* @__PURE__ */ (0, import_jsx_runtime.jsx)("div", { style: cellCssStyle(cell.isWonSquare), onClick: handleOnClick, children: cell.value });
});
var boardCssStyle = {
  display: "grid",
  gridTemplateColumns: `repeat(${MAX_COL}, 1fr)`,
  width: 500
};
var getGameStatus = (board) => {
  const direction = [
    [0, 1],
    [1, 0],
    [1, 1],
    [1, -1]
  ];
  let numberOfFilledValue = 0;
  for (let row = 0; row < MAX_ROW; row++) {
    for (let col = 0; col < MAX_COL; col++) {
      if (board[row][col].value === "") continue;
      numberOfFilledValue++;
      for (const [dr, dc] of direction) {
        if (board[row][col].value === board[row + dr]?.[col + dc]?.value && board[row][col].value === board[row + dr * 2]?.[col + dc * 2]?.value) {
          return {
            newStatus: 1 /* WON */,
            winningPositions: [
              [row, col],
              [row + dr, col + dc],
              [row + dr + dr, col + dc + dc]
            ]
          };
        }
      }
    }
  }
  return numberOfFilledValue === MAX_ROW * MAX_COL ? { newStatus: 2 /* TIE */ } : { newStatus: 0 /* PLAYABLE */ };
};
var gameStateReducer = (state, action) => {
  if (state.status === 1 /* WON */) return state;
  switch (action.type) {
    case 0 /* PLACE */:
      if (state.board[action.row][action.col].value) return state;
      let newBoard = state.board.map(
        (row, rowIdx) => rowIdx === action.row ? row.map(
          (col, c) => c === action.col ? { ...col, value: state.player } : col
        ) : row
      );
      const res = getGameStatus(newBoard);
      let winner = null;
      if (res.newStatus === 1 /* WON */) {
        winner = state.player;
        newBoard = newBoard.map(
          (row, rowIdx) => row.map(
            (col, colIdx) => res.winningPositions.some(([wr, wc]) => wr === rowIdx && wc === colIdx) ? { ...col, isWonSquare: true } : col
          )
        );
      }
      return {
        ...state,
        board: newBoard,
        status: res.newStatus,
        player: "X" /* X */ === state.player ? "O" /* O */ : "X" /* X */,
        winner
      };
    case 1 /* RESET */:
      return getInitialGameState();
  }
};
var TicTacToe = () => {
  const [state, dispatch] = (0, import_react.useReducer)(gameStateReducer, null, getInitialGameState);
  const moveDispatch = (0, import_react.useCallback)(
    (rowIdx, colIdx) => dispatch({ type: 0 /* PLACE */, row: rowIdx, col: colIdx }),
    []
  );
  return /* @__PURE__ */ (0, import_jsx_runtime.jsxs)(import_jsx_runtime.Fragment, { children: [
    /* @__PURE__ */ (0, import_jsx_runtime.jsx)("h1", { children: " TicTacToe " }),
    /* @__PURE__ */ (0, import_jsx_runtime.jsx)("h2", { children: state.status === 0 /* PLAYABLE */ ? `Player ${state.player} Turn!` : state.status === 2 /* TIE */ ? "Game is tied! Please reset" : `Player ${state.winner} has won!` }),
    /* @__PURE__ */ (0, import_jsx_runtime.jsx)("div", { style: boardCssStyle, children: state.board.map((row, rowIdx) => {
      return row.map((cell, colIdx) => {
        const cellComponentProp = {
          cell,
          row: rowIdx,
          col: colIdx,
          moveDispatch
        };
        return /* @__PURE__ */ (0, import_jsx_runtime.jsx)(
          CellComponent,
          {
            ...cellComponentProp
          },
          `${rowIdx}-${colIdx}`
        );
      });
    }) }),
    /* @__PURE__ */ (0, import_jsx_runtime.jsx)("button", { onClick: () => dispatch({ type: 1 /* RESET */ }), children: "Reset" })
  ] });
};
export {
  TicTacToe
};
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