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function limitNumWithinRange(num, min = 1, max = 10) { | |
const parsed = parseInt(num) | |
return Math.min(Math.max(parsed, min), min) | |
} | |
const defaultColors = ['hsl(0, 90%, 55%)', 'hsl(90, 60%, 45%)', 'hsl(200, 90%, 55%)', 'hsl(270, 90%, 55%)'] | |
const createTicTacToeMachine = (numPlayers = 2, boardSize = 3, gamesPerMatch = 1) => { | |
const minPlayers = 2 | |
const maxPlayers = defaultColors.length > 4 ? 4 : defaultColors.length | |
numPlayers = limitNumWithinRange(numPlayers, minPlayers, maxPlayers) | |
function generateDefaultPlayers(num) { | |
return Array(num) | |
.fill() | |
.map((_, i) => ({ | |
name: `Player ${i + 1}`, | |
color: defaultColors[i], | |
initialPosition: i, | |
wins: null, | |
})) | |
} | |
const players = generateDefaultPlayers(numPlayers) | |
function initializeBoard(size) { | |
const board = [] | |
for (let i = 0; i < size; i++) { | |
const row = [] | |
for (let j = 0; j < size; j++) { | |
row.push(null) | |
} | |
board.push(row) | |
} | |
return board | |
} | |
const board = initializeBoard(boardSize) | |
function fetchSavedMatches() { | |
return null | |
} | |
const savedMatches = fetchSavedMatches() | |
return Machine( | |
{ | |
id: 'ticTacToeMachine', | |
initial: 'idle', | |
context: { | |
numPlayers, | |
players, | |
boardSize, | |
gamesPerMatch, | |
savedMatches, | |
abandonMatchOnSave: false, | |
gameStatus: { | |
board, | |
numMovesPlayed: 0, | |
savedNumMovesPlayed: 0, | |
}, | |
}, | |
states: { | |
idle: { | |
entry: ['fetchSavedMatches'], | |
on: { | |
PLAY_NEW_MATCH: { | |
target: 'playing', | |
}, | |
CONFIGURE_MATCH_SETTINGS: { | |
target: 'configuringSettings', | |
}, | |
VIEW_SAVED_MATCHES: [ | |
{ | |
cond: { | |
type: 'hasSavedMatches', | |
}, | |
target: 'viewingSavedMatches', | |
}, | |
{ | |
target: 'fetchingSavedMatches', | |
actions: ['fetchSavedMatches'], | |
}, | |
], | |
}, | |
}, | |
configuringSettings: { | |
on: { | |
SAVE_AND_PLAY: { | |
target: 'savingSettings', | |
actions: ['updateMatchSettings'], | |
}, | |
RESTORE_DEFAULTS: { | |
target: 'configuringSettings', | |
actions: ['setDefaultMatchSettings'], | |
}, | |
RANDOMIZE: { | |
target: 'configuringSettings', | |
actions: ['randomizeMatchSettings'], | |
}, | |
ABORT: { | |
target: 'idle', | |
}, | |
}, | |
}, | |
savingSettings: { | |
on: { | |
SUCCESS: { | |
target: 'playing', | |
actions: ['saveSettingsSuccess'], | |
}, | |
FAIL: { | |
target: 'configuringSettings', | |
actions: ['saveSettingsFail'], | |
}, | |
}, | |
}, | |
playing: { | |
on: { | |
PAUSE: { | |
target: 'viewingMatchStatus', | |
}, | |
FINISHED: { | |
target: 'viewingMatchStatus', | |
actions: ['setGameWinner'], | |
}, | |
}, | |
}, | |
viewingMatchStatus: { | |
on: { | |
REMATCH: { | |
cond: { | |
type: 'matchOver', | |
}, | |
target: 'playing', | |
actions: ['playRematch'], | |
}, | |
EXTEND_MATCH: { | |
cond: { | |
type: 'matchOver', | |
}, | |
target: 'playing', | |
actions: ['increaseGamesPerMatch(1)'], | |
}, | |
REVIEW_GAME: { | |
cond: { | |
type: 'gameOver', | |
}, | |
target: 'reviewingGame', | |
}, | |
RESUME: [ | |
{ | |
cond: { | |
type: 'gameOver', | |
}, | |
target: 'playing', | |
actions: ['playNextGame'], | |
}, | |
{ | |
target: 'playing', | |
}, | |
], | |
SAVE: { | |
cond: { | |
type: 'hasUnsavedProgress', | |
}, | |
target: 'savingMatch', | |
actions: ['saveMatch'], | |
}, | |
QUIT: [ | |
{ | |
cond: { | |
type: 'hasUnsavedProgress', | |
}, | |
target: 'confirmingAbandonProgress', | |
}, | |
{ | |
target: 'idle', | |
actions: ['abandonMatch'], | |
}, | |
], | |
}, | |
}, | |
confirmingAbandonProgress: { | |
on: { | |
CONFIRM: { | |
target: 'idle', | |
actions: ['abandonMatch'], | |
}, | |
SAVE_AND_QUIT: { | |
target: 'savingMatch', | |
actions: ['saveMatch', 'abandonMatchOnSave'], | |
}, | |
ABORT: { | |
target: 'viewingMatchStatus', | |
}, | |
}, | |
}, | |
reviewingGame: { | |
on: { | |
ABORT: { | |
target: 'viewingMatchStatus', | |
}, | |
}, | |
}, | |
savingMatch: { | |
on: { | |
SUCCESS: [ | |
{ | |
cond: { | |
type: 'abandonMatchOnSave', | |
}, | |
target: 'idle', | |
actions: ['saveMatchSuccess'], | |
}, | |
{ | |
target: 'viewingMatchStatus', | |
actions: [ | |
// update gameStatus.numSavedMovesPlayed | |
assign({ | |
gameStatus: (ctx, evt) => { | |
return { ...ctx, savedNumMovesPlayed: ctx.gameStatus.numMovesPlayed } | |
}, | |
}), | |
'saveMatchSuccess', | |
], | |
}, | |
], | |
FAIL: { | |
target: 'viewingMatchStatus', | |
actions: ['saveMatchFail'], | |
}, | |
}, | |
}, | |
viewingSavedMatches: { | |
always: [ | |
{ | |
cond: { | |
type: '!hasSavedMatches', | |
}, | |
target: 'idle', | |
actions: ['noSavedMatches'], | |
}, | |
], | |
on: { | |
LOAD: { | |
target: 'restoringMatch', | |
actions: ['setupMatch(selectedMatch)'], | |
}, | |
RENAME: { | |
target: 'renamingMatch', | |
actions: ['renameMatch(selectedMatch)'], | |
}, | |
DELETE: { | |
target: 'deletingMatch', | |
actions: ['deleteMatch(selectedMatch)'], | |
}, | |
REFETCH: { | |
target: 'fetchingSavedMatches', | |
actions: ['fetchSavedMatches'], | |
}, | |
ABORT: { | |
target: 'idle', | |
}, | |
}, | |
}, | |
restoringMatch: { | |
on: { | |
SUCCESS: { | |
target: 'playing', | |
}, | |
FAIL: { | |
target: 'viewingSavedMatches', | |
actions: ['restoreMatchFail'], | |
}, | |
}, | |
}, | |
renamingMatch: { | |
on: { | |
SUCCESS: { | |
target: 'viewingSavedMatches', | |
actions: 'renameMatchSuccess', | |
}, | |
FAIL: { | |
target: 'viewingSavedMatches', | |
actions: ['renameMatchFail'], | |
}, | |
}, | |
}, | |
deletingMatch: { | |
on: { | |
SUCCESS: { | |
target: 'viewingSavedMatches', | |
actions: ['deleteMatchSuccess'], | |
}, | |
FAIL: { | |
target: 'viewingSavedMatches', | |
actions: ['deleteMatchFail'], | |
}, | |
}, | |
}, | |
fetchingSavedMatches: { | |
on: { | |
SUCCESS: { | |
target: 'viewingSavedMatches', | |
actions: ['fetchSavedMatchesSuccess'], | |
}, | |
FAIL: { | |
target: 'viewingSavedMatches', | |
actions: ['fetchSavedMatchesFail'], | |
}, | |
}, | |
}, | |
}, | |
}, | |
{ | |
actions: {}, | |
guards: { | |
hasSavedMatches: (ctx, evt) => { | |
return ctx.savedMatches?.length > 0 | |
}, | |
currentProgressSaved: (ctx, evt) => { | |
// NOTE: This guard doesn't account for an undo feature. With undo, | |
// a player could undo a move and make a different move without ever | |
// saving but still get `true` here. | |
return ( | |
ctx.gameStatus.savedNumMovesPlayed > 0 && | |
ctx.gameStatus.numMovesPlayed === ctx.gameStatus.savedNumMovesPlayed | |
) | |
}, | |
hasUnsavedProgress: (ctx, evt) => { | |
return ctx.gameStatus.numMovesPlayed !== ctx.gameStatus.savedNumMovesPlayed | |
}, | |
}, | |
}, | |
) | |
} | |
createTicTacToeMachine() |
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