repo_name string | dataset string | owner string | lang string | func_name string | code string | docstring string | url string | sha string |
|---|---|---|---|---|---|---|---|---|
boardzilla-core | github_2023 | boardzilla | typescript | GameElement.position | position() {
return this._t.parent?._t.children.indexOf(this) ?? -1;
} | /**
* Returns the index of this element within its parent, starting at zero
* @category Structure
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/element.ts#L771-L773 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | GameElement.branch | branch() {
const branches = [];
let node = this as GameElement;
while (node._t.parent) {
const index = node.position();
if (index === -1) throw Error(`Reference to element ${this.constructor.name}${this.name ? ':' + this.name : ''} is no longer current`);
branches.unshift(index);
nod... | /**
* Returns a string identifying the tree position of the element suitable for
* anonymous reference
* @internal
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/element.ts#L780-L791 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | GameElement.atBranch | atBranch(b: string) {
let branch = b.split('/');
let index = parseInt(branch[0]);
let node = index === 0 ? this._ctx.top : this._ctx.removed._t.children[index - 1];
branch.shift();
while (branch[0] !== undefined) {
node = node._t.children[parseInt(branch[0])];
branch.shift();
}
r... | /**
* Returns the element at the given position returned by {@link branch}
* @internal
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/element.ts#L797-L807 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | GameElement.atID | atID(id: number): GameElement | undefined {
let el = this._t.children.find(c => c._t.id === id);
if (el) return el;
for (const child of this._t.children) {
el = child.atID(id);
if (el) return el;
}
} | /**
* Returns the element for the given id
* @internal
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/element.ts#L813-L820 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | GameElement.atRef | atRef(ref: number): GameElement | undefined {
let el = this._t.children.find(c => c._t.ref === ref);
if (el) return el;
for (const child of this._t.children) {
el = child.atRef(ref);
if (el) return el;
}
} | /**
* Returns the element for the given ref
* @internal
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/element.ts#L826-L833 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | GameElement.setShape | setShape(...shape: string[]) {
if (this._ctx.gameManager?.phase === 'started') throw Error('Cannot change shape once game has started.');
if (shape.some(s => s.length !== shape[0].length)) throw Error("Each row in shape must be same size. Invalid shape:\n" + shape);
this._size = {
shape,
width: ... | /**
* Set an irregular shape for this element. This is only meaningful for the
* purposes of finding specifically adjacent cells when placed into a
* PieceGrid. See {@link PieceGrid#adjacenciesByCell}. When rendered in a
* PieceGrid, the element will have a size large enough to fill the
* appropriate num... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/element.ts#L876-L884 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | GameElement.setEdges | setEdges(edges: Record<string, Partial<Record<Direction, string>>> | Partial<Record<Direction, string>>) {
if (this._ctx.gameManager?.phase === 'started') throw Error('Cannot change shape once game has started.');
if (Object.keys(edges)[0].length === 1) {
const missingCell = Object.keys(edges).find(c => t... | /**
* Set the edge labels for this element. These are only meaningful for the
* purposes of finding specifically adjacent edges when placed into a
* PieceGrid. See {@link PieceGrid#adjacenciesByEdge}.
* @category Adjacency
*
* @param edges - A set of edge labels for each cell label provided by {@link
... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/element.ts#L921-L931 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | GameElement.isDescendantOf | isDescendantOf(el: GameElement): boolean {
return this._t.parent === el || !!this._t.parent?.isDescendantOf(el)
} | /**
* Whether this element has the given element in its parent hierarchy
* @category Structure
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/element.ts#L937-L939 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | GameElement.toJSON | toJSON(seenBy?: number) {
let attrs = this.attributeList();
// remove hidden attributes
if (seenBy !== undefined && !this.isVisibleTo(seenBy)) {
attrs = Object.fromEntries(Object.entries(attrs).filter(
([attr]) => ['_visible', 'row', 'column', '_rotation', '_size'].includes(attr) ||
... | /**
* JSON representation
* @param seenBy - optional player position viewing the game
* @internal
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/element.ts#L957-L990 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | GameElement.layout | layout(
applyTo: typeof this._ui.layouts[number]['applyTo'],
attributes: Partial<LayoutAttributes>
) {
let {slots, area, size, aspectRatio, scaling, gap, margin, offsetColumn, offsetRow} = attributes
if (slots && (area || margin || scaling || gap || margin || offsetColumn || offsetRow)) {
consol... | /**
* Apply a layout to some of the elements directly contained within this
* element. See also {@link ElementCollection#layout}
* @category UI
*
* @param applyTo - Which elements this layout applies to. Provided value can be:
* - A specific {@link GameElement}
* - The name of an element
* - A s... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/element.ts#L1079-L1110 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | GameElement.layoutAsDrawer | layoutAsDrawer(applyTo: Space<G, P> | string, attributes: {
area?: Box,
openDirection: 'left' | 'right' | 'down' | 'up',
tab?: React.ReactNode,
closedTab?: React.ReactNode,
openIf?: (actions: { name: string, args: Record<string, Argument> }[]) => boolean,
closeIf?: (actions: { name: string, args... | /**
* Creates a collapsible drawer layout for a Space within this Element. This
* is like {@link GameElement#layout} except for one specific Space, with
* additional parameters that set the behaviour/appearance of the drawer. A
* tab will be attached the drawer that will allow it be opened/closed.
*
*... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/element.ts#L1131-L1141 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | GameElement.layoutAsTabs | layoutAsTabs(tabs: Record<string, Space<G, P> | string>, attributes: {
area?: Box,
tabDirection: 'left' | 'right' | 'down' | 'up',
tabs?: Record<string, React.ReactNode>,
setTabTo?: (actions: { name: string, args: Record<string, Argument> }[]) => string,
}) {
const { area, ...container } = attribu... | /**
* Creates a tabbed layout for a set of Space's within this Element. This is
* like {@link GameElement#layout} except for a set of Spaces, with additional
* parameters that set the behaviour/appearance of the tabs. Each Space will
* be laid out into the same area, with a set of tabs attached to allow the... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/element.ts#L1159-L1170 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | GameElement.layoutAsPopout | layoutAsPopout(applyTo: Space<G, P> | string, attributes: {
area?: Box,
button: React.ReactNode,
popoutMargin?: number | { top: number, bottom: number, left: number, right: number },
}) {
const { area, ...container } = attributes;
this.layout(applyTo, { area, __container__: { type: 'popout', attri... | /**
* Hides a Space within this element and replaces it with popout
* button. Clicking on the button opens this Space in a full-board modal. This
* is like {@link GameElement#layout} except for one Space, with additional
* parameters that set the behaviour/appearance of the popout modal.
*
* @param ap... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/element.ts#L1187-L1194 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | GameElement.configureLayout | configureLayout(layoutConfiguration: Partial<LayoutAttributes>) {
this._ui.layouts[0] = {
applyTo: GameElement,
attributes: {
...this._ui.getBaseLayout(),
...layoutConfiguration,
}
};
} | /**
* Change the layout attributes for this space's layout.
* @category UI
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/element.ts#L1200-L1208 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | GameElement.appearance | appearance(appearance: ElementUI<this>['appearance']) {
Object.assign(this._ui.appearance, appearance);
} | /**
* Define the appearance of this element. Any values provided override
* previous ones. See also {@link ElementCollection#appearance}
* @category UI
*
* @param appearance - Possible values are:
* @param appearance.className - A class name to add to the dom element
*
* @param appearance.render... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/element.ts#L1241-L1243 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.registerClasses | registerClasses(...classList: ElementClass[]) {
this._ctx.classRegistry = this._ctx.classRegistry.concat(classList);
} | // no longer needed - remove in next minor release | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L161-L163 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.defineFlow | defineFlow(...flow: FlowStep[]) {
this.defineSubflow('__main__', ...flow);
} | /**
* Define your game's main flow. May contain any of the following:
* - {@link playerActions}
* - {@link loop}
* - {@link whileLoop}
* - {@link forEach}
* - {@link forLoop}
* - {@link eachPlayer}
* - {@link everyPlayer}
* - {@link ifElse}
* - {@link switchCase}
* @category Definition
... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L178-L180 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.defineSubflow | defineSubflow(name: string, ...flow: FlowStep[]) {
if (this._ctx.gameManager.phase !== 'new') throw Error('cannot call defineFlow once started');
this._ctx.gameManager.flows[name] = new Flow({ name, do: flow });
this._ctx.gameManager.flows[name].gameManager = this._ctx.gameManager;
} | /**
* Define an addtional flow that the main flow can enter. A subflow has a
* unique name and can be entered at any point by calling {@link
* Do|Do.subflow}.
*
* @param name - Unique name of flow
* @param flow - Steps of the flow
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L190-L194 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.defineActions | defineActions(actions: Record<string, (player: P) => Action<Record<string, Argument>>>) {
if (this._ctx.gameManager.phase !== 'new') throw Error('cannot call defineActions once started');
this._ctx.gameManager.actions = actions;
} | /**
* Define your game's actions.
* @param actions - An object consisting of actions where the key is the name
* of the action and value is a function that accepts a player taking the
* action and returns the result of calling {@link action} and chaining
* choices, results and messages onto the result
... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L204-L207 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.setting | setting(key: string) {
return this._ctx.gameManager.settings[key];
} | /**
* Retrieve the selected setting value for a setting defined in {@link
* render}.
* @category Definition
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L214-L216 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.action | action<A extends Record<string, Argument> = NonNullable<unknown>>(definition: {
prompt?: string,
description?: string,
condition?: Action<A>['condition'],
} = {}) {
return new Action<A>(definition);
} | /**
* Create an {@link Action}. An action is a single move that a player can
* take. Some actions require choices, sometimes several, before they can be
* executed. Some don't have any choices, like if a player can simply
* 'pass'. What defines where one action ends and another begins is how much
* you a... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L268-L274 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.followUp | followUp(action: ActionStub) {
Do.subflow('__followup__', action);
} | /**
* Queue up a follow-up action while processing an action. If called during
* the processing of a game action, the follow-up action given will be added
* as a new action immediately following the current one, before the game's
* flow can resume normally. This is common for card games where the play of a
... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L303-L305 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.finish | finish(winner?: P | P[], announcement?: string) {
this._ctx.gameManager.phase = 'finished';
if (winner) this._ctx.gameManager.winner = winner instanceof Array ? winner : [winner];
this._ctx.gameManager.announcements.push(announcement ?? '__finish__');
} | /**
* End the game
*
* @param winner - a player or players that are the winners of the game. In a
* solo game if no winner is provided, this is considered a loss.
* @param announcement - an optional announcement from {@link render} to
* replace the standard boardzilla announcement.
* @category Game... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L348-L352 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.getWinners | getWinners() {
let winner = this._ctx.gameManager.winner;
if (!(winner instanceof Array)) winner = [winner];
return this._ctx.gameManager.phase === 'finished' ? winner : undefined;
} | /**
* Return array of game winners, or undefined if game is not yet finished
* @category Game Management
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L358-L362 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.addDelay | addDelay() {
this.resetMovementTracking();
if (this.game._ctx.trackMovement) {
this._ctx.gameManager.sequence += 1;
} else if (this._ctx.gameManager.intermediateUpdates.length) {
return; // even if not tracking, record one intermediate to allow UI to extract proper state to animate towards
}... | /**
* Add a delay in the animation of the state change at this point for player
* as they receive game updates.
* @category Game Management
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L369-L379 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.message | message(text: string, args?: Record<string, Argument>) {
this._ctx.gameManager.messages.push({body: n(text, args, true)});
} | /**
* Add a message that will be broadcast in the chat at the next game update,
* based on the current state of the game.
*
* @param text - The text of the message to send. This can contain interpolated strings
* with double braces, i.e. {{player}} that are defined in args. Of course,
* strings can be... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L402-L404 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.messageTo | messageTo(player: (BasePlayer | number) | (BasePlayer | number)[], text: string, args?: Record<string, Argument>) {
if (!(player instanceof Array)) player = [player];
for (const p of player) {
this._ctx.gameManager.messages.push({
body: n(text, args, true),
position: typeof p === 'number' ... | /**
* Add a message that will be broadcast to the given player(s) in the chat at
* the next game update, based on the current state of the game.
*
* @param player - Player or players to receive the message
*
* @param text - The text of the message to send. This can contain interpolated strings
* wi... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L429-L437 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.announce | announce(announcement: string) {
this._ctx.gameManager.announcements.push(announcement);
this.addDelay();
this._ctx.gameManager.announcements = [];
} | /**
* Broadcast a message to all players that interrupts the game and requires
* dismissal before actions can be taken.
*
* @param announcement - The modal name to announce, as provided in {@link render}.
*
* @example
* game.message(
* '{{player}} has a score of {{score}}',
* { player, sc... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L453-L457 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.allJSON | allJSON(seenBy?: number): ElementJSON[] {
return [this.toJSON(seenBy)].concat(
this._ctx.removed._t.children.map(el => el.toJSON(seenBy))
);
} | // also gets removed elements | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L460-L464 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.fromJSON | fromJSON(boardJSON: ElementJSON[]) {
let { className, children, _id, order, ...rest } = boardJSON[0];
if (this.constructor.name !== className) throw Error(`Cannot create board from JSON. ${className} must equal ${this.constructor.name}`);
// reset all on self - think this is unnecessary? if it is, need to ... | // hydrate from json, and assign all attrs. requires that players be hydrated first | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L467-L484 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.resetUI | resetUI() {
super.resetUI();
this._ui.stepLayouts = {};
} | // restore default layout rules before running setupLayout | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L515-L518 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.layoutControls | layoutControls(attributes: ActionLayout) {
this._ui.stepLayouts["*"] = attributes;
} | /**
* Apply default layout rules for all the placement of all player prompts and
* choices, in relation to the playing area
*
* @param attributes - see {@link ActionLayout}
*
* @category UI
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L543-L545 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.layoutStep | layoutStep(step: string, attributes: ActionLayout) {
if (!this._ctx.gameManager.getFlowStep(step)) throw Error(`No such step: ${step}`);
this._ui.stepLayouts["step:" + step] = attributes;
} | /**
* Apply layout rules to a particular step in the flow, controlling where
* player prompts and choices appear in relation to the playing area
*
* @param step - the name of the step as defined in {@link playerActions}
* @param attributes - see {@link ActionLayout}
*
* @category UI
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L556-L559 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.layoutAction | layoutAction(action: string, attributes: ActionLayout) {
this._ui.stepLayouts["action:" + action] = attributes;
} | /**
* Apply layout rules to a particular action, controlling where player prompts
* and choices appear in relation to the playing area
*
* @param action - the name of the action as defined in {@link game#defineActions}
* @param attributes - see {@link ActionLayout}
*
* @category UI
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L570-L572 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.disableDefaultAppearance | disableDefaultAppearance() {
this._ui.disabledDefaultAppearance = true;
} | /**
* Remove all built-in default appearance. If any elements have not been given a
* custom appearance, this causes them to be hidden.
*
* @category UI
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L580-L582 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Game.showLayoutBoundingBoxes | showLayoutBoundingBoxes() {
this._ui.boundingBoxes = true;
} | /**
* Show bounding boxes around every layout
*
* @category UI
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/game.ts#L589-L591 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PieceGrid.cellsAround | cellsAround(piece: Piece<G>, pos: Vector) {
const adjacencies: Partial<Record<DirectionWithDiagonals, string>> = {
up: piece._cellAt({y: pos.y - 1, x: pos.x}),
down: piece._cellAt({y: pos.y + 1, x: pos.x}),
left: piece._cellAt({y: pos.y, x: pos.x - 1}),
right: piece._cellAt({y: pos.y, x: pos... | // internal | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/piece-grid.ts#L80-L94 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PieceGrid.isOverlapping | isOverlapping(piece: Piece<G>, other?: Piece<G>): boolean {
if (!other) {
return this._t.children.some(p => p !== piece && this.isOverlapping(piece, p as Piece<G>));
}
const p1: Vector = {x: piece.column!, y: piece.row!};
const p2: Vector = {x: other.column!, y: other.row!};
if (!piece._size &... | // internal | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/piece-grid.ts#L97-L124 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PieceGrid._fitPieceInFreePlace | _fitPieceInFreePlace(piece: Piece<G>, rows: number, columns: number, origin: {column: number, row: number}) {
const tryLaterally = (vertical: boolean, d: number): boolean => {
for (let lateral = 0; lateral < d + (vertical ? 0 : 1); lateral = -lateral + (lateral < 1 ? 1 : 0)) {
if (vertical) {
... | // internal | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/piece-grid.ts#L127-L171 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PieceGrid.adjacenciesByCell | adjacenciesByCell(piece: Piece<G>, other?: Piece<G>): {piece: Piece<G>, from: string, to: string}[] {
if (!other) {
return this._t.children.reduce(
(all, p) => all.concat(p !== piece ? this.adjacenciesByCell(piece, p as Piece<G>) : []),
[] as {piece: Piece<G>, from: string, to: string}[]
... | /**
* Returns a list of other Pieces in the grid that have a touching edge (or
* touching corner if {@link diagonalAdjacency} is true} with this shape. Each
* item in the list contains the adjacent Piece, as well as the string
* representation of cells in both pieces, as provided in {@link
* Piece#setSha... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/piece-grid.ts#L201-L248 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PieceGrid.adjacenciesByEdge | adjacenciesByEdge(piece: Piece<G>, other?: Piece<G>): {piece: Piece<G>, from?: string, to?: string}[] {
if (!other) {
const children = this._t.children;
return children.reduce(
(all, p) => all.concat(p !== piece ? this.adjacenciesByEdge(piece, p as Piece<G>) : []),
[] as {piece: Piece<G>... | /**
* Returns a list of other Pieces in the grid that have a touching edge with
* this shape. Each item in the list contains the adjacent Piece, as well as
* the string representation of the edges in both pieces, as provided in
* {@link Piece#setEdges}.
* @category Adjacency
*
* @param piece - The ... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/piece-grid.ts#L287-L338 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Piece.showToAll | showToAll() {
delete(this._visible);
} | /**
* Show this piece to all players
* @category Visibility
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/piece.ts#L31-L33 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Piece.showOnlyTo | showOnlyTo(player: Player | number) {
if (typeof player !== 'number') player = player.position;
this._visible = {
default: false,
except: [player]
};
} | /**
* Show this piece only to the given player
* @category Visibility
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/piece.ts#L39-L45 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Piece.showTo | showTo(...player: Player[] | number[]) {
if (typeof player[0] !== 'number') player = (player as Player[]).map(p => p.position);
if (this._visible === undefined) return;
if (this._visible.default) {
if (!this._visible.except) return;
this._visible.except = this._visible.except.filter(i => !(playe... | /**
* Show this piece to the given players without changing it's visibility to
* any other players.
* @category Visibility
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/piece.ts#L52-L61 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Piece.hideFromAll | hideFromAll() {
this._visible = {default: false};
} | /**
* Hide this piece from all players
* @category Visibility
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/piece.ts#L67-L69 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Piece.hideFrom | hideFrom(...player: Player[] | number[]) {
if (typeof player[0] !== 'number') player = (player as Player[]).map(p => p.position);
if (this._visible?.default === false && !this._visible.except) return;
if (this._visible === undefined || this._visible.default === true) {
this._visible = {
defaul... | /**
* Hide this piece from the given players without changing it's visibility to
* any other players.
* @category Visibility
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/piece.ts#L76-L88 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Piece.isVisibleTo | isVisibleTo(player: Player | number) {
if (typeof player !== 'number') player = player.position;
if (this._visible === undefined) return true;
if (this._visible.default) {
return !this._visible.except || !(this._visible.except.includes(player));
} else {
return this._visible.except?.includes... | /**
* Returns whether this piece is visible to the given player
* @category Visibility
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/piece.ts#L94-L102 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Piece.isVisible | isVisible() {
if (this._ctx.player) return this.isVisibleTo(this._ctx.player.position);
return this._visible?.default !== false && (this._visible?.except ?? []).length === 0;
} | /**
* Returns whether this piece is visible to all players, or to the current
* player if called when in a player context (during an action taken by a
* player or while the game is viewed by a given player.)
* @category Visibility
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/piece.ts#L110-L113 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Piece.revealWhenHidden | static revealWhenHidden<T extends Piece<BaseGame>>(this: ElementClass<T>, ...attrs: (string & keyof T)[]): void {
this.visibleAttributes = attrs;
} | /**
* Provide list of attributes that remain visible even when these pieces are
* not visible to players. E.g. In a game with multiple card decks with
* different backs, identified by Card#deck, the identity of the card when
* face-down is hidden, but the deck it belongs to is not, since the card art
* o... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/piece.ts#L126-L128 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Piece.putInto | putInto(to: GameElement, options?: {position?: number, row?: number, column?: number, fromTop?: number, fromBottom?: number}) {
if (to.isDescendantOf(this)) throw Error(`Cannot put ${this} into itself`);
let pos: number = to._t.order === 'stacking' ? 0 : to._t.children.length;
if (options?.position !== unde... | /**
* Move this piece into another element. This triggers any {@link
* Space#onEnter | onEnter} callbacks in the destination.
* @category Structure
*
* @param to - Destination element
* @param options.position - Place the piece into a specific numbered position
* relative to the other elements in t... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/piece.ts#L144-L168 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Piece.remove | remove() {
return this.putInto(this._ctx.removed);
} | /**
* Remove this piece from the playing area and place it into {@link
* Game#pile}
* @category Structure
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/piece.ts#L192-L194 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Space.contentsWillBeShown | contentsWillBeShown() {
this._visOnEnter = {default: true};
} | /**
* Show pieces to all players when they enter this space
* @category Visibility
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/space.ts#L35-L37 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Space.contentsWillBeShownToOwner | contentsWillBeShownToOwner() {
this._visOnEnter = {default: false, except: 'owner'};
} | /**
* Show pieces when they enter this space to its owner
* @category Visibility
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/space.ts#L43-L45 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Space.contentsWillBeShownTo | contentsWillBeShownTo(...players: P[]) {
this._visOnEnter = {default: false, except: players.map(p => p.position)};
} | /**
* Show piece to these players when they enter this space
* @category Visibility
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/space.ts#L51-L53 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Space.contentsWillBeHidden | contentsWillBeHidden() {
this._visOnEnter = {default: false};
} | /**
* Hide pieces to all players when they enter this space
* @category Visibility
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/space.ts#L59-L61 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Space.contentsWillBeHiddenFrom | contentsWillBeHiddenFrom(...players: P[]) {
this._visOnEnter = {default: true, except: players.map(p => p.position)};
} | /**
* Hide piece to these players when they enter this space
* @category Visibility
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/space.ts#L67-L69 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Space.blockViewFor | blockViewFor(players: 'all' | 'none' | 'all-but-owner' | Player[]) {
this._screen = players === 'none' ? undefined : players instanceof Array ? players.map(p => p.position) : players
} | /**
* Call this to screen view completely from players. Blocked spaces completely
* hide their contents, like a physical screen. No information about the
* number, type or movement of contents inside this Space will be revealed to
* the specified players
*
* @param players = Players for whom the view ... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/space.ts#L80-L82 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Space.onEnter | onEnter<T extends GameElement>(type: ElementClass<T>, callback: (el: T) => void) {
this.addEventHandler<T>("enter", { callback, type });
} | /**
* Attach a callback to this space for every element that enters or is created
* within.
* @category Structure
*
* @param type - the class of element that will trigger this callback
* @param callback - Callback will be called each time an element enters, with
* the entering element as the only a... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/space.ts#L109-L111 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Space.onExit | onExit<T extends GameElement>(type: ElementClass<T>, callback: (el: T) => void) {
this.addEventHandler<T>("exit", { callback, type });
} | /**
* Attach a callback to this space for every element that is moved out of this
* space.
* @category Structure
*
* @param type - the class of element that will trigger this callback
* @param callback - Callback will be called each time an element exits, with
* the exiting element as the only argu... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/board/space.ts#L125-L127 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | D6.roll | roll() {
this.current = Math.ceil((this.game.random || Math.random)() * this.sides);
this.rollSequence = this._ctx.gameManager.sequence;
} | /**
* Randomly choose a new face, causing the roll animation
* @category D6
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/components/d6/d6.ts#L28-L31 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Flippable | const Flippable = ({ children }: {
children?: React.ReactNode,
}) => {
let frontContent: React.ReactNode = null;
let backContent: React.ReactNode = null;
React.Children.forEach(children, child => {
if (!React.isValidElement(child)) return;
if (child.type === Flippable.Front) {
frontContent = chil... | /**
* A Piece with two sides: front and back. When the Piece is hidden, the back is
* shown. When visible, the front is shown. When the visibility changes, the CSS
* animates a 3d flip.
*
* @example
* import { Flippable } from '@boardzilla/core/components';
* ...
* Piece.appearance({
* render: piece => (... | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/components/flippable/Flippable.tsx#L27-L54 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | ActionStep.allowedActions | allowedActions(): string[] {
return this.position ? [] : this.actions.map(a => a.name);
} | // current actions that can process. does not check player | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/flow/action-step.ts#L106-L108 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | ActionStep.processMove | processMove(move: {
player: number,
name: string,
args: Record<string, Argument>,
}): string | SubflowSignal['data'][] | undefined {
if ((move.name !== '__continue__' || !this.continueIfImpossible) && !this.allowedActions().includes(move.name)) {
throw Error(`No action ${move.name} available at ... | // returns error (string) or subflow {args, name} or ok (undefined) | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/flow/action-step.ts#L137-L183 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | EveryPlayer.withPlayer | withPlayer<T>(value: number, fn: () => T, mutate=false): T {
this.value = value;
this.sequence = this.position.sequences[this.value];
this.setPosition(this.position, this.sequence);
const result = fn();
if (mutate) {
const currentPlayer = this.getPlayers()[this.value];
// capture positio... | // specific player and pretend to be a normal flow with just one subflow | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/flow/every-player.ts#L43-L57 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | EveryPlayer.branchJSON | branchJSON(forPlayer=true): FlowBranchJSON[] {
if (this.position === undefined && this.sequence === undefined) return []; // probably invalid
let branch: FlowBranchJSON = {
type: this.type,
position: {positions: [], sequences: this.position.sequences, completed: this.completed}
};
if (this.n... | // reimpl ourselves to collect json from all players | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/flow/every-player.ts#L64-L78 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | EveryPlayer.setPosition | setPosition(positionJSON: any, sequence?: number) {
const player = this.getPlayers()[this.value];
this.completed = positionJSON.completed;
if (player) {
player.setCurrent();
positionJSON.sequences[this.value] = sequence;
} else {
// not looking at an individual player. set game state t... | // add player management, hydration of flow for the correct player, sequences[] management | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/flow/every-player.ts#L81-L99 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | EveryPlayer.playOneStep | playOneStep(): InterruptSignal[] | FlowControl | Flow {
// step through each player over top of the normal super stepping
const player = this.getPlayers().findIndex((_, p) => this.completed[p] === undefined);
if (player !== -1) {
// run for next player without a resolution
return this.withPlaye... | // without us checking all branches | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/flow/every-player.ts#L128-L145 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Flow.playOneStep | playOneStep(): InterruptSignal[] | FlowControl | Flow {
const step = this.step;
let result: InterruptSignal[] | FlowControl | Flow = FlowControl.complete;
if (step instanceof Function) {
if (!interruptSignal[0]) step(this.flowStepArgs());
result = FlowControl.complete;
if (interruptSignal[... | /**
* Advance flow one step and return FlowControl.complete if complete,
* FlowControl.ok if can continue, Do to interrupt the current loop. Returns
* ActionStep if now waiting for player input. override for self-contained
* flows that do not have subflows.
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/flow/flow.ts#L253-L280 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Flow.play | play() {
interruptSignal.splice(0);
let step;
do {
if (this.gameManager.phase !== 'finished') step = this.playOneStep();
if (!(step instanceof Flow)) console.debug(`Advancing flow:\n ${this.stacktrace()}`);
} while (step === FlowControl.ok && interruptSignal[0]?.signal !== InterruptControl.s... | // play until action required (returns ActionStep) or flow complete (undefined) or subflow started {name, args} | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/flow/flow.ts#L283-L298 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Flow.reset | reset() {
this.setPosition(undefined);
} | // must override. reset runs any logic needed and call setPosition. Must not modify own state. | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/flow/flow.ts#L301-L303 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Flow.currentBlock | currentBlock(): FlowDefinition | undefined {
return this.block;
} | // must override. must rely solely on this.position | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/flow/flow.ts#L306-L308 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Flow.toJSON | toJSON(_forPlayer=true): any {
return this.position;
} | // override if position contains objects that need serialization | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/flow/flow.ts#L311-L313 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Flow.fromJSON | fromJSON(json: any): typeof this.position {
return json;
} | // override if position contains objects that need deserialization | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/flow/flow.ts#L316-L318 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Flow.advance | advance(): FlowControl {
return FlowControl.complete;
} | // override for steps that advance through their subflows. call setPosition if needed. return ok/complete | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/flow/flow.ts#L321-L323 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Flow.allSteps | allSteps(): FlowDefinition | undefined {
return this.block;
} | // override return all subflows | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/flow/flow.ts#L326-L328 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PlayerCollection.atPosition | atPosition(position: number) {
return this.find(p => p.position === position);
} | /**
* Returns the player at a given table position.
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/collection.ts#L41-L43 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PlayerCollection.current | current(): P | undefined {
if (this.currentPosition.length > 1) throw Error(`Using players.current when ${this.currentPosition.length} players may act`);
return this.atPosition(this.currentPosition[0] ?? -1);
} | /**
* Returns the player that may currently act. It is an error to call current
* when multiple players can act
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/collection.ts#L49-L52 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PlayerCollection.allCurrent | allCurrent(): P[] {
return this.currentPosition.map(p => this.atPosition(p)!);
} | /**
* Returns the array of all players that may currently act.
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/collection.ts#L57-L59 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PlayerCollection.host | host(): P {
return this.find(p => p.host)!;
} | /**
* Returns the host player
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/collection.ts#L64-L66 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PlayerCollection.notCurrent | notCurrent() {
return this.filter(p => !this.currentPosition.includes(p.position));
} | /**
* Returns the array of players that may not currently act.
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/collection.ts#L71-L73 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PlayerCollection.inPositionOrder | inPositionOrder() {
return this.sort((p1, p2) => (p1.position > p2.position ? 1 : -1));
} | /**
* Returns the array of players in the order of table positions. Does not
* alter the actual player order.
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/collection.ts#L79-L81 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PlayerCollection.setCurrent | setCurrent(players: number | P | number[] | P[]) {
if (!(players instanceof Array)) players = [players] as number[] | P[];
players = players.map(p => typeof p === 'number' ? p : p.position);
this.currentPosition = players;
} | /**
* Set the current player(s).
*
* @param players - The {@link Player} or table position of the player to act,
* or an array of either.
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/collection.ts#L89-L93 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PlayerCollection.next | next() {
if (this.currentPosition.length === 0) {
this.currentPosition = [this[0].position];
} else if (this.currentPosition.length === 1) {
this.currentPosition = [this.after(this.currentPosition[0]).position];
}
return this.current()!
} | /**
* Advance the current player to act to the next player based on player order.
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/collection.ts#L98-L105 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PlayerCollection.after | after(player: number | P) {
return this[(this.turnOrderOf(player) + 1) % this.length];
} | /**
* Return the next player to act based on player order.
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/collection.ts#L110-L112 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PlayerCollection.seatedNext | seatedNext(player: P, steps = 1) {
return this.atPosition((player.position + steps - 1) % this.length + 1)!;
} | /**
* Return the player next to this player at the table.
* @param steps - 1 = one step to the left, -1 = one step to the right, etc
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/collection.ts#L118-L120 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PlayerCollection.turnOrderOf | turnOrderOf(player: number | P) {
if (typeof player !== 'number') player = player.position;
const index = this.findIndex(p => p.position === player);
if (index === -1) throw Error("No such player");
return index;
} | /**
* Returns the turn order of the given player, starting with 0. This is
* distinct from {@link Player#position}. Turn order can be altered during a
* game, whereas table position cannot.
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/collection.ts#L127-L132 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PlayerCollection.sortBy | sortBy(key: Sorter<P> | (Sorter<P>)[], direction?: "asc" | "desc") {
const rank = (p: P, k: Sorter<P>) => typeof k === 'function' ? k(p) : p[k]
const [up, down] = direction === 'desc' ? [-1, 1] : [1, -1];
return this.sort((a, b) => {
const keys = key instanceof Array ? key : [key];
for (const k ... | /**
* Sorts the players by some means, changing the turn order.
* @param key - A key of function for sorting, or a list of such. See {@link
* Sorter}
* @param direction - `"asc"` to cause players to be sorted from lowest to
* highest, `"desc"` for highest to lower
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/collection.ts#L141-L154 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | PlayerCollection.sortedBy | sortedBy(key: Sorter<P> | (Sorter<P>)[], direction: "asc" | "desc" = "asc") {
return (this.slice(0, this.length) as this).sortBy(key, direction);
} | /**
* Returns a copy of this collection sorted by some {@link Sorter}.
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/collection.ts#L159-L161 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Player.hide | static hide<P extends BasePlayer>(this: {new(): P; hiddenAttributes: string[]}, ...attrs: (keyof P)[]): void {
this.hiddenAttributes = attrs as string[];
} | /**
* Provide list of attributes that are hidden from other players
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/player.ts#L59-L61 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Player.setCurrent | setCurrent(this: P) {
return this._players.setCurrent(this);
} | /**
* Set this player as the current player
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/player.ts#L72-L74 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Player.others | others(): P[] {
return Array.from(this._players).filter(p => p as Player !== this);
} | /**
* Returns an array of all other players.
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/player.ts#L79-L81 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | Player.other | other(): P {
if (this._players.length !== 2) throw Error('Can only use `other` for 2 player games');
return this._players.find(p => p as Player !== this)!;
} | /**
* Returns the other player. Only allowed in 2 player games
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/player/player.ts#L86-L89 | d701cb628e876cbe59171e837862ee09c925d6c9 |
boardzilla-core | github_2023 | boardzilla | typescript | getArea | function getArea(absolutePosition: Box, margin?: number | { top: number, bottom: number, left: number, right: number }, area?: Box): Box {
if (area) return area;
if (!margin) return { left: 0, top: 0, width: 100, height: 100 };
// margins are absolute, so translate
const transform: Vector = {
x: absolutePo... | /**
* calculate working area
* @internal
*/ | https://github.com/boardzilla/boardzilla-core/blob/d701cb628e876cbe59171e837862ee09c925d6c9/src/ui/render.ts#L920-L942 | d701cb628e876cbe59171e837862ee09c925d6c9 |
ev0-astro-theme | github_2023 | gndx | typescript | e | const e = (str: string) => encodeURIComponent(encodeURIComponent(str)); | // double escape for commas and slashes | https://github.com/gndx/ev0-astro-theme/blob/77777faab2e966a42411a5b8bd0f7e9b652d4e27/src/utils/createOgImage.ts#L23-L23 | 77777faab2e966a42411a5b8bd0f7e9b652d4e27 |
moonlight | github_2023 | moonlight-mod | typescript | downloadStable | async function downloadStable(): Promise<[ArrayBuffer, string]> {
const json = await getStableRelease();
const asset = json.assets.find((a) => a.name === artifactName);
if (!asset) throw new Error("Artifact not found");
logger.debug(`Downloading ${asset.browser_download_url}`);
... | // Note: this won't do anything on browser, we should probably disable it | https://github.com/moonlight-mod/moonlight/blob/12cd3c869f2a9478b65033033d64bd82790396fd/packages/core-extensions/src/moonbase/native.ts#L66-L80 | 12cd3c869f2a9478b65033033d64bd82790396fd |
moonlight | github_2023 | moonlight-mod | typescript | MoonbaseSettingsStore.isModified | private isModified() {
const orig = JSON.stringify(this.savedConfig);
const curr = JSON.stringify(this.config);
return orig !== curr;
} | // Jank | https://github.com/moonlight-mod/moonlight/blob/12cd3c869f2a9478b65033033d64bd82790396fd/packages/core-extensions/src/moonbase/webpackModules/stores.ts#L159-L163 | 12cd3c869f2a9478b65033033d64bd82790396fd |
moonlight | github_2023 | moonlight-mod | typescript | MoonbaseSettingsStore.showNotice | showNotice() {
return this.modified;
} | // Required for the settings store contract | https://github.com/moonlight-mod/moonlight/blob/12cd3c869f2a9478b65033033d64bd82790396fd/packages/core-extensions/src/moonbase/webpackModules/stores.ts#L170-L172 | 12cd3c869f2a9478b65033033d64bd82790396fd |
moonlight | github_2023 | moonlight-mod | typescript | MoonbaseSettingsStore.clone | private clone<T>(obj: T): T {
return structuredClone(obj);
} | // This sucks. | https://github.com/moonlight-mod/moonlight/blob/12cd3c869f2a9478b65033033d64bd82790396fd/packages/core-extensions/src/moonbase/webpackModules/stores.ts#L535-L537 | 12cd3c869f2a9478b65033033d64bd82790396fd |
moonlight | github_2023 | moonlight-mod | typescript | call | const call = (event: string, ...args: any[]) => realEmit.call(this, event, ...args); | // Arrow functions don't bind `this` :D | https://github.com/moonlight-mod/moonlight/blob/12cd3c869f2a9478b65033033d64bd82790396fd/packages/core-extensions/src/nativeFixes/host.ts#L141-L141 | 12cd3c869f2a9478b65033033d64bd82790396fd |
moonlight | github_2023 | moonlight-mod | typescript | linkVenmic | function linkVenmic() {
if (patchbay == null) return false;
try {
const pid =
app
.getAppMetrics()
.find((proc) => proc.name === "Audio Service")
?.pid?.toString() ?? "";
logger.info("Audio Service PID:", pid);
patchbay.unlink();
return patchbay.link({
exclude:... | // TODO: figure out how to map source to window with venmic | https://github.com/moonlight-mod/moonlight/blob/12cd3c869f2a9478b65033033d64bd82790396fd/packages/core-extensions/src/rocketship/host/venmic.ts#L24-L47 | 12cd3c869f2a9478b65033033d64bd82790396fd |
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