view react_games/public/games/main-XZMLBHCF.js @ 279:b3b547563ec7

Add Google connector service and agent wiki Implement the C/Seobeo Google Drive and Gmail connector with encrypted OAuth storage, Zenbu authentication, browser testing, AI tool discovery, chunked HTTP decoding, and Bazel coverage. Consolidate repository guidance into progressive wiki documentation and enforce arena-first allocation for new first-party C code. Co-authored-by: Copilot <[email protected]> Copilot-Session: 84c338fd-0939-4bb3-b7f3-1062eb213e5d
author MrJuneJune <me@mrjunejune.com>
date Mon, 17 Aug 2026 22:22:36 -0700
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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