view react_games/src/Tictactoe/main.tsx @ 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 { CSSProperties, memo, useCallback, useReducer } from 'react';

enum GameStatus {
  PLAYABLE,
  WON,
  TIE,
}

enum Player {
  O = "O",
  X = "X",
}

type CellValue = Player | "";

interface Cell {
  value: CellValue; 
  isWonSquare: boolean;
}

type Board = Cell[][]

interface GameState {
  board: Board;
  status: GameStatus; 
  player: Player;
  winner?: Player | null;
}

const MAX_ROW = 3;
const MAX_COL = 3;

const getInitialGameState = (): GameState => {
  return {
    board: Array.from({ length: MAX_ROW }, 
      () => Array(MAX_COL).fill(
        {
          value: "",
          isWonSquare: false,
        }) as Cell[],
    ),
    status: GameStatus.PLAYABLE,
    player: Player.X,
  }
};

interface CellComponentProp {
  cell: Cell;
  row: number;
  col: number;
  moveDispatch: (r: number, c: number) => void;
}

const cellCssStyle = (isWinningSquare: boolean): CSSProperties => ({
  display: "flex",
  justifyContent: "center",
  alignItems: "center",
  width: "100%",
  aspectRatio: "1 / 1",
  background: isWinningSquare ? "blue" : "lightblue",
  border: "1px solid black"
})

const CellComponent = memo(({ cell, row, col, moveDispatch }: CellComponentProp) => {
  const handleOnClick = useCallback(() => {
    moveDispatch(row, col);
  }, [row,col])
  return (
    <div style={cellCssStyle(cell.isWonSquare)} onClick={handleOnClick}> 
      {cell.value}
    </div>
  )
})

const boardCssStyle: CSSProperties = {
  display: "grid",
  gridTemplateColumns: `repeat(${MAX_COL}, 1fr)`,
  width: 500,
}

enum ActionType {
  PLACE,
  RESET,
};

type Action =
  | { type: ActionType.PLACE, row: number, col: number }
  | { type: ActionType.RESET };


type GameStatusAndPosition = 
  | { newStatus: GameStatus.WON, winningPositions: number[][]}
  | { newStatus: GameStatus.TIE }
  | { newStatus: GameStatus.PLAYABLE }


const getGameStatus = (board: Board): GameStatusAndPosition => {
  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: GameStatus.WON,
            winningPositions: [
              [row, col],
              [row+dr, col+dc],
              [row+dr+dr, col+dc+dc],
            ]
          }
        }
      }
    }
  }
  return numberOfFilledValue === MAX_ROW * MAX_COL
    ? { newStatus: GameStatus.TIE }
    : { newStatus: GameStatus.PLAYABLE };
}

const gameStateReducer = (state: GameState, action: Action): GameState => {
  if (state.status === GameStatus.WON) return state;

  switch(action.type) {
    case ActionType.PLACE:
      if (state.board[action.row][action.col].value) return state;

      let newBoard: Board = 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: Player | null = null;
      if (res.newStatus === GameStatus.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: Player.X === state.player ? Player.O : Player.X,
        winner,
      };
    case ActionType.RESET:
      return getInitialGameState();
  }
}

const TicTacToe = () => {
  const [state, dispatch] = useReducer( gameStateReducer, null, getInitialGameState);
  const moveDispatch = useCallback(
    (rowIdx: number, colIdx: number) => dispatch({type: ActionType.PLACE, row: rowIdx, col: colIdx}), [])
  return (
    <>
      <h1> TicTacToe </h1>
      <h2>
        {
          state.status === GameStatus.PLAYABLE
            ? `Player ${state.player} Turn!`
            : state.status === GameStatus.TIE
              ? "Game is tied! Please reset"
              : `Player ${state.winner} has won!`
        }
      </h2>
      <div style={boardCssStyle}>
        {
          state.board.map((row, rowIdx) => {
            return row.map((cell, colIdx) => {
              const cellComponentProp: CellComponentProp = {
                cell,
                row: rowIdx,
                col: colIdx,
                moveDispatch,
              };

              return (
                <CellComponent 
                    key={`${rowIdx}-${colIdx}`}
                    {...cellComponentProp}
                />)
            })
          })
        }
      </div>
      <button onClick={() => dispatch({ type: ActionType.RESET })}>Reset</button>
    </>
  );
}

export {
  TicTacToe,
}