ft_transcendence/frontend/src/pages/ttt/ttt.ts
2025-12-07 01:31:29 +01:00

188 lines
No EOL
5.9 KiB
TypeScript

import { addRoute, setTitle, type RouteHandlerReturn } from "@app/routing";
import tttPage from "./ttt.html?raw";
import { showError, showInfo, showSuccess } from "@app/toast";
// Represents the possible states of a cell on the board.
// `null` means that the cell is empty.
type CellState = 'O' | 'X' | null
// Encapsulates the game logic.
class TTC {
private isGameOver: boolean;
private board: [
CellState, CellState, CellState,
CellState, CellState, CellState,
CellState, CellState, CellState];
private currentPlayer: 'O' | 'X';
constructor() {
this.board = [null,null,null,null,null,null,null,null,null];
this.isGameOver = false;
this.currentPlayer = 'X';
}
private changePlayer()
{
if (this.currentPlayer === 'X')
this.currentPlayer = 'O';
else
this.currentPlayer = 'X';
}
// Analyzes the current board to determine if the game has ended.
private checkState(): 'winX' | 'winO' | 'draw' | 'ongoing'
{
const checkRow = (row: number): ('X' | 'O' | null) => {
if (this.board[row * 3] === null)
return null;
if (this.board[row * 3] === this.board[row * 3+1] && this.board[row * 3 + 1] === this.board[row * 3 + 2])
return this.board[row * 3];
return null;
}
const checkCol = (col: number): ('X' | 'O' | null) => {
if (this.board[col] === null) return null;
if (this.board[col] === this.board[col + 3] && this.board[col + 3] === this.board[col + 6])
return this.board[col];
return null;
}
const checkDiag = (): ('X' | 'O' | null) => {
if (this.board[4] === null) return null
if (this.board[0] === this.board[4] && this.board[4] === this.board[8])
return this.board[4]
if (this.board[2] === this.board[4] && this.board[4] === this.board[6])
return this.board[4]
return null;
}
const row = (checkRow(0) ?? checkRow(1)) ?? checkRow(2);
const col = (checkCol(0) ?? checkCol(1)) ?? checkCol(2);
const diag = checkDiag();
if (row !== null) return `win${row}`;
if (col !== null) return `win${col}`;
if (diag !== null ) return `win${diag}`;
if (this.board.filter(c => c === null).length === 0)
return 'draw';
return 'ongoing';
}
public reset(): void {
this.board = [null,null,null,null,null,null,null,null,null];
this.currentPlayer = 'X';
this.isGameOver = false;
};
// Attempts to place the current player's mark on the specified cell.
// @param idx - The index of the board (0-8) to place the mark.
// @returns The resulting game state, or `invalidMove` if the move is illegal.
public makeMove(idx: number): 'winX' | 'winO' | 'draw' | 'ongoing' | 'invalidMove' {
if (this.isGameOver) {
return 'invalidMove';
}
if (idx < 0 || idx >= this.board.length) {
return 'invalidMove';
}
if (this.board[idx] !== null) {
return 'invalidMove';
}
this.board[idx] = this.currentPlayer;
this.changePlayer();
const result = this.checkState();
if (result !== 'ongoing') {
this.isGameOver = true;
}
return result;
}
public getBoard(): [
CellState, CellState, CellState,
CellState, CellState, CellState,
CellState, CellState, CellState]
{
return this.board;
}
}
// Route handler for the Tic-Tac-Toe page.
// Instantiates the game logic and binds UI events.
async function handleTTT(): Promise<RouteHandlerReturn>
{
// Create a fresh instance for every page load.
let board = new TTC();
return {
html: tttPage,
postInsert: async (app) => {
if (!app) {
return;
}
const cells = app.querySelectorAll<HTMLDivElement>(".ttt-grid-cell");
const restartBtn = app.querySelector<HTMLButtonElement>("#ttt-restart-btn");
const updateUI = () => {
const board_state = board.getBoard();
board_state.forEach((cell_state, cell_idx) => {
cells[cell_idx].innerText = cell_state !== null ? cell_state : " ";
});
};
console.log(cells);
cells?.forEach(function (c, idx) {
c.addEventListener('click', () => {
const result = board.makeMove(idx);
switch(result)
{
case ('draw'): {
showInfo('Game is a draw');
break;
}
case ('invalidMove'): {
showError('Move is invalid');
break;
}
case ('winX'): {
showSuccess('X won');
app?.querySelector('.ttt-grid')?.classList.add('pointer-events-none');
break;
}
case ('winO'): {
showSuccess('O won');
break;
}
}
// Sync UI with Game State
const board_state = board.getBoard();
board_state.forEach( function (cell_state, cell_idx) {
cells[cell_idx].innerText = cell_state !== null ? cell_state : " ";
});
updateUI();
});
});
restartBtn?.addEventListener('click', () => {
board.reset();
updateUI();
showInfo('Game Restarted');
});
}
}
}
addRoute('/ttt', handleTTT)