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Build some distributed game simulation system.
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import { action, Actor, state, World } from "./defines"; | |
function wmc1616(state0: number, state1: number) { | |
state0 = 18030 * (state0 & 0xffff) + (state0 >> 16); | |
state1 = 30903 * (state1 & 0xffff) + (state1 >> 16); | |
return [ | |
((((state0 & 0xffff) << 16) + (state1 & 0xffff)) >>> 0) / 2 ** 32, | |
state0, | |
state1, | |
]; | |
} | |
class Board extends Actor { | |
@state | |
private playerA: Player | null = null; | |
@state | |
private playerB: Player | null = null; | |
@state | |
private aMove: number | null = null; | |
@state | |
private bMove: number | null = null; | |
@action | |
join(player: Player) { | |
if (!this.playerA) { | |
this.playerA = player; | |
player.joined(this); | |
return; | |
} | |
if (!this.playerB) { | |
this.playerB = player; | |
player.joined(this); | |
this.start(); | |
return; | |
} | |
} | |
@action | |
start() { | |
this.aMove = null; | |
this.bMove = null; | |
this.playerA?.think(); | |
this.playerB?.think(); | |
} | |
@action | |
move(from: Player, move: number) { | |
if (from === this.playerA) { | |
this.aMove = move; | |
} | |
if (from === this.playerB) { | |
this.bMove = move; | |
} | |
if (this.aMove && this.bMove) { | |
this.compare(); | |
} | |
} | |
@action | |
compare() { | |
if (!this.aMove || !this.bMove) { | |
return; | |
} | |
const r = (this.aMove - this.bMove + 3) % 3; | |
switch (r) { | |
case 0: { | |
console.log("Draw"); | |
break; | |
} | |
case 1: { | |
console.log("A win"); | |
break; | |
} | |
case 2: { | |
console.log("B win"); | |
break; | |
} | |
} | |
this.start(); | |
} | |
} | |
class Player extends Actor { | |
@state | |
private state0 = 1; | |
@state | |
private state1 = 2; | |
@state | |
private moved = false; | |
@state | |
private board: Board | null = null; | |
@action | |
joined(board: Board) { | |
this.board = board; | |
} | |
@action | |
think() { | |
if (this.board && !this.moved) { | |
const [res, n0, n1] = wmc1616(this.state0, this.state1); | |
this.state0 = n0; | |
this.state1 = n1; | |
this.board.move(this, Math.floor(3 * res)); | |
} | |
} | |
} | |
class MyWorld extends World { | |
init() { | |
const board = Board.create(this); | |
const playerA = Player.create(this); | |
const playerB = Player.create(this); | |
board.join(playerA); | |
board.join(playerB); | |
} | |
} |
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function wmc1616(state0: number, state1: number) { | |
state0 = 18030 * (state0 & 0xffff) + (state0 >> 16); | |
state1 = 30903 * (state1 & 0xffff) + (state1 >> 16); | |
return [ | |
((((state0 & 0xffff) << 16) + (state1 & 0xffff)) >>> 0) / 2 ** 32, | |
state0, | |
state1, | |
]; | |
} | |
interface Board extends Actor { | |
director: "Board"; | |
playerA?: Player; | |
playerB?: Player; | |
aMove?: number; | |
bMove?: number; | |
} | |
interface Player extends Actor { | |
director: "Player"; | |
state0: number; | |
state1: number; | |
moved: boolean; | |
board?: Board; | |
} | |
@director | |
class BoardDirector extends Director<Board> { | |
join(board: Board, player: Player) { | |
if (!board.playerA) { | |
board.playerA = player; | |
scheduleAction(player, "joined", board.id); | |
return; | |
} | |
if (!board.playerB) { | |
board.playerB = player; | |
scheduleAction(player, "joined", board.id); | |
scheduleAction(board, "start"); | |
return; | |
} | |
} | |
start(board: Board) { | |
board.aMove = undefined; | |
board.bMove = undefined; | |
if (board.playerA && board.playerB) { | |
scheduleAction(board.playerA, "think"); | |
scheduleAction(board.playerB, "think"); | |
} | |
} | |
move(board: Board, from: Player, move: number) { | |
if (from === board.playerA) { | |
board.aMove = move; | |
} | |
if (from === board.playerB) { | |
board.bMove = move; | |
} | |
if (board.aMove && board.bMove) { | |
scheduleAction(board, "compare"); | |
} | |
} | |
compare(board: Board) { | |
if (!board.aMove || !board.bMove) { | |
return; | |
} | |
const r = (board.aMove - board.bMove + 3) % 3; | |
switch (r) { | |
case 0: { | |
console.log("Draw"); | |
break; | |
} | |
case 1: { | |
console.log("A win"); | |
break; | |
} | |
case 2: { | |
console.log("B win"); | |
break; | |
} | |
} | |
scheduleAction(board, "start"); | |
} | |
} | |
class PlayerDirector extends Director<Player> { | |
joined(player: Player, board: Board) { | |
player.board = board; | |
} | |
think(player: Player) { | |
if (player.board && !player.moved) { | |
const [res, n0, n1] = wmc1616(player.state0, player.state1); | |
player.state0 = n0; | |
player.state1 = n1; | |
scheduleAction(player.board, "move", player, (this, Math.floor(3 * res))); | |
} | |
} | |
} |
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希望采用类似这种代码范式编写业务代码,实际的action可以分散在包括客户端在内的所有节点上执行,从而在未来支持极度复杂和大开销的Actor逻辑(如状态机+决策树、复杂的几何运算等) 乘以海量的Actor